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Waluigi

Even Zelda: Ocarina of Time is better with Waluigi


Waluigi should star in every game
Aug 11
// Jordan Devore
Thanks to a ROM hack by Russmarrs2, Waluigi is playable in The Legend of Zelda: Ocarina of Time, just as we always wanted. Our collective hopes, dreams, and prayers have been answered. In the wrong hands, such an endeavor co...

The Mega Man 4 ROM hack to end all ROM hacks

Jul 05 // Tony Ponce
[embed]230770:44290:0[/embed] These are but the first eight levels. I really don't want to spoil the Cossack and Wily fortresses for you, where the dial goes beyond 10, beyond 11, beyond the limits of logic and reason. We're talking Gurren Lagaan levels of lunacy, my friends. Sure, the game follows the same plot as Mega Man 4, and sure, you fight the same Robot Masters, but that's where the similarities end. Beneath the surface, so much code has been rewritten, so much extra content has been packed in, that if you were to try to run this on actual NES hardware, you'd probably blow up your house and disrupt the power grid in your neighborhood. All the bosses have wild new attack patterns, enemies from other Mega Man games have been incorporated, and levels are larger and have multiple paths. Hell, there is a miniboss in Ring Man's level that is essentially Lololo and Lalala from Kirby's Dream Land! Instead of sticking to straight running, gunning, and jumping, MI is always mixing up the game style. You could be hopping on a pogo stick through some mine tunnels, dealing with constantly changing status ailments, or even commandeering enemy craft. One of my favorite parts (minor spoilers) occurs late in the game when you have to fight a series of Robot Master hybrids, fusions of old foes like Quick Man and Wood Man with abilities cribbed from both. Very cool! When people lament how stale the Mega Man series has gotten, it's not the fault of the property itself but of the minds behind the property who insist on treading the same familiar territory and not truly exploring the possibilities. Rockman 4 Minus Infinity demonstrates what can be done when someone who truly cares is behind the wheel. I urge you all to download the MI patch as well as a Japanese Rockman 4 ROM (track that one down on your own), then get to playing this remarkable achievement right away.
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When you hear the phrase "ROM hack," two thoughts may flitter across your mind. One, somebody took an old game from a legacy console and slightly altered the color palette or sprites to make it look like, for instance, all t...

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New NES homebrew game Super Bat Puncher appears


Jun 01
// Conrad Zimmerman
This is a run-through of a demo for Super Bat Puncher, an entirely new homebrew game for the Nintendo Entertainment System. A platform game, you have to free the nature spirits guarding a dangerous planet and punch a lot of ...
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Retro Game Challenge 2 fan translation moving forward


Feb 22
// Conrad Zimmerman
Earlier in the month, ROM Hacker Xvirus demonstrated the potential for a fan translation patch for the sequel to Retro Game Challenge, long ago doomed never to escape Japan. While the patch was technically possible with Xviru...

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Retro Game Challenge 2 may get a fan translation


Feb 10
// Conrad Zimmerman
I adored Retro Game Challenge, the localization of Game Center CX for the Nintendo DS. Sadly, not enough people were willing to take a risk on such a quirky title and odds for its sequel to see release in Western market...
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Grab these Chrono Trigger fan games while you can


Jan 18
// Jonathan Holmes
I wrote this post up as fast as I could. In fact, I haven't even had the chance to try these games out yet. That's because by the time you read this, they may be gone. Square-Enix is notoriously ruthless about taking down fan...
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Sonic 2 hack takes a dig at DIMPS


Aug 06
// Conrad Zimmerman
This just goes to show you how out of touch I am with Sonic the Hedgehog fans. I had no idea there was a contingent of people out there who seem to despise the way Dimps has been treating the speed freak. I suppose it w...
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Final Fantasy gets fan translation ... into Latin


Apr 06
// Jim Sterling
Fan translations are nothing new. Usually, its the result of Japanese games not getting released in English despite fan demand. Which of course begs the question -- who the Hell is demanding their games in Latin!? Whether peo...
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Genesis emulator coming to iPhone, won't be taken down


Jan 21
// Conrad Zimmerman
Here's something you don't see every day. An emulator for the Sega Genesis is on its way to the iPhone App Store and, get this, it probably won't be taken down within 24 hours. Sega is getting set to release their own officia...
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Make room on your shelf for Battle Kid, a new NES game


Dec 28
// Joseph Leray
Confession time: I spent my holiday weekend playing Final Fantasy II. So I understand if, even in this age of bump mapping, lens flares, and bloom lighting, you feel the need to play games lacking in polygons (or level desig...
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Play Mega Man on the Atari 2600, if you wanna


Jul 08
// Joseph Leray
Two years ago, for the 2007 I Am 8-bit gallery, artist David Galloway (re)created Capcom's original Mega Man on the Atari 2600. If I were picky, I would insist that Galloway's de-make be played on an Atari 8-bit Family machin...

Destructoid interview: Breath of Fire II translator Ryusui

May 29 // Joseph Leray
  First of all, why would you spend three years working on a game that people already have access to? This isn't like when Starmen.net localized Mother 3; people can play Breath of Fire II in English on the SNES, GBA, and the Virtual Console. Was the original localization really that bad?Famously so. My first experience with Breath of Fire II was the GBA version, which uses the SNES version's translation verbatim. I lost interest sometime after SimaFort (Fort Nageur in the new translation); my opinion was "I could write a better translation than this".The old translation is a stilted, mechanical mess. It's not as bad as Zero Wing - at the very least, it tries to abide by the conventions of English grammar - but imagine running an entire script through Babelfish, if Babelfish could be trusted not to completely mangle every single sentence put through it. That's BoFII's translation in a nutshell: a slavish, artificial-sounding, word-for-word conversion from the Japanese script to English. Contrary to rumor, there are no vast swaths of script missing from the English version--just a few minor things that didn't get past Nintendo's censors--but there's no regard for aesthetics, either. Tell me a little about what Breath of Fire II means to you, personally. This game must've had a compelling effect on you, since it prompted three years of hard work. How did this project come to be? At first, not really a whole lot. When d4s wrapped up the German version and started shopping around for a new English translator (it appears I was actually only the second attached to the project), I decided it was time to put up or shut up.It wasn't until late 2008 that I actually got around to playing the game through from beginning to end (I had playtested it before, but only up to defeating Argus; the work wasn't finished enough for a full playthrough). Now, I had my fun writing the script, but I think it was during the cutscene where Highland Castle collapses that the game itself decisively won me over: it was no longer just a project I had to see through, it was a game I had only managed to make more epic than before. Playing through the first couple hours of your translation, it's obvious that a lot of care and attention went into this project. What kind of design choices did you have to make? Some of the game seems really melodramatic, but a lot of the dialog is really natural and idiomatic--how did you decide what kind of tone to use for each character or situation?The only real "design choice" I made was to Westernize the more blatantly Japanese bits (it is a quasi-European fantasy setting, after all). In the original translation, there are a lot of distinctly Japanese-looking names directly romanized from the original script: in some cases, these are a no-brainer as the ending cast list gives some idea as to what they were meant to be, but in others, I had to use a bit more imagination. The headmaster at the magic school, for example, is "Yoji" in the original translation, "Youdi" in the ending cast list and "Jordi" in my version; all three are pronounced identically in Japanese, but the last one has more of a European look to it. (There's still "Miso Stew" in the game, though, and a few tenant names like Daiye and Yozo were left as they were.)As for how I wrote the dialogue, I just wrote what seemed natural for each character given the situation, using the original script as an outline. There are some places where I fudged the script a bit so that certain character reactions would seem more natural, though, like the scene where Nero admits his questionable eating habits and Bosch demands to see the pig's collar (it seemed odd to me that Bosch wouldn't catch the significance of the collar the first time it came up). Were there any changes you wanted to make, but couldn't?Just about the first thing I asked d4s was if we could have variable-width fonts in the menus and on the battle screen (other than the enemy names, that is). Not enough VRAM, as it turned out. Seems like changing the names of characters, locations, and items would cause some trouble for the UI -- menus, text box sizes, etc. Besides the script, what kinds of other changes had to be made to accommodate? The number of interfaces that haven't been moved, resized or otherwise tinkered with could probably be counted on one hand by now. d4s did the lion's share of the work, though there were a few I discovered needed fixing in the alpha/beta testing phase. I also restored a few UI elements that were originally removed to make room for the expanded names, such as the item stack multiplier in the shop interface (you couldn't buy stacks of items in the German version) and the AP cost indicator in the battle screen's magic menu.   One of your beta testers actually sent this tip in to Destructoid. Can you describe your relationship with the rom hacking community, and the Breath of Fire II community? What kind of contributions did these guys make?I still think of myself as something of a newcomer, but at least I've put my days of being "the guy who won't shut up about Sylvanian Families" behind me. (Sylvanian Families for GBC was my first successful project, something like Harvest Moon without the farming or Animal Crossing without the backstabbing. It's not a bad game, but it's definitely aimed at a younger crowd. I picked it because I thought a Japanese kids' game would be easy to translate. Wrong.) Breath of Fire II is only my third project, but I have provided help for other projects, such as translating a few troublesome lines in Gideon Zhi's translation of the original Super Robot Wars, providing a few graphics for KaioShin's translation of Dragon Quest Monsters: Caravan Heart and writing some ASM hacks for VX's work on the Japan-only Super Ultra Baseball 2 series.The project thread on RHDN was where I bounced my ideas off the community at large; it was instrumental at weeding out some of the really stupid ones, like spelling "Ray" as "Reigh" or inventing increasingly baroque euphemisms for Deathevan (before settling on simply "the Dark God"). It was thanks to creaothceann that I was able to fix one annoying graphical glitch from the German version (namely, the fact that the Dragon's Tear in the menu is displayed behind the borders instead of in front of them), and his VSNES program was absolutely vital for debugging. And of course, there's my team of beta testers, who did an amazing job of making sure the end product played properly from beginning to end (and inspiring me to fix a couple of things I first thought I couldn't). What's next for you and Watercrown Productions? Another translation? An updated version of Breath of Fire I?Officially, my next project is Death Note: The Kira Game for Nintendo DS, but I've been looking into other projects as well. I have a few on the back burner that I've been itching to get back to: King of Bandit Jing, Bistro Recipe (the game that inspired "Fighting Foodons", believe it or not), and of course there's the rest of the Sylvanian Families series...but there is one big-name project I'm looking into. I won't name it yet - not until I've gotten some work done - but I think you won't be disappointed. Last thing: What are you playing right now? Top 3 games of all time?First question: Dwarf Fortress. Fourth attempt right now; "Orbsyrups" has miraculously survived for several years despite numerous casualties, increasingly frequent goblin attacks and two accidental floodings (the first time with molten lava).Second question: Super Metroid, Persona 4 and the Ace Attorney series. (Ask me later and I might pick something different. It's just so hard to choose.)I'd like to thank Ryusui for his hard work and his willingness to answer my questions. Go here to download his translation patch. You'll need an emulator and a ROM for Breath of Fire II which, I must remind you, is illegal to have unless you actually own the game. If you download the patch (and you should! It's really good!) make sure to check out the "Readme" text file -- it'll walk you through everything you need to know.
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A few weeks ago, a member of the ROMhacking community named Ryusui created an English translation for Capcom's classic Breath of Fire II. Nuka Cola -- a Destructoid community member and one of Ryusui's beta testers -- wrote a...

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On your NES: Mystery Science Theater 30XX and other hacked ROMs


Jan 23
// Analog Pidgin
In the not-too-distant future, a boy ... no, a man ... NO, a ROBOT must face evils the likes of can be seen only in the worst movies of all time. Not every hacked ROM can be a work of art like Cory Arcangel's Clouds, but ...
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The state of DS homebrew: Jesus inside


Aug 10
// Niero Desu
The mother of all mobile gaming sites Modojo is ran a seven page feature on the state of DS homebrew games, with special emphasis on some of the most polished games created for the system and an interview with the sleepless t...

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