The Code Games News Report 03.23.07
Posted by Shawn Struck on 03.23.2007
Deconstructing Games, Official Lyrics To The SMB Theme, Contest Details, Putting Words In Phoenix Wright's Mouth, and more in this week's The Code!
It's been quite a week for video games: The PS3 launched in the UK, TMNT came to Xbox Live Arcade, and the Wii Internet Channel was delayed. But these are big-ticket news items you can read about in the main news section. Where can you find 411Mania's weekly round-up of the small, the strange, the quirky, and the cool in video games this week?
The answer, my friends, is scrollin' in ...The Code.
Understanding Games: short interactive videos on game design (via BoingBoing)
From the excellent as always linkfarm, BoingBoing: Understanding Games is a series of short animation/games that set out to explain how and why video games work -- what they're composed of, how they're played, and how they're designed.
It sets out to be an interactive version of the wonderful A Theory of Fun, though the title pays homage to the equally brilliant Understanding Comics.
If you're trying to explain games to someone -- a student, a loved one, your parents -- this is a great way to start. Part 1, Part 2, Part 3 are linked here. Well, not HERE here, but to the left.
A Look Into Capcom's Localization Staff From An Insider's Blog
From the interview: Lost: Are there jokes or phrases in the original Japanese text that just don't translate to western culture/English? How do you handle that? Can you give us an example?
JH: There were quite a few that didn't translate well, and most of them were in Episode 3. Thankfully, we had JP, master of comedy, on the job so no one has to suffer through what could have been potentially 100 times more groan-inducing Moe jokes.
The other things that didn't transfer very well were for the most part, cultural references. For example, Morgan Fey's style of speaking in the Japanese version is a very old style of Japanese and she has a peculiar way of addressing people. I had to figure out how to rework it so she still sounded formal, but slightly odd in English and came up with "Good sir!" as her way of addressing Phoenix.
Another favorite of mine is Gumshoe's instant noodles, which in the original was a kind of really cheap noodle called "soba" in Japanese. Both give the impression he is really poor and can only afford the cheapest food you can imagine.
And I think the biggest change that was made to a character is Dr. Hotti. I'll leave it up to you dedicated fans to figure out what he said in the original about Pearl…
Oh, ewwwww. What the hell, Japan.
There are two others on the Phoenix Wright Team that are interviewed on the blog: JP Kellamsand Brandon Gay.
JP is a pretty sharp guy, and he clears up the meaning behind a scene in the third case with Moe the Clown that many people were saying was a nod to a b-chan Internet meme:
JP: Moe in the Japanese version of the game is basically a continuous string of cringe-inducing jokes only your grandpa would chuckle at – ridiculous puns, etc. that rely on crazy Japanese wordplay knowledge and washed up 80s and 90s comedians. None of it translates into English, so I had to rewrite all of his jokes and cultural references.
Case 3 is basically an ode to pop culture in Japanese and it comes across a similar way in the English. For instance, there is the "West Clownadelphia"-sequence. A lot of people took that as a reference to an Internet meme. In fact, watching way too much TV as a child is what inspired it. Well, that, and a 2000 Weezer concert in Fort Lauderdale, where the entire crowd busted out into an impromptu rendition of the original theme as they entered the concert hall… for absolutely no apparent reason. It seemed so random to me, that when it came time to come up with Moe's random comments, it just clicked.
Lawrence "Curls" Moe is one of my favorite characters in the game too. JP's full interview is here.
And finally, there's an interview with Brandon Gay, who's the localization editor. What does he do? BG explains it all:
BG: As far as skills go, editing requires a high attention to detail. An editor may be the last line of defense between the text and the final retail copy of the game. The perspective required for an editor is more of having a firm grasp of the English language and knowing what sounds/reads well in written/spoken text. The translators may have translated the text word for word from Japanese to English, but if the final English does not flow well or in the worst case, even make sense, then a 100% accurate translation is of little benefit. It can be a fine line at times to keep the original ideas intact, while making it accessible to an English speaking audience.
As you may have guessed from my interviews with two different localization leads for video games, localizing a game for a Western audience is something that has long fascinated me. I love seeing the hows and the whys, especially when it's the script to the games I really, really like. The writing for Phoenix Wright: Ace Attorney Justice For All is sharp, hilarious, and really creates a good sense of the characters.
Anyhow, I've just gotten the chance to play through the latest Phoenix Wright game, and I'm eagerly awaiting the third installment.
This Week's "All YouTube, All The Time":
Lego Mario, Castle Crashers Footage, and Lyrics To The Mario Bros. Theme Revealed
First up, we have this charming home-made animation homage to Super Mario Bros. and Pong, with the added bonus of the familiar theme done on two recorders:
Next up, we have more footage of the upcoming XBLA title Castle Crashers, from the studio that brought us the Metal Slug-esque game Alien Hominid:
And finally, did you know that the famous Super Mario Bros. theme actually has lyrics? It's true, as this video clip from from a mini-DVD that was included with a UK GameCube magazine shows.
It is part of the "Mario & Zelda Big Band Live" concert that was held on September 14th, 2003, at the Nihon Seinenkan Hall in Tokyo, Japan. Translation is under the video. Go ahead... look at this, watch it and TRY not to crack a smile. I DARE you:
Here's a translation of the lyrics: Today, full of energy, Mario is still running, running
Go save Princess Peach! Go!
Today, full of energy, Mario runs
Today, full of energy, jumping!
Today, full of energy, searching for coins
Today, keep going, Mario!
Get a mushroom - it's Super Mario!
Get a flower - it's Fire Mario!
Goomba! Troopa! Buzzy Beetle! Beat them all!
Mario is always full of energy and strong!
[Spoken] The only one who can reverse the spell that has captured the Mushroom People is Princess Peach. But Princess Peach is hidden underground, in a far-off castle. Ah, the days of peace... if we could once more return to those days... to save Princess Peach and bring peace back to the Mushroom Kingdom, that is why Mario is on his journey today.
Today, full of energy, Mario is still running, running
Go and beat the Koopa tribe, go!
Today, full of energy, Mario runs
Today, full of energy, jumping!
Today, full of energy, searching for coins
Today, keep going, Mario!
Get a star - become invincible!
Quickly, go save Princess Peach!
Lakitu! Blooper! Cheep Cheep! Beat them all!
Mario is always full of energy and strong!
Today, full of energy, Mario is still running, running
He's made it to the castle and gets fireworks!
Lightly sidestepping the Hammer Bros.
Show the last of your power, Mario!
It's been a long journey but it's nearly at an end
You've done it, you've done it! You've defeated Bowser!
Princess Peach says "Thank you"
Mario's got a great big heart!
Mario's adventure is over for now, but
Mario's dream lives forever...
One Insider's View On What They Don't Tell You On Game Design Job Ads
[Company] is seeking an experienced Lead Game Designer to join our team developing games for [console] and other next-generation platforms. The ideal candidate will have developed and released multiple games in the role of Lead Designer. Experience on consoles, handhelds, or casual games is highly valued. We are located in [some bland suburban place with cheap rent; you can't walk, bike or take transit there, ensuring you pile on extra pounds and diabetes] minutes [via car] from [big exciting metropolis, which we are too cheap to have an office downtown in] and we have a highly collaborative, low ego culture headed by game industry veterans [meaning we want you to be passionate... but not THAT passionate...].
OUCH. Lest you write him off as some bitter hack too entombed in the industry he has grown to hate, he also has a great entry on what it means to be a game designer:
I am a game designer now. That's all I do. I write design docs and I work on improving design for other companies. I contribute to games what they need. I see that the teams I often work with are all very insular, very "group-think" and collectivist - but I am not constrained to this. This means when everyone in the team says "yes yes yes" to a stupid idea just to follow suit - just to not get in the bad books of the others - I will be the lone guy who says "no, this sucks". Because I can be the bad guy. But that's okay. I'm not paid to be liked, I'm paid to do quality work. I specialize in certain types of games. I work for different companies. I move from game to game. Because I am professional. I follow the games, not the companies. Some companies do different kinds of games with the same team. I do different companies and teams but focusing on certain types of games. People talk about hiring me and the first thing I ask is "what is the game we are talking about". They find it an alien question, but to me it's the 600-pound gorilla in the room they never manage to talk about. When you want to hire designers, that should be the first thing to ask: Does this game fit this designer? People talk about design as if it is a factory position; as if it's one-size-fits-all. It has become that way in the big studios. And you wonder why so much dreck is produced. When I talk to recruiting game companies today they say they want to hire you to work for a company permanently. I reply that if anyone claims they are a really good game designer, why would they sign up to work for one company permanently? Such a designer will not cares what game title comes down the pipe, they will always see it as churning out pulp by formula.
Definately some food for thought, and his blog is worth a bookmark if you're interested in a game design perspective from the other side of the monitor.
Pimping Is Easy When You Use The Code!
Joshua Richey returns with the Digital Pulse! Not wasting any time in kicking ass and taking names, Joshua starts by listing lots of gamer pet peeves and beef has has with poor game design. Somehow, I don't think we would want to stick him and the Grassroots Gamemaster on the same panel, though.
Vincent Chiucchi's Gaming Trends discusses the trend of online gaming, and The Select and Start News Report has the news on a NiGHTS sequel coming to Nintendo consoles Sunday, Sunday, SOMEDAY!
Tommy Coloma is back like the lyrical master with his The Negative Edge News Report.
What's all this, then? Andrew Mellick's The SIXAXIS covers the launch of the PS3 in the UK.
Tommy Coloma's Negative Edge News Report gives you the details on the Final Fantasy XIII graphics engine. Great, so they can render someone like Balthier even more flawlessly and have my wife drool over a game character even more. ;) Fun Factor, I CHOOSE YOU!
Steve McHugh's Flashback, discusses games based on Marvel Comics. Remember: NO ONE CAN HURT THE BLOB. I mean, at least, physically. But talking smack about his mom? That's just cold.
Sean McCabe finishes up The Retrospective's look at the Clock Tower series. I'd never played the PS2 version, but now my interest is piqued!
Our resident Nintendo para-elemental, Theo Frasier, brings another great Nintendophiles, where you can find info on a two player Mario Galaxy, Miis on the DS, and more.
Thanks for reading! If you've made it this far, then I'm announcing a special contest: design a logo for The Code. THE SIXAXIS, Digital Pulse, Nintendophiles and more... all the COOL kids have one! I should too! So, send in your best logo (you can send in more than one) to the email address linked below. Next week, I'll pick a winner.
The prize?
You get to write a section of The Code about ANYTHING video game related you want!
Plus there may be a freebie or two in it for you as well.
Until next week, be awesomely excellent to each other, and read my stuff!