Super Mario RPG (English Translation) SNES

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Status: Complete
Patch Version: LH
Last updated: February 17, 2024
Downloads: 79
Description:

Super Mario RPG: Legend of the Seven Stars ~Rebrick Time Capsule~ is a construction of what a wishful retranslation of the 1996 SNES game might have looked like had it been done by Square Enix in the vein of their other classic RPGs. This on and off project took on several internal phases over the years, and in light of the 2023 Switch remake, it has reached a point where the author has deemed that further work on it is not too necessary. In addition to the retranslated script, original research was conducted and kept close to the chest in order to showcase regional differences that were unheard of in the public sphere, even down to the control code level. Refer to the enclosed reading material for a taste if you so choose. Please support the official release.

"LH" UPDATE: Rebrick Time Capsule now comes with Super NES "TM" and Nintendo Switch namesets, for those who want the retranslation effort with minimal changes to the official English terminology.

Hashes:
Filename: Super Mario RPG - Legend of the Seven Stars.sfc
CRC-32: 1b8a0625
SHA-1: a4f7539054c359fe3f360b0e6b72e394439fe9df
Readme:
The following is purely for informational purposes. It represents a carefully crafted retranslation effort of the original game that has been roughly half a decade in the making. It is not designed to replace the initial playthrough. Please support the official release and do your part in making Super Mario RPG 2 a wish come true. Every piece of the Star Road counts. =@#**:. -#*--=+#@@## .:- .-*@%@#=- =@*--*%*%@%-#***+@**#%*. .- .::=****- -+@%@#*==+#%@*- .=%@@@#+-*@@@*-%@*=%%-+===%++++*@#***#- :-=+***=:. =%#+++++*%*#@#=-------=%@@*. .*@@@%%#*--%%=-@@#=%%-@@%-#-##*%@+-%*-%@ %@%#*=-+#%%#*=%*-------=#@*----=---#%@@@= -%@@#---=#@@=-++-+%#-**=-#-+*#%@+-@@=#% %%---=----=%@@%=-==+++=-*@*--=#@%#*%%@@@* =@@@@@%#%@@@@@*++*@@#-**#@+-#%@@@+-*-+*= %%--%@%*---#@@%==%@@@%=-+@*-+%@@@@%%%#*%@@* =@@@@@#@@@@@@@@@@@%*%@@@%--++*@+-@%=#*. %@--#@@@%+-#%@%-=%@@@%--+@*-%@@@@@%+---#@@@ *@@%==*%##%@@=*@@@@@@%%@@@%@@@@@%#@@#**. %@--+@@@#--#%%%--%@@%#--#@*-=%@@@%+----*@@@. .@@@#---+---*%@+==#%@%-++=#@@@*#@@@#=:. %@=--#@*--+%@@%--##**==%%@*---#%%#---*#%@@@* =@@@#-+--=+--%#=##=%@%-+@#=#%@-***:::- %@=-----=#%@@@%-------%@@@%----------*%@@@@@ =@@@*-%#-#%*-*%#%@+=%%-+%#=#%@-*#*=++##- %@=--**---+%%%#---++*#@@@%@*=----*%--=%@@@. @@@@--%@%@@%+-##*+=-*%-++-*%@@-*+-+%%++@= %@=--*@%+---+%#---#@@@@@@@@@%%#*%%@+--#%@@# @@@%-=@@@@@@#-+@@@#-=%-*%#=#@%-+#-+@@*-@= %@=--*@@%#=+#%#***%@@@@@ =*@%@@%%*%@@@@@- *@@@%**@@%@@@%%#@@@%=+%@@@@##@%-=@#=+=-=%- @@***#@@@%%%@@@@@@@@@@@@ .-*%@@@@@@@*= *******. **- @@@@@#=*@@@@@@@@@@@@*+*=- *+@@@@@@@@@@@@@@%------- .-=**- ::::::::: .::::: ::: Legend of the Seven Stars ~Rebrick Time Capsule~ Chief: J"LiThL"J =Instructions= Simply apply the enclosed patch to an original "Super Mario RPG: Legend of the Seven Stars" SNES ROM with your patching method of choice. There is only one North American revision of the original SNES game, so there shouldn't be much confusion on how to do this if you're here. If you want the Japanese palette of the battle and arrow buttons instead of the North American one, navigate to the "omake" folder and apply the Rebrick Time Capsule's SFCbuttonsBETA patch instead. The reason this is optional is explained below and in that folder's document. ==Background== This project was slowly tinkered with on and off in free time, and has gone through three major phases: Super Mario RPG Relocalization (2017~2018) This phase consisted primarily of gathering up broad regional differences and plowing through the main text. Despite reaching a point where it was more or less done, upon reflection, I was unsatisfied with letting it out publicly for a number of reasons, mainly lack of restraint and messy tone. Looking back, I'm surprised how much of this gungho proof-of-concept survives. I'd say nearly a quarter. Super Mario RPG ~Advance Retranslation~ (2019~2021) With a self-critical eye, this phase consisted of closely comparing the Japanese and English releases back-to-back, meticulously spotting numerous differences by hand. Much of the borderline fanfiction introduced during the first phase was reverted, and a distinct ruleset began to form from the muck. The current project was coming together, and most of it can date back to this experimental period. Super Mario RPG: Legend of the Seven Stars ~Wishful Retranslation~ (2022~2023) New research and discovery of more tools towards the end of the previous phase led to further refinement, morphing the project into yet another phase. A lot of the changes made during this period were minor, but they added up to a point I feel I can call it something else. While the effort now met if not surpassed the scope initally dreamed of, progress was slowest for technical and other reasons. The ultimate vision that emerged hopefully answers the hypothetical: "What if a retranslation was produced in the 2000's, assuming lifting certain content restrictions as seen in other RPG re-releases at the time and similar-resulting conditions were possible?" The only thing that remained constant about the project was the wish for that -one- perfected release. After all, Super Mario RPG was originally released in an era before DLC and online updates littered the gaming landscape, and back in the day, 1.0 meant 1.0. Among other reasons, in my mind, putting out anything less than best on the first go would be a disservice. More than anything, I wanted this to look like the official retranslation that could have been. After all, the rights issues involved shattered any prospect of it happening, right? Needless to say, with the inconceivable announcement of the Nintendo Switch remake, my script appeared to have reached its definitive cutoff point. Realistically, any form of progress would have been a waste of time. Despite mixed feelings, as a player of the long game, I decided to bide my time further to see if releasing my project was still viable. I understood full well that it would have been insanely irresponsible to push forward knowing that the game's first non-emulated re-release was in development. So, I rethought my title once again. As noted, the project had been renamed several times. Relocalization was, I felt, too narrow when I knew it had the potential to aim higher and offer more. Advance Retranslation indicated a would-be Game Boy Advance style, but the platform didn't change, so Wishful Retranslation instead indicated a broader ideal I strove for, and the North American subtitle was retained as a number of things that weren't broken were rolled back. However, as I thought that the wish for an ideal retranslation would be granted, that, too, appeared to be inappropriate. Super Mario RPG: Legend of the Seven Stars ~Rebrick Time Capsule~ While it largely does not represent a phase in itself, the work herein is a bittersweet time capsule from 2017 to 2023. It represents a certain Mario/language appreciator's nearest approximation of how a professional retranslation would have been handled had it been done sooner. The irony of a retranslation effort being the time capsule while the original stands the test of time is not lost on me. To be very generalized, the current iteration overhauls the text from the most standout examples to the most miniscule in the name of having an English script closer to the Japanese release, after comprehensive checking, and replaces most of the terminology with versions both closer to their original Japanese counterparts and in the vein of other Mario games in cases of oversight. Nearly all the text has been retouched to some degree when cross-examining the Japanese and English; with no exaggeration, every single line of text has been reviewed at some point during the project's development, even unused ones. Surprisingly, the bulk of the writing may have ended up among the least lengthy parts of the project as it really took shape. What was far more time-consuming than anticipated was the implementation, such as... - Finding where each line of text played for context as well as uncovering most debug and unused text that was dummied out between releases, which required outside tools and text dumps to cross-reference (some partial space concessions and shortcuts still had to occur, but I tried to hide that when I could). - Making sure that pretty much all dialog pauses and idiosyncricities were timed and corrected much more accurately to the Japanese release, all within allotted space and tool constraints, since control codes most oftentimes differed with the English release. - Extensive testing to inspect any unforeseen formatting, overflow, and pointer issues, and so on. Behind-the-scenes plans for fun fan surprises to coincide with the project's release was also in serious consideration. For a multitude of reasons (not the least being the remake), that idea has been dropped indefinitely, with the bare scraps of it being very loosely retooled into the spoiler section of this document. The project in its final form does around 91~99% of my intention and is fully playable. I made sure that a large part of the main text is true to the original, making necessary scripting tweaks. The misrepresentations have mostly been taken care of. The uncertain single-digit percent left should mostly be miscellaneous polish, text tightening, and better space optimization - minor things that probably only those as nitpicky as me would notice, all things considered. It is, for all intents and purposes, feature-complete. Some self-imposed writing guidelines are as follows: - Other media is looked at first to decide if a given subject has to keep the same English name or not. "Other media" often includes later games, so this comprises of Mario elements that may have been misunderstood by the Square translaters, but this also includes other sources, even including a 2006 book called "Mario and the Incredible Rescue" that contains many returning Super Mario RPG elements and thus theoretically shows that a 2000's game reappearance of those particulars would not be renamed (consequently, this means that "Kero Sewers" remains, and I expect counting a Scholastic children's book in the decision-making will be mildly controversial, but a "Kero" here and there is the least of our problems). The primary reason for this rule of thumb is thus: if we cannot conform to standards, then nothing besides the vague boundaries of whim stops us from going as far as to do things like retranslate Kuppa. The idea was to be more direct yet not overly literal, and this provided a basic means to that end. -- Super Mario RPG exclusive derivations of the aforementioned subjects have their names fittingly adjusted within these conventions. As a late addition, name changes from the Switch remake were incorporated, unless they were were deemed incongruent with the project (you may refer to the spoiler section of this document to see my original versions). -- Exceptions include when a shared Japanese name in the franchise belongs to an ostensibly separate subject. For example, Paper Mario has several items that share their Japanese names with some of Mallow's special attacks, but it is contestable if they are the same thing. Similar names or spellings may be used. -- Exceptions to Mario and the Incredible Rescue priority include Yo'ster Isle and Bowser's Keep, which have much more common English names available, and Toadofski, which appears to be a rather negligible typo (though I did give a nod to it through an NPC recalling his name). I considered reverting Yo'ster Isle and Bowser's Keep in light of the Switch remake, though I decided against it since it's too soon to tell if they're going to stick around. -- There are some fringe cases. In this game, Star Hill shares Japanese with a location in the earlier Paper Mario, but English with a location in the later Mario & Luigi: Partners in Time. As these are generally believed to be different interpretations of the same theme, in addition to the ASCII guides rendering it as Star Hill, it is convenient to keep the name as is for brevity's sake. I note other fringes in the spoiler section of this document. - Everything else is fair game to retranslate with less external restrictions. -- Other supplemental material was used to help get an idea of optimal localizations. For example, there is a location whose Japanese name is a straightforward portmanteau of the words for "mushroom" (in reference to the past few water-based areas) and "rose" (the next town). The game's Shogakukan guide lists it as "The Swamp of Kellows" in English. Therefore, to get a similar point across, it is now "Rose Swamp". The Nintendo Player's Guide was also consulted. One example for that is an alternate name for one of the apprentices, whose Japanese names merely differed in writing styles. - Above all: be conservative with regards to the script, but not overly literal, and don't overreach as far as the English release did in a few places, yet defer to it when it did the best with the style that could be done. In short: do not under-localize, and do not over-localize. This was a fine line to navigate, and it hopefully pulls through for the most part. I strove for every alteration to be purposeful and under intense deliberation, maintaining a strict level of consistency. Because I revisited the project after breaking every so often with an evolving mindset, some areas may be rougher than others, so I apologize if that any of that presents itself in the final release. -- I also reminded myself: what could most conceivably -not- change in a 2000's retranslation? This is tricky to say on some calls, and of course, not everyone is going to agree. The following are general things that remain unchanged from the English release, in rough order from most likely to least likely to change in the single-digit percent remaining of my project: - There are three moments where I reluctantly had to concede to the will of the tool/ROM. My builds that corrected these minor issues caused much bigger problems, and I eventually found that reverting them patched things back up. These trouble spots are in three town areas. Refer to Odds and Ends in the spoiler section of this document to see what I mean. If I were to continue this work, recorrecting these would be top priority. - By default, the battle and arrow buttons are still in the North American palette instead of the Japanese one. I had this implemented for a long period of the project, but I noticed that it caused a graphical error. I made the call that consistency was more important to the main patch. However, since I didn't see a standalone patch readily available for it, I have included this as an option for those who don't mind the minor bugginess. This comes in solo and two-in-one versions. Other solo versions out there that may have rectified or bypassed the issue should be compatible as well. - Peach is referred to as Toadstool on the Level Up Bonus screen. I changed this earlier and was about to carry it over to the release patch, but during my real-hardware test, I noticed that this seemed to increase the frequency of a glitch where stat text would occasionally get corrupted. I know it's not just me since I tried alternatives and replicated the issue. To alleviate things, I made this bug a feature by reverting the demonstration sequence cast roll to the version from my project's first phase, with King Koopa and Princess Toadstool. The rationale was because Super Mario RPG came out at a time when the names were being bridged, and re-releases such as Super Mario 64 DS and the Super Mario Advance series retain the latter, so just assume that their full names are King Bowser Koopa and Princess Peach Toadstool and hum loudly until it goes away. - While comparing and contrasting the pauses and line breaks in dialog between the Japanese and English release was an incredibly tedious part of the project, even more can be done with the control codes, despite the presentation being invisible to most players. A full, coded text dump of the Japanese release would've helped immensely, and would show how much more there is to do. On that note, some other text formatting has room for change as well, as there is still centered text that wasn't centered in Japanese, which can also affect display timing. Lastly, the game's use of English and Japanese-style ellipses could be more consistent - I take it that the former was intended for thoughtful speakers and the latter for shocking or abrupt moments, but that's not always true. - Minor text deemed functional enough or that flowed better, provided that they do not go overboard or look too out of place. This also includes the Sunken Ship puzzle. I wasn't eager to punish newcomers who decided to look up a guide, and my assessment was that it is too awkward to change around without having to come up with another "Woolseyism" anyway, although I did retranslate who/what the memos came from. In regards to things like menu text, more care went to massive description translation cleanup. - Many naturally-untranslatable character quirks and phrases in main dialog tend to default to their English release equivalents. This includes many speech mannerisms or honorifics, especially in place of Japanese sentence enders or "-san" and "-chan", which the official games oft do not translate anyway (though I have elected to better make such characters use context-sensitive language that reflects those instances). I feel like the English release was at its best when coming up with solutions for wacky dialects and the like, and overall, I didn't feel like "overcorrection" was in my best interest or within the scope of the project. Only a handful of misrepresentations are altered. - Bowser's win pose animation. Since the English release version would have probably remained in an official retranslation (and I find the graphics to be more readable anyway), it became my lowest-priority graphical difference. If this is bothersome, look up and apply a standalone uncensorship patch, though I have not tested this, so do so at your own risk. - The Japanese release's secret Toad code. This would have been a treat, but out of everything, it seems the most cumbersome to add back in (though I would love to be proven wrong). I suspect that messing around with the event scripts more would've yielded results, but that wasn't a priority. Due to the unexpected existential drive for a retranslation in the wake of the remake, I am dropping plans to fine-tune these parts that most find negligible. I have glanced over the remake's English text, and my rough analysis is that it is a most genuine, celebrating approximation of what the original might have looked like if the translators had more time and less constraints, which is noble to finally see. Nintendo's localization teams evidently deemed it the best direction to take the game's first major non-emulated re-release, and for most people, that is probably true. I can't disagree. This project is merely an alternative to fill the niche of a direct version that I feel would have been reasonably close to the scenario had Square Enix done a fuller retranslation in the vein of their other classics. It is not meant to be a knock at the original in any way whatsoever. At the time of writing, I have not thoroughly looked over the remake's Japanese text. My initial impression is that, while it appears to be mostly the same, some ambiguities have been rewritten and expanded to an extent for further clarity. As this project is not for the remake, it does not factor these retroactive Japanese script adjustments or the additional in-game furigana for intended readings. The project did, however, take some phrasing in a handful of places where I deemed it did a more direct job than my previous version, such as parts of the enemy thoughts. I would say this was roughly ten or so lines if you don't count the name changes, so I don't consider the post-remake edits to be significant enough to be a wholly separate phase from the third one. While I would love to see a script port of the Switch remake to the SNES original, that is not this project; space constraints will be a persistent issue to an unencumbered version of that, and it was already enough of a headache to smooth the project out in present form. Overall, most of it is incongruent with my preexisting work, but that is fine. Either way, the fact remains: as the Super Mario RPG fanbase transitions into an exciting new chapter, I estimate that continuing a project like this would drive it into the ground of irrelevancy. My work has been touched up enough over the years, and it meets my standard as put-to-print 1.0 material, which is satisfactory for me to let it stand on its own merit. My closed experiment has reached its conclusion, and is now open. Consider it my holiday present to the community. =FAQs= -Why bother? I started this project because I, foolishly in many ways but perhaps warrantedly in few others, thought that the game's legacy was in danger. Seeing all these other classic Square RPGs get re-released had me genuinely worried for the future of Super Mario RPG, which was met with radio silence outside of the occasional emulation for about a quarter-century. People talk, and I am cognizant of the fact that the prospect of a retranslation is something that has been whispered about for a long time. As someone who played the game in Japanese several times and conducted some amount of game research, I thought I could be one to help show the game in a light not as widely seen in the West. The inklings of this project go as far back as May 2017 if not earlier, when curiosity prompted me to look into the Japanese equivalents for the unused monsters and their thoughts for The Cutting Room Floor. This pet project morphed into my visualization of what an exhaustive retranslation would look like, with each draft taking it further and with the seriousness that the task deserves. The project's first phase more closely took after the subsequent Mario RPGs that weren't made or localized by Square; I would have released it then had the Super NES Classic Mini not come out and reminded me how well the English release held up. I felt that I had wrongly molded the game into something it wasn't, which got me to rethink my project with its first internal reboot. It wasn't until around 2020 that I reached what I felt to be a strong thesis that finally made everything click for me, which really should have been the obvious direction from the start, but I rebooted my project once again with this vision in mind because I was very particular about getting it all right on the first go, as I knew the expectations were mounting with the passage of time. Making a race out of it would hurt the project, as would subjecting fans to beta tests masquerading as complete after about twenty-five years. With the unpredictable announcement of the Nintendo Switch remake, my broader concerns proved to be unfounded. This left the third phase's intended range technically unfinished, so those gaps had to be covered up with the work of the previous phase, as well as picking up some of the remake's retranslated pieces. I am only releasing my project at this point because I am aware that some may still find value in what was the closest thing to a -full-scale- fan-retranslation effort as the remake fully enters the public consciousness. If I had been privy to the fact that a remake was in the works, I would never have started this project, but too much time has been lost on it, and too many people have been waiting for it. It is what it is. -Wait, is this a relocalization, or a retranslation, or...? I describe this unconventional effort as a fan-relocalization that morphed into a fan-retranslation that attempted to match the 2000's official re-releases of classic Square RPGs like Final Fantasy IV or Chrono Trigger. While the project was tentatively called a "relocalization", I concluded early on that Super Mario RPG in its original form would be better off with a "retranslation" overall. There is nebulous overlap to be sure, but this semantic nuance matters to those who witnessed the project evolve firsthand, and while I understand translators who dislike splitting hairs over it, the fact that the remake's credits make a distinction between localization and translation (albeit in another context) makes me comfortable enough to do the same here. "Relocalizations" in the context of the game were nevertheless applied within reason, such as when the English localization was found to be incongruent with what I took to be the translated intent, when the space couldn't allow 1:1 conversions, or in order to keep connections understandable to other Mario media. The bulk of these should be explained in this document. Again, the idea was to present more direct text, but not fall into overly literal traps. I use the term "retranslation effort", but it could also be thought of as an alternate-universe "reconstruction", hence "rebrick". It was made with the full expectation that a re-release would never get greenlit. I was wrong, so it no longer felt right to refer to it as any sort of relocalization or retranslation in the project title. It is my firm belief that only the official release deserves to be rightfully recognized as the game's true relocalization. I encourage you to please refer to this relic as the Rebrick Time Capsule. Think of it however you like; I was prepared to scrap this project entirely in favor of a full script port had the remake done a full retranslation. Since the remake did not do a full retranslation, the chasm for the integrity of that idea has widened to a degree that is nearly insurmountable, so perhaps it is of some small merit that I started this project much earlier and continually refined it over the years as I improved both my skills and knowledge. I want to stress that I believe the remake overall made the right decision, as Super Mario RPG: Legend of the Seven Stars already has, in my opinion, the finest SNES-era RPG translation. It being so timeless is precisely why I took this challenge upon myself. Would I have personally liked to see a fresher take of the material in official capacity? Sure, considering the British and American English scripts could have gone in different directions to satisfy both camps. But I also understand that the reasons may, in truth, be a little more complicated than simple nostalgia. This game was mired in rights issues, after all, putting it in a sensitive position that demanded bated breath. I hope it was worth the wait. -So this is better than vanilla? That's a loaded question and it's, in a word, ridiculous. It is not my place as the author of the work to say if this is "better" than the English release. That is entirely subjective and for others to decide for themselves. What I can at least say confidently is that the Rebrick Time Capsule promises to have more cohesiveness, consistency, and clarity, closely examining the original intent of the Japanese release while simultaneously striving to simulate the approach of a professional product. Do be aware at all times that this project, as any other effort, has the unfair advantage of the benefit of hindsight. It is a product of its time due to the remake. I want to put this effort behind as we move to celebrate the remake and wonder what it may mean for the future of the Super Mario RPG world. -Where's the Mushroom Kingdom? The Nintendo Player's Guide posits that it's actually the whole patch of land that comprises of the first "world" of the game, which ultimately makes the most sense to me. Early Japanese previews suggest that it is the castle town area, which probably explains the English release, but final material isn't so clear. Instead, "Mario World" is the literal term used for the overall setting. I understand why the English translaters probably thought it was too awkward since it sounded like the game was reminding us of the console's flagship launch title, but I kept it nonetheless. At any rate, the Mushroom Kingdom wouldn't appear to be totally synonymous with Mario World, but it's not really important to know how much of the world is the kingdom. All in all, at least the castle town area, though that is effectively a prototypical version of what would later generally be known as Toad Town. -Why Booster Pass, but not Booster? Booster Pass reappears by name in Mario and the Incredible Rescue, so it passes my "other media" criteria. However, in the Japanese release, the area is not named after the character, but rather, one of the local enemies. By chance, the "Booster" part happens to be appropriate for that particular enemy. Sure, it's a bit of a loophole, but I'll allow it, if only for the fact that there is no more discrepancy with the tower sign if you can read it. I can't be the only one who was bothered by the tower sign scribble, though the remake found another solution by removing it. You can also look at it as a play on the apprentices that frequent there, due to my rendition of the Snifits. It's a given to say that this will not be applicable to alternate namesets. -What's with the enemy thoughts? Not a lot of the pop culture references are easily understood, but they should be more sensical overall than the English release. Since this is basically optional Easter egg text, I've generally tried to keep most of the known Japanese pop culture references intact so that they could hopefully be understood by fans of the represented media, even if it means being niche to most Western audiences. This project is already niche, after all. Since I maxed out all of the available space for these thoughts, a few compromises had to be made, such as condensing most lines that formerly took up more than one break. I know that this could have been avoided entirely if I had straight-up deleted the unused ones, but I wasn't willing to cheat the chance to preserve and restore unused Japanese text translations wherever possible, as nearly all of the unused text differences are represented in the project in order for others to use it as a springboard for further research. Only in a few cases were rewrites utilized, such as when puns had to be reworked. If you would like to want to see full versions and explanations of known Japanese pop culture references, I encourage you to look up Mato's Legends of Localization article for starters. -Does this work on real hardware? The very last thing I did for my project was take the plunge and personally purchase an FXPAK PRO just for the final test run on a Super Famicom, and I can assure you that it does work and is fully playable. I'm glad to have done this, because as indicated earlier, this led to some last-minute troubleshooting. Again, whenever the choice came between a hacky solution or something less buggy, I chose the latter, despite it being something that most players may not notice. -Is the text box formatting intentional? Entirely. Every single text box has been handcrafted in a style close to the original. While there was some space left over for the main text, when information was crammed into the space of one box, I more or less tried to do the same. I also didn't want the text to look like it automatically wraps down like in modern games. As a matter of fact, I think it makes the text look lazy and devoid of character. When there's a brief exclamation and then a break to show the next line of thought, for example, that is precisely how the game was deliberately presented. Making this look like the text was wrapped around by a machine process would be impacting the very soul of the game. If anything, I made things a little more uniform by properly centering text that was probably supposed to be centered. From what I see, the remake didn't adhere to this style as well as the original, so it's becoming something of a lost art. The cost of getting a game out on time in multiple languages with minimal hiccups, I suppose. -Will you update this project, please? I wasn't intending to. I didn't initially want to have to let a bazillion builds out into the ether, and in light of the remake, letting the script go in a frozen state is all I can do at this juncture. The place I have taken the script is as far as I'm willing to take it, and an update on my part is antithetical to the idea of a time capsule. Releasing it after giving a grace period to the remake was a symbolic gesture to signify that it is over and time to move on, and after the announcement, I felt it would be fundamentally wrong to release it any sooner, as the game's rights issues required bated breath. That said, I have experimented with the idea of providing alternate "forms" of the patch for those who prefer different sets of names, just so there's a little something for everybody. Compared to the tight enemy thoughts and battle messages, I ended up having a fair amount of space left over for the main dialog, which may be useful for such alternatives. Due to circumstances beyond my control, I have to drop plans to get that out simultaneously in order to finally get a main patch out first. If there is a catastrophic error that passed me by, it probably happened as a result of this late tinkering, in addition to incorporating parts of the remake's text extremely late in the project's lifespan. That is the reason I would consider an update to the main patch. My original plan was for the project to be one-and-done, so if I do this later, these alternate extras will be put in a side folder self-deprecatingly labeled "dlc" along with their own document. EARLY 2024 EDITS: Yes, small updates were made to the main patch, first in January due to an oversight with the name of Hinopio and the second in February due to finding a typo in the younger clown's enemy thought. These errors mostly came about during the post-remake leg of the project, so I apologize that was a little rushed. To make up for it, some alternate nameset "DLC" was added, with minor elements tweaked for a little more uniformity between them. Check the "dlc" folder out, as this document was written with the default project in mind. If you must differentiate it, call the first version "HH" for "Hate Hino" and the second version "LH" for "Love Hino" (hate the casino clown). -Is this related to another project? NO. The work on my retranslation effort is my own and has no connection whatsoever to any other hack. Period. Any similarities to any other attempts would be due to access to the same resources, some of which have had my involvement. It's a surreal feeling to see other authors over the past few years inject discoveries and early translations from certain circles that have had my contribution, taking that handiwork for granted (it's always cool to abide by licenses and cite your sources). This project, while it couldn't reach my totally idealized form of a near-ROM conversion, premieres more up-to-date content that I have been sitting on for some time, which has not been picked up on by those who have not as thoroughly compared the Japanese and English ROMs. It is, as of December 2023, the fanmade effort that has publicly come along by far the furthest, by someone who can pick apart the Mario connections and has studied the language. There is a handful of hard-to-trigger text whose context remains uninspected, but the Switch remake was useful in determining that these were unused, so I can reasonably say with confidence that every single used line of text was compared, and not just once, but at multiple points. A low number of these lines may have slipped in a few first-phase-isms that I've meant to gut out with a knife. Again, this was made without referencing a full, coded Japanese text dump. -Can I use this as the base for my own project release? Are you sure? Honor among thieves is evidently a dated concept these days, so don't let me stop you from doing whatever you want without my express endorsement. However, all I ask is that you follow a few guidelines, which I will outline here in what I dub my Addendum's Star Road: 1) if you seek to further text-edit my work as some kind of continuation or fork, it is equally necessary that you too had multiple years of Japanese experience under your belt, 2) if you insist on approaching a text-edit as a team, it is paramount to give the most experienced translator unfettered custody, 3) if you mainly intend to text-edit, do not handicap your version with unrelated enhancements made mandatory, and allow your text alterations to stand on their own; it is fine if you are doing a significant gameplay or aesthetic modification that could not be confused with the original playing experience and would like to transfer the text to that special project, or if you would like to use this work as an aid to translate the game into another language, although I would ask that you at least also study the remake if you aim to do that, 4) if you are coming in with any sort of "sock it to the original translator" attitude, I advise you to brush up and rethink your goals, 5) earnestly believe that what you are doing is for the betterment of the game and its end users at all times, 6) please give a little credit where it is due, and 7) if at all possible, use a creative project title. I wasn't originally planning to include modification guidelines that I expect will be divisive, but as someone whose research has been copycatted on multiple occasions, I hope you don't fault me for wanting further safeguards in place to have a modicum of protectiveness over my work. I invite you to take this concept for your own. Given the nature of ROM hacking, however, I realize that these are merely strongly-worded suggestions, and nothing more. It's not like I have the power to strictly enforce this, though you will be subject to some stern finger-wagging if you go against these wishes, and I'm sure we don't want that now, do we? -But can we use it for the Switch remake? I don't endorse it nor will I get involved, but I know others are going to want to do it anyway, so I'm not going to flat-out say no. Keep in mind that the Rebrick Time Capsule was made with the limitations of the original game in mind, and once again, it does not factor the remake's increased text space or changes to the Japanese text. Just follow the general guidelines I outlined above - and please, buy the game. I am especially encouraging each and every one of you eager for mods to do that, as the Super Mario RPG universe deserves its chance to have new life breathed into it. And remember: if you do this, you must not make grandiose claims such as "fixing" the official relocalization. I disavow having any iota of my work remotely associated with that song and dance. The Rebrick Time Capsule is merely an alternative, and it is to be strictly presented as such. Nothing more. -How come I still see English-release writing here and there? You can spot it in heavily filtered doses far and few between, sure. To be clear, though the project was designed to be as in-depth as possible and changed shape many times, it is absolutely not purposefully crafted to be the age-old "de-Woolsey-ification" in its entirety. Take it from me - I once made a memory-holed "Un-Woolsey'd" ROM hack of Final Fantasy III (VI) long before I began learning Japanese (back when the boss was Sky Render) that, as a prank, made the game text feel more like Final Fantasy II (IV/proto). Ironic, isn't it? But no, Super Mario RPG is a different beast. It would have been fruitless to throw away the entire groundwork and fully start from scratch within this scope. It might have been easier to keep track of and given faster results, but for better or worse, I didn't take that approach, as I wasn't keen on redoing parts of the script that I felt were translated directly enough the first time. I did not want to fall into the trap of rewriting the game for the sake of it. Every single line was looked at, so if you see unedited parts, chances are, that was intentional and deemed direct enough. Remember, even official re-releases of classic games worked on by Woolsey do not do this in totality, and the Rebrick Time Capsule sought to emulate that, which is precisely why the project's full name keeps the English subtitle. Besides, he and his team are additionally credited in the Japanese release, so that has to earn even his most ardent detractors respect. Despite everything, it was integral for the game to still feel familiar enough to recognizably be Super Mario RPG. At the end of the day, I am an observer and a messenger. The first phase taught me to perform my changes as incremental for each of my passthroughs as possible to be as delicate to this game and its legacy as one can, for quality assurance reasons and so that my personal fingerprint on the game may hopefully be as unobstrusive as possible. I sincerely hope I've succeeded at the point where I have to drop my project. -I liked some of the original jokes better! So did I, and that's not a question. While small bits have been retained where necessary for humor and quirks to come through, preservation willing, the original will always exist and this is not designed to replace that, as the disclaimer at the top indicates. I wouldn't dare have the nerve to halfway pretend otherwise. We've all seen that song and dance before, and it hardly ever ages well. -Rebrick? More like ReBROKE! I know it's impossible to 100% satisfy everybody, especially now. If something is too irksome for your enjoyment, open the game up in Lazy Shell and make your own edits for personal use (again, all I ask is that you follow the guidelines mentioned earlier if you intend to make it public). Just don't blame me if doing too much breaks something else. Most of the project time was in testing, after all. Of course, it doesn't hurt to play the game in Japanese. In fact, if you can, I would much prefer that you do. Super Mario RPG is a fairly beginner-friendly game, and there are ways to play it with translation assistance if you are learning Japanese. You might even come out of it with different takeaways than I did, or come out of it with even more things that haven't yet become part of the online discourse. Learn by your power, draw your own conclusions, and don't overrely on crutches. You can do it. -Whew, I'd rather play a retranslation effort than buy the remake that couldn't even try! Stop. I've seen seen this attitude crop up in late 2023, and I find it alarming and distressing. Buy the official release or you don't get to complain later if a true sequel's prospects are shot down yet again. This is the chance we've collectively been waiting for, and I totally get it if you are jaded by remake culture. If you are a fan of this game, this is not one of those times to be playing around. We couldn't predict this. Even if you don't intend to play it, please support it. It's the least you can do. I am saying this as the person who put the most time into a retranslation. If you're unwilling to support the game in its hour of need just because it wasn't fully retranslated, don't play my work either. If English is not your first language, this shouldn't be a problem for you, as NOE translated other languages from scratch. Your support will determine interest in the game's future, so if there's anything left to fix, it's eradicating that undesirable element from discourse. It makes us all look bad. -Can I at least transfer save files? Yes. If you want to use old saves, they should be compatible in text hacks like the Rebrick Time Capsule and even across the English and Japanese versions of the original game. I'm not necessarily recommending that since it may scramble your save file name, though the option is open. Make a backup just in case, but it should be fine. -Can I stream this? Sure, though I would prefer that you support the official release while doing so. You don't necessarily need to have streamed it first since I understand the want to do something a little different for your audience, but please, understand that this is an alternative and is in no way a replacement for the original. Even if you do personally prefer it (and it's not like I don't appreciate the sentiment if you do), the notion of a fanwork replacing the official version is divisive conceitedness that does not need to be brought over to this game, especially at such a volatile time. Also, please correctly specify the project title so there is no potential case of mistaken identity. I have very strong reasons to not have my work mixed up with anyone else's output. If you intend to stream it for analytical purposes, I freely invite you to do so. You know what that means. Dewit. -What's next for you in the ROM hacking world? Probably a no-frills, low-stress script port, which is exactly what I intended to replace this project with had the remake gone further. Knowing all too well what it feels like for others' work to be misused out of vanity, I would like to humbly apologize to the artists of the original game in advance if they somehow see a silly thing such as this and view it as an insult. -Where's the last hidden treasure?! Oh, dear... --VARIOUS NOTES IN REGARDS TO THE RETRANSLATION EFFORT ARE INCLUDED BELOW, SO IF YOU WOULD RATHER BE SURPRISED, FEEL FREE TO SKIP THIS PART OF THE README-- =Terminology= The following is a giant list of terminology changes from the English release, which can be helpful for your ease of reference. These are listed in either rough order of appearance or alphabetically per English release, depending. Brackets signify any special notes or rationale. Whenever possible, I tried to reduce CamelCase and abbreviations significantly, although some instances couldn't be worked around. ==Characters== ===Fightable=== JP EN RTC アーロン -> Aero -> Aeron [From アロー (arrow), with displaced vowel elongation. I would've gone with something like Awrron or Awron, but since the English-release pun doesn't appear too far off and the name Aeron/Aaron (アーロン) is phonetically sufficient, I didn't go too crazy rerendering it from there. It is a freak happenstance that this is also the name of Reggie's chair.] チューベエ -> Alley Rat -> Squeekman [Japanese is more like the word for a squeak coupled with a masculine name suffix. This strove to get a similar idea across, borrowing the stylistic "squeek" spelling from Rat Funk's thought in the English release. Note that "Squeek" is also the name used for the Little Mouser race in Paper Mario: The Thousand-Year Door, but outside of similar names for mice, there doesn't seem to be any direct connection between the two.] ポピン -> Amanita -> Poppin’ [Apparently, Amanita mushrooms are sometimes colloquially referred to as poppy mushrooms, but poppy most often refers to something else. I got around this by simply adding an apostrophe for a lingual coincidence, since they "pop" at you.] プヨメーバ -> Ameboid -> Puyomeba [I figured "Puyo" didn't require localization due to the recognizability of Puyo Puyo.] ブッカーみならい [NPC] > Apprentice [Snifit] -> Cadet / Bookster Cadet みならい [battle] [This is based on a pre-release name seen in the Nintendo Player's Guide, and it differentiates from the game's other apprentice, which is distinguished in Japanese merely by writing style. Maybe cadet is too formal, but it'll do.] タリンチュラ -> Arachne -> Tarantuless [Credit for this one comes from a suggestion in a Legends of Localization video.] アリのゆうしゃ -> Armored Ant -> Valored Ant [Note that, unlike its weaker version, the Japanese is not a transliteration from English. I think they were supposed to have the same basic meaning, though this one more literally translates as Ant Hero. My rendition retains the English release's "-red" wordplay.] ソソクサ -> Artichoker -> Mimicrass [From mimic and grass; in Japanese, くさ can mean grass or mimic, and while そそくさ means hastily, another term that comes to mind is そっくり (mirror image). I also felt like this paired a little better with its stronger counterpart.] ブラック -> Axem Black -> Black グリーン -> Axem Green -> Green ピンク -> Axem Pink -> Pink レッド -> Axem Red -> Red イエロー -> Axem Yellow -> Yellow [Ever notice that the English release calls them "Axem" before they introduce themselves?] ドッシー -> Bahamutt -> Doshi [From dragon and Yoshi. This isn't to be confused with the Super Mario 64 creature with the same Japanese name, which has different inspiration.] ズドンマーク2 -> Big Bertha -> Big Blaster [A remake name change. "Blaster Mk.2" was my previous version. Blaster was never changed since it's the game's Bill Blaster equivalent.] ゲッソー -> Bloober -> Blooper [Bloober is fine, but most Mario games refer to this creature as Blooper, which was also in use at the time.] ブッキー -> Booster -> Bookie [It is rendered as Bucky in the ASCII guides, but Bookie in the Shogakukan guide and certain preview media. While the former looks more like an actual name, the latter is closer to the Japanese pronunciation in English and plays off the subordinates better, so Bookie it is. Bilingual players rejoice, the barely-readable scribble on the welcome sign outside his tower makes sense. He also calls his locomotive by a certain name, which is diminutive of his own name. For "-sama", I used "Sir Bookie" since his subordinates in the English release call him "Sir".] ナンダベェ -> Box Boy -> Pleaseno [A remake name change. "Whatsis" was my previous version. See Pandorite / Huhwhat.] ユミンパ -> Bowyer -> Bownpa [It looks negligible, English Bowyer always felt too close to Bowser's name, whereas Japanese "npa" looks somewhat styled after this character's "nya" manner of speech.] にせクッパ -> Bowser Clone -> Copy Bowser [The in-game Japanese names translate as "Fake [Member]", but either late in the second phase or early in the third phase of the project, I noticed that the Shogakukan guide has a different set of names for these copies: コピー(Copy)[Member]. I believe this comes from an earlier version of the name, and was what the English release's "[Member] Clone" was based on. Because Bowser has a name conflict with the fake Bowsers from Super Mario Bros., I decided to go with this alternate set of names.] ストロベリー -> Bundt -> Strawberry 8ビート -> Buzzer -> B-Beet [The English name is too generic, but the literal Japanese name doesn't work directly since it's playing off the fact that the Japanese words for eight and bee are pronounced the same, and English players would wonder what this has to do with 8-Bit. A simple fix from "8" to "B" was the minimalist localization.] キャロライン -> Carroboscis -> Carroline バーレルコング -> Chained Kong -> Barrel Kong ナンジャロ -> Chester -> Comeon [A remake name change. "Wotsit" was my previous version. See Pandorite / Huhwhat.] ワンワン -> Chomp -> Chain Chomp ハイイヌドライ -> Chow -> Ashcanine Dry [See K-9 / Ashcanine. Note that this seems to be a cheeky reference to the Japanese beer, Asahi Super Dry.] ドルトリンク -> Cloaker -> Dort Link [Supposed to be corruption of dirt. Unlike Domino / Maetel Link, I didn't see any other potential inspiration.] ジタンダ -> Corkpedite -> Stompillar [A remake name change. "Stompet" was my previous version, somewhat repurposed from Stumpet.] メビウス -> Count Down -> Moebius パチール -> Crook -> Packit [Paired with Sackit (パクール).] クリスタラー -> Culex -> Crystaler [This was spelled with two l's originally, but while streamlining his dialog, I went for a more literal form and found that I preferred it.] カーニィ -> Crusty -> Crabby [Japanese is a basic derivative of the word crab, so this is essentially its nearest equivalent.] カイザードラゴン -> Czar Dragon -> Kaiser Dragon [Incidentally, this is named after a dummied enemy from Final Fantasy III (VI) that got retooled for the GBA re-release.] リンリン -> Ding-A-Ling -> Ring-a-Ding [A remake name change. "Ring-Ring" was my previous version, which is more literal.] メーテルリンク -> Domino -> Maetel Link [Supposed to be a corruption of metal. In what may possibly be one of the developers' loose connections to other Japanese media, the spelling matches the name of a character from Galaxy Express 999. The remake filename's spelling even matches my version, reinforcing my suspicion. Note that the second thought is one of the few times I used a word that would probably not make it in an official retranslation, but I settled with it for space.] タマタマ -> Eggbert -> Uneggspected [The Japanese is an onomatopoeia meaning to happen to come by chance as well as being derived from the word for egg. The extrapolation may be groan-worthy, but that's the idea.] カリバー -> Exor -> Calibur モックン -> Fautso -> Jinnie [A remake name change. "Fumey" was my previous version. Early on, I also had this transliterated more literally, and I probably thinking of Mokkun/HeadCase from Dynamite Headdy, but a wiki IP added that it's from a word for smoke. That's a little odd since there's an unrelated enemy with the same origin.] フラワーリップ -> Fink Flower -> Flower Lip ブブル -> Fireball -> Lava Blubble [A remake name change. "Fire Bubblu" was my previous version, with "Fire" as they're not seen in lava.] オイスター -> Forkies -> Oyster [The English release made the interesting choice to pluralize it to account for the tiny one in its mouth, but that made the battle message read a little awkward.] しょうたいふめい -> Formless -> Form Unknown リチャード -> Frogog -> Richard [A reference to Prince Richard from the Game Boy game, Kaeru no Tame ni Kane wa Naru (The Frog For Whom the Bell Tolls).] レオンレッド -> Geckit -> Leon Red ["Naw~I~ain’t~drunk." is its blunt Japanese thought, but I went with a cultural assimilation that would be on the precipice that official capacity could get away with.] レオン -> Gecko -> Leon にせジーノ -> Geno Clone -> Copy Geno [See Bowser Clone / Copy Bowser.] ヨロレイホー -> Glum Reaper -> Boon Guy [The Japanese appears to be little more than a lame pun, but since it also resembles the word yoroshii, I went with something that might be similar.] プクプク -> Goby -> Cheep Cheep マメクリボー -> Goombette -> Mini Goomba [I really wanted to use "Micro Goomba" since that was the name they had at the time and newer games can't seem to agree if they're called Mini Goombas or Small Goombas. However, the remake has spoken.] バットントン -> Gorgon -> Enigmax [A remake name change. "Battonton" was my previous version, and I formerly rendered Enigma (バットン) as Batton. My rationale was that Batton is a fairly nondescript name for a bat creature, being coincidentally used for enemies in Super Mario Galaxy and elsewhere such as the Mega Man franchise. I became aware that the September 1995 V-Jump preview labeled that enemy's artwork as 「ワイルドバット」 (Wild Bat), but that may have been the editors making it up since it looks like other magazines at the time used the usual name, and the same feature also unusually uses 「ボム」 (Bomb) and 「トゲゾー」 (Spiny) for 「ボムへい」 Bob-omb and 「トゲへい」 (Spikey), respectively. That, and the literal names can still work in a basic sense of them being composed of a "ton" of bats. However, the remake's Monster List confirms that a pig connection was intentional, so I was off about that and just never saw it. Therefore, I yield to the English. At least I was right about the "hyena" being wrong.] クラウン・弟 [battle message] -> Grate Guy -> Lil Clown Bro クラウンおとうと [battle label] [In Japanese, their labels in and out of battle differ. I opted to go for the English release's uniform approach since there's no real reason for it. At one point, I considered changing the Clown Bros. to "Clown Sibs" so it would be more obvious judging from the names that there's no relation to the Hammer Bros., but I found it as a bridge too far. I know that there are creative solutions here, but I have my reasons for sticking with my version, for better or worse.] クラウンブロス(弟) [as NPC] レイホー -> Greaper -> Boo Guy [An edge case. The ghost variant of Shy Guy usually goes under a different name in Japanese and English, but it has a shared name in the Japanese versions of Super Mario RPG and Partners in Time, which share much of the same development team. The Japanese name is these two games is also a contraction of the name in other games, so this may have come about due to space contraints. With caution, the more common Boo Guy was applied.] ミラクリボー -> Gu Goomba -> Pro Goomba [A remake name change. "Miragumba" was my previous version. The Japanese is derived from ミラクル (miracle) or possibly ミラージュ (mirage) and the word for Goomba, but it looks rather clunky in English and works better in Japanese. I kept a nod to the origin in its thought, though.] ドソキーユング -> Guerrilla -> Doskey Jung [Pronounced "Yung", stylized as such due to the initials "DJ" sounding more like "DK". For space constraints, its thought references Crazy Kong, a notorious modification of the Donkey Kong arcade game.] ラスダーン -> Gunyolk -> Lasdone [The Japanese is said to be an elongation of RPG slang for "last dungeon", according to a wiki IP. Maybe, but perhaps some could also read this aloud as "last one", as in the last line of Smithy's defense.] ヒマンパタ -> Heavy Troopa -> Big Troopa [A remake name change. "Sledge Troopa" was my previous version. Its Japanese name has a commonality with Sledge Brother, a Koopa enemy from Super Mario Bros. 3. I would say the remake is a little closer if you put that aside, though the Japanese word specifically means fat. If this one was Tub-O-Troopa, I'd probably leave it be.] かざんだん -> Helio -> Volcanic Bomb [The Japanese name is shared with a recurring obstacle, but it seems generic enough, and the common English name doesn't fit the space.] ナンダロナ -> Hidon -> Whuhoh [A remake name change. "Whatsit" was my previous version. See Pandorite / Huhwhat.] ピエール -> Hobgoblin -> Pierre ノコヤン -> Jagger -> Koopyang [As a martial artist who uses his fists, it wouldn't be outside the realm of possibility that he was named after Yang (ヤン) from Final Fantasy IV.] デミグラ -> Jawful -> Demi-gla [From demi-glace.] ダウト -> Jester -> Doubt ジャッキー -> Jinx -> Jacky [While online sources tend to believe he is named after Jackie Chan, it's likelier that he was named after a Virtua Fighter character due to the presence of Akira's quote in a Japanese thought and Jeffry's name as a possible answer in his quiz question, plus it shows up with that spelling on his belt in artwork.] ニセジャッキー -> Jinx Clone -> Fake Jacky [This is different from the party member copies, and does not have an alternate name listed in the Shogakukan guide. Additionally, the fact that the Japanese word for fake is in katakana instead of hiragana, similar to the difference between the apprentices, shows less uniformity. Keeping it as is instead of matching it with the others made more sense to me in context.] ジョナサン・ジョーンズ -> Jonathan Jones -> Jonathan Jones ジョナサン Johnny Jonathan Jonathan “Johnny” Jones [The word that his underlings use to refer to him more closely means "boss" and is often used by yakuza, but to go along with the ship theme and for more variety in the script, I went with "cap'n". Its use in Super Mario 64 and Star Fox 2 stuck with me for some reason, and it fits here. I very briefly thought about replacing instances of "Cap'n Jonathan" with "Johnny" to be a little less redundant, but it looks odd if you don't run with it further like the English release did.] ハイイヌ -> K-9 -> Ashcanine [I took this as partially derived from hyena earlier on, but upon closer inspection, the origin of that idea seems to be who the wiki community endearingly referred to as the "bibbangs" fellow, and I couldn't help but second-guess it. A Japanese word for hyena (鬣犬) contains the character for canine (犬), and there is a shared root with the stronger ハイ (High) enemies, so why replace one English loanword with part of another (ハイエナ)? The simpler way to see it is as the Japanese for an ashen color (灰色). The Switch remake supported my suspicions in additional flavor text. My version can also be looked at as a play on asinine, and pronounced similarly if that's easier, plus it works better with the probable pun for Chow / Ashcanine Dry.] タコつぼゲッソー -> King Calamari -> Sunk Blooper [This gets a similar idea across within limitations.] シャンデリワン -> Kinklink -> Chaindelier [A remake name change. "Chandelichomp" was my previous version.] クラウン・兄 [battle message] -> Knife Guy -> Big Clown Bro クラウンあに [battle label] [See Grate Guy / Lil Clown Bro.] クラウンブロス(兄) [as NPC] カサカサアロエ -> Kriffid -> Dry Aloe [There is another way to read the onomatopoeia, but since this desert monster tends to appear with the Chow / Hyecanine Dry enemy and it makes more sense of its thought, I believe it is the contextually correct interpretation. I thought for a moment to call it Dry Dry Aloe, but it's not quite the same onomatopoeia as the Dry Dry Desert seen in other Mario games, and again, it matches better with another enemy.] ハイテレサ -> Li’l Boo -> High Boo [A wiki IP posited that the stronger "High" series of enemies are styled after the "Hi-" prefix from the Final Fantasy series. While it makes sense on a surface level that a connection was lost due to Square's localizations at the time changing it up, why would they be expressly named after healing items? Even if they were, those are sometimes translated as "High" items, so the stylization probably came from inventory constraints. That said, it does look like I considered using them by the end of the project's second phase, though it must not have lasted long into the third.] クララ -> Leuko -> Jelmut [The Japanese name is shared with a jellyfishlike enemy from Super Mario Land 3: Wario Land, known in the English manual as Helmut. I used it as the basis of this creature as neither Leuko nor Muckle are particularly closer, minimally tweaked to be less derived from the word helmet. I think I might've intended for it to be a placeholder since this dates from the project's first phase, but I never came up another solution that I liked.] りょうさんがた -> Machine Made -> Mass Product [On that note, Mack 2 and Yaridovich 2 (ケンゾール2型やヤリドヴィッヒ・マーク2) are now Claymorton Mold 2 and Yaridovich Mark 2.] ケンゾール -> Mack -> Claymorton [A remake name change. "Bladezor" was my previous version, which was a play on blade, like the Japanese version (剣), as well as blazer, given his flame spells. I initially had my misgivings about the remake's English name since there is already a Morton in the Mario games, but try sounding it aloud. Ken-zō-ru. Clay-mor-ton. It just works.] メルクリンク -> Mad Adder -> Mercu Link [From mercury. I am aware that the remake used Bad Adder for Earth Link (アースリンク), and it works very well to convey that the snakes are the same creature; however, that severs the dirt/Earth metal/Mercury "Link", so I opted to keep the direct translation.] トン -> Mad Mallet -> Ton Pounder [In Japanese, the mallet enemies come from tontenkan, an onomatopoeia for hammer pounding. By linguistic coincidence, each of these words have meanings on their own that are appropriate.] カメザード -> Magikoopa -> Wizakoopa [A remake name change. "Magikamek" was my previous version. This character has a unique name in Japanese, but his thought indicates that he's returning from Super Mario World 2: Yoshi's Island. It could be the same Magikoopa or one of his toadies for all we know, so I feel like this strangeness is an artifact of the subject's relatively early history. Is it Kamek or another Magikoopa? That's the thousand-coin question, Doc.] マグメット -> Magmite -> Magmite Buzzy [These are supposed to be relatives of Buzzy Beetles. The added word derives from the localization for Buzzy variants as seen in the Paper Mario games. I didn't see a need to modify them further.] メグメット -> Magmus -> Magmus Buzzy [See Magmite / Magmite Buzzy.] パタパタダッシュ -> Malakoopa -> Paradasha [Made the Japanese original into a portmanteau resembling the English release since the full name would still have to be abbreviated in some way.] にせマロ -> Mallow Clone -> Copy Mallow [See Bowser Clone / Copy Bowser.] にせマリオ -> Mario Clone -> Copy Mario [See Bowser Clone / Copy Bowser.] マンゾー -> Mastadoom -> Mamzoe [From mammoth and zombie, as should be evident in its thought.] ビックボム -> Mezzo Bomb -> Bick Bomb [Official guides reuse the in-game spelling, indicating that this is intentional. Think Vicks (which, in my unpopular opinion, was technically okay the first time). It could also possibly be a combination of the English word "big" and the Japanese word "bikkuri" (surprise). A "bick" iron is already a thing that can be vaguely associated with it, however, so I figured it's fine. Note that the remake does update the Japanese name (ビッグボム), but once again, this does not factor the remake's Japanese name changes.] ピチピチ -> Mr.Kipper -> Flopsy Cheep [Comes from Flopsy Fish, a localization for Cheep Cheep from the Super Mario World 2: Yoshi's Island Player's Guide, and fits the Japanese onomatopoeia and play on Cheep Cheep's name well.] モクラクラー -> Mokura [battle label] -> Gassox Mokuka [battle message] [A remake name change. "Gashead" was my previous version, derived from Bowser's Poison Gas (どくガスもくもく) spell, and the word airhead, as well as concept art that literally labels it 「ガスボス」 (gas boss). The English release used two mistransliterations of a combination of Japanese words for smoke and dizzy.] ハイクララ -> Muckle -> High Jelmut [See Leuko / Jelmut.] くち -> Neosquid -> Mouth ニンジャくん -> Ninja -> Ninja Kid [Literally Ninja-kun, but its thought punchline being a reference to Ninja Hattori-kun would have been too incomprehensible, so that was adjusted to refer to a very different kind of "ninja" (please don't sue).] タコロン -> Octolot -> Octolon [The Japanese is loosely based on Octoroks from The Legend of Zelda, but "Octoron" sounded funky to me, as if it was an octopus named Ron. Perhaps your mind might wander to "Lon Lon Ranch" for the Zelda connection?] ウニへい -> Oerlikon -> Urspike [A remake name change. "Uniraider" was my previous version. Uni, urchin, take your pick.] ポポ -> Orb User -> Polo [A wiki IP suggested that the Japanese is derived from pole (ポール), reduplicated as onomatopoeia. I agree that this makes sense, but the probable origin is less obvious in a literal translation, which happens to look like unrelated slang, so I made a minor letter tweak while keeping the short two-syllable form.] ロロ -> Orbison -> Rodo [A wiki IP suggested that the Japanese is derived from rod (ロッド), reduplicated as onomatopoeia. Refer to Orb User / Polo for rationale.] ナンダロウ -> Pandorite -> Huhwhat [A remake name change. "What-Is-It" was my previous version. In Japanese, the box monsters are all named after variations of the same phrase, getting progressively wilder in general. My versions tried to approximate this, and while they were more direct, in practice, I felt they were too confusing to keep track of. The English release's more varied names were to its benefit, and despite it veering off track a bit, I found it acceptable enough.] ヘクトバール -> Pinwheel -> Hectobar テン -> Pounder -> Ten Pounder [See Mad Mallet / Ton Pounder.] カン -> Poundette -> Kan Pounder [Kan works as it is a weight unit of measurement, and its thought doubles as a reference to a Japanese singer of the same name.] ルピー -> Pulsar -> Rupee [Its weaker variant, Cluster (クラスター), could also be interpreted as Clustar, but I deferred to the English release name.] ペパット -> Punchinello -> Pepput [Both refer to puppets.] ヒノキボット -> Puppox -> Hinoki Bot [This could be considered too literal, but hinoki is not unheard of.] ボブル -> Pyrosphere -> Lava Babble [A remake name change. "Pyro Bobble" was my previous version, with "Pyro" to pay respect to the English release.] チュータロウ -> Rat Funk -> Squeekson [Its thought uses the more literal "Squeetaro" for both the cultural reference and because the Japanese spelling differs there (チュータロー).] グレイビー -> Reacher -> Gravey キボット -> Remo Con -> Wood Bot [I am aware that the remake changed this to Dollox, and I would have used it and kept Puppox if an unrelated enemy, Gassox, didn't sound too similar.] リチャード2せい -> Ribbite -> Richard II ハイボム -> Rob-omb -> High Bomb スペール -> Shaman -> Merlesp [Its Japanese name is used as the basis for the theming of the magicians from the first three Paper Mario games. As such, the name has been reverse-localized to be a portmanteau of Merlon and esper.] あやしげなカラ -> Shelly -> Suspect Shell トンダリヤ -> Shy Away -> Beezo アーミーヘイホー -> Shy Ranger -> Army Shy Guy できたてヘイパー -> Shyper -> Fresh Shymore [See Shyster / Shymore.] ヘイパー -> Shyster -> Shymore [A remake name change. "Shyper" was my previous version, and since this happened to be repurposed in the English release, I deferred to the remake version. Given the mix-up in the Nintendo Player's Guide, I wonder if it was unintentional on the English release's part. Additionally, while the remake's English name is a play on its associated boss, it makes me curious if the Japanese -per was also meant to evoke -bur, as in Excalibur.] アントウォリアー -> Shogun -> Ant Warrior パタパタ -> Sky Troopa -> Paratroopa [Koopa Paratroopa in full.] ハイヘイホー -> Sling Shy -> High Shy ["High (Shy) Guy" could be accidentally taken the wrong way, so I kept the English release's unusual "(X) Shy" here.] ようこうろ -> Smelter -> Smelt Furnace [In other words, Blast Furnace, which was used during the project's first two phases.] クィーンフラワー -> Smilax [in dialog] -> Queen Flower [Smilax and Megasmilax have been retained in battle due to the latter being mentioned in Super Smash Bros. Ultimate's Piranha Plant update; the former refers to the bud while the latter is meant to be the main flower. The English release uses Smilax in dialog, however. I've used "the Queen Flower" in this context. The name is fine as-is; the Packun part is what typically gets localized as Piranha, and since Beezo often refers to the plants as flowers, Flower didn't need to change to Plant.] イヴ -> Snapdragon -> Eve ブッカー -> Snifit -> Bookster [This is a play on Bookie's name and a Japanese word for subordinate. "Booker" was my previous version, but I was never satisfied with how the literal rendition obfuscates which is the master and which is the servant, so I took inspiration from the remake's Snifster name change, which I didn't use verbatim because it was meant to match Booster's English-release name there. So yes, Bookie + -ster = Bookster in my version.] バブル -> Sparky -> Lava Bubble [Simply "Bubble" in Japanese, but the common English localization adds "Lava" in front of it.] イガへい -> Spikester -> Booster Spike [In the Japanese release, this is the namesake enemy of the area. Retaining that connection in some way was deemed more important than a more literal translation.] ワカッチュラ -> Spinthra -> Tarantuness [This is exactly why I rolled with the suggestion for the weaker version.] ヘイパワー -> Springer -> Shypower [I wonder if this would be better off as a play on Shymore rather than Shyper, but it's not like Springer particularly played off of Shyster.] ムーチョ -> Spookum -> Snifit スターカーニィ -> Star Cruster -> Star Crabby ヒトデナシ -> Starslap -> Starfell [I originally went with Fell Star, but by coincidence, this term more recently ended up in another Nintendo game, Fire Emblem: Three Houses. Obviously that wasn't intended, so during the project's third phase, I changed it to be a better play on starfish.] エドワード -> Straw Head -> Edward 8ビートレッド -> Stinger -> B-Beet Red [See Buzzer / B-Beet.] フンガー -> Stumpet -> Volgar [Japanese is more like "Fungar", which is from "funka" (eruption) and happens to be close to Bowser's yell of dismay/pain earlier in the game. With that in mind, I went with a portmanteau of volcan and vulgar.] ノコへい -> Terrapin -> Koopa Trooper [As Bob-omb's Japanese name is sometimes translated as "BombTrooper" and the same word is used here, the pun was too good to pass up. The term was appropriated from the scene when Bowser talks to the Magikoopa in the English release. Its unused thought has been updated to reflect this name.] ノコへいレッド -> Terra Cotta -> Terra Trooper [Directly Koopa Trooper Red, but a space concession was necessary, and the abbreviations I briefly tried didn't look too hot. I can agree with the English release's rationale that this instance stood out when the other Koopas aren't named after their shell color, so this is in honor of that.] テレサ -> The Big Boo -> Boo [An actual Big Boo is mentioned in the game's manual, which I crammed in the description for the Terrorize move.] オノフォース -> The Blade -> Axem Force [Literally "Axe Force" in Japanese, but that sounds a bit too plain, and the existing choice for the rangers is good. This also got mixed up with the Axem Rangers (オノレンジャー) several times in the English release, including in battle.] イカのあし -> Tentacles -> Squid Leg にせピーチ -> Toadstool 2 -> Copy Peach [See Bowser Clone / Copy Bowser.] ノコック -> Torte -> Kook [From Koopa and cook. The head is also Chef Kook (ノコック長 / コック長).] チャンコパタ -> Tub-O-Troopa -> Grand Troopa [A remake name change. "Sumo Troopa" was my previous version. The Japanese refers to a sumo wrestler diet, and doesn't have an overt connection to Sumo Brother from Super Mario World.] マルガリータ -> Valentina -> Margarita [No doubt done due to Nintendo of America guidelines. She does hold a glass in battle, so it's more appropriate. Not sure if it would be relaxed today, but I imagine that Square's influence over the script might have allowed Nintendo to give this one had they remained in control. For "-sama" (not to be confused with "-joō" for queen), I went with "Madam Margarita" since it happened to pair nicely with "Sir" for Bookie.] カロンゼット -> Vomer -> Dry Bones Z ロクデナシ -> Zeostar -> Viridfish [I tentatively went with "No Hoper" to double as a Donkey Kong Country 2 reference, but during the project's third phase, I swapped the Japanese double-meaning for another one brought up by a wiki IP in order to somewhat sustain a connection to the other starfish, which is evident in their thoughts.] ドラゴンゾンビ -> Zombone -> Dragon Zombie [Like its other form, this name comes from an enemy in the Final Fantasy series. The English release came from his name for it in Final Fantasy III (VI).] Special notes on a few things that remain the same: Belome (ベロ~ム). The Japanese looks derived from tongue and to swallow, with a tilde to indicate nonstandard spelling and his lazy drawl in dialog. Like Bookie/Bucky, his name is rendered differently in the Shogakukan (Berom) and ASCII (Verome) guides, but these romanizations would still be lost on English speakers, so I defaulted to the English release. I hesitantly toyed with "Tungtied" for clarification during the project's third phase, based on the idiom/condition tongue-tied, using an uncommon, shorter spelling of the word tongue to convey the unusual vibe. This also gave alliteration to "Tungtied Temple" (ベロ~ムしんでん), though the word is rendered as shrine in the Shogakukan and ASCII guides. While my gut told me it was too forced, I lightly edited Mallow's line before entering the sewers to make the tongue connection a little more apparent. I believe Mallow's English-release line noting Belome's tongue may have been added for a similar reason, so consider this its replacement. Chewy (パックンブルー). Like Megasmilax, it was namedropped in Super Smash Bros. Ultimate's Piranha Plant update. Its Japanese name literally using the transliteration of the English word blue also doesn't jive with native speakers and would've required adjustment anyway. This presumably happened due to the Japanese word for blue sometimes being used for greenery. I did consider keeping Chewy Plant from the project's first phase, but again, this is more consistent with the one-word Piranhas mentioned in Ultimate. Mukumuku (ムクムク). There are many definitions of this Japanese onomatopoeia, such as chubby or shaggy, but this monster is neither fatter nor furrier than expected. Alternate definitions that make more sense include heightened emotion, thinking of an idea, or burst of inspiration, which befits a scatterbrained goofball. In the end, everything I invented sounded hokey instead of endearing, and changing it necessitated rewriting a quiz question later, so it remains. It also might have been named after a nice kaiju, as the developers were known for leaving allusions to Japanese media. An honorable mention goes to the suggestion Gophooey, which would have retroactively related it to the similar-looking Ratooey (モコモコ) from Paper Mario: The Thousand-Year Door, but the Japanese isn't clear if it was specifically a gopher, and it was a hassle to get an unabbreviated name and description for Muku Cookie (ムクムクのクッキー). The remake's Thropher Cookie didn't appeal since the name was too long and its description was unchanged. Spikey (トゲへい). The Japanese uses the same hei suffix as Terrapin / Koopa Trooper (ノコへい) and Bob-omb (ボムへい), which equates to soldier. I didn't change it with the rationale that it would sound like a variant of the former and the latter's name would not change. The English release plays off the original Spiny/Togezo enemy (トゲゾー), which is the basic intent regardless. Yaridovich (ヤリドヴィッヒ). While yari is generally taken as the Japanese word for spear, it can also refer to a certain Japanese-crafted spear. I thought Speardovich looked too unwieldy, and if you're savvy enough to play this, you're savvy enough to look up what a "yari" is. In Jonathan's letter, I replaced "Yarid" with the vaguer "WEIRDO" since he wasn't really supposed to know his name (ヤロー). ====Unused==== JP EN RTC ポット -> Baba Yaga -> Pot -> BB-Bomb -> プチパックン -> Chompweed -> Nipper Plant ヒッポポスーパー -> Crippo -> Hippopo Super ツッツン -> Drill Bit [NPC] -> Jabyte [From Jabit (ツッツクン).] -> Grit -> -> Johnny [copy] -> -> Hammer Bro [copy] -> -> Hangin’ Shy -> [Thought is not blank.] スティング -> Harlequin -> Sting グレイバー -> Juju -> Graver クールフンガー -> Lumbler -> Cool Volgar -> Magidragon -> ジュラマンゾー -> Mastablasta -> Jura-Mamzoe [This enemy is now Jurassic.] カメック -> Merlin -> Kamek [Magikoopa would be the more common localization when more than one is seen (though this isn't or wasn't a hard rule), but since the context/intent is inconclusive, I defaulted to the more literal name.] ジダタンダー -> Pile Driver -> Stomp Golem [Tentatively, the body of the enemy it's based on translated to "Golem's Body 1" in the Shogakukan guide, so I figured it was appropriate to repurpose this early golem descriptor here.] トゲへいスーパー -> Super Spike -> Spikey Super クィーンフラワー -> Thrax -> Queen Flower ===Non-fightable=== JP EN RTC アンデッド・3 -> 3 Musty Fears -> Undead 3 U3 3 “Musty Fears” U3 テレボー、クリタ、カロリン、プックン -> Boo, Goo, Bones, and Kipp -> Hoo, Goom, Bonez, and Cheep [The Japanese names are more unique, but this represents that they are a High Boo, Goomba, Dry Bones Z, and Cheep Cheep, respectively. Keeping it simple meant less problems with the triathlon text.] ワッシー -> Boshi -> Washi [Both come from the words for bad and Yoshi, but this doubles as an allusion to Wario.] キノコ大臣 -> Chancellor -> Minister 大臣 [The Paper Mario character may be the same.] シャンデリホー -> Chandeli-ho -> Shyndelier [A remake name change. "Chandeliguy" was my previous version.] 黒服 -> Doorman -> Black-Suit カルディ -> Dr. Topper -> Cludey [This is most probably more along the lines of Cardy, but he doesn't even use the recycled card minigame BGM from Super Mario Bros. 3. Maybe the Japanese name spawned from a developer in-joke? Since he offers hints before his tests, I ultimately took it as a mangled play on the word clue. The spelling I went with evokes the word cluey. Out of all of the game's names, I freely admit that this is the one I'm definitely the least sure about, but my version at least makes more sense than a literal rendition. His routine explanation offering was edited to reflect this take on his name.] プランター -> Gardener -> Planter [Note that his spiel was retranslated in the remake too, but that was a case where I stuck with my version.] トイドー -> Gaz -> Toydo [From the term toy doll (トイドール). This happens to look somewhat similar to Toad's name in English.] クリジェンヌ -> Goomba [character] -> Goomhilde [A remake name change. "Gurisienne" was my previous version, from Goomba and Parisienne. Looks a little funky in English, though.] ばあや -> Grandma -> Granny [I previously referred to her as the chambermaid, which specifically comes from the Nintendo Player's Guide, and while it's more formal than the Japanese term, it left little room for misinterpretation. However, the remake went with this term of endearment. Note that she still refers to herself as Grandma (ババ) in one line of text.] ヒノピオ -> Hinopio -> Cinder Toad [A remake name change. "Fire T." was my previous version, highlighting the "Fire" equipment he sells and borrowing "T." from a localization choice found in the earlier Paper Mario and Mario Party games. His original name is literally a portmanteau of the word for fire and Toad's name.] モンスターばあさん -> Monstermama -> Monstermam [This minute difference conveys the idea more closely in my opinion. See it as "Monster Ma'am".] ナンシー -> Raini -> Nanci [A character from Paper Mario: The Thousand-Year Door shares the name Nancy in Japanese, so I went with this form of the name to be more reminiscent of the English release.] キノ -> Raz -> Kino [From the Japanese word for mushroom, but I've decided to keep it as a transliteration because it sounds more like an actual appellation, as evidenced by a Chrono Trigger character of the same name.] パタパ隊 -> Sky Troopas [team] -> Team Troopa [The remake's English text gives them the same name as the enemy like in the original release.] 3つ子ちゃん -> Triplets -> 3 little ones Note that the Japanese names of Ma'Mole (ドカハハ) and Pa'Mole (ドカチチ) also come from a portmanteau of the name of the town and their parental roles. As such, the current English names better reflect the name of Moleville (ドゥカティ), which remains the same due to the Incredible Rescue guideline (the literal Japanese town name is nearly nonsensical to native English speakers anyway). I am aware that the remake replaced the apostrophes with spaces, but the remake is still too new as of now to take every name change down to the typographical level (and perhaps it's more suitable for another time), so the original takes precedence in those minor cases. Additionally, the remake changes Frogfucius to the Frog Sage (カエル仙人). This is better since he claims to have some magic powers when he goes over his story about raising Mallow, though I kept Frogfucius due to the character's second appearance in Mario and the Incredible Rescue. Still, I added two instances of Frog Sage as his title (think Chrono Trigger's fiendlord/Magus). ==Locations== JP EN RTC マリオの家 -> Mario’s Pad -> Mario’s House クッパ城 -> Bowser’s Keep -> Bowser’s Castle マッシュロード -> Mushroom Way -> Mushroad [The ASCII guides render this as Mush Road, but I generally went with the Shogakukan guide, plus it saved space.] キノコ城 -> Mushroom Kingdom -> Mushroom Castle [One instance late in the game refers to the area as "Mushroom Castle Town" (きのこ城下町) and the Shogakukan guide goes with something similar, so this may have been a space contraint in the original game.] ピーチ姫の部屋 -> Toadstool’s room -> Princess Peach’s room [The remake simply swapped this from Toadstool to Peach. It's a technical name change, but I discounted simple swaps like these.] どろぼうロード -> Bandit’s Way -> Crook Road ["Bandit" is the English name of a now-recurring enemy from Super Mario World 2: Yoshi's Island, so the English release's "Crook" term was appropriated here, plus it sounds more like a real place name.] ワイン川くだり -> Midas River course -> Midas Waterfall [From the Nintendo Player's Guide. "Midas" was kept due to the appearance of Midas River in Mario and the Incredible Rescue. Reference to wine was kept later in one of the quiz questions.] ワイン川のほとり -> Midas River -> Midas Riverside [overworld area; "Wine Riverside" in one of the ASCII guides.] ドリンク屋 -> The Juice Bar -> The Froggie Bar ケロケロドリンク店 [Japanese dialog literally refers to it as the Drink Shop, while the membership card descriptions refer to it as the Kerokero Drink Shop. My version reflects the fact that the items sold are the four related drinks named after stages of a frog's life (refer to the item section for more details), but not all of the items with "Drink" or "Juice" in the name.] カエルコイン こうかんじょ -> “Frog Coin” emporium -> Frog Coin exchange ケローズ -> Rose Way -> Rose Swamp [As mentioned, this was based on "The Swamp of Kellows" from the Shogakukan guide.] パイプダンジョン -> Pipe Vault -> Pipe Dungeon ヨースター島 -> Yo’ster Isle -> Yoshi’s Island [The term in the English release is technically more accurate, but this is the only game that uses it, so this Yoshi's Island has to share the same name as the other Yoshi's Island per my writing guidelines. Anecdote: in the project's first phase, I had the idea to reconcile some Japanese and English-release names, so I initially inserted a remark that Yo'ster Isle is also known as Yoshi's Island, and had another NPC refer to the Lost Woods-esque portion of "Wiggler's Forest" as the Forest Maze area of the woods, and so on. I decided against it during the project's second phase because I handled it ungracefully and believed the audience wouldn't have cared for veering that far off-script. However, the remake's handling of Forest Maze / Wiggler Forest makes me wonder if that wasn't such a bad idea and just needed refining like everything else.] ほりだしもの屋 -> Miner’s Store -> Trove’s Store ブッキータワー -> Booster/Booster’s Tower -> Bookie Tower ブッキー坂 -> Booster Hill -> Bookie Hill メリー・マリー村 -> Marrymore -> Merry Marrymore [It should be a village, but this space-saving measure sounds close enough. The ASCII guides also render a hyphen for Merry-Marry, but I prioritize the Shogakukan guide despite being misspelled there.] メリー・マリー・ホテル -> Marrymore Hotel -> Merry Marry Hotel リップルタウン -> Seaside Town -> Ripple Town カブト虫買い取りセンター -> Beetles Are Us -> Beetle Buying Center [These beetles are specifically kabutomushi (カブト虫). While I mostly went with the English release's term for brevity, I did specify kabutomushi beetles a few times in the script. I also mentioned the presence of horns in the price list, as the sex differences would otherwise be lost on players who don't know about them. This had to be made more understandable due to the cultural differences.] カントリーロード -> Land's End -> Country Road [The Japanese is a probable allusion to the famous song as popularized in Whisper of the Heart. The English is debatably more appropriate, but loses the idea that it's one of the game's road areas.] モンスタウン -> Monstro Town -> Monstown ビーンズバレー -> Bean Valley -> Beans Valley クラウンカジノ -> Grate Guy’s Casino -> Clown Casino [The ASCII guides render this as Crown Casino, but the Shogakukan guide makes more sense.] ちょうこくか ガロの家 -> Garro’s house -> Garro the sculptor’s house ヒノマート -> Hino Mart -> Cinder Mart [A remake name change. "Fiery Mart" was my previous version.] 武器世界へ -> Gate -> To Armory [The Japanese is more like To Weapons' World, but reusing "Armory" in the name somehow ended up being a space-saver as well, since I maxed out all the World Map location names otherwise and there was no way to fit a different word unless I went with something like "?". Plus, this makes a little more sense of the save file and menu map text, though guides take it as a sub-area.] 武器工場 -> Factory -> Armory [The Japanese more closely translates to Weapons' Factory, but this had to be compacted for space. Plus, the main factory area appears at the very end.] Note that Nimbus Land (マシュマロの国) should be Marshmallow Kingdom or Marshmallow Land, but I retained the English-release name both for space constraints and because the intended reading of the kanji is inconsistent in official sources, so as a consequence, King Nimbus (マシュマロ王 / マロパパ) and Queen Nimbus (マロママ) are also unchanged. To be fair, naming the place after marshmallows was perhaps too on-the-nose, and in the words of Phil Sandhop to Lost Levels regarding place name changes in EarthBound Beginnings: "Matter of fact I thought it sounded stupid and thought older players would really be turned off. I wanted it to be enjoyable for all ages." ==Inventory== ===Items=== ====Normal==== JP EN RTC リフレッシュジュース -> Able Juice -> RefreshJuice [A direct translation is used over the remake name change due to that still being inconsistent with the label seen on the item's original manual artwork.] どくキノコ -> Bad Mushroom -> PoisonShroom [Mushroom types are shortened to Shroom per the earlier Paper Mario games.] むしかご -> Beetle Box -> Insect Cage [Culturally, this refers to a type of container that is often used by Japanese children to collect bugs.] ミンナカタクナール -> Crystalline -> Party Bracer [A remake name change. "All Brace" was my previous version. The Japanese for Bracer (カタクナール) is more like to stiffen or harden with odd inflection, which sounded like unintended innuendo and didn't convey the idea as well.] あのころにもどりたい -> EarlierTimes -> Take Us Back [...to Earlier Times. Really, that name would be fine if it weren't for the CamelCase I generally wanted to restrict to avoid the appearance of limitations.] あしはえドリンク -> Elixir -> Frogleg Cola [A remake name change. "Leg Up Drink" was my previous version. The Japanese is literally more like "Leg-growing Drink", in reference to tadpoles growing up into frogs.] かえんだま -> Fire Bomb -> Flame Ball [The "Bomb" items aren't quite bombs except for, oddly, the unused versions.] フラワーギフト -> Flower Box -> Flower Gift フラワーセット -> Flower Jar -> Flower Set フラワーカプセル -> Flower Tab -> Flower Cap [Abbreviated from capsule. Note that "Tab" was also the original translation choice for the Capsule items in Chrono Trigger.] リフレッシュオール -> Freshen Up -> Refresh All [Refer to Able Juice / Refresh Juice for the reason why I didn't use the remake name change. Also note that this is a bit different from the other "Party [X]" items, which are bought exclusively in a Frog Coin shop.] びびりだま -> Fright Bomb -> Fright Ball オタマドリンク -> FroggieDrink -> Tadpola Cola [A remake name change. "TadpoleDrink" was my previous version. Either one better conveys that it's the weakest of the four tadpole/frog-related drinks.] こおりだま -> Ice Bomb -> Ice Ball ケロケロドリンク -> KerokeroCola -> Croaka Cola [A remake name change. "FroggieDrink" was my previous version. I preferred froggie for the onomatopoeia's translation consistency with the weapon and shop. I felt that the English name was better reappropriated here to retain the connection of the four drinks representing progressive stages of tadpoles and frogs. I felt from the start that any consumable with the word "Croak" in sounded like frog poison unless it was clearly part of a pun. Even though the remake took KerokeroCola to its logical conclusion, referring to the other three as colas better retains a connection, despite these drinks not specifically having an indication of being carbonated in Japanese.] ウルトラキノコ -> Max Mushroom -> Ultra Shroom [Note that Ultra and Max Mushrooms appear separately in the Mario & Luigi series. Additionally, Ultra Shroom is the reason I ended up removing "a" from the item obtaining text, as "a(n)" would have looked more distracting.] おヒレちぢみドリンク -> Megalixir -> Finless Cola [A remake name change. "FinDownDrink" was my previous version. The Japanese is literally more like "Fin-shrinking Drink", in reference to tadpoles growing up into frogs.] スーパーキノコ -> Mid Mushroom -> Super Shroom カビはえキノコ -> Moldy Mush -> Moldy Shroom [In the style of the Shroom nomenclature.] ふっかつドリンク -> Pick Me Up -> Revive Drink ミンナツヨクナール -> Power Blast -> P-Energizer [From a remake name change. "All Energize" was my previous version. The Japanese for Energizer (ツヨクナール) is more like to strengthen with odd inflection. I don't mind the abbreviation here since it has precedence within the Mario games.] レッドヨッシーエキス -> Red Essence -> Red Yoshiade [See Yoshi-Ade / Yoshiade.] こんぺいとう -> Rock Candy -> Star Candy [This is specifically konpeitō, a Japanese sugar candy that was also what the Star Bits from Super Mario Galaxy were based on, which is why its attack is starry.] くさったキノコ -> Rotten Mush -> RottenShroom さよならはとつぜんに -> See Ya -> The Sayonara ひつじのしょうどう -> Sheep Attack -> Sheep’s Urge [I apparently never bothered to change Lamb’s Lure (ひつじのゆうわく), and that must be because the English release's choice of the word lamb instead of sheep excellently conveys that it is this item's less mature form.] ねむりだま -> Sleepy Bomb -> Sleep Ball しなびたキノコ -> Wilt Shroom -> Dried Shroom [The former is more accurate, but the latter is the translation from the Paper Mario games. As a result, the description still mentions the English release translation.] ヨッシーエキス -> Yoshi-Ade -> Yoshiade [I think I see what the English release was going for. "Yoshi Extract" would be the full Japanese translation for this item, but there is no way to fit it in the space without CamelCase, and even then, there's no way to fit the red extract without further abbreviation. However, the artwork for this item greatly resembles a real-life line of probiotic drinks known as "Tough-Man" (also marketed as "Taffman") by the Japanese company Yakult. I believe what English release was trying to do was instead model it after American sports drinks like Gatorade and Powerade, but it neglected to coordinate the red extract. Removing the hyphen is both more true to the apparent inspiration and would make the name of the red extract fit well. I do wonder if this would be pushing it if an official retranslation wanted to go in a more legally distinct direction, and I almost went with "Yo'ster" as a tribute to the original localization.] ====Special==== JP EN RTC プチボム -> Bambino Bomb -> Microbomb [All that was really necessary was consistency with the enemy version, which the remake does. On that note, the enemy's thought had to be dramatically shortened for space constraints. The Japanese line did sound like a quote from something as well, though I could be wrong.] テレサのおふだ -> Big Boo Flag -> Boo Amulet [This isn't really a flag.] きゅうでんのカギ1 -> Castle Key 1 -> Palace Key 1 きゅうでんのカギ2 -> Castle Key 2 -> Palace Key 2 コオロギせんべい -> Cricket Pie -> Cricket Fry [The description for this makes it a little clearer which food this is supposed to be.] カロンのおふだ -> DryBonesFlag -> Dry Amulet [This had to be shortened.] ごせんぞルームのかぎ -> Elder Key -> Ancestor Key [The English release name might be confused with having to do with other elders if the player kept it in the inventory and didn't use it, and the word is already mostly translated more accurately elsewhere in regards to the family portraits. The "Ancestor Hall" has also been retranslated as the "Ancestor Room" in the description.] レイホーのおふだ -> Greaper Flag -> Guy Amulet [Ditto.] じらいルームのかぎ -> Room Key -> Firebomb Key [The English release isn't helpful since it can refer to any room, nor is the literal translation in the description great because it can mislead players who missed the locked door into believing it was for the Coal Mine. Several key names were considered, but the one I settled on better reflects the room's non-explosive fire trap, and the description now refers to the "firebomb room" to be more obvious as to its location.] Note that the Shed Key (そうこのかぎ) remained untouched in the end. Firstly, the word (そうこ) has several applications and refers to two entirely separate locations in the Japanese release: a castle treasury and a town storehouse, respectively known as the vault or Treasure Room and shed in the English release. This is also why I never changed the name of the Vault Guard (そうこ番). Secondly, I didn't want to potentially confuse players who might have missed the house in town. I used Storage Key during the project's first two phases while keeping the shed intact in the description, but what purpose did it serve for the item name to be less specific when it was a perfectly adequate use of space?] ====Unused==== JP EN RTC どくボム -> Bane Bomb -> Poison Bomb デバッガーボム -> Debug Bomb -> DebuggerBomb ころしボム -> Doom Bomb -> Kill Bomb ===Equipment=== ====Weapons==== =====Mario===== JP EN RTC ノコノコこうら -> NokNok Shell -> Koopa Shell [The descriptions of Mario's shells are identical in Japanese, but the English took advantage of the separate text strings, so I took the chance to make it fully clear which Koopas the shells belong to in the descriptions. As a result, I didn't see a need to change the Troopa Shell, since it gets across the idea that it's the second form of it, and the "Troopa" shorthand remained associated with types of Paratroopas here.] パンチグローブ -> Punch Glove -> Punch Gloves [Mario's attack animation shows two hands being used when timed, so his glove weapons are now plural. This is a context choice due to Japanese as a language not always making singular/plural obvious.] ムラっけハンマー -> Masher -> Moody Masher [Moody Hammer would be more literal, but doesn't reflect the nuance that it's based on a Japanese rice cake masher.] でかパンチグローブ -> Mega Glove -> Mega Gloves [More literally Mega Punch Gloves, but that won't fit.] ひまんパタこうら -> Lazy Shell -> Veg Shell [It is more literally a certain Paratroopa's shell, but I thought it would be more interesting to approximate the joke here. The reason you get the shell this way is because fat, "himan" (肥満), and fertilizer, "hiryō" (肥料), share the same first kanji. The same pun would be impossible in English, but I chose "veg" to evoke the words "vegetate" (not forgetting the seed) as well as "veg out" (the lazy, heavy monster). Credit for the kanji pun observation goes to a Translation Thursdays stream.] =====Mallow===== JP EN RTC ケロケロのつえ -> FroggieStick -> FroggieStaff [Froggie is consistent with my rendition of a shop. Note that stick is fine, but I personally chose staff since it's the typical translation for this type of weapon in other Square RPGs.] のびパンチグローブ -> Whomp Glove -> StrainGloves [Like Mario, Mallow attacks with both hands, and "Whomp" is the English name of a now-recurring enemy from Super Mario 64, which this has nothing to do with. Stretch Punch Gloves would be a better translation, but there's no space.] ゲコゲコのつえ -> Ribbit Stick -> Ribbit Staff [I felt that "croak" was a better word for the stronger version, as in, to make things croak, but I chose to keep these weapons more consistent with the English release.] くっつきグローブ -> Sticky Glove -> StickyGloves ソニックシンバル -> Sonic Cymbal -> SonicCymbals [There are obviously two of them.] =====Bowser===== JP EN RTC ワンワン -> Chomp -> Chain Chomp ワンワンのぬけがら -> Chomp Shell -> Fake Chomp [A remake name change. "Chain Chump" was my previous version. The English release name is a fairly literal translation, as the word that the Japanese release uses refers to discarded hollow remains. However, the Japanese release description specifically mentions not needing it if you have a real one, as if this one is a phony, and interpreting it as such further gets across the fact that it's inferior, which I believe was the actual idea. The original name could also be confused with other shell equipment.] ぶんなげグローブ -> Hurly Gloves -> Hurl Glove [On the contrary, Bowser uses one hand to attack with this, so I went with singular. The remake uses Hurly Glove, but the word hurl, by definition, makes more sense.] トゲワンワン -> Spiked Link -> Spiked Chomp =====Peach===== JP EN RTC センス -> War Fan -> Folding Fan [Note that there are puns in the Japanese description.] 『とってつき 丸い鉄の板』 -> “Metal Plate” -> “Round Iron Plate” [...with handle, but that was both redundant in the dialog and didn't fit in the line.] ちょービンタグローブ -> Super Slap -> Slap Glove S [Super Slap Glove was too long, but the English name didn't convey that it was a glove, so I was able to compromise.] ====Armor==== =====Mario===== JP EN RTC ふつうのつなぎ -> Shirt -> Overall [More literally "Common Overall", but there was no way to fit that. Same goes for the Pants (ふつうのパンツ). These are also normally called Overalls in the Mario games, but I went with an alternate form for consistency with the later versions of this armor, which don't have enough space. The descriptions do use this form to make up for it, however.] しっかりつなぎ -> Thick Shirt -> Firm Overall [More like "Tight", but went with "Firm" for space. The description makes sure to mention it, though.] ばっちりつなぎ -> Mega Shirt -> Fit Overall [Think of it as a "perfect fit". Literally calling it perfect gives the impression that there's no better equipment.] ハッピーつなぎ -> Happy Shirt -> HappyOverall セーラーつなぎ -> Sailor Shirt -> Sail Overall [There wasn't much to be done about this without coming up with something new that would break the nomenclature.] ふかふかつなぎ -> Fuzzy Shirt -> Soft Overall [More like "Fluffy", but went with "Soft" for space. The description makes sure to mention it, though. Note that the remake does refer to them as the "Fluffy" equipment, but I decided from the outset that I was changing the shirts to overalls at all costs while keeping abbreviations to a minimum, and that is one thing I'll be stubborn on.] ファイアつなぎ -> Fire Shirt -> Fire Overall [The description for this armor set now mentions that these are for "fired-up" people rather than the basic determined.] ヒーローつなぎ -> Hero Shirt -> Hero Overall =====Mallow===== JP EN RTC しっかりパンツ -> Thick Pants -> Firm Pants ばっちりパンツ -> Mega Pants -> Fit Pants ふかふかパンツ -> Fuzzy Pants -> Soft Pants =====Geno===== JP EN RTC ばっちりパンツ - > Mega Cape -> Fit Cape ふかふかマント -> Fuzzy Cape -> Soft Cape =====Bowser===== JP EN RTC むてきのこうら -> CourageShell -> InvinciShell [Inspired by Invincishroom from Mario & Luigi: Superstar Saga.] ヒールシェル -> Heal Shell -> Heel Shell [A remake name change. "Rudo Shell" was my previous version, as I thought swapping it out with the lucha libre term would make the definition unmistakable and understandable enough for the "rude" party member. The word "heel" is meant to be a wrestling term for the bad guy keyfabe, and I personally think it was too obtuse, at least at the time.] =====Peach===== JP EN RTC ラブラブドレス -> Polka Dress -> Lovely Dress セーラードレス -> NauticaDress -> Sailor Dress ふかふかドレス -> Fuzzy Dress -> Soft Dress プリンセスドレス -> Royal Dress -> Peachy Dress [Should be Princess Dress, but space limitations led to this solution. I retained a mention in the description.] =====All===== JP EN RTC ばっちいパンツ -> Work Pants -> Dirt Pants [The Japanese uses a childish word for dirty and is one character off from the Mega Pants / Fit Pants from the same shop. I opted for dirt, and retained a connection in the description. Incidentally, the English release version is shared with an equipment item from Mario & Luigi: Superstar Saga, but that has a different Japanese name.] スーパージャンパー -> Super Suit -> Super Jumper ひまんパタこうら -> Lazy Shell -> Veg Shell [See Mario's weapon.] ====Accessories==== JP EN RTC ブッキーのおまもり -> Amulet -> Bookie Charm [The English release's translation choice reflects the name of a special accessory in Chrono Trigger. The word charm was used for consistency with the Quartz Charm and is better for space, but amulet was reused as a better word for the "flag" items.] どくふせぎバッジ -> Antidote Pin -> Detox Badge [The "pins" are badges, which become recurring objects in later Mario games. It was important to keep badges over pins for this reason, even though concessions had to be made to fit their names.] ジャンパースカーフ -> Attack Scarf -> Jumper Scarf [My Jumpman reference is not in the Japanese description, but a literal translation would be too redundant.] ラブラブリング -> B’tub Ring -> Nurture Ring [A remake name change. "Loving Ring" was my previous version. The Japanese matches with the Polka/Lovely Dress, but a different word makes the hint for the Mystery Egg in both descriptions more obvious.] かがやけるひのために -> Coin Trick -> O Sunny Day [The Japanese release names of these Frog Coin shop goods look along the lines of lyrics.] あなたをこえたくて -> Exp. Booster -> I Pass You きょうふふせぎバッジ -> Fearless Pin -> Brave Badge ドドのはね -> Feather -> Dodo Feather ジャッキーベルト -> Jinx Belt -> Jacky Belt かいてんシューズ -> Jump Shoes -> Spin Shoes [If you ever wondered why Mario spins in his jump animation when this accessory is equipped, now you know.] クリスタルのおまもり -> Quartz Charm -> CrystalCharm ぼうぎょスカーフ -> Rare Scarf -> DefenseScarf [From a remake name change. "Guard Scarf" was my previous version.] あんしんバッジ -> Safety Badge -> Secure Badge [The English release version makes it easy to confuse with the Safety Ring (セーフティーリング).] きみがいてくれたから -> Scrooge Ring -> Stay By Me [The remake changes this to Flower Ring, but that fits in with the established English release names.] パタパタくんしょう -> Troopa Pin -> Troopa Medal [Paratroopa Medal, but I kept Troopa around in reference to Paratroopas. This is meant to be a counterpart to the Ghost Medal (ゆうれいくんしょう).] へんしんふせぎバッジ -> Trueform Pin -> Form Badge ぼんやりふせぎバッジ -> Wake Up Pin -> Wake Badge ==Attacks== ===Ally=== ====Mario==== JP EN RTC ファイアボール -> Fire Orb -> Fireball [I thought about pluralizing it at one point, but the untimed version does result in a single fireball.] スーパーファイア -> Super Flame -> Super Fire ウルトラファイア -> Ultra Flame -> Ultra Fire ====Mallow==== JP EN RTC でんげきビリリ -> Thunderbolt -> Bolt Surge [Up until the project's third phase, I simply moved the English Shocker here, but it missed the nuance of being a lightning attack. I assumed nothing else would fit, but then I remembered that there was already a good context choice in the enemy move Bolt (でんげき), which I overlooked earlier since I formerly dubbed it Shock.] かいふくシャワー -> HP Rain -> Heal Shower [The Japanese uses the same word for the Recover and Mega Recover enemy skills, but it had to be shortened somehow. "Heal" or even "Cure" sound more like typical player spells, I went along those lines.] なにかんがえてるの -> Psychopath -> Thought Peek [A remake name change. "Thought?" was my previous version, since I believed keeping it in question conveyed that it's not a guarateed part of the move.] かみなりドッカン -> Shocker -> Thunder Roar [The Japanese is shared with the Thunder Rage item from the early Paper Mario games, but this subject is transformative enough. I did base my version on it, though.] ユキやこんこん -> Snowy -> Snowfall [The Japanese is shared with the Snowman Doll item from Paper Mario, but this subject is transformative enough as it is not a doll like in that game. The Japanese term also appears to be derived from a children's song.] キラキラおとし -> Star Rain -> Starry Drop [The Japanese is shared with the Shooting Star item from the early Paper Mario games, so I edited it to be slightly more reminiscent of that like the previous magic, despite the item once again being fairly different from the spell.] ====Geno==== JP EN RTC ジーノワェーブ -> Geno Boost -> Geno Wave ジーノカッター -> Geno Whirl -> Geno Cutter ====Bowser==== JP EN RTC つきでろボボーン -> Crusher -> Jagged Crash メカクッパプレス -> Bowser Crush -> MechakoopaXL [As close as it can be within the space while keeping the Mechakoopa reference, I think.] ====Peach==== JP EN RTC いたいのとんでけ -> Therapy -> There, There [The Japanese is a phrase often used to provide comfort for pain or injury, in the vein of "kissing a boo-boo" for children, so this should convey a similar idea.] みんなげんきになあれ -> Group Hug -> CheerUp,Guys [With the exception of her offensive skill (I would hope), Peach's moves are supposed to sound like phrases that a mother figure might say.] ねむれよいこよ -> Sleepy Time -> Go to Sleep [This predates the project, and in retrospect, it shows. As mentioned, Peach's moves generally sound like motherly phrases, so I thought it sounded right. However, as wiki user Lusfier adds for one edit, it's specifically a clipping of a lullaby, which may have been more obvious to me had it been rendered as 「ねむれよい子よ」 (a classic example of kanji's importance). Despite that, I personally find that "Go to Sleep" is a fine enough fit and suits the moveset, but given that it also shares its Japanese name with the Sleepy Sheep item from the early Paper Mario games, I may have considered reverting this to "Sleepy Time" or splitting the difference with "Lullaby Lamb" if the project's third phase progressed more naturally. What do you think?] おくちにチャック -> Mute -> Zip Your Lip ヒステリックボム -> Psych Bomb -> HystericBomb ===Enemy=== JP EN RTC レインアロー -> Arrow Rain -> Rain Arrow オーロラのかがやき -> Aurora Flash -> Aurora Gleam ふんか -> Backfire -> Eruption ちょうじばく -> Big Bang -> Self-Destruct [Super Self-Destruct, but this is fine within the space.] デスキラー -> Blazer -> Death Bill [The Japanese reads Death Killer, but Killer in this instance refers to Bullet Bill (キラー).] さぶざむ -> Blizzard -> Cold Chill タックル -> Body Slam -> Tackle しょうげきだん -> Bombs Away -> Shock Bullet [I should add that the Japanese word has a handful of meanings, and I just assumed that the move might have gotten mixed up with Silver Bullet, which conveyed the image of a projectile instead of close-quarters. Shock Bomb would have erred more on the side of caution, but that name is shared with an unrelated object in Mario & Luigi: Dream Team Bros.] がんせきガラガラ -> Boulder -> Rock Clasher ジャスティスブレイカ -> Breaker Beam -> JUSTICEBREAKER [Since the only two monsters that use this attack are big robots, I took a little leeway to technically avoid CamelCase.] かみつき -> Carni-Kiss -> Bite モンスターアタック -> Chomp -> Monster Toss [A remake name change. "Monster Bash" was my previous version, as the literal name resulted in CamelCase.] ひっかき -> Claw -> Scratch [Claw is fine as a verb, but Scratch makes it clearer that it wasn't intended to be the noun, borrowed from the official translation of the Pokémon move of the same name.] アンデッドネイル -> Dark Claw -> Undead Nail きょうふのかま -> Deathsickle -> Fear Sickle [The English-release name also seems swapped with another attack by the same enemy.] ダイヤモンドカッター -> Diamond Saw -> Diamond Cutter ちんこんのひびき -> Doom Reverb -> Repose Reverb かきゅう -> Drain -> Hot Shot [A remake name change. "Fire Orb" was my previous version, which is a more direct translation, but I deferred to the remake since that name was used for a different attack in the English release.] かんけつせん -> Drain Beam -> Geyser [The remake uses Painspout in English, but most languages still directly use Geyser.] ちょうおんぱ -> Echofinder -> Supersonic [The Japanese for this attack is one of the times a name is shared with the Pokémon franchise, but as Red & Green only released a month before Super Mario RPG's original release, this is probably a coincidence. I did borrow the equivalent English for perceived space reasons, though.] エレキテル -> Electroshock -> Elekiter かなしいうた -> Elegy -> Sad Song [Similar to Lulla-Bye / Sweet Song.] ふしぎなおどり -> Eerie Jig -> Mystery Dance くらやみブルブル -> Endobubble -> Dark Shiver ダッシュ -> Fun & Run -> Dashes [Singular suggests the move only has one action. As the English-release version conveys, there are two parts: a physical attack, and a chance for the enemy to run away afterwards.] キノコばり -> Funguspike -> Shroom Sting おやすみアロー -> G’night -> G’night Arrow [This is Goodnight in the remake, but that's a simple name swap.] サメはだ きょうか! -> Get Tough! -> Sharkskin +! するどいつめ -> Grinder -> Stabbing Claw どろみず -> Gunk Ball -> Mud Water ジャッキーラッシュ -> Jinxed -> Jacky Rush すみ -> Ink Blast -> Ink ガォーーン!! -> Iron Maiden -> GROWL!! [Incidentally, this is functionally similar to the Howl move.] いのち かけてます!! -> Last Shot! -> Kamikaze!! にじいろシャボン -> Light Beam -> Light Bubble [A remake name change. "Prism Bubble" was my previous version.] ライトニングボール -> Lightning Orb -> Lightning Ball ばくれつきかんしゃ -> Loco Express -> Loco Explode スイートソング -> Lulla-Bye -> Sweet Song マグナム -> Magnum -> Banzai [This is a reference to Banzai Bill from Super Mario World, which went under the Japanese name Magnum Killer (マグナムキラー).] ライトサーベル -> Mega Drain -> Fire Saber [A remake name change. "Light Saber" was my previous version, which is very direct. It's pretty clear why the English name was changed, though it does make the element more obvious.] キラリりゅうせいぐん -> Meteor Blast -> Flare Meteo [This is a weaker version of the Meteor Swarm spell, and so was given a name to fittingly pair with the Milky Meteo version, based on the remake's "Flare" substitute. Note that this was missing prior to the "LH" update - it was intended in the wake of the remake, but was accidentally unimplemented and subsequently overlooked, and was put back solely in advance of another nameset.] ミルキりゅうせいぐん -> Meteor Swarm -> Milky Meteo [It would more literally be Milky Meteor Shower/Swarm, but due to space issues, I've decided to take "Meteo" from the alternate name for the "Meteor" spell from the Final Fantasy series.] うんさんむしょう! -> Migraine -> Mistify! [Literally to vanish like mist.] ミラージュアタック! -> Mirage attack! -> Mirage Attack! けんとうがはずれた! -> Missed me! -> Swing’n miss! [From the idiom swing and a miss.] ぶんれつ -> Multiplier! -> Breakdown きのこガス -> Mush Funk -> Shroom Gas さくらふぶき -> Petal Blast -> Sakura Flurry いってんしゅうちゅう -> Pierce -> Point Focus ねむけのかふん -> Pollen Nap -> Nappy Pollen びびりさいぼう -> Psycho Plasm -> Fright Cell [The English release version pairs well with the other Plasm / Cell move, but I kept things simple and maintained translation consisitency with the Bomb / Ball item.] てつざんこう -> Quicksilver -> Tetsuzanko [No closer translation would have fit in this space, so as a martial arts move, it seemed appropriate to leave transliterated, plus it is another of the practitioner's Virtua Fighter references as it is Akira's signature move.] カカシのかふん -> S’crow Dust -> S’crow Pollen カカシスモッグ -> S’crow Funk -> S’crow Smog しにがみのかま -> Scythe -> Reaper Sickle [See Deathsickle / Fear Sickle.] つばめがえし -> Shaker -> Swallow Cut ひっぺがし -> Shredder -> Shedder しゅうしけん -> Silver Bullet -> Finisher Fist つき -> Skewer -> Stab [This is functionally similar to the Grinder move, which I rendered as Stabbing Claw. The English-release name is also shared with an object originally from Super Mario World.] メガトンハンマー -> Sledge -> Megaton Hammer すいまのみず -> Sleep-Sauce -> Sleepy Water すいまのおどり -> Somnus Waltz -> Sleepy Dance [In retrospect, Somnus is an interesting word choice since Japanese suima can be used as a figure of speech, i.e. to be attacked by a sleep-demon means to fall under a sleepy spell. Someone on the wiki brought up the concept of the Sandman, but I don't think that's quite the right nuance since he is usually depicted as a benevolent figure that induces good dreams with sand. Somnus has similar definitions to the original term, though on the other hand, it doesn't really show up in everyday English, and the Japanese is figurative rather than mythological in nature. In the end, I thought that keeping it simple paired better with Mystery Dance. The fact that the remake's other languages don't seem to use such a double-meaning gives my version a little more justification, but you be the judge.] ほうでんげんしょう -> Static E! -> Electricity [From a remake name change. "ESD Phenomenon" was my previous version. However, that actually comes from a longstanding wiki mistranslation, as the proper term for an electrostatic discharge is 「せいでんきほうでん」. Whoops. At least it didn't come from me. Still, I'm a bit ashamed it almost slipped through. Maybe I would've gone with something like "Phenomenon E!" had I realized it sooner.] レインスピア -> Spear Rain -> Rain Spear ばくだんゴロゴロ -> Spritz Bomb -> Bomb Blitz きのこのかね -> Spore Chimes -> Shroom Bell きのこのほうし -> Sporocyst -> Shroom Spore ダメなノ! -> Stop it! -> Vasteful! [From the chefs' style of speech, which is, in my opinion, one of the absolute best localization choices in the entire game (see Odds and Ends).] ダメなノ! ダメなノ!! -> Stop! Stop!! -> Vaste! Vaste!! [That said, I'm not sure if these are really considered special moves, but I included them here for the sake of completion.] レインソード -> Sword Rain -> Rain Sword ビートアタック -> Terrapunch -> Beat Attack どくばり -> Thornet -> Poison Sting さんかくげり -> Triple Kick -> Triangle Kick だいふんか -> Va Va Voom -> Mega Eruption [More literally Big Eruption, but the Japanese word is translated as mega a few places elsewhere and in some later Mario games, and Mega sounds closer to Va Va.] どくのみず -> Venom Drool -> Poison Water きはくアップ -> Vigor up! -> Vigor Up [Even though I had these moves mixed up for an embarrassingly long time, Valor Up (こんじょうアップ) is a nice enough name for its defensive counterpart that I didn't end up replacing valor with another word.] もうどくさいぼう -> Viro Plasm -> Toxic Cell [From cytotoxin (さいぼうどく).] すいじょうきばくはつ -> Water Blast -> Steam Blast あやしいキノコ -> Weird Mushroom -> Strange Shroom [This isn't to be confused with Super Mario Maker's Weird Mushroom.] フォーカード -> Wild Card -> Four Card [The remake did change this to Card Rain, but this change extends to the Japanese (カードさみだれなげ), so I didn't represent it. I know that there are several of these between the original and remake, such as Full House (フルハウス) / Card Toss (カードなげ) and...Corona (コロナ) / Flare (フレア)...] ウィルオーウィスプ -> Willy Wisp -> Will-O-Wisp ====Unused==== JP EN RTC フラワーダンス -> Dahlia Dance -> Flower Dance ロイヤルストレート -> Royal Flush -> RoyalStraight [Since this attack is unused anyway, I gave it one of my few CamelCase exceptions.] どくきのこのほうし -> Toxicyst -> Poison Mush [Closer to Poison Shroom Spore, which sounds like a variation of Sporocyst, but I had to keep within space.] かかしのかま -> Sickle -> S’crow Sickle ==Other== These may be terms to consider swapping around for alternate nameset patches. JP EN RTC 立体迷路 -> 3-Dimensional Maze -> 3D Maze [For space.] 弟をたずねて四千里 -> A Plumber’s Lament -> In Search of Lost Brother [A remake name change. "4000 Leagues in Search of Little Brother" was my previous version, which is a reference to the anime 3000 Leagues in Search of Mother. Since this is one of the parts where the remake opted for a more direct translation and I believe it overall did a better job than my former descriptions (which were placeholders until I researched if they were somehow part of the literary reference or not), I kept the new title as well. Either way, it's themed after Luigi. It's also believed in some circles to be a reference to Mario & Wario, a game where Luigi is sought for as the level goal, though I think it's more like, "where is Luigi in this game?"] ばくれつカブト虫 -> Beetle Mania -> Bombshell Beetle カブト虫キャッチャー -> Beetle Race -> Beetle Catcher ストロベリーキノコ -> Berry Mushroom -> Strawberry Mushroom さかみちきょうそう -> “Booster Hill” track -> Hillside Competition イカ焼き -> calamari -> ikayaki [The English release's westernized localization of a squid food is fine, but the line is obscure enough that I went with the original. It comes up in Frogfucius' direction for the Sunken Ship. Incidentally, the line had an obfuscated gameplay hint suggesting to use fire magic against the Bloopers found in the area, as the Japanese line doesn't specifically refer to the giant one, which is why the line is still available for a little while after the Blooper boss is defeated. Since the Blooper boss was renamed, the mistaken "calamari" connection with the boss didn't need to remain.] だい2たんけんたいインディゴ2 -> DeGama [1st] -> 2nd Explorer Indigo II そうさくたいオニキス -> DeGama [2nd] -> Searcher Onyx ユメまくら -> Dream Cushion -> Dream Pillow おふださがしゲーム -> Find the Flag -> Amulet-Finding Game [These are, more specifically, ofuda.] カエル仙人さまの カラオケ18ばん -> Frogfucius’ suite #18 -> The Frog Sage’s karaoke #18 [This one of the few instances of the remake's Frog Sage name due to containing a respectful honorific that couldn't be represented due to space limitations. The Toadofsky fan also lists the full name of the first melody, which is supposed to be foreshadowing. This doesn't fit in the space of one text box, so I had to add a scroll break here. I'm pretty sure this is the only time I took the liberty of extending the main text, since I otherwise wanted all the information to fit in one box when the Japanese version did. It was either that, or force the player to walk to Frogfucius' pad to read the full hint. Note that the first song is a freebie, as the tadpole is supposed to hint the player in the direction of where to find the other two lyrics.] キノコスタンド -> Fungi Light -> Shroom Stand 金のクリボー -> gold Goomba -> Gold Goomba [Negligible, but they return in later Mario games.] クリボーたたき -> Goomba thumping -> Thump-a-Goomba [The Japanese is a straightforward reference to Whac-A-Mole, but I've incorporated the somewhat catchier English word to differentiate from the similarly-named minigame in the DDR Mario game.] 太ったパタパタ -> Heavy Troopa [battle message] -> Stout Paratroopa 道具屋 -> Item Shop -> Tool Shop [Note that the one in Barrel Volcano is still an item shop (アイテム屋).] ぼうけんかインディ -> Magellean [1st] -> Adventurer Indy [Possibly a reference to Indiana Jones, although coincidentally, the Japanese name of Mega Mole from Super Mario World is also Indy.] たんけんたいインディゴ -> Magellean [2nd] -> Explorer Indigo マジカルスイッチ -> Magic Buttons -> Magical Switches マリオワールド -> Mario’s world -> Mario World スーパージャンプ・マスター -> Master Super Jumper -> Super Jump Master トロッコそうさ 注意! -> Mine Car Guidelines -> Mine Car Operating Advice! [The Japanese word for mine car is usually rendered as "trolley" in the script, which I retained as a colloquialism.] 安全第一 ドゥカティ炭坑組合 -> Moleville Safety Board (MSB) -> Moleville Coal Mines Union キノコ -> Mushroom [status] -> Shroom [Matches shortened name, and for space.] ヨッシーレース -> Mushroom Derby -> Yoshi Race マシュマロ国 道路課 -> Nimbus Dept. of Transportation -> Nimbus Land Road Department キーワード -> password [Sunken Ship] -> key word バリバリキノコ -> Rippin Mushroom -> Crispy Mushroom [The English release's reading is an acceptable one, but crispy or crunchy make more sense to me.] ジュゲムバス -> royal bus -> Jugem Bus [It would be Lakitu, but the initials "JB" are on the vehicle, and Jugem was known in the West due to Jugem's Cloud from Super Mario Bros. 3.] カカシ -> Scarecrow [status] -> S’crow [Matches attack names, and for space.] ちくわブリッジ -> Sky Bridge -> Donut Bridge [Named after the blocks it's composed of, which are typically known as Donut Blocks in localization.] カジオーぐんだん -> Smithy Gang -> Smithy Army [More direct translation, and "army" makes more sense about a group of bad guys who are weapons. On a side note, while Smithy remains, he is addressed as King Smithy whenever his minions revere him with the "-sama" honorific, which is closer to the Japanese. I initially considered giving his second form a literal translation of his Japanese name, "Smith King", to take advantage of the separate text strings, but decided against it sometime during the second phase of the project.] かくし宝箱 -> Surprise Box -> hidden treasure hidden treasure [This should all be the same. The term "hidden treasure" has one more instance over the other two in the English release, so I gave that one the edge.] hidden chest ガウン -> terry cloth bathrobe -> robe [The Japanese is literally "gown", but that's generally a false friend in this context. Bathrobe might have been better if it didn't make the rest of the line sound redundant.] アクションコマンド -> Timed Hit -> Action Command [Timed Hit is still technically correct in context as it refers to one of the types of commands, though this is more obvious when looking at the manual.] ピーチのXXX -> Toadstool’s ??? -> Peach’s ??? [Oh, this one is a true darling of those who look for censorship where there isn't any, and I've seen it make the rounds again in the lead-up to the remake, long after it was dead and buried. No, "XXX" was never meant to be taken literally. The English question marks give roughly the same idea as the Japanese X marks in this context. While the number of hidden characters/letters in the word may not necessarily be the same, the English release knew full well what it was doing. Maybe it's risque, or maybe the joke is on you for having your mind in the gutter.] こうかいにっし -> travel log -> log book だい4そうさくたいチャレンジ -> Van Doren [1st] -> 4th Searcher Challenge [It almost sounds more like a collective than a person, but I kept it styled like the other hint names, since I get the impression there were supposed to be a core six.] トレジャーハンター・エラン -> Van Doren [2nd] -> Treasure Hunter Elan [My gut tells me this is supposed to be a reference to something, but I wasn't able to discover what it might be.] パズル マニヤの -> Quiz Master -> Puzzle Maniac =Odds and Ends= This section is simply a series of footnotes and random thoughts bringing up a few notable points of analysis, in rough order of appearance. This is only a very tiny fraction of the extent of the changes, but if I typed every pedantic detail, this document would be multiple times longer. Virtually every piece of dialog has at least something changed about it, even if it was a minor word choice or typographical edit. - Here's one thing right off the bat that I'm sure no one in the right mind has ever noticed - there is an egregious regional difference in the demonstration sequence cast roll that, sadly, went unnoticed for literal decades...until now, when Super Mario RPG: Legend of the Seven Stars ~Rebrick Time Capsule~ descended from the very stars themselves to show you all what you didn't know you wanted. Behold...Geno's name is OFF by a PIXEL! Holy smokes, what injustice. Naturally, setting right what once was wrong is the reason LTL was put in this realm. Rest well, players. Remember always that this glorious wellspring of earth-shattering knowledge was brought to you by the letters LTL. Experience what just may be the objective fix to this ancient game we can all get behind. Ladies and gentlemen, please, control yourselves. There's plenty of LTL to go around...Oh. The Japanese version was the off-center one? And I reverted what was probably a mistake that the English version spotted? Eh hem. Never mind. Moving on... - I'm not really a fan of the dialog in the opening since I don't feel it hooks you in as well as the original, but it's supposed to sound like how you imagine the bog-standard Mario and Bowser encounter, so it had little changes throughout the project, though the "chain reaction" bit remained for quite a while since I prefer it over the redundant version. I do remember phrasing Peach's gratitude as "thank heavens" to both pay homage to the kings in Super Mario Bros. 3 as well as for the ensuing irony. - The first example of obvious control code differences between the Japanese and English releases can be seen when the castle starts shaking. In the Japanese release, Peach's dialog is set to progress automatically, whereas in the English release, the text can linger indefinitely as long as the button isn't pressed. I have reverted to the Japanese text box behavior in this case, and in most cases throughout the game. - The munching father being a certain Final Fantasy III (VI) reference might have been an uncanny coincidence, but I stuck with it regardless. I mean, we also don't know that it's not, do we? - Raz/Kino has additional lines in the English release to suggest more familiarity with Mario, which have been removed here. In the Japanese release, he seems to be about as familiar with Mario as most other NPCs. - In Japanese, the Chancellor/Minister is even more similar to the later recurring character, Toadsworth. Yes, in what should be Mario 101, it seems as though Super Mario RPG is the origin of that classic "Master Mario" (マリオどの). Unlike that character, he also often speaks in third-person. I opted to have him keep using the royal "we" instead, though I wonder if that read right. - Whether this was intended or not, the outdoor guards' follow-up line during the rain is not used in the Japanese release. Evidently, the English release got around this by duplicating the text. I was able to retranslate the equivalent via a partial Japanese text dump, though again, there were a small handful of other times that I couldn't reach a line in normal gameplay due to some trigger points being unknown to me, which regrettably led me to resort to hacky methods to inspect them without full context (the Switch version was useful in determining that most or all of these were indeed unused, so it's not too worrisome). Once again, I compared every single line, even the obscure and unused ones. At any rate, I cautiously took after the Japanese release at one point, but a hardcoded limitation of the tool or the English-release ROM led to text issues, so I was forced to revert it. - From browsing message boards back in the day, I took it that the bazooka kid was, at least at one point, infamous enough to be close to the game's submariner moment. As such, while it isn't gone entirely, I rewrote his quote to both make more sense within Mario's world as well as to retain the Japanese punchline. This is one of the few times I consciously let the fanbase's nostalgia affect my judgment, and since I've seen it pop back in discussions in the lead up to the remake, I think I've made the right call. This is also one of the few artistic liberties that survived the earliest phase of the project with little change. - Japanese Croco peppers in butchered English, irregular katakana, and tildes. At a glance, his phony speech has the hallmarks of an extravagant "foreigner" caricature. It wouldn't surprise me if Croco's hat was modeled after depictions of Arsène Lupin, so if I were translating from scratch without further context, I might've made him sound like a vain parody gone wrong. However, given that he still slips the occasional Spanish in Japanese as well, another way to look at it is that he's really just trying too hard to sound cool and worldly, not that he's necessarily an actual foreigner. I believe this may be how the English translators saw it, and it's a valid interpretation. I personally think it's probable that the foreigner joke was carried over from his somewhat Rare/Kremling-esque prototype design, but I overall must agree with mostly retaining the "mobster wannabe" choice, which could also sound tryhard rather than authentic, although I made his dialog closer to the Japanese in other aspects. - In Japanese, the Vault Guard has some untranslatable coin puns when met in the invaded castle. To work around that somewhat, I turned it into a callback to a restored line in the vault involving a coin. - Since the box monsters could have either one or multiple enemies, I took inspiration from Final Fantasy III (VI) and changed the accompanying text from "Monsters are inside!" to "Monster-in-a-box!!" - The English went in a pretty different direction with Belome, so he now matches his Japanese counterpart, though for his bizarre goodbye catchphrase, I used a variant translated from the remake (my previous rendition was "Slurp you later..." as a play on "smell you later" and replacing that was one of the last edits to the project). His name and manner of speech also includes tildes in Japanese. I've approximated most instances of tildes with ellipses in his dialog to hopefully be less distracting and to make it clearer how it's supposed to come across in English, as it just doesn't work the same as in Japanese. I've retained Japanese ellipses for the first set of fortunes later in the game to differentiate from his English ellipses. Funnily enough, the unused fortune failsafe does imply that it's Belome speaking through them. - Another example of wacky control code differences: you can oddly get flooded away before seeing the whole text box after fighting Belome in the English release. - Frogfucius' "partake of my wisdom" line is specific to the English release, but I used a truncated version to somewhat approximate the Japanese line. This suits him so well that I almost wonder if the English release translated it from an earlier Japanese draft. And in case anyone is wondering, Frogfucius saying "precious Peach" was intentional and not a typo, though it was probably an odd choice. - While Toadofsky's namesake would appear to be Russian, he uses the occasional French in both releases. I have decided to double down on this because the quote he gives now when his melodies are complete happens to be extremely culturally close to the spirit of what he says in the original Japanese. I don't think this instance overdid it since the seed was always there, but if you still think it did, you should see the earlier version of the Hammer Bro. That was the moment I decided not to try to "overcorrect" the accents. - Bowser introduces three lead Koopa Troop characters in his scene in the swamp, which is somewhat lost in the English release. You're supposed to recognize them later in the game, though this is probably something that pretty much everyone knows now that the remake brought this detail back. Side note in case anyone brings it up: I acknowledge that the remake changes Koopa Troop to Bowser's Minions. The original Super Mario RPG introduced the former, and it's had a good enough run that I would say it's still more recognizable overall. - The bow boss has the "nya" verbal tic but doesn't quite have the Yoda-style speech in the Japanese release, yet he clearly has a few screws loose and prefers the uncommon "oira" first-person pronoun that wackier characters tend to use in media. Just look at this guy's design and tell me he's not supposed to be wacky. A direct translation without nuance would make him sound thuggish and not too special, so it would be a shame to not work with the English release's way of making him stand out from the other villains. It can be argued that the original choice may have taken it a smidge too far, but I feel that "relocalizing" this character would unnecessarily take away his identity. Also, if his "knock" line reminds you of another Square game, that coincidence stems from the use of the same word. - Geno gives off a different vibe in Japanese. He fits the cool, heroic archtype. If I were to give a generalized Western approximation, I'd say he sounds like he could be a DC superhero in Japanese, whereas I always thought the English was trying to go more for a Marvel sort. As such, I didn't see a need to change him around too dramatically, so there are still lines that sound like hero catchphrases, but he's more tempered and doesn't use words like "yo" or "chill" anymore. I understand why some may have expected more of an overhaul here, but I think a more literal approach has the unintended side-effect of making him sound too detached unless it's done well, and I also didn't foresee drastic changes in an official retranslation unless it introduced voice acting, so this can be chalked up as a difference in opinion. - Control code craziness: Mallow's yelp after tripping on an arrow can linger forever in the English release. Side note: Mallow's lines about Geno before and after the arrow trip still don't really add up. - Yoshi's Japanese dialog after the first race victory is a little strange. He was just saying how he didn't want to be an elitist, but then he practically brags to Mario that he's the best racer. The English release seems to have caught this character inconsistency, and I agree. I edited the text to mention that he specifically "bested" that character. - Baby Fat (known to some as beeg Yoshi) literally says he's giving birth when he's about to give you an item in Japanese, which is understandably not in the English release. I'm crazy enough to bring it back, but not crazy enough not to apologize for it. I am sorrier for this than the lateness of the project's release. - Croco's coin-robbing scene is one of the few times that the game doesn't account for another scenario - what if you triggered the scene without coins? While I didn't want to outright rewrite the scene to indulge in this unlikely sequence, and you do earn coins when you beat Croco's gang, I did take the chance to modify the final prompt when Mario wakes up very slightly. - More control code oddities occur in the English release when the bomb is used by Pa'Mole. - The bomb boss sounds distinctly more like a fish-out-of-water in Japanese. He uses a polite yet archaic sentence ender, except it looks a little unhinged due to it being a mixture of hiragana "de" (で) and katakana "gesu" (ゲス), which makes me think of something like a crazed jester, and yet he uses phrases out of the Kansai dialect like "ansan" (あんさん). It's hard to get this strangeness across within the smaller battle text boxes, so it was important that the player retain the picture of a tantrum-prone loudmouth, which is memorable enough on its own. The katakana portion of his sentence ender gets mentioned again as part of a quiz question later in the game, which necessitated a small rewrite, and there, a reference to Woolsey's intention for the boss's name replaces a similar-sounding nonsense answer. - Here's an example that comes to mind regarding my general adherence to text box sizes: in the English release, after meeting the Snifits/Booksters in Moleville, one of the mole women mentions "that princess o' yours" to Mario. In the Japanese release, she actually refers to Princess Peach by name. However, the English phrasing conveys the nuance, and having all of that information packed in would require adding a scroll break that wasn't there, in addition to looking clunky. - In the English release, Peach hears some nondescript voices from the top of the tower. In the Japanese, she specifically hears Bowser's "wagahai" first-person pronoun, which is an arrogant way to refer to oneself. Since this isn't directly translatable, these lines have been modified to flow better. - Booster/Bookie's characterization is quite a bit different between releases. The Japanese release gives him an aristocratic yet scatterbrained air and has him occasionally slip into train noises as exclamations, which is arguably more fitting for a character born into wealth and pampered by servants, while the English release openly makes him out to be a spoiled manchild in more respects but reduces some of his train obsession. I believe an official retranslation would have tried to skillfully blend the two together, but in practice, I didn't find much room to do that too seamlessly. I more closely adhered to the Japanese depiction, as while the English version has its charms, I find it draws more comparisons to Wario's personality. Wario exudes arrogance and tries to get or stay rich, which is far removed from Booster/Bookie's schtick. - When Booster/Bookie looks at his beetle cage, Snifit/Bookster 1 says to never mind the beetles in the English release. However, it looks like the cage only has one beetle. I injected "kabutomushi" there to make it vague on whether there's one or more, and it's one of the few spots I specified the type of beetle. - In the English release, erroneous text duplication occurs when inspecting the chapel doors before triggering the sequence, wherein the kicked-out couple says the same thing that they do when they proceed to their wedding later. I'm sorry about having to leave a loose end like this, but whether due to a hardcoded limitation of the tool or the English-release ROM, my attempts to restore these lines to their intended separate strings caused text errors. In fairness, if it weren't for the oddly-placed "Thanks!", the English-release line almost sounds like it could be used in both situations, so I had no choice but to write around this oddity. My translation for the Japanese chapel door text before I begrudgingly removed it was..."KINO: W-what the...!?[A renews text box]NANCI: ...Don't block us!" - Control code oddity: when about to run at the chapel door with the Snifit/Bookster, there is an extra prompt for more text when there isn't any in the English release, which was left over from the Japanese release. Additionally, for this scene, I think I retained some English lines that make it slightly more obvious what you are supposed to do. - The apprentice is intended to have the same manner of speech as the chef. In Japanese, they use the sentence ender "no" (ノ) emphasized in katakana, which comes across as stereotypical okama, and they are the only Koopas with this speech quirk. The lazy route would've been to give them both lisps, but the English release's foreign accent is brilliant since it thinly veils the intent just enough to pass, flying over most kids' heads while making some adults raise their eyebrows, which is likely exactly how it was meant to be taken. I'll bet the translator was thinking of double-acts like Siegfried & Roy and then was told, "no, having both sound the same would be too obvious." Removing it from one of them may be viewed as censorship and resulted in a few inconsistencies in the final release, so I mainly touched up the apprentice. From a purely localization standpoint, this was one of the game's peaks, and it's a crying shame that it's relatively underrecognized as of writing. Please get this taught in schools. - In both the Japanese and English releases, the in-battle messages for the Snifits/Booksters lose track of which one is speaking after they move for the cake. I inserted their numbers based on which one is animated. This ended up matching the dialog boxes in the remake, so it turned out to be a safe bet. - The photographer may not be an EarthBound reference, but as "fuzzy pickles" was originally "cheese sandwich" (チーズ サンドイッチ) in Mother 2, I changed his "CHEESE" (チーズ) in the Japanese to "FUZZY" in my version. This also works because it can double as a reference to other Fuzzies in the Mario series. - Bowser's confused text boxes in the Mushroom Castle scene with the full party changed little since the project's first phase and reads like an amalgamation of the Japanese and English releases here. This was meant to be temporary until I narrowed down the Japanese control codes more closely for this scene, but I didn't get around to that. It's one of the areas in the final project where I know the control codes probably could've been tightened. Still, maybe it's better in this form anyway? I'm also aware that Mallow's "world wishes" line looks a little funny. I meant to have that text look a little more natural within the box space. - At one point, the Chancellor/Minister uses "Kinopio-tachi" (キノピオたち) in Japanese, which is a plurality marker for Toad. This can be read as either "Toads" or along the lines of "Toad and the others". At the time of Super Mario RPG's release, English "Toad" was not in common use to refer to the race of people, but rather the concept of a character, and Japanese "Kinopio" usually referred to the core group of retainers. However, since Kinopio/Toad is depicted as a single character in this game, and an optional line later in Nimbus Land refers to a member of the species as a Mushroom person (キノコ人), I interpret this line as referring to the character's inner circle. - The wishes on Star Hill have more clarity in the Japanese, with the exception of Luigi's. For example, it could be that this was supposed to be the younger Clown Bro's wish, though he does not outwardly express this sentiment in the main game. However, it is very characteristic of Luigi to refer to Mario as "big bro" (兄さん), which later got carried over in other English media. Due to this, I'm inclined to agree that this was most likely intended to be Luigi's wish. Regardless, I kept out the outright mention of Mario's name since "big bro" will probably be familiar enough by now to be recognized as from Luigi, and there is still an unlikely chance that it was supposed to be someone else's wish. - In Japanese, the seaside town's lesser "residents" speak in katakana with bizarre spacing. This strikingly conveys something unusual about them, and may be mechanical-sounding to foreshadow them forming together like a robot. English ellipses is an adequate way to get an immediate sense of offness across, so it's been kept, removing the contractions and fillers. To get the "robotic" aspect across, I made the two that talk about Jonathan sound like broken records that need to be recalibrated. Another possible way to interpret this text is with all caps, but then it would just look to a native English audience like they're all shouting incessantly or they're supposed to sound goofy, which isn't quite the idea. The original is the more interesting choice and doesn't need relocalizing. The clock monster speaks a similar way later in the game, and in that case, I just removed contractions since it would look awkward doing anything else in the middle of the battle text. - In the Japanese release, the town frog apparently left Tadpole Pond a year ago, whereas in the English release, he supposedly met Mario earlier in the game as a tadpole. The backstory has been reverted to the former. - Control code contrivance: in the Sunken Ship maze, it can be easy to overlook the second text box that explains how to quit in the English release. The Japanese release does not have this problem since all of the info fits in one text box, which I have similarly compacted. The Japanese release also has different text if X is pressed, in which it reveals how high Mario is in the maze to give an idea on the player's progress. This was one of the last things I looked into for the project, but it actually turned out to be remarkably simple to restore, as the code to display the right number was not overwritten in the English release. - In the seaside town, two of the residents are little twins who repeat each other when first met. In the English release, it sounds like the second one is excitedly repeating what the first one said, but in the Japanese release, their lines are identical. I did go with the Japanese for a while, but when read in gameplay, it looked more like a repetitive text glitch. I modified this so that the two are more obviously finishing each other's sentences. - The "president" of the beetle center is an "unseen" character who is unmentioned in the English release. I restored the mentions of this "unknown" character from the Japanese release. - The Samus cameo has different dialog between the Japanese and English releases. In Japanese, she refers to a recurring marketing tagline first used for Metroid II: Return of Samus. Because the reference would be lost, the English release changed it to refer to Mother Brain. The original isn't really usable due to the Japanese wordplay, so I dialed it back to instead be a reference to Super Metroid's opening line, which also refers to a Metroid. - The monster landlady mistakenly calls the Star Pieces "Star V-Signs" in Japanese, but I found that to be too clunky in English. Oddly enough, the line in which she mistakes the name is different, which I did change back. Note that the Star Road mispronunciations in general are the English versions, as the Japanese versions can't quite come off the same way directly due to being jumbled syllables. - At the risk of becoming the "did you know Super Mario Bros. 2 was Doki Doki Panic" of Super Mario RPG mythos: the crystal boss is entirely different in Japanese. Naturally, he is restored. Since he uses rather old Japanese, I imagined that an official retranslation might have wanted to give him older English, but space concerns (and my own concerns about doing it justice) prevented me from doing so. - In the English release, running away from the first dojo boss makes him repeat another character's dialog regarding Super Jumps. Once again, this is either a limitation of the English-release ROM or the tool designed for it, but I couldn't get rid of it. I tried. Needless to say, this doesn't happen in the Japanese release. This is the third and last time I've had to relent with a problem like that. - The English release did a good job with the would-be queen of the cloud kingdom, who sounds stuck-up in a way that couldn't always come across in direct translation. As such, she retains some of these traits. - The direct line for one of the compliments for the fake prince sounded a bit wrong, so I rephrased it with a double-meaning. It's a nice save, if I do say so myself. - The King specifically likes bronze statues in Japanese, but it doesn't sound natural in English to specify that all the time. The mention of this type of statue remains only in a few spots referring to his collection. Oddly enough, despite the palace birdcages, the Japanese doesn't mention that he likes birds too. - The English release's "Mariotta" remains over the Japanese release's 「アラビアータ」 (either Arabiarta or Arrabbiata). The joke on the surface is similar - Garro is fumbling Valentina/Margarita's name in Japanese and Mario's in English - but Mario being the transformative subject makes the close call more humorous, and in this version, Mariotta can be seen as Mario and Margarita's names fumbled together. In a similar vein, the word "marvelous" is used instead of "spectacular" more consistently. Both are translations of the same word, but "marvelous" might make some players think she almost said "Mario" for a split-second. - Instead of the usual Birdetta/Birdie, I decided to have Birdo self-refer as Catherine, which is the name in Japan and Wario's Woods. You'll know exactly why I did that if you run into a certain quiz question about her later in the game. The lines missing from the English release were rephrased slightly to hopefully make the battle hint a little bit more obvious, and to better connect to one of the possible quiz anwsers. - Valentina/Margarita's Japanese sentence ender comes through in her letter with dramatic pause, so my solution in English is to use a different key phrase that identifies her. - In Japanese, Mallow literally refers to Mario and Bowser as hailing from Mario's house and Bowser's Castle, respectively. This redundancy comes across as exceedingly juvenile, so these lines have been modified. Later in the same scene, the King imitates the dragon's roars in the Japanese. Again, this was too awkward and less natural in English, so it was again sidestepped. I understand the idea, but I just don't think it translates too well, and I will eat my hat if any self-respecting English localization keeps them dry as is. I felt this way even during the project's first phase, though I handled it in a quite different way that ended up changing the joke too much, so the version here is toned down. Just about the only change retained was the Mushroom Kingdom mention when Peach is introduced, which in Japanese is Mushroom Castle, since I felt it was oddly absent from the script otherwise. - In Japanese, the line right before the beam attack is displayed is literally the name of the attack also being announced by the rangers. Repeating the attack name sounds stilted, so I based it on the English release's line. On the other hand, I figured to deliberately keep one of the Japanese release's "Engrish" lines to go along with the sentai parody. - Bowser's poem is a reasonable approximation of the Japanese. It also wasn't originally a haiku, but I converted it into a more traditional one, as the English wanted. - And finally, the debug text I mentioned near the beginning of this document. That was the very first restoration of this project, so if you like playing around with that kind of stuff, you'll at last know what the options blanked out in the English-release menu are supposed to be. Of all the information I've kept close over the years, I've been holding on to that the longest, ever since I presented some unused regional differences for TCRF way back in mid 2017. You might now have an idea of what's up if you didn't before. Minor note: I rendered 「クロコ面OBJ無」 as "Croco page OBJ null", but "page" is probably not that kanji's intended reading. I had to guess since that option only closes the page, though it might've had another function. --TEXT RAMBLINGS END HERE-- And now that you've presumably played through, what are your thoughts? If you find that the project in this state managed to reach its thesis of the missing Square Enix enhanced port's retranslation for GBA or DS from the 2000's or 2010's, then it did exactly what it set out to do successfully. Remember: this was strictly an educated guess of what could have been, and is in no way a competitor to the 1990's original and its 2020's remake. Nonetheless, thank you for joining me in this experiment, and sorry to those of you who have waited so long. A delayed work is eventually good, and my deepest hope is that it was for the better in the grand scheme of things. My own closing thoughts? According to my earliest related timestamp, this project may have started around May 18, 2017. The final touches were made in holiday season 2023. The game's been out for about a quarter of a century, and it's telling that the first project of this magnitude took so long. I understood from the outset that the original's strengths weren't to be underestimated, and you can't rush art. But recall those late nameset experiments mentioned earlier. Something unexpected happened when I toyed with that: I felt a sense of relief, as if restoring something that I'd broken. Was it nostalgia, burnout, or something else? Had I changed since this endeavor started? At the very least, it was a sign to stop, and so I felt like I had to incorporate most of the remake's major name changes then in case I didn't provide alternate patch flavors later. As the one who (probably) put the most time into a retranslation effort, I came out of it with a greater appreciation for the original. To me, it's this idea that's the time capsule. =Special Thanks= The Rebrick Time Capsule owes a token of appreciation to the following: Clyde "Tomato" Mandelin, for the Legends of Localization analyses that helped aspects of this project early on, and for Wanderbar, which was a brief supplement between the project's second and third phases that allowed me to easily search and detect many obscure lines that a partial text dump couldn't find on its own, and helped immensely in making sure text strings were in the right place. The reader may be interested in playing the game via Wanderbar for a rather unique experience. Websites like Learning Languages Through Video Games (LLTVG), for hosting said incomplete Japanese text dump by tashi and incomplete transcript by Mew seeker, as well as the NIWA Super Mario Wiki, for being the best resource of all things Mario on the face of the internet. Don't worry, dear reader - a sum of that came from me to begin with, as LinkTheLefty, and if you know me, you know I don't "dark-horse" around. philh0use, for the Mario RPG Translation Toast streams that pointed out a few late observations and covered some more remote text that I wasn't aware of triggering. If you're reading this, I get it, and despite my Japanese admittedly being a bit rustier than I'd like it to be during parts of the project due to certain events (cough), I'm sure you can understand. Lazy Shell by giangurgolo and Omega and its unofficial Updated Edition by Yakibomb, for this game-specific hacking tool. Perhaps it's a little too user-friendly, but that's neither here nor there. Rika Maruya, Noriko Wada, Aiko Ito, and last, but not least, Ted Woolsey, for translating the game in the first place, and without which there wouldn't be much foundation. The remake's relocalization team deserves a kudos as well. Square Enix's official retranslations, for serving as a model for how one of this era ought to look like. I particularly point to the works of Tom Slattery as an inspiration. Any fan who has publicly complained of the original writing's perceived shortcomings, for giving me a laundry list of mental notes to check over the years. I would list you individually if only I had written down those notes from the beginning. One that comes to mind is a YouTuber who mentioned the Yoshi racing tips being a little notorious. I don't remember who you are or if I looked into it before or after, but if you're reading this, you were right about that. And friends, for your wonderful encouragement, feedback, and patience! YOU ARE SUPER PLAYER!! PS - Get Mallow & Geno in Smash kthnxbai.
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