![]() Thereby allowing more text to be displayed in the same dialog box. In the Finnish version, I reduced the line interval from 2 to 1, There was ample unused space in the ROM for text expansion they They had very limited space for text on screen,Ĭontributing to the cryptic translations in the English version. ![]() Ported to the NES and English, the sparse style was preserved,ĭespite there being absolutely no reason to that.Īre very clear and distinct shapes that do not get mixed even if theyĪre brought adjacent to each others. Messy with all the dialog together at that font. They still preserved the line spacing, because it gets somewhat ![]() However, at some point they discarded that plan, and just put those marks My guess is that originally they planned to use the between-lines forĪnd handakuten ゛ marks, as is done in e.g. That it leaves empty lines between text lines. The Japanese version also renders dialog in such manner, I also created a lowercase font,īut these screenshots are from an earlier version that did not use it. In the Finnish version, I chose the serif font already present The English version went with standard sans-serif Nintendo font,ĭespite every indication in the original game being that for latinĪlphabet, serif font should be used at all times. That are sharp at one end and round at other end (where suchįeatures can be presented in the low resolution). The Japanese version also uses a serif-type font. Or the question mark, producing a longer delay. The Finnish version attempts to reintroduce a new natural pace.Īt the faster pace, more dialog can be outputted without the game becoming slower.Ī special exception was added for stop characters such as the comma To a single letter rather than an entire syllable, thereby ![]() The pace was kept exactly the same, despite each character now corresponding When the game was translated into English, The Japanese version was tuned to produce the text at an approximately The misplaced underline in the PAL version was also fixed. The main menu box now includes a SRAM-save feature,Īnd the font was changed into a serif font. I actually have made a video that explains in very deep detailĬompatibility was preserved regardless of They forgot to shift the underline, though. Out of unused tiles instead, they shifted the entireįont, including the red arrow, one pixel to the left. The PAL version could not use that trick due to being Tileset for just the "YOUR" word to avoid the "ENTER YOUR" The North-American version used a special pixel-shifted That could only possibly be entered in the USA version, Imported and translated gamer magazine included passwords This caused some confusion in Finland when an Mechanism is identical in both versions, the letters displayed Numbers for NTSC and PAL become 250 and 50 respectively. Unless 元37 spelling is allowed, in which case the In the PAL version, there are none found so far, Or “ LONG DOZY TILT RAYS” (both discovered by Bisqwit). Of English words, such as “ PORN VOLT DEAD WHAT” Valid passwords that coincidentally consist entirely In the USA version, there are a total of about 90 The possibility of coincidentally obscene passwords The North-American version, for some odd reason they decided When the international English version was released after These screens were also nicely decorated. That could be entered later, and written on paper. Instead, the game state would be encoded into a password, The NES version did not have disk saving support, norĭid the game cartridge include SRAM for saving.
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