Mario RPGs (With bonus translation notes by NerfedFalcon below)

Drathnoxis

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Over the years there have been many Mario RPGs. Both the Paper Mario and Mario & Luigi series have around a half dozen games to their name, but we mustn’t forget about the original. Despite so many games following in its footsteps Super Mario RPG: Legend of the Seven Stars remains one of the best. Developed by Square at the peak of their ability and released in 1996 it was one of the very last games from the company to be released on a Nintendo console for years to come.

Using an art style similar to that debuted in Donkey Kong Country consisting of sprites rendered from 3D polygonal models the game looks really good. We see more life and depth from Mario's animations than we ever had before. It's low res by today's standards, but at the time it was very impressive, and I still like how it looks. Your party members also have unique animations for most of the different weapons they use which lends variety to the combat.

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Mario RPG brings new life to the Mario world in more ways than just animation quality, however, the biggest change Square brings to the table is an actual story and characters. For the first time it feels like Mario is on an epic quest in a living world, rather than just progressing through an arbitrary number of disconnected levels. The story itself is completely fresh for the Mario series. As the first game to include a story with any sort of depth or detail it would have been understandable or even obvious to simply make it a telling of the already standard Mario Vs. Bowser conflict, Square rejects this concept and instead aims for something more ambitious. Instead of the expected big battle with King Koopa taking place at the end of the game, it's the introduction, as if to say "yes, yes, we know how this goes already." The stakes are then raised past damsels in distress as a new threat appears that requires that Mario and Bowser eventually join forces to defeat it. This is great especially because of the personality that Square gives Bowser. He's not just your standard evil maniac bent on capturing princesses and conquering the world, but he has a softer side too. We see that he cares about his minions, and has his own insecurities that he hides behind bluster and a fierce exterior. Bowser is easily the standout of Mario's companions this time around, but all of them are fun and interesting in their own right. Mallow has the most complete character arc, growing from a species confused crybaby to the competent prince of a race of cloud people. Geno is mysterious and cool, a wooden action figure that apparently fires rockets hard enough to knock Mario unconscious (before it is brought to life by magic, mind you) possessed by some sort of extra-dimensional cop. What's not to like? Princess Toadstool is the last to join the party and gets the least time to shine, but it's nice to see her kicking butt herself for a change instead of only ever being rescued. Even Mario, despite being a mute, shines as his own character. It's always fun watching him pantomime out a scene, only for someone to completely misunderstand the meaning of his charade. The game generally has fun with both Mario and JRPG tropes.

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The minor NPCs that fill out the world have enough dialogue that they each feel individual, and it's updated enough that the world feels like it's alive and reacting to changes within it. It's not quite to the level of Mother 3, but it's enough. There's a part of the game where you can read a bunch of unattributed wishes made by the people of the world, and it's fairly easy to guess as to which specific NPC made which wish in a decent number of cases even though most of them don't have names. In general the dialogue is charmingly written and genuinely funny at times, and is definitely a highpoint of the game. The game is packed full of fun villains, from bomb throwing maniacs to evil power rangers. Booster and his Sniffits are a blast whenever they are on screen. Booster's Tower and Marrymore are definitely my favorite part of the game.

Combat has two major advantages when compared to most traditional JRPGs, and even Square's own Final Fantasy. First is that there are no random encounters. Every enemy you fight is visible on the overworld and many are avoidable with good movement. Grinding is also unnecessary, since the game isn't especially difficult. I've beaten the game at level 15 fighting only necessary enemies without too much difficulty. The second advantage is what the game calls 'timed hits.' When attacking or defending you can press a button with good timing to either do a little more damage or improve your defense. It's not a lot, but it goes a long way to making turn based combat more engaging. It just feels right to push the button when the attack lands, it's like if pressing the button as the pokeball bounces was an actual mechanic and not just wishful thinking. Many of the bosses also have unique mechanics that keep combat fresh, like Bowyer who will alternately prevent you from choosing commands from the X, Y, and A button, or Blooper who will periodically steal away one of your party members to do god knows what for a few turns before they are returned trembling.



Mario RPG is a game that is always ready to add variety to spice up the experience. There are plenty of minigames sprinkled throughout to break up the action, from riding minecarts or barrels down waterfalls, to catching beetles you never know what Mario is going to be doing next. I know not everybody likes minigames, but I think it's a fun way to break up the action, and Mario RPG's minigames are mostly well done and don't overstay their welcome.

While the game world is small by modern standards, I've always felt that quality is more important than quantity and this game is jam packed with things to find. There are a surprising number of secrets, side quests, and easter eggs, some rather difficult to find. Not just hidden chests, but entire areas, minigames, and bosses require exploration off the beaten path to uncover. There are also a fair number of cameos by characters from other Nintendo properties and even and optional fight against a generic Final Fantasy villain, complete with crystals. It's difficult to describe, but I really enjoy the way things are hidden in this game. Even playing the game as many times as I have, I still feel like there could be something I haven't found yet. This definitely isn't the case with later games.

I always find it difficult to discuss music very much beyond simply saying "it's good," but it's good. Beware the Forest's Mushroom is one of my favorite songs from a video game ever.



The game isn't perfect, however, Smithy himself does not get much screen time or development and ends up not particularly interesting and is overshadowed by a lot of his minions. This is forgivable, however, because the journey to reach him is so much fun, and the credits cinematic is pretty great too. No standard black screen with scrolling names for this game. No, instead all the characters and villains in the game put on a parade to celebrate your victory. That is emblematic of the game in general, it goes above and beyond the call of duty in every respect ending with a game packed with joy, humour, and passion, setting the high standard that future Mario RPGs would uphold for a number of years.

Now I would like to spend a little time and look at how Mario RPG compares with a few of its successors, namely Paper Mario, The Thousand Year Door, and Mario & Luigi: Superstar Saga. And Super Paper Mario too, I guess, a little.


Paper Mario:



This game is so heavily inspired by Mario RPG it may as well be called a re-boot. The wish granting Star Rod is stolen, rather than the wish granting Star Road being broken. Mario must again collect seven stars for a star spirit. There are towns consisting of friendly versions of standard Mario enemies. There's even another end credit parade sequence. Bowser retains the personality established in Mario RPG, but we've taken a step backwards to cast him once more as the main villain. Of all the games to come, I think Paper Mario is the greatest contender to challenge Mario RPG for top spot. I love Paper Mario, TTYD, and Mario RPG all dearly, and choosing between them is difficult. Paper Mario has creative areas full of colorful characters. Dialogue updates for almost everybody in the game chapter to chapter. The new paper aesthetic is great. Music is great. It's almost a perfect game. There are a few aspects that are inferior to Mario RPG, However. There are not as many secrets in the game and most of them are limited to star pieces or badges. They are simply not as well hidden or as meaningful as previously. There are more partners in the game, but they have less of a role in the plot. Starting here, partners begin to be more like tools than characters. They get decent introductions, but after that their involvement is limited to the odd sentence here and there. There are fewer minigames and the few that are there are less fleshed out, or as fun. Lastly, and debatably the combat is simplified. You may call it streamlined, and the badge system is pretty good, but the way action commands work compared to timed hits shifts the game away from strategy and traditional JRPG combat to be more action focused. Your party members don't even have health. It's not necessarily worse, and I do like both systems. In fact I can't really decide which I like more so I'm not really sure why I brought it up other than to make note of the change.


Paper Mario: The Thousand Year Door



Paper Mario: The Thousand Year Door is a great game. I love it and it's really good, but after playing these games as many times as I have, I can't in good conscience call it the best of the three. The basic plot is better than Paper Mario, more on the level of Mario RPG, using Bowser in a new, creative way. Combat is a pure upgrade from Paper Mario. The game looks better, has more and better minigames, and better secrets. Party member are more interesting and have a few more chances to talk (though still lack the direct involvement that they had in Mario RPG). Goombella in particular is much more interesting that Goombario, putting a sassy slant on all her tattle dialogue rather than just giving us a textbook reading. Some of the areas are the most fun and inventive we've ever seen from a Mario RPG. So how could this game possibly come out lower than its predecessors when I'm praising it on every level? Unfortunately TTYD has two major flaws. The game world is much more linear than previous games and you will find yourself running back and forth across entire levels dodging/battling the same enemies over and over an obnoxious number of times. You need to cross Keelhaul Key no less than 5 times and the less said about the quest to find General White the better. The other problem is that the dialogue doesn't update between chapters as much as it did in the previous game. Nearly everybody in Toad Town had new dialogue every single chapter, and most of the characters in the other towns would change a couple times too. However in Rogueport it felt like the characters that updated their dialogue between chapters were the exception and often the new dialogue is the same as the old, with a very slight variation. Like the guy who blows all his money at the casino and every chapter the amount is 100 coins higher, or the guy who's hiding in a dump and always accuses you of horning in on his hiding spot and comments on a different aspect of its decrepitude. In the first Paper Mario the random NPC dialogue wasn't quite enough to establish everybody as their own interesting character, but it was close, but here they feel more static than ever, which is a disappointment.


Mario & Luigi: Superstar Saga



Mario & Luigi: Superstar Saga is a good game, but that's as far as I'll go on it. It's really good for the GBA but simply doesn't compare to the other 3 that I've talked about thus far. It's nice to see Mario and Luigi working together for a change, and their combat animations are a joy to watch. There's a reason that SMBZ was created. However, the writing just isn't on the level previously seen. The game is so obsessed with its bean theme that it ends up feeling a little infantile. (Reinforced in the sequel where you play as literal infants.) The dialogue simply isn't as witty either and some of it is a little cringey. The combat is even more reliant on hitting the action commands than ever before and if you miss, you just simply aren't doing damage. It's not a bad system though. It's been a lot of years since I've replayed it, but I think NPC dialogue updates even more rarely than TTYD, if at all. It's a fun enough game, but no masterpiece. Honestly, I just learned when writing this up that Superstar Saga had the same director as Super Mario RPG, which really surprised me.


Super Paper Mario



Super Paper Mario is on a level similar to Superstar Saga. The writing is a little better at times, but the game looks awful. This is mostly a result of the aesthetic choice to create almost all the new art by jamming together random shapes. It looks so low effort I never found it stopped being distracting. Mario's partners are just straight up tools in this game. They have an introduction and then never speak again. The game isn't even an RPG. Honestly, there are things to enjoy about the game, but this is clearly the start of the downfall of the Paper Mario series.

And that's it! I could talk about Sticker Star and Partner's in Time and Bowser's Inside Story, but ehh... What's the point? Those games are pretty underwhelming and I've only played them once. I haven't played any of the later ones either. So that's it. All this is to say that Super Mario RPG: Legend of the Seven Stars is still a great game and anyone who hasn't played it needs to rectify this immediately. (Also played Paper Mario and TTYD while you're at it.)

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BrawlMan

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I never cared much for these Mario RPGs been off, but I appreciate the craft and dedication to your post. That's a long one. I do admit that I will probably pick up the Thousand Year Door remaster, because I did play a little bit at a friend's who had a Gamecube. The beach having to find a used copy at such an extraneous price. I still have my GameCube and Wii, but I'm not spending all the money for that. The last time I saw a copy for a Thousand Year Door was in 2022 at a disc replay. They wanted $100 for a used copy with the cover case in manual. If I traded in some stuff I didn't care for store credit, I could have used that, but I wasn't in the mood to go through all of it. Linearity is not an issue for me, but I don't like backtracking do the same place five different times.
Partner's in Time and Bowser's Inside Story, but ehh... What's the point? Those games are pretty underwhelming and I've only played them once.
Speak for yourself on that one. Why haven't played either these games, Bowser's Inside story I find really entertaining.
 

Chimpzy

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I kind of prefer the Mario & Luigi games. Well, except Paper Jam. I find their lighthearted vibe and relatively short length for rpgs makes them pretty good palate cleansers.

I've also played Mario RPG and Thousand Year Door (and Super Paper Mario). They're fine. I enjoyed them, but feel the former two don't live up to their vaunted reputations.
 

Silvanus

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Despite playing the Mario platformers for a long time, and all manner of RPGs from other series, I hadn't played any Mario RPGs until... about a year or two ago. Played Paper Mario 1 and Mario & Luigi: Superstar Saga on the Switch & highly enjoyed both.

Looking forward to the remakes of the Square RPG and Thousand Year Door now. They were clever buggers making Paper Mario 1 freely playable beforehand.
 

NerfedFalcon

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Though I'm unlikely to end up playing the Super Mario RPG remake myself, for reasons that I've expanded on in several other threads on this website (tl;dr: the Mario RPGs are decent as RPGs but the appeal is the Mario franchise, which Super Mario RPG does a mediocre job of adapting compared to Paper Mario and M&L), one thing that does interest me is what changes might be made to the game's English script. The original game was translated by Ted Woolsey, who worked on several games for Squaresoft from 1992 to 1997, and who is a somewhat infamous figure in the world of translation. Because he tended to greatly embellish the scripts he worked on rather than translating as directly as possible, some people enjoy his work more (citing things such as Frog from Chrono Trigger and his hilarious dialect), and some people can't stand it (otherwise FInal Fantasy 6 wouldn't have, like, twenty alternative fan translations).

So, for the interest of anyone who wants to know why certain changes that might get made in the remake would have been made, I'm going to post my screenshots of lines I thought stood out in the Japanese script when I played that version earlier this year, and how Woolsey translated them compared to what else they might have said if I had to do his job.

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JP: 'Nokohei'
Woolsey: 'Terrapin'
Me: 'Koopa Soldier' (for full accuracy) or 'Koopa Troopa'

Even though it should be pretty obvious that this is a Koopa Troopa in a helmet, for some reason, Ted Woolsey decided to call it 'Terrapin', like he didn't even know what 'Nokonoko' translates to in English since 1985, or else that this was a portmanteau of that and the word for 'soldier'. I don't know whether he actually didn't know because he didn't have a style guide, or if he decided to just call them something else for no reason at all, but given that he is able to correctly name other creatures such as Birdo, there really isn't an excuse for him getting this wrong, and I have a reason for giving him no benefit of the doubt here; I can't talk about it now, but just remember this. In fact, it was 'Terrapin' that inspired me to play the JP version in the first place.

The menu buttons are colored because the buttons on a Super Famicom controller have those colors.

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JP: 'Shanderiwan'
Woolsey: 'Kinklink'
Me: 'Chandelier Chomp'

'Wanwan' is a Chain Chomp. Until I saw this, I didn't realize that this sprite was supposed to be a Chain Chomp holding up the chandelier, and therefore why Mario punching it would make it drop the chandelier. And given that Woolsey does name 'Chomp' correctly later on, I can only assume that he didn't make a note of it being one this time because of text space limits.

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JP: 'Kajio-' (the - after a vowel indicates a long held sound)
Woolsey: 'Smithy'

Though it literally means 'King Blacksmith', I have no objections to Smithy.

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JP: 'Masshuro-do' (read: Mushroad)
Woolsey: 'Mushroom Way'

It's not inaccurate, but something's lost without the wordplay. And this time the text space limit doesn't apply either.

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Woolsey: 'Now you've made my hammer angry! You shouldn't have done that!'
Me: 'Are you challenging me? I'll take you on!!'

Here we see the first major instance of Woolsey throwing out the original line entirely to write something else. The Hammer Bro doesn't personify his hammer, and other than a mention of 'Do you see this hammer?' he barely brings it up at all. YMMV on whether that's more interesting or less to give him a hammer obsession.

Apparently I can't attach more than 5 of my own images to a single post, so I'm going to have to stop for now. Next post: Mushroom Castle, Bandit Way, character tics in the Japanese script, and a joke that Ted Woolsey made less funny even though it works just as well if you translate it directly.
 
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Drathnoxis

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View attachment 10034
JP: 'Nokohei'
Woolsey: 'Terrapin'
Me: 'Koopa Soldier' (for full accuracy) or 'Koopa Troopa'

Even though it should be pretty obvious that this is a Koopa Troopa in a helmet, for some reason, Ted Woolsey decided to call it 'Terrapin', like he didn't even know what 'Nokonoko' translates to in English since 1985, or else that this was a portmanteau of that and the word for 'soldier'. I don't know whether he actually didn't know because he didn't have a style guide, or if he decided to just call them something else for no reason at all, but given that he is able to correctly name other creatures such as Birdo, there really isn't an excuse for him getting this wrong, and I have a reason for giving him no benefit of the doubt here; I can't talk about it now, but just remember this. In fact, it was 'Terrapin' that inspired me to play the JP version in the first place.

The menu buttons are colored because the buttons on a Super Famicom controller have those colors.
Oh! It's a Koopa Troopa. Honestly, I never realized that's what it was supposed to be, I thought it was some... other creature with a shell, that works for Bowser. Heh heh. In my defense the chefs later on have similar models and are still wearing their helmet... underneath their chef hat, so I think it's reasonable to not realize that it's a helmet.

This is all fascinating, thanks for posting this!
 

NerfedFalcon

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Oh! It's a Koopa Troopa. Honestly, I never realized that's what it was supposed to be, I thought it was some... other creature with a shell, that works for Bowser. Heh heh.
So much for 'pretty obvious', then, I suppose. Ah well.
 

sXeth

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Though I'm unlikely to end up playing the Super Mario RPG remake myself, for reasons that I've expanded on in several other threads on this website (tl;dr: the Mario RPGs are decent as RPGs but the appeal is the Mario franchise, which Super Mario RPG does a mediocre job of adapting compared to Paper Mario and M&L), one thing that does interest me is what changes might be made to the game's English script. The original game was translated by Ted Woolsey, who worked on several games for Squaresoft from 1992 to 1997, and who is a somewhat infamous figure in the world of translation. Because he tended to greatly embellish the scripts he worked on rather than translating as directly as possible, some people enjoy his work more (citing things such as Frog from Chrono Trigger and his hilarious dialect), and some people can't stand it (otherwise FInal Fantasy 6 wouldn't have, like, twenty alternative fan translations).

So, for the interest of anyone who wants to know why certain changes that might get made in the remake would have been made, I'm going to post my screenshots of lines I thought stood out in the Japanese script when I played that version earlier this year, and how Woolsey translated them compared to what else they might have said if I had to do his job.

View attachment 10034
JP: 'Nokohei'
Woolsey: 'Terrapin'
Me: 'Koopa Soldier' (for full accuracy) or 'Koopa Troopa'

Even though it should be pretty obvious that this is a Koopa Troopa in a helmet, for some reason, Ted Woolsey decided to call it 'Terrapin', like he didn't even know what 'Nokonoko' translates to in English since 1985, or else that this was a portmanteau of that and the word for 'soldier'. I don't know whether he actually didn't know because he didn't have a style guide, or if he decided to just call them something else for no reason at all, but given that he is able to correctly name other creatures such as Birdo, there really isn't an excuse for him getting this wrong, and I have a reason for giving him no benefit of the doubt here; I can't talk about it now, but just remember this. In fact, it was 'Terrapin' that inspired me to play the JP version in the first place.

The menu buttons are colored because the buttons on a Super Famicom controller have those colors.

View attachment 10035
JP: 'Shanderiwan'
Woolsey: 'Kinklink'
Me: 'Chandelier Chomp'

'Wanwan' is a Chain Chomp. Until I saw this, I didn't realize that this sprite was supposed to be a Chain Chomp holding up the chandelier, and therefore why Mario punching it would make it drop the chandelier. And given that Woolsey does name 'Chomp' correctly later on, I can only assume that he didn't make a note of it being one this time because of text space limits.

View attachment 10036
JP: 'Kajio-' (the - after a vowel indicates a long held sound)
Woolsey: 'Smithy'

Though it literally means 'King Blacksmith', I have no objections to Smithy.

View attachment 10037
JP: 'Masshuro-do' (read: Mushroad)
Woolsey: 'Mushroom Way'

It's not inaccurate, but something's lost without the wordplay. And this time the text space limit doesn't apply either.

View attachment 10038
Woolsey: 'Now you've made my hammer angry! You shouldn't have done that!'
Me: 'Are you challenging me? I'll take you on!!'

Here we see the first major instance of Woolsey throwing out the original line entirely to write something else. The Hammer Bro doesn't personify his hammer, and other than a mention of 'Do you see this hammer?' he barely brings it up at all. YMMV on whether that's more interesting or less to give him a hammer obsession.

Apparently I can't attach more than 5 of my own images to a single post, so I'm going to have to stop for now. Next post: Mushroom Castle, Bandit Way, character tics in the Japanese script, and a joke that Ted Woolsey made less funny even though it works just as well if you translate it directly.
I mean, I don't have both versions memorized, but Woolseys Kefka is much more the unhinged and dangerous sounding lunatic. The other version just sounds like someone discovered Nihilism in their teenage poetry phase.
 
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NerfedFalcon

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1699484821500.png
JP: 'Kinoko jo-'
Woolsey: 'Mushroom Kingdom'
Me: 'Mushroom Castle'

It's never been totally clear to me just how much of Super Mario RPG is supposed to be within the Mushroom Kingdom proper and how much is outside its political borders. Calling the castle town 'Mushroom Kingdom' in the English version contributed a lot to that, I think.

1699484897911.png
Context: Mario and Mallow demand to know why this Toad didn't stop the thief Croco from fleeing.
Me: "Because I'm the watchman."
Woolsey: "Because I forgot my bazooka at home!"

If I'm being perfectly honest, Woolsey's line strikes me as an attempt at the sort of humor often seen on the MySpace pages of teenage girls in the 00s. "It's funny because it's unexpected" only goes so far, and breaking the setting to say something random comes at the cost of the original joke, which A) works perfectly when translated directly into English, and B) is actually funny and relevant without sacrificing the setting on the altar of 'lol, I'm so random'.

1699485065330.png
There's nothing about this specific line worth mentioning, but when Croco speaks he tends to use a lot of English words written in katakana, notably 'you' ユー and 'me' ミー. Since learning English is difficult for Japanese people, gratuitous simple English words when a fictional character uses them tends to indicate an inflated ego, which I'd say fits pretty well here. I didn't get a screenshot of it, but JP Croco also says 'adios', though more like 'adio------s' than 'adios amigos'. He also continues to say it for the rest of the game after his first boss fight, which I'm pretty certain EN Croco doesn't.

I bring this up because a lot of the bosses and villains (the ones that speak, anyway) have speech tics like this, which is another common thing in Japanese media. The English version basically removes all of them, and while it's unlikely they'd be brought back in the remake, it isn't totally out of the question.

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JP: 'Kenzo-ru' (pr. 'Kenzor')
Woolsey: 'Mack'

While it isn't uncommon for the various creatures that inhabit Mario's world to be named totally different things in different languages, this specific instance sticks out because, while the Smithy Gang's leaders are meant to be (and are) named for the weapons that they physically are, it's not always that easy to tell in the English version. 'Ken' is the Japanese word for a sword, though several other kanji are also pronounced that way, while 'Mack' needs you to dig around in popular culture to understand, via the 1928 song 'Mack the Knife'.

1699485432930.png
Since I happen to have this screenshot, this is what the save screen looks like in the Japanese version. From top to bottom: file name, level and Star Pieces, location. English needs more room to write location names, so the save slots were changed to be horizontal rather than square.

Next time: The inevitable sewer level, more Mario enemies that Ted Woolsey gave incorrect and incomprehensible names to, and one of my personal pet peeves in translation of Japanese to English.
 
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meiam

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I generally like them but find that there's not enough hero gameplay customization (skill/talent/interesting accessory) which always kinda sink my fun for any JRPG. I appreciate the timed hit, but don't find them that interesting for the most part and prefer something more like legend of dragoon or shadow heart.

Mario RPG soundtrack is indeed very good, but I can't say I recalled a single song from the subsequent one tbh...
 

NerfedFalcon

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I'm probably going to curate my screenshots a lot more tightly, but to start with, I'm actually gonna go a little off-topic...

1699495783459.png
JP: 'Kino kero suiro'
Woolsey: 'Kero Sewers'
Me:

With the text space limits, it's difficult to make a translation that works here. 'Kino' refers to 'kinoko', meaning mushroom, as in Mushroom Kingdom, and 'kero' is the Japanese word for a frog going 'ribbit'. It's showing that it's in between the Mushroom Kingdom and the frogs' territory, in short.

And now, the off-topic part: I cannot stand it when people use Japanese onomatopoeia, honorifics, or words generally when translating into English. Put simply, the job of a translation is to make a work comprehensible to people who do not speak the original language; by including pieces of that original language which don't mean anything in the language being translated to, you are literally defeating the point of translation entirely. I do not care that 'sensei' can mean more potential things than just 'teacher'; in context, a teacher could be called 'Mr. Name' or 'Mrs. Name', and a doctor 'Dr. Name', and a lawyer pretty much anything. And considering that some 'kero' in SMRPG are translated as 'Froggy' or 'Froggie' or even 'Tadpole' at one point, and others stay as 'kero' such as Kero Sewers and KeroKeroCola, even if the hint from context that it's frog-related is there, I still think it's amateurish at best and self-defeating at worst.

If you're not actually speaking Japanese, you have no reason to say 'senpai', or 'kero', or 'nakama'. 'Hokuto Hyakuretsuken' is allowed, but it's on thin goddamn ice.

Okay, rant over, back on topic.

1699496301777.png
JP: 'Teresa' (Boo)
Woolsey: 'The Big Boo'

This is a regular monster that appears several times in random encounters, including more than one in a single battle. It is not even the biggest Boo that appears in the game. Ted, what the hell were you on the day that you translated this part of the game?

1699496387716.png
JP: 'Bero~mu'
Woolsey: Belome

The use of the tilde instead of a regular 'long sound' stroke usually indicates a pitch shift during the syllable. Other than it being in the name, Belome uses these frequently as a tic.

1699496449232.png
Woolsey: "Room service has been kind to me! Where's my bib?"
Me: "You're so white, and fluffy, and cute... I like you... I'm gonna lick you..."

Calling out Belome's fixation on Mallow throughout this battle.

I don't have a good screenshot of it, but here's what Belome says when he uses the scarecrow attack:

Woolsey: "Stick for a body, head full of straw, give me a scarecrow, rah, rah, RAH!"
Me: "I hate noisy swallows... I wish you'd become a scarecrow..."

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JP: 'Nokonoko koura'
Woolsey: 'NokNok Shell'
Me: 'Koopa Shell'

Remember in the first post when I said I wasn't giving Ted Woolsey the benefit of the doubt re: 'Terrapin'? Yeah, he seems to just not know what 'Nokonoko' means, for some odd reason. Visually it's pretty obviously a Koopa Troopa's shell, and 'Koopa' takes up fewer letters than 'NokNok' so text space isn't an issue. The entire thing just confuses the heck out of me. Especially since he correctly identifies creatures like 'Kuribo' (Goomba), 'Jugem' (Lakitu) and 'Catherine' (Birdo), how he failed this and only this knowledge check is beyond me.

Side note: I didn't have room for it in this post, but the Midas River in JP is called 'Wine River' instead.

Next post: Everybody's favorite Mario character, and everybody's except my second-favorite.
 
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NerfedFalcon

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JP: 'Kaeru sen'nin'
Woolsey: 'Frogfucius'
Me: 'Frog Hermit'

'Sen'nin' refers to a type of hermit in Chinese mythology and mysticism imported to Japan, believed to have gained magical abilities from their lifestyle. If you watched Dragon Ball in Japanese, you might recognize the name 'Kame Sen'nin', or 'Turtle Hermit', who was known in English as Master Roshi. Since that's not really a thing outside of the Chinese sphere of influence, however, Woolsey seems to have decided to emphasize his 'old and wise' nature by naming him after Confucius.

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There are two notes to make about Bowser's speech to his minions in Rose Way ('Kerose', though I admit there's no clever English translation I can think of that doesn't rely on 'kero'). The first is that he's calling out the names of specific members of the army rather than just by species, and those specific names ('Nokoyan', 'Kamezard', 'Kurijenne') are used later on to refer to those specific members when they reappear. The second, and this is something that runs through the whole game, is that Bowser does not use kanji even when other characters use them for the same words.

This is because he's not very smart.

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JP: 'Hanachan no mori'
Woolsey: 'Forest Maze'
Me: 'Wiggler Woods'

'Hanachan' is a Wiggler, and alliteration is fun.

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Woolsey: "Who do you think you are, Bruce Lee? You can't just go in there with your fists flying!"
Me: "S-Stop, please!"

Besides that Woolsey's rewrite of the scene makes Mallow a lot more assertive, a development that's not really based on anything and also immediately undone by the cutscene that starts the Bowyer fight proper, it also adds the reference to a real-life celebrity that, as far as anyone knows, has no actual presence within Mario's world. Like 'I forgot my bazooka at home', it breaks the setting - and while there is an argument that the setting isn't taking itself seriously, there's still a space between that and this. This sort of thing is why the anti-Woolsey faction exists.

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Geno's real name is written using several characters that don't exist or have any meaning at all; he then says that 'the star language is difficult to pronounce', and therefore that they should call him Geno after the doll. Presumably, these characters were deleted by whoever made the English font, and therefore Woolsey had to work with the 'meaningless symbols' he had left.
 
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Drathnoxis

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There are two notes to make about Bowser's speech to his minions in Rose Way ('Kerose', though I admit there's no clever English translation I can think of that doesn't rely on 'kero').
What's Rose Town called then? Frog Town? Is that why it's the place you meet a fully grown frog?
 

NerfedFalcon

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What's Rose Town called then? Frog Town? Is that why it's the place you meet a fully grown frog?
Nah, that's called Rose Town. 'Kerose' is a portmanteau of 'kero' as in 'Kero-kero Mizuumi' [lit. 'Ribbit-ribbit Lake' Woolsey 'Tadpole Pond'] and 'Rose Town'.

In case you hadn't noticed yet, Japanese writers love portmanteaus.
 
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NerfedFalcon

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None of the clips in this video have any changes from the original game's script that I noticed. I honestly didn't expect that.
 

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None of the clips in this video have any changes from the original game's script that I noticed. I honestly didn't expect that.
Original as in Japanese original, or original Ted Woolsey translation?

(I'm at work, so can't watch the video right now to see myself).
 

NerfedFalcon

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Original as in Japanese original, or original Ted Woolsey translation?

(I'm at work, so can't watch the video right now to see myself).
The English version is still using Ted Woolsey's script. Which, honestly, makes me a lot less interested in it. I wasn't planning to buy it anyway, but I was going to watch someone else play it, to see what they might have changed. If the answer is 'practically nothing', then I've got no reason to be invested.

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JP: 'Washi'
Woolsey: 'Boshi'

This greedy, self-centered Yoshi is called 'Washi' in the Japanese script because of Wario. At the time, though, Wario was a fairly obscure character, only having appeared in four games that I can think of, so it's not a surprise that Woolsey didn't catch that reference.

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JP: 'Ducati'
Woolsey: 'Moleville'

Kinda on-the-nose.

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JP: 'Pepatto'
Woolsey: 'Punchinello'
Me: 'Pepput'

The Japanese name is based on 'puppet', but with some of the letters moved around. I don't have a good screenshot of it, but his tic is 'gesu'.

I read somewhere that Woolsey originally wanted to name this character 'James Bomb', but couldn't get that past Nintendo's censors. He does punch you away with his extendable arms if you try to approach him from the front, but punching isn't really his gimmick, so it's still kinda weird.

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The song's lyrics contain hints to the melody, which you can then play for another NPC in another area. In the Japanese version, the first syllable of each line is held; in the English script the notes are written in obvious capital letters at the start of random words. It's kinda artless, I think, but at the same time I don't think I could have done it better.

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JP: 'Carroline'
Woolsey: 'Carroboscis'

The joke was right there how did you miss it.
 

Drathnoxis

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View attachment 10084
JP: 'Washi'
Woolsey: 'Boshi'

This greedy, self-centered Yoshi is called 'Washi' in the Japanese script because of Wario. At the time, though, Wario was a fairly obscure character, only having appeared in four games that I can think of, so it's not a surprise that Woolsey didn't catch that reference.
To be honest, even if he was named Washi I probably still wouldn't have gotten a Wario reference.
View attachment 10085
JP: 'Ducati'
Woolsey: 'Moleville'

Kinda on-the-nose.
I need a bit more of an explanation, what's Ducati?
View attachment 10086
JP: 'Pepatto'
Woolsey: 'Punchinello'
Me: 'Pepput'

The Japanese name is based on 'puppet', but with some of the letters moved around. I don't have a good screenshot of it, but his tic is 'gesu'.

I read somewhere that Woolsey originally wanted to name this character 'James Bomb', but couldn't get that past Nintendo's censors. He does punch you away with his extendable arms if you try to approach him from the front, but punching isn't really his gimmick, so it's still kinda weird.
I never understood where the name Punchinello came from before, but if you say he's supposed to be a puppet Woolsey is obviously referencing Punch and Judy. Ah, it's right there in the article:
The Punch and Judy show has roots in the 16th-century Italian commedia dell'arte. The figure of Punch is derived from the Neapolitan stock character of Pulcinella, which was anglicized to Punchinello.
 
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NerfedFalcon

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I need a bit more of an explanation, what's Ducati?
I meant the name 'Moleville' was on the nose. Ducati is just a regular name for a place, I believe.

I never understood where the name Punchinello came from before, but if you say he's supposed to be a puppet Woolsey is obviously referencing Punch and Judy. Ah, it's right there in the article:
Makes sense, I guess.