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| Jul - Posts by Killer Bob |
| Pages: 1 2 3 |
| Killer Bob Member Level: 13 Posts: 21/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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| I noticed that a few visual differences are missing on the Ocarina of Time wiki, didn't want to start a new thread just for this so I post it here, hope it's ok. From v1.0 to v1.1, the N64 logo that appears when you start the game has been made darker and glossier. ![]() ![]() v1.0 to the left, v.1.1/v1.2 to the right. When the game was ported to GameCube, the game resolution was doubled from 320 x 240 to 640 x 480 but for some reason many graphical glitches were introduced, it looks like some effects couldn't be properly emulated. On GCN Morpha's ball lack some graphic seen in the original N64. ![]() N64 to the left, GCN to the right. The phantom Bongo Bongo has a purple shimmery noise effect when in nonsolid form. In the Cube re-release, this effect is gone and he appears as a moving brown smudge. ![]() ![]() Both these shots are from the N64, sorry for the lack of GCN pics. (This same difference can also be seen on the barriers you shoot with arrows in Ganon's Tower.) Ganons "waves of darkness" look a little different in the GCN version. ![]() ![]() N64 to the left, GCN to the right. Ganondorf's energy ball that he charges up to strike you with when he's low on health is yellow in the GCN version, instead of black with yellow edges. ![]() ![]() N64 to the left, GCN to the right. Other differences I don't have pics of: * The lens flare effect from the sun is totally gone in the Cube re-release. * The lightning effect that Ganondorf's regular ball of magic cast on the ground when it travels through the room... the GCN version has a glitch where this same effect is visible on the floor even when the platforms under it are gone. There's probably a lot more of these graphical shortcomings in the Cube version but these are the ones I have found and could remember. Don't know if you want to cover these sort of things. Is the version released on Wii's VC the same as the GameCube version? |
| Killer Bob Member Level: 13 Posts: 22/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by Joe Interesting, one of the reasons I still play Ocarina of Time in its original form and on its original system. Still looks pretty good on a RGB-modded unit. So does this mean that the version available on Virtual Console basically is identical to the Gamecube release with all these graphical effects gone? |
| Killer Bob Member Level: 13 Posts: 23/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by BMF54123 Ok, thanks. After searching for a little info about it, it seems like the Virtual Console version is a little bit different than the GCN version afterall, besides having the original N64 colored button layout back at the top of the screen, the VC version seems to lack the short loading times the GCN version had and it also lost the rumble feature of previous versions. Anyway, I guess the only thing worthy of inclusion on the wiki is the revised N64 logo between v1.0 and v1.1 then... |
| Killer Bob Member Level: 13 Posts: 24/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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| This is probably old news, but I found this old FDS commercial: http://gameads.gamepressure.com/tv_game_commercial.asp?ID=3200 where you can spot alot of differences in "The Hyrule Fantasy" from the finished and released version. Different screen layouts, stores having different inventory and prices etc. Also, the famous early screenshot that made its way into the NES manual where you got to choose between the Sword or the Boomerang is also seen. Anyone knows of a better quality version of this commercial? The cartoon seen in this commercial also seems to be the source for the pictures in the manual. Another one: http://www.youtube.com/watch?v=c5aErhrhqXs where you can clearly see the early design of blocks in the dungeons: ![]() ![]() |
| Killer Bob Member Level: 13 Posts: 25/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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| Yes, I also find those blocks strangely familiar, maybe used in another NES game. About the first Zelda, I have seen that there is supposed to be two rom versions of the original Japanese FDS version of the game, anyone knows about any differences between v1.0 and v1.1? |
| Killer Bob Member Level: 13 Posts: 26/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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| Was curious if this tile in ALTTP would survive when it was released for the GBA. Japanese ![]() English ![]() But it was changed again, GBA version: ![]() |
| Killer Bob Member Level: 13 Posts: 27/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by ICEknight Oh, sorry for not being more specific. I actually don't know, haven't been able to find out, the GBA pic I posted is from the English version. |
| Killer Bob Member Level: 13 Posts: 28/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by Dwedit But that doesn't explain why they redesigned the area for the NES release, in the FDS version there's loading times whenever you enter the area of Bug/Bagu's house and when you use the raft as well. I don't think the loading times would've stopped them if they really wanted to make the tomb area different for the FDS version. I think the reason for the redesign could've been to make it more clear to English players that this is the King's tomb to not confuse people how to reach the third temple. The tomb works as a landmark for finding the path to the Island Temple, Error gives you the information, "There is a passage to the temple south of the King’s tomb." But I must admit, what the old lady says in the NES version is very much redundant info, you pretty much get it that this must be the King's tomb by it's very design so I may be wrong, didn't they point it out on the map in the manual as well? |
| Killer Bob Member Level: 13 Posts: 29/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by Phugolz I have time and interest. I've also done a retranslation of LoZ and AoL, including the unused text that was present in the script dump I found. Get in touch with me at glitterberri.com@gmail.com.
Phugolz, started a thread for the project here: http://jul.rustedlogic.net/thread.php?id=14401 Thanks, for the translations!
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| Killer Bob Member Level: 13 Posts: 30/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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![]() I remember being amused by this dialogue text in Level 9 - 1st Quest when I grew up playing the original Zelda, and thought it was perhaps a case of engrish or bad translation but the japanese version says apparently the same thing. It felt very pointless to me at this point in the game have someone telling you to basically blow up the wall to proceed when this is what you have pretty much done in every dungeon to reach this point in the game, but I guess it was an attempt at a hint for finding the Red Ring which is located in the unmarked room to the right of his. Anyway, I recently discovered when I played the prototype version that they changed around the item locations in level 9 in what seems to be a very late point in the development, but that all the hints were left alone. I was actually a little surprised by that. Sure it could be argued that they had just added the final text but hadn't yet updated the room changes at that point, but the kind of pointless "Go to the next room." suddenly made a lot more sense, in my opinion this was clearly intended originally as a hint for finding the Silver Arrows, as you had to walk through a false wall in that room in order to get them: Prototype ![]() Final ![]() I guess the hint sort of work either way albeit being more vague and cryptic in the finished game as you had to take another long route in order to reach this "next room." But to me this made alot of sense as an introduction to the false walls otherwise only encountered in the 2nd Quest. Interestingly, this "Go to the next room."-fellow appeared in just such a false wall room in the final build of the 2nd Quest. ![]() Next we have this guy say "Break/Destroy the topmost barrier/boundary." which most likely refer to how to find the Compass in the prototype version but instead the Red Ring in the finished game. Both are unmarked rooms north on the map where you need to bomb your way in order to reach them. This leads me to my next point... in the English localization it was decided to change a few of the hints rather than translate them, as you can see this last one became "Patra has the map." for example. Is this something you are interested in to cover on the regional differences on the wiki? I just thought I may ask here first as I guess this kind of info is a little outside what this site is mostly about. |
| Killer Bob Member Level: 13 Posts: 31/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by Aeonic Butterfly Yes, the prototype stuff was basically me thinking out loud. I might add the localization differences then...
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| Killer Bob Member Level: 13 Posts: 32/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Could some kind soul please help me with these:![]() ![]() ![]() Would really appreciate it, thanks. |
| Killer Bob Member Level: 13 Posts: 33/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by Joe You sir, are my hero. Thanks!!
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| Killer Bob Member Level: 13 Posts: 34/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by GlitterBerri A very late reply but I can confirm on what I hinted at earlier in the thread, the GBA version does contain a revised script: ![]() Sorry, couldn't find any better screenshot. How much the new Japanese script differ from the original Super Famicom release, I don't know, but it seems to be quite different just by looking at the intro, the English GBA script was based on the original SNES translation (many of the same mistakes are present) with minor modifications but it contains alot of added content not present in either the original Japanese or English release, so I guess that new content comes from the updated Japanese script. I can also confirm that the pentagram seen in the Eastern Temple was replaced in the Japanese GBA with the same graphic seen in the International GBA release. |
| Killer Bob Member Level: 13 Posts: 35/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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| On the contrary, the GBA version seems to have expanded the script. I first thought that NoA just took some liberties with the script when they re-released it but after seeing some bits from the japanese GBA version it is clear that wasn't the case. Maybe the initial reason for a rewrite was to better connect it with later installments in the series after various retcons made since and in the process they added lots of new stuff to flesh things out. I suspect the reason that screenshot may make it seem it's been stripped down is because they added some stuff at the very end of the conversation in the GBA version... SNES: Unnh... Link, I didn't want you involved in this... I told you not to leave the house... Take my sword and shield and listen. You can focus power in the blade (hold the B Button). ...Then release it using the secret technique handed down by our people... Link, you can do it! Save the Princess... Zelda is your... ... ... GBA: Unnh... That voice... Link? Is it you? I thought I told you to wait at home... I suppose there's no escaping destiny... Here, take this sword and shield from me. I shall teach you one of the secret sword techniques used by the Knights of Hyrule... Hold the B Button to focus power in your blade. Release it to unleash the power. Link...you must rescue Princess Zelda. Our people are fated to do so. But do not fall victim... to fate... Link... I shall always remember... our time...together... The GBA version seems more like a "pseudo-remake" than a straight re-release/port with its slightly reworked game features and new japanese script... |
| Killer Bob Member Level: 13 Posts: 36/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by omega59 No idea, and at this point I'm actually not sure what the rewritten japanese script says. Will need to get the complete japanese conversation so Glitterberri or someone else can tell us how faithfully they translated it for the GBA version. But as you can see, there wasn't anything particularly odd with the original SFC japanese dialogue: "Save Princess Zelda. Y-you are the Princess's ... ..." "...only hope." if I would make a guess, nothing too important in my mind. I had actually never given the SNES line a thought before until I read this thread but the way the SNES translation managed to switch it around to "Zelda is your..." is a little odd and I can see why it became such an important thing with obsessed Zelda fans. Maybe Nintendo of America picked up on this particular mistake when they did the new translation or maybe the new japanese script simply changed it to, "Our people are fated to do so." Your guess is as good as mine. But I will try to post the complete japanese GBA dialogue here so we can get an answer.Btw, how usual is it with revised Japanese game scripts for re-releases? This is the first time I have encountered it. |
| Killer Bob Member Level: 13 Posts: 37/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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| The Easy Type version of FFIV is a little bit different though as it was released almost simultaneously as a simplified version aimed for RPG-beginners. This one was done ten years later, but yeah, it may be more common than I think, and for this one they also changed more than just the text, making it more than just a simple re-release. Thanks for confirming, RahanAkero! ![]() From comparing several literal translations of the original I actually think they did a surprisingly stellar job localizing this game the first time around, sure there are a lot of mistakes and censoring here and there but overall it's very good, especially considering when it was done, it's nowhere near the level of FFII (IV). If you check this comparison: http://www.zeldalegends.net/files/text/z3changes/z3-snes-gba-comparison.html it's quite obvious they didn't start from scratch for the GBA version. And most of the original mistakes, censoring and errors are still there. |
| Killer Bob Member Level: 13 Posts: 38/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by Dark Linkaël That is awesome, thanks for posting! In which way were the Heart Containers different? |
| Killer Bob Member Level: 13 Posts: 39/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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Originally posted by Killer Bob Oh, nevermind. Now I see it, located on a different screen as well. Really nice to finally be able to see this promo in better quality.
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| Killer Bob Member Level: 13 Posts: 40/43 EXP: 9989 For next: 278 Since: 05-09-11 Since last post: 200 days Last activity: 200 days |
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![]() Interesting. Besides the dungeon names being present, every room is for some reason displayed as two squares on the map instead of one rectangle, and the positioning of the cursor seems to follow this room-split... weird. And there's that early block design again. Also, the game uses the regular "NES-font" for the alphabetical characters instead of the unique font it would later receive. |
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| Jul - Posts by Killer Bob |
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