RE:Japanese translation help
Here's a rough translation/English equivalent of the intro page to the first interview.
There rest would require more free time than I have right now. I'll try to do some more later this week. Here's a google translation if it's any help. You may also want to try posting at WT:JAPAN and checking out Category:Translators ja-en. You could get a quicker response from someone more experienced at translating. (Guyinblack25 talk 17:50, 26 November 2008 (UTC))
Hi, FMF. Sorry I've taken so long to help. I'm really not an expert in Japanese, and I think Guyinblack's translations are about as good or better than mine might be. I notice you've been using the google translate function. That's a very good starting point. I think the best way to perform amateur translations involves making multiple translations and cross-referencing them. So to help you, I've got two cross-references robo-translators which you can use to compare them back and forth to see how they are differently translated:
Then I would also try copy&pasting into BabelFish and using a good dictionary. With that you should be able to translate just about anything. I'm sorry I can't be of any more specific help, but like GuyinBlack said earlier, I need a good few hours in a row to give what I would consider to be a good translation.
きっかけ - "Opportunity"
Hi! I am Japanese. I translate E to J, but not J to E. I checked the translation above and corrected. But remember, my English is far from perfect.
役割 - "Role"
Another F-ZERO review from Famitsu
Hi, FMF. I've picked up a new Famitsu magazine (#358) and it contains a new review of F-ZERO. This time it's a physical copy so the text is quite legible. Strangely they give it a different score than they gave it in issue #225 which rather worries me about their reliability, but perhaps this is just an example of me misunderstanding their review scores. Whereas the review in issue #225 is a normal "Cross Review" where 4 reviewers give it a score of 1-10 and these are then added for a total out of 40, the review in #358 is a merged review section called "30 Point Plus". As I understand it, this is a summary of previous cross reviews scoring over 30/40, but I'm not sure if they re-score it or if they simply add the old numbers together and in this case they made an arithmetic error. And I'm not sure how you want to handle the score at the article here on Wikipedia. Perhaps WT:VG might be a good place to turn if you need help with that. Anyway the review is a summary so it's quite short (just a few sentences), but if you're interested I can make you a scan. -Thibbs (talk) 15:31, 21 June 2012 (UTC)
Your GA nomination of F-Zero Climax
The article F-Zero Climax you nominated as a good article has been placed on hold . The article is close to meeting the good article criteria, but there are some minor changes or clarifications needing to be addressed. If these are fixed within 7 days, the article will pass; otherwise it may fail. See Talk:F-Zero Climax for things which need to be addressed. Message delivered by Legobot, on behalf of Czar -- Czar (talk) 05:20, 11 June 2014 (UTC)
Re: PICO and Beena translation
The PDF says that the “Advanced PICO Beena”, the successor to the “Sega Pico”, is scheduled for release on August 6, 2005. They say that they found need to evolve the “learning while playing” concept of the PICO due to the greatly changing environment and lifestyles of society and children, so the developed the Advanced PICO Beena which adds the element of “Five Growths”: “Growth in Intelligence,” “Development of Virtue,” “Physical Education,” “Food Education,” and “Safety.” The “Advanced PICO Beena” is scheduled for release on August 6, 2005, at the price of 13,440Yen (including sales tax), and will come with an AC adapter and the bundled software cartridge “Welcome to Beena Town!” (ビーナタウンへようこそ！). Software cartridges are planned to be 4,179Yen (including sales tax) each. There are 5 softwares planned for release in August, and they plan to have 20 titles released within the first year. They plan to ship 250,000 systems during the first year, and are aiming for revenue of 3,500,000,000Yen for the first year. It is aimed for children of age 3 years and above. When developing the software, they received advice and oversight from specialists such as Ryuta Kawashima (who is more famous for appearing in Nintendo’s Brain Age series.)
That’s the bulk of what’s written, I couldn’t find anything that would suggest that the PICO was discontinued on this date though. Feel free to ask me for any further translation of clarification. Jucchan (talk) 00:11, 16 August 2014 (UTC)
F-ZERO FOR GAMEBOY ADVANCE Interview Translation
Sorry that this took so much time. I put any implied meanings or clarifications [in brackets]. Feel free to ask me any additional questions.
“F-ZERO FOR GAMEBOY ADVANCE”
“I have confidence that this is ‘F-ZERO’.”
Development Team 1
Speed and controllability [of F-ZERO] increased with [Game Boy] Advance.
——What was it that got the Advance version F-ZERO project started?
Shimizu- There was a demo for the Advance that was similar to F-ZERO. When I finished the work that I had being doing until then, I had made a suggestion to the team that made the demo to create F-ZERO FOR GAMEBOY ADVANCE, and that’s how this project started.
——The team that made the demo was different from the one that made the original [F-ZERO], wasn’t it?
Shimizu- Yes. That’s why we made it by mimicking [the original F-ZERO]. I was the one that planned F-ZERO for Super Famicom.
——Really, is that so!? So this one is a remake by its own creator.
Shimizu- Yes. I couldn’t be a part of the 64 version [of F-ZERO], so this time I decided to put in extra attention and do it myself.
——How did you come up with [the concept of] the original F-Zero?
Shimizu- I was already making a race game during the [Famicom] Disk System era. After that, since the new hardware, Super Famicom, was being developed, I tested different aspects [of the game such as control scheme]. Of those, the program that had D-pad for right and left turning, and accelerator to go forward was interesting. The F-ZERO project was born in a shape that utilized this test program.
——The setting [of the F-ZERO series] is an anti-gravity race, correct?
Shimizu- At first I thought of having tires, but the Super Famicom couldn’t stretch or shrink objects. For example, in a normal circuit, there was a flaw where if you look [at the circuit] from one angle it looks like a 3-D object, but the 3-D falls apart if you look from a different angle. Thinking of how to cover this up, I came up of the futuristic setting of “the ground being way below the flat course that the cars [machines] are floating on.” Instead of the plan coming first and the programming following to match the plan, the plan came from necessities created by [problems due to] the hardware.
——What is the largest characteristic of the Advance version?
Shimizu- The Advance has a higher level of hardware [specs] than the Super Famicom, so the detail [of the Advance version of F-ZERO] is of course more sleek. The overall feel [of the original F-ZERO compared to the Advance version] is the same, so I’ve been told “isn’t it the same?” by others, but you can tell the difference if you replay the Super Famicom version [of F-ZERO after playing the Advance version.] If you look at it [the Advance version] now, you can feel parts of the old [Super Famicom] F-ZERO. Controllability and speed are all improved quite of bit this time [the Advance version.]
——Being able to rotate and shrink objects is another advantage of the Advance isn’t it.
Shimizu- Yes. The Super Famicom version [of F-ZERO] couldn’t do this, so we put the rotation images [for when the machine rotates] in the ROM and loaded them one by one. When we did this, it took up a lot of space in the ROM, so we could have many patterns for visuals [variety in animation]. This got improved this time [Advance version], so the animation that was choppy should be quite smoother.
——The images [sprites] themselves evolved too.
Shimizu- This time, we made 3D models of the machines and converted them into sprites to make the graphics. After converting into a sprite, we fix the details by hand.
——They [sprites] are still made by hand?
Shimizu- In the end it’s by hand. [It’s because] people are more detailed than computers. There are some parts [some of the sprites] that I fixed by hand myself.
——The courses are also completely different from the Super Famicom version. I feel that the places where you [have to] decelerate are more difficult.
Shimizu- No, it was more difficult before [in the Super Famicom version]. Depending of the machine you don’t take much damage at deceleration zones [in the Advance version]. These parts are more refined because of the higher processing power [of the Game Boy Advance]. On jump ramps as well, there are machines that fly a lot and machines that don’t fly much, so please research [experiment]. We could only change things like the car [machine] weight for the Super Famicom version, but we could give quite some uniqueness to the machines this time [Advance version].
——How are courses made?
Shimizu- It’s case by case. We don’t write out on paper much. First we think of what kind of parts we would need to make the course layout as freely [easily] as possible, and have a tool called a course editor that contains these elements. We use this to make the courses. This [process] is the same as the [time we made the] Super Famicom version. When we made [F-ZERO] for the Super Famicom we truly made this kind of part and that kind of part in succession. Out of these [different parts that were made], the one that allowed for the most free course creation was to put circles in the surrounding.
——Oh, F-ZERO has circular guard beams [guard rails] surrounding the course. So that made to make the course planning easy?
Shimizu- Yes, that’s right. The public thinks that I had this vision [circular guard beams] from the beginning and made them, but it was just that circles matched course creation the best. It was just that we added reasoning like “that’s a guard beam” later, not that there was a view of the [F-ZERO] universe from the beginning.
——That was unexpected! Shimizu-san, your projects have many ideas that came from technical [limitations or] backgrounds.
Shimizu- That is what true game design is.
——So for this Advance [version], you made that [courses that utilize these ideas that came from technical limitations] in the course editor?
Shimizu- [Yes,] but in the end we did it by hand. It’s faster to input the dots by hand.
——How do you do course adjustments?
Shimizu- It’s “fixing here, fixing there” while test running. It takes time to get the hand of it [test running and adjusting courses], but once you get used to it you can make 1 course in 2 days.
——But, until then you run [the course] a couple hundred times.
Shimizu- It doesn’t get to a couple hundred times. We run tens of times and catch the unsatisfactory parts. We keep track of it [different kinds of errors] in our heads. We have to learn [what makes a good course] while doing trial and error. Then, the number of errors becomes smaller and smaller.
——Were these adjustments done by a team of a couple of people?
Shimizu- I did the adjustments alone. It’s faster that way. Of course, I got received ideas [from others].
It’s fine for there to be games for adults
——Since it’s [the Game Boy Advance] a handheld, did you have the lower-aged consumer base in mind?
Shimizu- I didn’t think about it. This was the same as at the time of the Super Famicom. Children look up to adults, yes? Elementary school children look up to middle schoolers, middle schoolers look up to high schoolers. So, I think that elementary and middle school children will admire [F-ZERO] for the first time by making something that high schoolers think are cool. I strongly emphasized this since then [the time of the Super Famicom].
——F-ZERO is a simple game. Did you have opinions [suggestions] such as “let’s add more items” or “let’s add more course gimmicks” this time?
Shimizu- That happens every time [an F-ZERO game is made]. This time too, after seeing the [game] screen, I was told, “it’s the same as the Super Famicom [version of F-ZERO].” But, that was my aim. There was a strategy to have the Super Famicom generation [the generation that had a Super Famicom] buy the game [Advance version]. There were many opinions of “This isn’t F-ZERO” to F-ZERO X on [Nintendo] 64. That’s why I want the people that said this to buy the game [Advance version]. I’m aiming to show the image of “This is F-ZERO” in a straight manner. For example, I saw this on a TV program; they say that the young generation is buying Shōgo Hamada’s best CD. The reason for this is that they hear their upperclassmen singing [the song] at karaoke, and think “this is a good song.” I think that it’s fine for F-ZERO to be the same, [where people say] “I bought it [Advance version] because a senior at work was talking about it.”
——It’s true that there’s something [amazing] about F-ZERO that’s passed around by word. Oh, and Shimizu-san, please tell me a tip [for mastering the Advance version].
Shimizu- Look for a strategy that matches your machine. The turning angle and sliding angle changes for each machine, so just pressing buttons all the times isn’t always good.
——Lastly, Shimizu-san, I would like any advice you would have for users that want to become game designers.
Shimizu- You can’t make games if you only play games. It is important to have more drawers [having a large range of real-life experiences]. They become starting points for projects. I would think that it takes things like curiosity and a questioning mind to go from a “playing person” to a “person that let others play.” When you a game you play is fun, think “why was it fun?” not only “it was fun.” Whether you can think this way is what separates creators and people that only play [games].
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List of million-selling game consoles: Revision history
"needs a lot of work for that to be accurate"
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