> The only time the crap transilation got in the way for me was that
> stupid button combination temple that used the colour coded
> words refering to the original standard colours of the buttons on
> the Super Famicon's controler when the Super Nintendo had
> only a row of lavender and a row of violet buttons as it standard
> colours, and here I am trying to figure out which buttons are the
] yellow and green ones.
That wouldn't have been a problem at all if Nintendo of America had just stuck to the original Super Famicom design. I mean, what were they on? They ended up changing this:
into this:
Fortunately, when it came down to the PAL regions, whoever made the decision obviously wasn't on any kind of mind-altering drugs as we got the Super Famicom design modified to say 'Super Nintendo' on it instead. I didn't even know there was any other design for the system until I got onto the internet and saw it for myself!
> Does Capcom not spell check their game scripts or something?
> because most of their games have botched transilation
> problems which effect english undertanding of the story lines.
It was my thought that the Japanese division did the translation for Megaman X6, and no one at the American side thought to proof read it for mistakes. To call the translation minimalist would be a serious understatement. The Japanese voices are still there and the Japanese names for the bosses are fully intact too. "Rainy Turtloid"? "Blaze Heatnix"? "Ground Scaravich"? "Infinity Mijinion"? Would it have been that hard to make them into understandable English?
P.S. People in flat mode probably aren't going to like this post. If you are one of these people, please join those of us happily using threaded mode.