the cutting room mirror

Text Differences

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This is a sub-page of Proto:Cadash (Arcade).

'...But does it make sense?'
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!

The location test version of Cadash uses a completely different translation than the final game. This translation uses the same dialogue handler as the Japanese sets, which effectively limits each dialogue box to a maximum of three or four lines of text. As a result, each block of text, especially NPC dialogue, had to be cut down to squeeze into the available space.

The final game had the dialogue boxes reprogrammed for non-Japanese sets to allow a greater amount of text to fit in each window; the greatest factor of this was dialogue going from double-spaced to single-spaced formatting. The location test's heavily truncated translation was thrown out in favor of a new translation that could take full advantage of the additional space.

General#

Character Select#

Prototype

Final

すばやさが もっとも たかい。
まほうは つかえないが,へいきんてきな
のうりょくを もった キャラクターである。

すばやさが もっとも たかい。まほうは
つかえない,とびどうぐを つかいこなす
ゆいいつの キャラクターである。

He has the highest speed.
A character with average
abilities that can't cast magic.

He has the highest speed. A unique
character who can't cast magic, but
can use projectile weapons.

HE'S VERY QUICK.
HE CAN'T USE MAGIC, BUT
IS AN CHARACTER HAVING
AN AVERAGE ABILITY.

HE'S VERY QUICK.
HE CAN'T USE MAGIC, BUT
IS AN CHARACTER HAVING
AN AVERAGE ABILITY.

Both the Japanese and English text describe the Ninja as a character with average ability, which isn't really accurate to the Ninja's stat spread. By the final game, the Japanese description was rewritten to instead mention his ability to throw projectiles. However, the English translation was never updated. The text for the character select screen is stored separately from everything else, so it might have been overlooked when the game was retranslated.

Battle#

Prototype

Final Game

<p> IS LEVEL UP!

<p> HAS GONE INTO A HIGHER LEVEL!

<p> IS DEAD.

<p> HAS DIED.

CAME BACK TO LIFE MIRACULOUSLY!

<p> HAS REINCARNATED MIRACULOUSLY.

The level up and death messages both use incorrect grammar in the prototype, while the resurrection message fails to include the player's name.

Prototype

Final Game

WEAPON HAS NO EFFECT ON HIM!

THE WEAPON IS NOT FUNCTIONING!

MAGIC HAS NO EFFECT ON HIM!

THE MAGIC DOESN'T TAKE ANY
EFFECT!

The prototype strings are more accurate to what's happening (The enemy didn't take damage from a physical or magical attack), though the pronoun used would be inaccurate for enemies like the Harpy and the giant eyeballs in Round 1. The final game corrects the pronoun, but the way the physical defense message is worded makes it sound like the problem is with the player's weapon malfunctioning instead of it being guarded against.

Prototype

Final Game

I LEARNED NEW SPELL!

NEW SPELL HAS BEEN MEMORIZED!

N/A

I LACK THE MAGIC POINTS!

The prototype has six copies for the "learned new spell" message, enough to accommodate all of the spells that the Mage and Priest can learn at this point. The reason there are multiple copies in the first place is due to the Japanese script actually stating what spell the player learns on level up. Neither the prototype nor the final game due this, so there's only copy of this string in the final version.

The prototype gives no feedback on failing to cast a spell; the final game adds a message box telling the player that they don't have enough MP to cast it.

Prototype

Final Game

<p> GETS ITEM .

<p> HAS OBTAINED .

<p> GETS ITEM MAGIC BELL.

TIME INCLEASES QUICKLY.

<p> HAS OBTAINED MAGIC BELL.

<p> GETS ITEM MERMAID'S SCALE.


YOU CAN GO ACROSS THE SEA.

<p> HAS OBTAINED SCALES OF
MERMAID.

NOW IT IS POSSIBLE TO CROSS
FREELY ACROSS THE SEAS!

  • The format for obtaining an item in the field changed to remove the redundant "item" in the string.
  • The Magic Bell (which would later become the Hourglass) has a special obtainment message in the prototype.
  • The item the player gets from the Mermaid was changed from a single scale to multiple scales to match the Mermaid's dialogue.

Prototype

Final Game

<p> USED MEDICAL HERB.

HEAL 10 HIT POINTS!

<p> HAS USED MEDICAL HERB.

I HAVE RECAPTURED 10 HIT POINTS!

<p> USED ELIXIR.

HEAL HIT POINTS COMPLETELY!

<p> HAS USED ELIXIR.

I HAVE RECAPTURED ALL THE
HIT POINTS!

N/A

<p> HAS RECAPTURED ANTIDOTE.

THE POISON INSIDE THE BODY
HAS BEEN ELIMINATED!

<p> IS THROWING WORM'S STRING!

STRING IS HUNG ON CEILING!

<p> HAS THROWN WORM'S THREAD!

THE THREAD HAS HIT THE CEILING
AND BECAME ENTANGLED.

<p> DRINKS A MAIA FLOWER.


BODY IS GETTING LITTLE.

<p> DRANK THE POTION MADE OF THE
FLOWER OF MAIYA.

THE BODY HAS BEEN REDUCED IN
SIZE...

  • Instead of stating that hit points were "recaptured" after using a healing item, the prototype used the much more intuitive "healed".
  • The Antidote message is missing from the prototype.
  • Incorrect tense in the worm's thread, which is referred to as worm's string in the prototype.
  • The prototype has the player drinking the flower directly...somehow, instead of drinking a potion made of the flower.

Prototype

Final Game

BLACK PUDDING IS APPEARED!

BLACK PUDDING HAS APPEARED!

KURAKEN IS APPEARED!

KRAKEN HAS APPEARED!

WORM IS APPEARED!

WORM HAS APPEARED!

CRAWLING KELP IS APPEARED!

CRAWLING KELP HAS APPEARED!

More incorrect usage of "is" instead of "has". The Kraken's name is improperly romanized as Kuraken in the prototype.

Shops#

Prototype

Final Game

WELCOME!
THIS IS AN INN.
YOU MUST PAY GOLD.
WILL YOU STAY HERE?

WELCOME!
WE CHARGE
GOLDS
PER NIGHT.
WOULD YOU LIKE TO STAY
TONIGHT?

HAVE A NICE DREAM.

HAVE A GOOD DAY'S REST.

GOOD MORNING.
I HOPE YOU HAVE A
GOOD DAY.

GOOD MORNING.
GOOD LUCK TODAY.

I'M SORRY,
I DON'T THINK I HAVE
ENOUGH MONEY.

IT SEEMS YOU DON'T
HAVE ENOUGH MONEY.
COME BACK ANOTHER TIME.

THANK YOU.
PLEASE COME AGAIN.

THANK YOU. I LOOK
FORWARD TO SEEING YOU
AGAIN.

  • In the prototype script, the innkeeper mentions that the place the player entered, the building with the big "INN" sign out front, is, in fact, an inn.
  • In a common problem for printed variables in the prototype, the amount of Gold that the inn costs can only display up to 4 digits. This is fine for the World set, which maxes out at 5,000 Gold, but not the US Set, which maxes out at 30,000.
  • Incorrect pronoun usage is also a common error in the earlier script. Here, the innkeeper thinks that they themselves don't have enough money, when they should be referencing the player's empty pockets.

Prototype

Final Game

WELCOME!
THIS IS A HARDWARE
STORE. MAY I HELP YOU
FOR SOMETHING?

HELLO.
YOU ARE IN THE TOOLS
SHOP. WOULD YOU LIKE
TO BUY SOMETHING?

WHICH DO YOU WANT TO
BUY?

WHAT DO YOU WANT TO
BUY?

WHO WILL HAVE?

WHO WOULD YOU LIKE TO
BUY THIS FOR?

I'M SORRY BUT
YOU CAN'T HAVE THIS.

N/A

I'M SORRY,I DON'T THINK
I HAVE ENOUGH MONEY.

I CANNOT SELL TO
SOMEONE WITHOUT ENOUGH
MONEY. GET LOST!!

YOU ALREADY HAVE
.

<p> ALREADY HAS THE
ITEM.

ANYTHING ELSE?

WOULD YOU LIKE
SOMETHING ELSE?

THANK YOU.
PLEASE COME AGAIN.

THANK YOU!
COME BACK AGAIN.

  • The early script translates どうぐ as "hardware" which, given the consumable goods that the shop sells, is incorrect. "Tools" is more accurate.
  • The tools shop has a duplicate "you can't carry this" message. This message is used in the final game when trying to purchase a piece of equipment for an incompatible class . Since no class-exclusive tools were ever implemented, the message was removed.
  • Trying to buy something without enough money gives a message that's near-identical to the inn's message in the prototype. It was replaced by a unique message in the final script.
  • Trying to buy more of a consumable than the player can carry or trying to buy a piece of equipment that the player already has will both give the same error message.

:*The prototype message always says "you", even if one player is trying to purchase an item for another player. The final script fixes this by using the player's name.

:*The prototype looks up the item name from a special table that's only used for this error message. The final game doesn't use this table and just says "item" to avoid pluralization errors with consumable items.

:*However, even in the final game, the game will give the error "<p> ALREADY HAS THE ITEM" when trying to purchase more of a consumable item than the player can hold which, when the player is already holding multiple of that item, comes off as a tad nonsensical. They probably should have written an additional error message for non-Japanese scripts.

Prototype

Final Game

WELCOME!
THIS IS A WEAPON SHOP.
MAY I HELP YOU FOR
SOMETHING?

HELLO. THIS IS
THE WEAPONS SHOP.
WOULD YOU LIKE TO BUY
SOMETHING?

I'M SORRY BUT
YOU CAN'T HAVE THIS.

UNFORTUNATELY,THAT
RERSON CANNOT CARRY
THIS WEAPON.

I'M SORRY,I DON'T THINK
I HAVE ENOUGH MONEY.

IT ISN'T THAT WE ARE
STINGY,BUT PLEASE FIND
YOU WAY OUT!!

THANK YOU.
PLEASE COME AGAIN.

THANK YOU!!
PLEASE COME BACK AGAIN.

Prototype

Final Game

HEAL YOUR HIT POINTS.

10 HIT POINTS ARE
GAINED BACK.

TURN BACK TIME.

IT WILL GIVE YOU
ADDITIONAL TIME.

IF YOU BUY IT, YOU CAN
OPEN THE SILVER DOOR.

THIS IS A SILVER KEY
WHICH WILL OPEN THE
SILVER DOOR.

HEAL YOUR HIT POINTS
COMPLETELY.

N/A

IS ONLY FOR
.

CAN BE
CARRIED ONLY BY THE
.

  • The Medical Herb and Magic Bell/Hourglass descriptions are less clear on what they do in the prototype script.
  • The prototype has a description for the Elixir. When the item was removed from the game's tool shops, the description was deleted as well.
  • All equipment descriptions follow the same format. One would think that the developers would use a single string for this and then look up the item's name from the aforementioned item name table, but they'd be wrong. Instead, every single piece of equipment has its own description, with the item's name being written out in full for each one.

Prototype

Final Game

SILVER TIARA

SILVER TIALA

LEATHER SUIT

LEATHER SUITS

SMALL SHIELD

SILVER SHIELD

3WAY CUTTER

3-WAY CUTTER

Four names were changed between sets. The Silver Shield and 3-Way Cutter were corrected in the final script, while the Silver Tiara and Leather Suit, which were correctly translated in the earlier script, have spelling and pluralization mistakes in the final translation.

Round 1#

Deerzar Castle#

Prototype

Final Game

WELCOME! <p>!

I'VE BEEN WAITING FOR A

BRAVE MAN LIKE YOU!

HOW WELL YOU CAME,
<p>!
I HAVE BEEN WAITING
LONG FOR A BRAVE MAN
TO ARRIVE!

I THINK YOU KNOW THAT

THIS COUNTRY WAS ONCE

A PEACEFUL PARADISE.

THIS YOU MUST KNOW.
ONCE UPON A TIME, WE,
THE KINGDOM OF
DEERZAR, WERE A
PEACEFUL COUNTRY.

BUT BARLOG THE MONSTER

CAME AND KIDNAPPED OUR

ONLY PRINCESS CERINA.

BUT THEN CAME THE
EVIL BAAROGUE WHO
ABDUCTED PRINCESS
SARASA, MY ONLY
DAUGHTER, AND
DESTROYED THE PEACE.

I BELIEVE YOU'RE THE

ONLY ONE WHO CAN RESCUE

HER.

SO GO NOW! <p>!

YOU HAVE MY FAITH YOU
WILL RESCUE MY
DAUGHTER, I MEAN THE
PRINCESS.
NOW GO, <p>!

  • Balrog is consistently translated as Barlog in the earlier translation. It's still closer than the final translation's Baarogue.
  • The king fails to mention the country's name in the earlier script.
  • The princess is named Cerina in the prototype. This is not a translation issue; the same name appears in katakana (セリナ) in an unused string, though a better romanization might be Selina. This might have been changed because the 1987 game Romancia also had a Princess Selina.

Prototype

Final Game

WELCOME! <p1>,<p2>!

I'VE BEEN WAITING FOR A

BRAVE MAN LIKE YOU!

HOW WELL YOU CAME,
<p1> AND <p2>!
I HAVE BEEN WAITING
LONG FOR BRAVE MEN
TO ARRIVE!

I BELIEVE YOU'RE THE

ONLY ONE WHO CAN RESCUE

HER.

SO GO NOW! <p1>,<p2>!

YOU HAVE MY FAITH YOU
WILL RESCUE MY
DAUGHTER, I MEAN THE
PRINCESS.
NOW GO, <p1> AND <p2>!

The dialogue for a two-player game is obviously copy/pasted from the one-player introduction in the prototype. The final game properly pluralizes "men" in the first block of text and rewrites the second block so that it no longer refers to a single person.

Prototype

Final Game

WELL,WELL! <p>! GLAD

YOU'RE SAFELY BACK!

HOW WAS THE JOURNEY?

I HAVE NOTHING MORE
TO SAY.
NOW GO, <p>!
I AWAIT GOOD NEWS.

TO GO NEXT LEVEL,

YOU NEED POINTS

OF MORE EXPERIENCE.

N/A

SO,GO NOW! <p>!

I'LL BE WAITING FOR

YOUR GOOD NEWS!

N/A

The king has a different default message that tells the player how much experience they need to get the next level. This is the only that players can view this information in the prototype. However, the text can only show up to four digits, so it will be inaccurate at higher levels.

Prototype

Final Game

N/A

I HAVE NOTHING MORE
TO SAY.
NOW GO, <p1> AND <p2>!
I AWAIT GOOD NEWS.

In the prototype, the king only addresses a single player. The final game adds another string for two-player games.

Prototype

Final Game

ON THIS EARTH THERE

ARE 6 CONTINENTS. ALL

TIED WITH TOUR GATES.

IN THIS WORLD, THERE
ARE FIVE CONTINENTS,
I HEAR. AND THEY SAY
THESE CONTINENTS ARE
JOINED TOGETHER BY
THE GATES OF
DEPARTURE.

The prototype dialogue was written before the planned snow world was cut from the game, which is why the guard mentions six continents instead of five.

The gates between worlds are inconsistently named in the prototype, while in the final version they're consistently referred to as Gates of Departure.

Prototype

Final Game

MONSTER IN THE CAVE.

IT'S SAFER NOT TO GO

FAR IF NO EXPERIENCE.

OPEN THE BOX FULL OF
TREASURES.
AND PREPARE YOURSELF
FOR THE TRIP.

One of the palace wizard's dialogue was changed to mention newly added treasure chests in the throne room.

Prototype

Final Game

IT'S NOT EASY TO FIGHT

BARLOG. GET MORE HELP.

IT'LL HELP YOUR TRIP.

THE CHASE AFTER
BAAROGUE WILL NOT BE
AN EASY ONE.
BRING ALONG AS MANY
COMRADES AS YOU CAN.
THAT WAY, YOU WILL BE
MORE POWERFUL.

THERE'S ONE FROM NEXT

COUNTRY CHASING BARLOG.

FIND HIM AND JOIN HIM!

WE HAVE RECEIVED
INFORMATION THAT
SOMEONE FROM A
NEIGHBORING COUNTRY
HAS GONE AFTER
BAAROGUE. YOU MUST
FIRST FIND THIS
PERSON AND JOIN
FORCES.

WHEN USING STEPS,

STAND IN FRONT AND

RAISE THE LEVER.

TO USE THE STEPS, YOU
MUST STAND IN FRONT,
AND THEN RAISE THE
LEVER.

ONLY SAME COLOR KEYS

OPEN THE DOOR.

WHERE'S THE KEY?...

TO OPEN THE DOORS,
YOU MUST USE THE KEY
WITH THE SAME COLOR.
WHERE IS THE KEY? WHO
KNOWS.

KILL THE MONSTER & EARN

MONEY,AND BUY BETTER

WEAPONS & ARMORS.

GO AND ATTACK THE
EVIL CREATURES.
THEN GRAB THEIR MONEY
TO BUY BETTER ARMOURS
AND WEAPONS.

The rest of the NPC text in the castle is largely the same. One interesting note, though, is that the early script uses the American English "Armors" while the final script uses the British English "Armours".

Prototype

Final Game

YOU'RE THE BRAVEMAN

FROM LARHEIM.HOW'S

THE KING?MY REGARDS.

SO YOU ARE THE BRAVE
MAN OF THE KINGDOM OF
LA HEIM!
HOW GOES THE KING OF
LA HEIM?
YOU MUST SEND HIM MY
REGARDS WHEN YOU
RETURN.

This dialogue is used when 3P and 4P venture to Deerzar Castle and talk to the king.

Deerzar#

Prototype

Final Game

SAY,ARE YOU GOING TO

THE CAVE? THEN BUY A

ELIXIR AT THE STORE.

INSIDE THE CAVE, ALL
SORTS OF DANGERS
WHICH AWAIT YOU.
STOP BY THE SHOPS
ALONG THE ROAD. YOU
WILL FIND THINGS
WHICH WILL HELP YOU
ALONG.

THIS IS A HARDWARE

STORE.RAISE THE LEVER

AND COME INSIDE.

N/A

THIS IS AN INN. IF YOU

GET HURT,COME HERE.

WE'LL CUT THE RATE.

N/A

There were originally tool and weapon shops in Deerzar. One NPC originally suggested picking up an elixir at the shop; this was rewritten to give general advice on shops. Obviously the last two NPCs had to be removed when the shops were removed, otherwise they'd sound like crazy people.

Prototype

Final Game

THIS IS THE CASTLE OF

DEILZAR.

THIS IS THE ROYAL
PALACE OF DEERZAR!

GO ALONG THE RIGHT

OF THIS ROAD. IT'LL

GET YOU TO THE CAVE.

WALK TOWARD THE RIGHT
ALONG THIS ROAD.
YOU WILL REACH THE
ENTRANCE TO THE CAVE.

BE CAREFUL OF TIME.

IF YOU FIGHT TOO LONG

A MONSTER WILL APPEAR.

DON'T TAKE TOO MUCH
TIME! IF YOU TAKE
TIME IN THE FIGHT,
I HEAR AN AWESOME
MONSTER WILL APPEAR.

THERE'S A GATE TO

ANOTHER LAND. BUT A

GAINT MONSTER IS THERE.

IN THE BACK OF THE
CAVE, THERE IS
SUPPOSED TO BE A GATE
OF DEPARTURE LEADING
TO ANOTHER CONTINENT.
BUT THERE LIES A
GIANT...

  • ディルザール is romanized as Deilzar in the prototype and Deerzar in the final script.
  • The early script mentions the floating skull that appears when the player runs out of time in the final game, even though it hasn't been implemented by this point.
  • The way the final script trails off at the end of the fourth NPC's dialogue makes it seem like there's an actual giant in the cave. Both the Japanese script and the early translation make it clear that it's a giant monster.

La Heim Castle#

Prototype

Final Game

WELCOME! <p>!

I'M THE KING RULING

THIS COUNTRY LARHEIM.

HOW WELL YOU CAME,
<p>!
I AM THE KING OF
LA HEIM WHO RULE THIS
COUNTRY.

NOW WE ARE IN DANGER.

BARLOG IS TRYING TO

DISTURB THIS PARADISE.

LISTEN WELL. IN MY
KINGDOM, THERE IS A
SERIOUS SITUATION.
THE EVIL BAAROGUE IS
THREATENING TO
DESTROY THE COUNTRY.

PRINCESS CERINA OF THE

NEIGHBOR DEILZAR WAS

KIDNAPPED BY BARLOG.

I WAS TOLD PRINCESS
SARASA OF THE KINGDOM
OF DEERZAR, MY
NEIGHBOR, HAS BEEN
ABDUCTED BY THAT
HIDEOUS BAAROGUE.

SO I WANT ALL BRAVEMAN

OF DEILZAR TO SAVE HER.

NOW GO! <p>!

SO I WANT YOU TO
JOIN THE BRAVE MAN
FROM THE KINGDOM OF
DEERZAR AND RESCUE
THE PRINCESS.
NOW GO, <p>!

  • ラーハイム is romanized as Larheim in the early translation and La Heim in the final translation.
  • The King of La Heim gets confused in the last block and thinks the players are from Deilzar.

Prototype

Final Game

WELCOME! <p1>,<p2>!

I'M THE KING RULING

THIS COUNTRY LARHEIM.

HOW WELL YOU CAME,
<p1> AND <p2>!
I AM THE KING OF
LA HEIM WHO RULE THIS
COUNTRY.

SO I WANT ALL BRAVEMAN

OF DEILZAR TO SAVE HER.

NOW GO! <p1>,<p2>!

SO I WANT YOU TO
JOIN THE BRAVE MAN
FROM THE KINGDOM OF
DEERZAR AND RESCUE
THE PRINCESS.
NOW GO, <p1> AND <p2>!

Same changes as the one player game text.

Prototype

Final Game

THERE'S ONE FROM NEXT

COUNTRY CHASING BARLOG.

FIND HIM AND JOIN HIM!

FIRST, FING THE BRAVE
MAN FROM THE
NEIGHBORING COUNTRY
WHO WENT AFTER
BAAROGUE. THE CHASE
WILL START IN EARNEST
AFTER YOU FIND THIS
BRAVE MAN.

This two player-exclusive message is identical to the one in Deerzar in the prototype, while in the final script it's substantially different.

Prototype

Final Game

YOU'RE THE BRAVEMAN

FROM DEILZAR.HOW'S

THE KING?MY REGARDS.

SO YOU ARE THE BRAVE
MAN OF THE KINGDOM OF
DEERZAR!
HOW GOES THE KING OF
DEERZAR?
YOU MUST SEND HIM MY
REGARDS WHEN YOU
RETURN.

Here's the equivalent message for 1P and 2P visiting La Heim.

La Heim#

Prototype

Final Game

THIS IS THE CASTLE OF

LARHEIM.

THIS IS THE ROYAL
PALACE OF LA HEIM.

GO ALONG THE LEFT

OF THIS ROAD. IT'LL

GET YOU TO THE CAVE.

WALK TOWARD THE LEFT
ALONG THIS ROAD. YOU
WILL REACH THE
ENTRANCE TO THE CAVE.

THE JOURNEY GATE MAY

BE IN THE CAVE. HAVE

YOU ALREADY SEEN IT?

THE GATE OF DEPARTURE
IS SUPPOSED TO BE
INSIDE THE CAVE.
HAVE YOU SEEN THE
GATE ALREADY?

  • La Heim's palace guard's text went through the same change as Deerzard's guard, though a period is used instead of an exclamation point.
  • While the gates are called "Tour Gates" in Deerzar, they're named "Journey Gates" in La Heim. The final script fixes this discrepancy by calling them "Gates of Depature" in both countries.

Cave of Stones#

Prototype

Final Game

DON'T GO CLOSER THAN

THIS. THERE'S A MONSTER

OUT THEIR....UUH!

DO...DO NOT COME ANY
NEARER.
THE...THERE IS AN
AWEFUL MONSTER UP
AHEAD. OUH!

The monster this guard is talking about is in the next room, so saying that it's "out their" would be pretty weird even it was grammatically correct.

Prototype

Final Game

YOU'VE MADE IT! I'VE

BEEN WAITING FOR A

BRAVE MAN LIKE YOU.

HOW WELL YOU CAME! I
HAVE BEEN WAITING
HERE IN THIS SHRINE
FOR A LONG TIME FOR
A BRAVE MAN LIKE YOU
TO COME ALONG.

IT'S A TOUGH JOURNEY.

BUT FIGHT TOGETHER

AGAINST EVIL POWER.

THE TRIP FROM NOW ON
WILL BE A HARD ONE.
BUT STAND UP AGAINST
THE EVIL FORCES WITH
YOUR HEART OF
COURAGE!

NOW,I'LL OPEN THE

CLOSED SEAL!

AND NOW, I SHALL OPEN
THIS SEAL!

Aside from specifying that he's been waiting "for a long time", the prototype script manages to fit all of the details of the gatekeeper's speech in eight lines.

Prototype

Final Game

BUT DURING YOUR TOUGH

JOURNEY,YOU'LL ALWAYS

NEED YOUR GROUP HELP.

THERE WILL BE TIMES
IN THE COURSE OF THIS
HARD JOURNEY WHEN YOU
NEED HELP.

GATHER ALL YOUR GROUP.

SEAL WILL BE OPENED &

REAL JOURNEY BEGINS.

BRING TOGETHER AS
MANY MEN AS YOU CAN.
ONLY THEN SHALL THE
SEAL BE OPENED AND
YOUR TRIP START IN
EARNEST.

This is the gatekeeper's message for one group in a three or four-player game trying to rush ahead without the other group. The last block of text is a bit more clear on what the player has to do to proceed in the earlier translation.

Prototype

Final Game

GLAD YOU'VE MADE IT!

TOO BAD OTHERS

COULDN'T MAKE IT....

HOW WELL YOU CAME!
BUT ALAS, YOUR
COMRADES HAVE ALL
BEEN PUT TO AN
ETERNAL REST IN THE
MIDST OF THEIR
ENDEAVORS.

This message, which appears in a three or four-player game when one group is alive and the other had perished, is much better written in the final translation.

Prototype

Final Game

YOUR MISSION IS OVER.

NOW GO!

MY JOB HAS ENDED.
NOW, GO!

Pronoun problems with the gatekeeper; the player's mission is far from over.

Round 2#

Marinade#

Prototype

Final Game

THIS IS THE VILLAGE

OF MARINAID.

HERE YOU ARE IN THE
TOWN OF MARINADE.

The prototype script romanizes マリネード as Marinaid. The final version changes this to Marinade.

Prototype

Final Game

DO YOU KNOW ABOUT THE

BIG OCTOPUS"KRAKEN"

LIVING IN THE CAVE?

DO YOU KNOW ABOUT THE
STORY OF A GIANT
OCTOPUS CALLED KRAKEN
WHICH LIVES IN THE
CAVE IN THIS TOWN?

TO KEEP KRAKEN NOT

TO DISTURB PEACE,WE

SACRIFICE YOUNG GIRLS.

OUR TOWN HAS MADE AN
AGREEMENT WITH THIS
GIANT MONSTER, KRAKEN
TO OFFER A YOUNG
WOMAN AS A SACRIFICE
IN RETURN FOR PEACE.

SAVE ONE & ONLY

GRANDMA'S DAUGHTER

FROM THE SACRIFICE!

AND THIS YEAR AGAIN,
THE ONLY DAUGHTER OF
AN OLD LADY WHO LIVES
ON THE OTHER SIDE OF
THE BRIDGE WILL BE
OFFERED AS A
SACRIFICE...
WILL YOU HELP THIS
POOR GIRL?

Due to a lack of available space, the early draft fails to mention how often young women are sacrificed and where the old woman's house is.

Prototype

Final Game

GO ACROSS THE BRIDGE

ON THE RIGHT,THERE'S

GRANDMA'S HOUSE.

CROSS THE BRIDGE ON
THE RIGHT SIDE, AND
YOU'LL GET TO THE OLD
LADY'S HOUSE.

IF YOU WEAR MERMAID'S

SCALES,YOU CAN GO

ACROSS THE SEA EASILY.

ACCORDING TO AN OLD
LEGEND OF THIS TOWN,
ONE WHO FINDS THE
SCALES OF A MERMAID
WILL BE ABLE TO CROSS
FREELY ACROSS THE
SEAS.

I'VE SEEN IT! THE

FOUNTAIN IN THE CAVE

WHERE MERMAID LIVES!

I SAW IT! I SAW THE
SPRING INSIDE THE CAVE
WHERE THE MERMAID
LIVES!

IF MORE LIES,I'LL HAVE

BIG OCTOPUS EAT YOU.

HURRY,KEEP WALKING!

IF YOU SAY LIES ALL
THE TIME, I WILL HAVE
YOU EATEN BY THE GIANT
OCTOPUS! COME, HURRY
UP!

  • The second NPC only mentions the scales being a rumor in the Japanese script and final draft.
  • The word used for the mermaid's habitat, いずみ / 泉, can be translated as either fountain or spring. The early translation uses the former, and the final translation corrects it to the latter.

Prototype

Final Game

AT THE NEXT CONTINENT

THERE'S A FOREST WHERE

THE GNOMES LIVE.

I HEAR THERE IS A
FOREST INHABITED BY
GNOMES ON THE
CONTINENT NEXT TO
OURS.

THERE'S A KEYMAKER

LIVING IN THE GNOME'S

FOREST.

IN THE FOREST OF THE
GNOMES, THERE IS
SUPPOSED TO BE A
MASTER CRAFTSMAN WHO
MAKES KEYS.

The person who makes the keys in the gnome's village is described as a keymaker in the early draft, while in the final script they're a craftsman who also happens to make keys. The Japanese script uses the word しょくにん , so the later script is correct...but the person running the tool shop is a woman, so a synonym probably should have been used.

Prototype

Final Game

HI STRANGER! WILL YOU

LISTEN TO MY STORY?

THE BRAVE MAN, WILL
YOU LISTEN TO MY
STORY?

ONE DAY A GIRL WAS

LYING NEAR MY HOUSE

ALL ALONE AND HUNGRY.

ONE DAY, THERE WAS A
YOUNG GIRL LYING IN
FRONT OF MY HOUSE.
WHEN I ASKED ABOUT
HERSELF, SHE TELLS
SHE DOESN'T HAVE
PARENTS AND SHE IS
HUNGRY.

I FELT PITY AND TOOK

CARE OF HER SINCE.

SHE'S A NICE GIRL.

I FELT SORRY FOR HER.
AND I TOOK HER INTO MY
HOUSE AND RAISED HER
AS IF SHE WERE MY OWN
CHILD.
SHE WAS A GOOD GIRL,
HAD A KIND HEART, AND
WORKED DILIGENTLY.

SHE'S NOW AT KRAKEN'S

CAVE AS A SACRIFICE.

PLEASE SAVE HER!

THAT GIRL HAS NOW BEEN
TAKEN AS A SACRIFICE
AND IS INSIDE THE CAVE
WHERE KRAKEN LIVES.
BRAVE MAN, PLEASE
RESCUE THAT GIRL.

The early draft has to omit a lot of details from the old woman's story to fit everything: The young girl stating she doesn't have any parents, the old woman raising the girl as her child, and the young girl being a diligent worker are all missing from the old woman's tale.

Prototype

Final Game

WAOO! I DID IT! NOW NO

ONE TO BE SCARED OF.

HERE'S PEACE AGAIN.

YEAH! YOU DID IT! YOU
DID IT!
NOW WE DON'T HAVE TO
FEAR ANYTHING, RIGHT?
PEACE HAS RETURNED TO
OUR VILLAGE!

NOW WE HAVE PEACE

AGAIN AT THE VILLAGE.

THANK YOU VERY MUCH.

NOW THE PEACE HAS
RETURNED TO THE TOWN
OF MARINADE.
I AM GRATEFUL TO YOU.

IF YOU KEEP LIEING I'LL

HAVE THE BIG OCTOPUS...

OH! NO OCTOPUS ANYMORE.

IF YOU SAY LIES ALL
THE TIME, I WILL HAVE
YOU EATEN BY THE GIANT
...AH, THE GIANT
OCTOPUS HAS BEEN
KILLED, WASN'T IT?

I KNEW MY DAUGHTER

WAS A MERMAID BEFORE.

BEST REGARDS TO HER.

N/A

  • More pronoun trouble with the child in the inn after beating the Kraken. That kid didn't help at all!
  • The old woman has extra dialogue after beating the Kraken that reveals that she knew the young woman's true identity all along. This dialogue isn't in any other version of the game.

Tunnels of Brick#

Prototype

Final Game

I DON'T KNOW WHO

YOU ARE,BUT THANK

YOU FOR SAVING ME.

I DON'T KNOW WHO YOU
ARE, BUT THANK YOU
VERY MUCH FOR
RESCUING ME.

OH!MY! YOU KNOW MY

GRANDMA? SO YOU SAVED

ME SINCE SHE ASKED YOU.

WHAT? OH, YOU KNOW MY
OLD LADY?
I SEE. THE OLD LADY
HAS ASKED YOU TO
RESCUE ME...

.....

I WANT TO TALK TO YOU.

WON'T YOU FOLLOW ME?

...I HAVE SOMETHING I
WANT TO TELL YOU.
WILL YOU PLEASE COME
AFTER ME?

The mermaid uses the word おばあさん in Japanese, which can mean either an actual grandmother or an elderly woman.

Spring of Wonders#

Prototype

Final Game

AS YOU CAN SEE I'M A

MERMAID. I CAME HERE

TO LIVE AS A HUMAN.

AS YOU SEE, MY REAL
IDENTITY IS A MERMAID.
I HAVE LONGED FOR THE
HUMAN
SOCIETY AND COME UP
ONTO THE LAND.

I LIED TO GRANDMA AND

HAD ME STAY. BUT SHE

WAS VERY NICE TO ME.

AND I LIED TO THE OLD
LADY SO THAT SHE WOULD
TAKE ME INSIDE HER
HOUSE. AND THE OLD
LADY POURED ME WITH
LOVE.

I WANTED TO SACRIFICE

MYSELF TO REPAY HER'S

& VILLAGER'S KINDNESS.

I WANTED TO PAY BAY
BACK SUCH KIND OLD
LADY AND THE PEOPLE OF
THIS TOWN BY BECOMING
A SACRIFICE.

NOW,I WAS ABLE TO

REPAY THEM. I HOPE TO

KEEP LIVING HERE AGAIN.

BUT NOW THAT I COULD
HELP THEM, I WANT TO
LIVE HERE WHERE I WAS
BEFORE.

DON'T TELL GRANDMA

ABOUT ME. I'M SURE

SHE WILL BE SAD.....

PLEASE DO NOT TELL THE
OLD LADY ABOUT THIS.
SHE WILL BE SADDENED
IF SHE DOES.

IN RETURN,I WANT TO

GIVE YOU THE MERMAID'S

SCALES. PLEASE ACCEPT.

IN RETURN, I WOULD
LIKE TO GIVE YOU THE
SCALES OF MERMAID.
PLEASE TAKE THEM
ALONG.

Like the old woman's dialogue, the mermaid's speech had a few tidbits (Longing for human society, the extent of the old woman's love) that had to be cut in the earlier compressed translation.

Round 3#

Grove of the Gnomes#

Prototype

Final Game

YOU'LL SEE MORE GNOMES

UNDERGROUND. GOTO THE

RIGHT THRU THE CAVE.

WHEN YOU GO STRAIGHT
DOWN THE CAVE, THERE
LIVES A PEDANT, NAMED
CHOVIN. HE MIGHT KNOW
ABOUT THE FLOWERS OF
MAIYA.

N/A

THE SILVER KEY IS MADE
IN THE TOOL SHOP. THIS
KEY IS SUPPOSED TO
OPEN THE SILVER DOOR.

  • The NPC in the early script directs the player to the gnome's hiding place, while in the final game he directs them to a specific gnome named Chovin.
  • An NPC was added near the forest's edge that reminds the player that the Silver Key can be found in this area.

Prototype

Final Game

THIS IS THE FOREST OF

GNOME.

HERE YOU ARE IN THE
FOREST OF GNOMES.

ONLY GNOMES CAN

COME INTO OUR HOUSE.

THE HOUSES OF THE
GNOMES CAN ONLY BE
ENTERED BY THE GNOMES.

IF YOU GO TO THE LEFT,

THERE'S A STRANGE

FOREST,AND CAN'T

GET OUT.

IF YOU GO TO THE LEFT,
THERE IS A FOREST OF
LABYRINTH.
ACCORDING TO THE
RUMORSS, WHEN YOU
ENTER THIS MYSTERIOUS
FOREST, YOU WILL BE
LOST FOR AN ETERNITY.

IF YOU BOIL AND DRINK

A MAIA FLOWER,YOU'LL

BECOME SMALL.

ON THE OTHER SIDE OF
THE FOREST OF
LABYRINTH GROW THE
FLOWERS OF MAIYA. AND
WHEN YOU DRINK THE
POTIONS MADE OF THESES
FLOWERS OF MAIYA, YOUR
BODY IS SUPPOSED TO
SHRINK AND YOU BECOME
A GNOME.

  • The third gnome just states the forest is strange, while the final game names it the "Forest of Labyrinth". This is yet another translation of the ubiquitous 迷いの森. The final draft also really punctuates just how long people stay lost in the forest.
  • The fourth gnome's dialogue is so abbreviated that he no longer mentions where the Flower of Maiya grows.

Prototype

Final Game

N/A

THE NEIGHBORING
CONTINENT HAS
SUPPOSEDLY BEEN
DESTROYED ALREADY BY
BAAROGUE.
PLEASE HELP US!

There's a single residence in this town. In the prototype it's empty, but in the final game there's a woman that gives backstory on the next continent.

Prototype

Final Game

IF YOU BUY A SILVER

KEY,FIRST OPEN THE

DOOR ON THE LEFT.

WHEN YOU BOUGHT THE
SILVER KEY, THE FIRST
THING YOU OUGHT TO DO
IS OPEN THE NEXT DOOR.

The first NPC in the Tool Shop had his tenses mangled at some point between scripts.

Prototype

Final Game

I WENT TO DEILZAR THRU

THIS GATE,AND HEARD

THE PRINCESS RETURNED!

THIS GATE OF DEPARTURE
LEADS TO THE
NEIGHBORING CONTINENT.
BE CAREFUL AS YOU
PROCEED.

The NPC next to the gate of departure was originally a woman who told the player that the princess had returned, setting a flag that leads to the prototype's ending. After the rest of the game was developed, the NPC was changed to a wizard with a general warning of danger.

Gnomes' Hiding Place#

Prototype

Final Game

N/A

HERE YOU ARE IN THE
HIDING PLACE OF
GNOMES.

CHOVIN SHOULD BE IN
THE BACK, TAKING CAVE
OF THE HORSES.

Two NPCs were added to the cave's entrance in the final game. One just tells the player where they are, while the other tells them where Chovin is.

Prototype

Final Game

WORM'S STRING IS VERY

STRONG. MANY PEOPLE

CAN HANG ON IT.

THE THREAD WHICH WORM
HAS IS SUPPOSED TO BE
SO STRONG THAT IT
WON'T BREAK NO MATTER
HOW MANY PEOPLE HANG
DOWN FROM IT.

THERE'S A POISONOUS

WORM IN THE CAVE.

DON'T GO NEAR IT!

WHEN YOU GO OUTSIDE
THIS HIDING PLACE AND
WALK TOWARD THE LEFT,
YOU WILL REACH THE
SHRINE WHERE A MONSTER
CALLED WORM LIVES.
YOU BETTER NOT GO NEAR
THAT PLACE.

  • The prototype translation mentions that the thread's strength, but the final draft goes into greater detail on just how strong it is.
  • While the final translation is more useful in pointing out where the worm is, the early script is the only one -- including the final Japanese script -- that mentions that the Worm is poisonous.

Prototype

Final Game

HAVE YOU BEEN TO THE

STRANGE FOREST? THERE'S

A SECRET PATH TO

GET OUT.

HELLO! MY NAME IS
CHOVIN.
I HEARD THAT THERE IS
A PATH SOMEWHERE IN
THIS CAVE WHICH LEADS
TO THE OTHER SIDE OF
THE FOREST.

N/A

I CONJECTURE THAT OVER
THE OTHER SIDE OF THE
PRECIPICE MIGHT BE
CLOSE.

This unnamed gnome in the prototype only seems to know that a secret path exists. He was replaced by Chovin, who's a bit more helpful in telling the player where that path might be.

Prototype

Final Game

N/A

NEIGH!

There are no chicken-horses in the prototype cave.

Unused#

Early (0x1D872, 0x1E7BC)

Final (JP)

カダツシュ
テスト 2

かし、へいわを みだす あくま バーログが
あらわれ、わしの ひとりむすめである
おうじょ セリナが さらわれてしまったのだ。

しかし、へいわを みだす あくま バーログが
あらわれ、わしの ひとりむすめである
おうじょ サラサが さらわれてしまったのだ。

Cadash
Test 2

But then the demon Balrog came to
destroy the peace, and kidnapped
my only daughter, Princess Selina.

But then the demon Balrog came to
destroy the peace, and kidnapped
my only daughter, Princess Sarasa.

At two points in the ROM are test messages for the game's dialogue system. This text comes from an earlier point in development and is no longer referenced in the code. Besides the test heading and the use of the Princess' old name, Selina (セリナ), the two messages are identical.

0x7CECC

そなたが つぎのレベルに なるには
あと xポイントの けいけんが
ひつようじゃ。

To reach the next level, you need
more experience points.

This is the original Japanese text for the king's prototype-only experience point message.

0x7CE48

じかんに きをつけなされ。
たたかいに ながびくと おそろしい まものが
あらわれるといら はなしじゃ。

Keep an eye on your time.
I heard that if you spend too much time
fighting, a terrifying monster will appear.

The last bit of untranslated text is identical to the final Japanese script.

0x7C0D4

ARE YOU FROM DEILZAR?
IF UP TO LEVEL 3,GO TO
GATE & ACROSS THE SEA.

This would be said to 1P/2P either by someone in the Cave of Stones or in La Heim.

0x7CAB9

THERE ARE MANY
UNDERGROUND POISONOUS
MONSTERS.
HOW ABOUT ANTIDOTES?

This is grouped together with the rest of the dialogue in the Gnomes' hiding place. Since poison hadn't been implemented yet, the NPC associated with this text was removed. There's no equivalent message in the final game.

0x7CBB3

THERE'LL BE A PIRTY
BLESSING THE PRINCESS.
YOU SHOULD JOIN TOO!

A third message for Deerzar Castle in ending mode.

0x7CD1A

0x7CD54

IT COULD BE. THIS GAME
IS STILL INCOMPLETE.

I THINK IT'LL BE
FINISHED BY THIS YEAR,
WILL YOU PLAY AGAIN?

Originally in the prototype's ending, the king would tell the player that the game was unfinished, then ask the player if they'd play the final version of the game with a Yes/No prompt.

0x7CDA0

I'M GLAD YOU SAID IT!
THANK YOU VERY MUCH!

If the player chose "Yes", the king would say this, then go into the rest of his ending dialogue.

0x7CE18

0x7CE24

YOU,STINGY!

I'M SORRY ABOUT THE
FORCING STORY.

IF the player chose "No", the king would chide the player and then apologize.