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Badly translated Japanese games that hide anime series.




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ChronoBall X



Joined: 01 Nov 2006
Posts: 389
PostPosted: Tue Aug 12, 2008 4:06 pm Reply with quote
Remember back in the 80's and early to mid 90's when anime was'nt as mainstream as it is today and the only way to access anime were old VHS tapes of Gunbuster, Ranma, or Kimagure Orange Road? however,during those days,some anime Tv series based video games manage to make it to the states but to only end up with very badly translated results to the point where you don't regongnize the game where it was actually from an anime tv series,lets take a look at some of these games. the first to come up on my mind is Street Combat which in terms is a badly screwed up americanized translation of a Ranma 1/2 fighting game called Ranma: Chonai Gekitohen, another one that comes into my mind that most people may be familiar with is Dragon Power,which in terms is a horribly translated version of the first NES DragonBall game Shenlong no Nazo,goku's sprite was changed to resemble that of a monkey, Can anyone think of any other anime based games horribly americanized like this?
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Boomerang Flash



Joined: 08 Sep 2007
Posts: 1021
PostPosted: Tue Aug 12, 2008 8:39 pm Reply with quote
"Translated" isn't really the correct word. To translate something suggests that the version in the resulting language has a decent basis in the starting language. Even the famously bad Babelfish gets its results by translating literally, word for word. The games you named are cases in which the North American publisher took the game engine and level design of the original and making completely new storylines and graphic sets for the NA release, which is much closer to a gag dub than a translation--except these were not done for humor. You happened to pick titles which were mechanistically bad and based on famous anime titles. The former opens them to negative criticism from gamers. The latter attracts the attention of the current anime fan community, which brings its attitudes towards translation to its criticisms of these games.

Then, you are comparing two industries and consumer bases with opposing attitudes toward the translation process. The anime industry and consumer base tend toward the literal translation end: The translation should be as close to the original Japanese version as possible without crossing the line of using awkward sentence structure or choice of words. The video game industry and consumer base tend toward the localization end: The translation should replace Japanese idioms and jokes with their closest equivalents in the translated language and region.
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