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Post by Ryu the Grappler on Jul 15, 2012 1:11:48 GMT -5
Actually the SNES Street Fighter II had one of the bonus stages missing and another one replaced. In fact, all of the 16-bit console ports were scrutinized by purists in gaming magazines back in the day right down to trivial details such as the fact that Dhalsim's stage has two of the elephants missing or the fact that every character's retreating animation is just their advancing animation played backward.
I don't think there isn't a single SNES or Genesis port of a CP System game that wasn't compromised in some form. The Genesis version of Forgotten Worlds has a couple of stages missing and Player 2 uses the same weapon as Player 1 instead of the wide shot he had in the arcade, the Genesis Mercs and the SNES U.N. Squadron were both single-player only games (although both versions had plenty of new content to compensate for that), the SNES Magic Sword was single-player only too, the Genesis Ghouls'n Ghosts was missing the intro and I think the Genesis Strider had a few minor issues as well.
With that said, the SNES Final Fight, while playable, was definitely rushed. The difficulty settings are vaguely defined (Difficulty B sets the timer speed supposedly, but the timer runs in the same speed no matter the setting), an entire crowd of people in the bar stage are invisible due to the wrong background layer being applied over them and a music track is missing. I didn't mind the lack of co-op that much, but I wished they had included all three characters in one game rather than release a second version with one character replaced with another (incidentally the Guy version fixes all the other issues listed above).
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Post by saikyo on Jul 18, 2012 4:43:24 GMT -5
Its funny that already that time Capcom was rushing a port or a game when it needed more time testing (huh Street Fighter X Tekken?).
But yeah, the final fight port was badly seen just because it was cut one character and the two player mode, when rival turf and streets of rage had a 2 player mode. Sega CD dont had the cody infinite but had new modes, kickass music, all stages, all characters and two players mode...there is no reason to play the snes version anymore other than nostalgia, when even in nintendo systems the gba port is better at everything to the snes version.
Wish final fight 3 had more love than the ff1 port...even has a 2player cpu controlled mode for those who dont have friends haha.
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Post by jorpho on Jul 18, 2012 9:36:04 GMT -5
- There's a cool code in this game that allows you to change the names of every single character! - It would be nice if the article contained images of the removed intro, ending and credits. Some more info here: tcrf.net/Rival_Turf! I recall reading in Nintendo Power back in the day that it is possible to bug out the main menu and cause it to load the Rushing Beat title screen. Someone ought to add that to the entry.
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Post by Ryu the Grappler on Jul 18, 2012 11:52:43 GMT -5
But yeah, the Final Fight port was badly seen just because it was cut one character and the 2-player mode, when Rival Turf and Streets of Rage had a 2 player mode. Sega CD don't had the Cody infinite but had a (time attack mode), kickass music, all stages, all characters and two players mode...there is no reason to play the SNES version anymore other than nostalgia, when even in Nintendo platforms, the GBA port is better at everything to the SNES version. I still play both SNES versions occasionally to see if I can pull a one-life completion. The enemy placement in both of those versions are very different from the arcade version (especially in the Guy version, where you fight two pairs of Andores, rather than just one, in the steel cage area on the hardest setting), which changes what strategies could be applied to each stage. There's more focus on endurance than crowd control in general due to the lower amount of on-screen characters and the fact that the enemy seems to be buffed up from my experience. The lack of infinite combos for Cody and Guy in the Sega CD version is due to the fact that they punch at the same speed as Haggar. You won't notice this if you're credit-feeding to get to the ending, but for a proper 1CC it makes Cody and Guy less useful than Haggar. I didn't care much for the arranged music in the Sega CD version either. I don't know why it gets so much praise when the arrangements don't suit the game's setting that much and some of the tracks sound way too much like elevator music. I prefer the original arcade soundtrack, following by the arrangement in the SNES version. As for the GBA version, it was more or less an improved port of Final Fight Guy, but the graphics and sounds were not as good as either of the SNES versions. It's a pretty good version otherwise, but a bit harder due to the fact that the game displays as much characters as the arcade, but the enemy placement and their strength are based on the SNES Guy version. Funny how ended up writing more about Final Fight than Rushing Beat in a Rushing Beat thread.
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Post by lyinhart on Jul 19, 2012 18:13:42 GMT -5
I distinctly remember a web page, many, many years ago, which spoke about one of these games - I think. It mentioned how dialogue was ripped out, sprites were changed, and an entire enemy was removed (or possibly lost) as a result of the hack localization (the writer's theory was that changing the sprites meant it glitched and that enemy had to be cut). Probably System Shock: members.fortunecity.com/annetevans/The author even supplied patches to modify The Peace Keepers into Rushing Beat Syura. Unfortunately, the webpage is currently down. No discussion of Rival Turf! is complete though, without making reference to the mysterious hidden level: www.youtube.com/watch?v=7Sdj_mb1lCc
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Post by ReyVGM on Jul 19, 2012 22:19:30 GMT -5
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Post by Ryu the Grappler on Jul 20, 2012 1:36:03 GMT -5
rq87.flyingomelette.com/RQ/region/rivalturf/rivalturf.htmlIt's the character for death (死). rq87.flyingomelette.com/RQ/region/brawlbros/brawlbros.htmlIt's not just the sewer section that was turned into a maze. If I recall correctly, at least one of the later stages (I don't remember which one exactly, it may had been the second or third stage) involves riding an elevator. Whereas in the Japanese the elevator takes the player to the next area he needs to go, in the US version the player is forced to select a floor and if he chooses a wrong one, he ends up in a previous area or a room filled with enemies. rq87.flyingomelette.com/RQ/region/peacekeepers/peacekeepers.htmlRQ87 doesn't know the difference between translating and localizing (then again, he doesn't seem to know Japanese that well judging by the other pages). They didn't really translate anything at all, they just used a completely different script for the English version. It's the same deal with X-Kaliber 2097, Slam Masters and the NES Double Dragon III, where they basically made up a new script for the English version rather than use a translated version of the Japanese one. For the record, here's the name of each character's Terminate Skill in Syura. Dick: Dragon Wave (旋攻龍) Elfin :Bird Storm (鳳凰乱舞) Kythring: Assault Tiger (猛虎裂破) Jimmy: Thunder Edge (雷撃斬)
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Post by Rage Quitter 87 on Jul 20, 2012 7:27:03 GMT -5
Updated, thanks! EDIT: And yes my Japanese sucks, I literally only know how to tell people that they're already dead.
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Post by Garamoth on Jul 27, 2012 21:14:18 GMT -5
This sentence about Peace Keepers seems unnecessarily harsh:
I mean, they switched the names, so what? That's just a bunch of letters above a life bar. And story schmtory, it's a brawler. My fists do the talking!
It's not "technically playable": it's a great game that received some questionable aesthetic changes in localization. I still remember it pretty fondly.
As for the absence of music, it's actually one of the things I remember the most: "Hey, I can hear myself beating the crap out of thugs. How nice!" I also thought it made people turning into mutants much creepier.
On the other hand, I actually wrote the article on Secret of Evermore, which you mention, and praised its ambient sounds, so what the hey... I guess I'm consistent.
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Post by Ryu the Grappler on Jul 28, 2012 4:05:35 GMT -5
In all honesty, the plot of the Rushing Beat games are B-movie fare anyway and the series itself is rather average as a whole (although they're pretty good beat-'em-ups by SNES standards). Peace Keepers doesn't differ that much from its Japanese counterpart in terms of mechanics anyway, aside from the fact that there's less credits and the spider robot enemies were removed.
Still, the liberal translations of all three games was rather stupid, especially in Peace Keepers, where many scenes were rendered incomprehensible (like one part where the player meets a little girl, only to be taken to a wrestling ring with no explanation why). A lot of the conversations in Syura were actually helpful (Bild gives you a hint as to where you could find Norton), whereas in Peace Keepers it seems the writers were more concerned in making jokes that having a coherent plot.
As for the ambient sounds, it made the game rather boring. Ambient sounds are okay for adventure games like Secret of Evermore, but they don't suit a game genre where you spent most of the time punching bad guys. I always turned on the BGM in Peace Keepers back when I rented it years ago and I prefer the Japanese version just for the fact that it had more variety in music.
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Post by ReyVGM on Jul 28, 2012 22:43:24 GMT -5
From Rodrigo Shin's FAQ on gamefaqs:
In April 06, 2009, I got the following e-mail from Joe Sislow, a man from the gaming industry, concerning Peace Keepers, which helps put some of the changes in perspective. I'll print it here so the side handling the localization has its say as well; I figure that is only fair.
Joe Sislow wrote:
"Well, I know you wrote this a long time ago, but I thought I'd chime in a bit. I worked for Jaleco as a product manager when The Peacekeepers was released in the US. If you're interested in more information about the changes/background/etc. (and this is still your valid e-mail), drop me a line and I'd be happy to talk to you about it. For example: the internationalization of all of the games was done for every one of the Rushing Beat games, so we stuck with the trend. In addition, the US market was considered far secondary, so we were never, EVER, able to get any accurate translations of the Japanese storylines. There were no text dumps we could get, and it wasn't until I worked on The Ignition Factor that I got them to even spring for some translation. As a result, we (well, to be more specific, *I*) winged most of it. To wit: Prokop was named for Jim Prokop, a tech who worked at the coin-op side of the company. We used his name, once again, because we had always changed the names from the Japanese versions, and we were instructed to do so by management on both sides. Anyway, again, if you have more questions or would like to incorporate any of this into your FAQ, I'd be happy to help."
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Post by ReyVGM on Jul 28, 2012 22:54:17 GMT -5
I found him on linkedin. Already messaged him about this. Hopefully I can score an interview with him.
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Post by lanceboyle94 on Jul 28, 2012 23:31:48 GMT -5
By both sides he means the home console and coin-op sides, or the US and Japanese sides of Jaleco? 'Cause if it's the latter it's kinda weird that Jaleco Japan themselves wanted the changes.
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Post by Ryu the Grappler on Jul 29, 2012 1:13:49 GMT -5
Totally Rad also underwent a several localization process (it was originally titled Magic John in Japan). Surprisingly, the story is very faithful, they merely rewrote all the dialogue in 90s surfer slang. www.flammie.net/vse/things/rad/By the way, Lord J has a groin attack in Rushing Beat Run.
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Post by lanceboyle94 on Jul 29, 2012 1:57:26 GMT -5
Totally Rad's totally radical dialogue and the manual's content was apparently intended as a parody of that kind of stuff (like the Bill & Ted series, or, if we're using a videogame example, Konami of America's shameful NES and early Game Boy and SNES manuals), instead of being rewritten like that because they thought it was tubular.
It says so on that page's conclusion with that e-mail from that Jaleco USA guy.
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