The Return of Talking Time

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  #121  
Old 06-23-2018, 02:57 AM
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Originally Posted by Sensenic View Post
First of all, there's a whole lot of heavy flashing in there, my eyes hurt. >_<
I think an Epilepsy Warning at the beginning of the update (and perhaps spoilerpopping the worst offending gifs) would be warranted here.
Right you are, I’ve made some edits. Let me know if I missed any.
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  #122  
Old 06-23-2018, 11:45 AM
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As for the level, wow, that's really neat for a sewer level, add "Psycho World" to the "Sewer levels that don't suck" list.
So that list is Psycho World and ???
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  #123  
Old 06-23-2018, 03:24 PM
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Errr..... you got me there, can't think of any other example right now.
But I do remember instances of thinking/reading/hearing "hey, for a sewer level this one's not bad" or similar before.

I gots nothin' else. *shrug*
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  #124  
Old 06-27-2018, 07:17 AM
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Default Let's Play World 7 - Factory



Hello again, here's World Seven. Hey, is that robot shooting at me?



It is! Luckily, Lucia has lightning reflexes to dodge the first two shots. And enough HP to survive the next two.



Switching to Ultra-sonic gets me one-hit kills on almost everything in this stage, but doesn't save me from getting stuck on a ladder unable to shoot before the enemy.



I do about as well against these guys as I did on SMS, but the area I encounter them in is less awkward for Lucia to fight in than on that version.



This is quite a long corridor, ending in a path upwards and an HP refill I can't reach.



Upstairs I encounter a hostile astronaut and score a Barrier upgrade before heading back down and to the right.



It leads me back to the first corridor, this time with access to the HP refill. The two vertical lines are a new environmental hazard - Lucia will take damage if she crosses them while lit. They turn on and off (as in the first panel here), and can be eliminated by shooting one of the round things at either end.



Like so.



The door takes me to a vertical corridor with those barriers running right up the middle. I head down the left side and take out two of them, but the third is too low to hit, and I take damage when it turns on as I try to cross it.



Heading through the door on the right takes Lucia to a room where she's surrounded by breakable blocks and faced with a choice: take the door at the left, or explore to the right? There's an Explosion power up on the right, so I go that way.



I collect the power up and take a hit climbing back up the ladder. Might have been a good place to use Explosion. If only there'd been something to remind me of it!



Heading back to the door takes me to another small enclosure and a further choice of which way to go. I take the low road, along some moving platforms towards a door.



It's a shame about the enemy at the top of the screen revealing the seams of this gif, but if you ignore that then you get a pretty good idea of what I was doing for a few seconds here.



Eventually I decide to bite the bullet and take a few hits to activate Barrier. In retrospect, I probably would have taken less damage just running forwards through the second two spikes.



In the next room I Excharge my way back to health and observe the behaviour of these flying enemies.



Climbing either ladder here gets me access to this Hydro-wave power up on the left. It's still only got two shots to it (I think I have three in talk mode), but I haven't actually used it since the Country of Ice so it probably doesn't matter.



Carrying on to the bottom allows me to clear this barrier and continue through the door on the right. Alternatively I could have just used Barrier, swallowed a little damage, or waited for it to turn off. I wind up in a mostly enclosed space in the room with the conveyor belts I was in earlier.



There's a series of levitation background tiles that take me through the next room. I foolishly devoted my efforts to breaking the harmless blocks instead of the barrier, so I wait for it to turn off to proceed.
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  #125  
Old 06-27-2018, 07:20 AM
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I thought I'd stood still here for long enough to get a clean cycle of the lights, but it was not so. Spoiler: this is the only chance this update to translate something. I don't know if the characters at the back mean something or not, but if anyone can make anything of it let me know.



Carrying on I get some more power for Psy-cannon and head towards a new power up. What's that do?



It seems to give a shorter lived version of the invincibility from World 6, minus the super attack but plus doing contact damage to enemies.



Carrying on down the left side gets me an upgrade to Burning Bullet and an HP refill, plus the chance to clear the right side of obstructions.



Maybe I should have made a gif of Lucia climbing the ladder and then falling from top to bottom of this area to show how long it is, but the file size would have been too big. It's really long.



Another invincibility pick up. Would have been nice if I'd managed to land right on it instead of taking damage for a while. Oh well.



The next area features these crushing blocks. Luckily each hit doesn't hurt too much.



I briefly think I've hit a dead end before realising that I can climb the chain the block is hanging on. Or is it some kind of rail? That would make more sense for how Lucia climbs it. Perhaps I'm overthinking it.



The next room features two hostile astronauts, though killing either of them renders the other powerless, either through freezing or exploding.



Then some conveyor belts and robots. I noticed my HP was low, so I turned on Barrier to start Excharging, but accidentally switched to Cooling Down. Turns out it doesn't work on these robots.



As is so often the case, as soon as I blow through my ESP Excharging I find an HP refill. I can go through the door on the left or take the passage to the right. I go right.



This gets me more Hydro-wave and Levitation.



The path dead ends with an Ultra-sonic power up and the chance to clear a path beyond this door.



I backtrack to the door I didn't take before, leading me to the newly cleared path. Inside I find:



Another pretty underwhelming "boss". If I'm being generous, it sort of reminds me of the boss of stage seven of R-Type, which is also a garbage compactor type thing. Is that the end of the level?



Yep! I think there's only one to go now.

Next time:



Alien Lair
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  #126  
Old 06-27-2018, 07:21 AM
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Default This is an ESP amplifier. Use it and read this bonus post!!



Good ol' Ganbari Massu.



On my first pass at the stage I took the lower route here and missed out on the Cooling Down upgrade at the top.



It's hard to pick up on in screenshots, but the door at the left of this area just takes you to the middle of the same room. I didn't pick up on that on the first run, even though I went through it.



I also missed the exit on the left of the first screen here, which takes you to the enclosed space at the right side of the area. Behind the HP refill is a door that gets you back out.



Unsurprisingly, the machinery at the end of the stage has nothing to say. Lucia feels lucky on beating it, though.

This is the first stage with no new dialogue or exclamations in talk mode. I'm sure there'll be something for us next time.
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  #127  
Old 06-27-2018, 12:16 PM
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Aww....

The graphic design of the stage feels a bit cluttered as well, with all those similar-looking, but different in form and function, grey elements.
At least it has more colors, variety and depth than the pyramid, though.

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These symbols don't ring any bell (besides the X, that is).
2376 does though. Is that a hint of some kind, I wonder.
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  #128  
Old 06-27-2018, 01:56 PM
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Hey! I haven't commented over the last few stages but I'm still reading.

This game is still really rad!
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  #129  
Old 07-03-2018, 09:03 AM
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Default Let's Play World 8 - Alien Lair



Here we are at the start of the last stage. Hey, is that robot shooting at me?



It is! Luckily, Lucia has lightning reflexes to dodge its shot, and once I figure out that its hitbox is in its head, she takes it down easily.



I carry on to the next room, a vertical shaft with a Barrier upgrade at the top.



This gif is a reasonable summary of the shaft.



Fortunately, the game compensates Lucia for her lost HP.



And I am occasionally able to land a jump safely.



Down the bottom is an upgrade to Explosion. Unlike on SMS, where it quickly became very useful for clearing a room, I haven't found much use for that power in this game.



At this point my wife asked me about something and I left the game running unattended long enough to see Lucia's idle animation for the first time. I'm not sure how long you have to wait for this, but I think it happens more frequently in this gif than in the game.



I am too dumb to move forwards before jumping to attack the first enemy, and so take a hit from the second. Sorry, Lucia!



Taking out the breakable blocks brings the power ups within reach, and I collect them and move to the next room. It's another vertical shaft, this time leading upwards.



This room must be ascended using Levitation, avoiding the glowing hazards as best Lucia can (not well when I'm in control).



Fortunately there are plentiful HP and ESP refills, along with a Cooling Down power up at the top. I think there's at least one power up for each attack in this level, I suppose so you'll be able to attack the final boss with each of them even if you somehow got this far missing one. Is that even possible? I dunno.



Heading through the door in the last panel of the previous image I encounter these two robots. They can only be hit while Lucia is standing, but fire soon after coming into range, requiring Lucia to duck. Alternatively, as seen here, you can fire up Barrier (which is now lasting a long time with the cumulative effect of all the power ups for it through the game) and ignore the damage. Between them they drop a full HP/ESP refill.



And we're back in the maze, just like on SMS. Let's head left:



It's the robot from the start of the level! It goes down just as easily here, with Lucia not even seeming to lose any HP from the hit it lands on her.



Having gone down on SMS, I head up and to the left.



Leading me to this teleporting four-armed dragon. It takes me a little while to figure out what I can hurt it with, and that I can avoid its attacks but still land hits while ducking, after which it goes down fairly quickly (well, after 10 hits of Hydro-wave).



I head right.



This space lady takes me a little while. Again I have to switch weapons to deal damage. Afterwards I Excharge my way to health.



I continue to head upwards, exploring both left and right branches. The dragon type takes fewer hits from Psy-cannon to beat than it did with Hydro-wave, which seems kind of backwards - surely the default shot should do less than the special? Anyway, there seems to be less enemy variety in this area than there was in the equivalent on SMS. Lots of repeats.



Eventually they start teaming up.



Double robots don't deserve a gif, though. I carry on, and finally...
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  #130  
Old 07-03-2018, 09:07 AM
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One last dragon and a few more power-ups as I escape the maze.



Before I move on though, here are all the attacks at their current power levels.



The door leads to a long empty corridor with another door at the end.



This gif slightly overstates how long you spend running in this corridor, but you get the idea.



Through the door we find Cecile ensnared in something.

Panel 1:
セシル!
Seshiru!
Cecile!

Panel 2:
セシル じゃないの
Seshiru Janaino
Cecile, is it you?

Google translate gives Janaino as "it's not", and google search turns up something that says it's what you'd put at the end of a sentence to demand agreement, so I think Lucia wants Cecile to acknowledge her.

Panel 3:
....
...
Cecile does not acknowledge her.

Panel 4:
セシル どうしたの?
Seshiru Doushitano?
Cecile, what's wrong?

Panel 5:
....
...

Panel 6:
Cecile attacks!

This is all quite similar to the SMS version, though that's abbreviated. I would guess that translation (L: Cecile? Why, it's you! C: ... L: Cecile, what happened? C: <attacks>) might be more accurate than mine, though.



The fight is a little different: Lucia can levitate without the power active, Cecile's shots are more aimed, and instead of attacking her with Cooling Down you just jump over her. I kind of like that this version doesn't require Lucia to attack her sister, but it's not much of a challenge to figure out how to get past her.



Getting through the passage to the alien brain is a lot simpler, too. I just turn on barrier and levitate through, ignoring the beams that flash on and off.

Spoilerpopped for flashing lights:

The boss is fought in the same way as on SMS, though here it's not necessary to expose it with an Explosion.


It blows up pretty thoroughly on dying.



Lucia proceeds through the wrecked room to her sister.



Cecile reveals the doctor's evil plans, and Knavik shows himself.



I find it a bit hard to parse what's going on in this gif, but I think he's opening his cloak to reveal his true form.



Unlike on SMS, here both sisters attack Knavik, making the flying kick duel twice as good as it was before.

(if anyone's having trouble with the video, try here)


The sisters land on their feet, unlike Dr Knavik, and flee the exploding area.



The HUD fades away. Yep, this is the ending...



"I'm as ok as I look" is kind of an odd phrase.



There's a glimmer in the sky...



Things are looking up for the sisters.



Knavik flees the planet.



And that's it! Thanks for reading "Cecile, I'll certainly save you... Let's Play Psycho World!", as I should have asked the mods to retitle the thread. It's a game I've been curious about for a long time, so it was nice to finally play it. It's got ups and downs compared to the SMS version, and my experience probably suffered from my playing each stage twice in a row before moving on. I suspect I would have enjoyed World 5 more if I'd been playing from start to finish in one go instead of having the game spread out over a month and a half. As on SMS, I think the first half of the game is stronger than the second (though the sewer level was pretty cool and the last two stages weren't bad either), and it's certainly more difficult without the ability to go back and recollect power ups (Lucia still winds up basically invincible by the end of the game, though). It's a fun, interesting game, that was clearly made by people who cared about it, as all the little details in the animation and the presence of Talk Mode made clear. Speaking of the creators, there's just one more thing:

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  #131  
Old 07-03-2018, 09:10 AM
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Default This is an ESP amplifier. Use it and read this bonus post!!



がんばり まっす!
Ganbari Massu!
I'll do my best!

One last ganbari massu, included for tradition.



I tried going down in the maze on my Talk Mode run, resulting in a much shorter path to the exit.



I turned on Barrier to blunt Cecile's attacks, forgetting that it would change the colour of the text. Whoops. Please enjoy Lucia in blue and Cecile in white:

Panel 2:
あっ セシルだ!
Ah- Seshiruda!
<gasp> Cecile!

I have no idea what the だ is for, but this seems to be Lucia shocked (appropriately) to see Cecile.

Panel 3:
ちがいます。
Chigaimasu
I am not.

Apparently this literally means "Different". Google translate gives "I am not", as I've put above, which seems appropriate, but other results from google search suggest it could be "No", "It isn't", or simply "Wrong". I assume the little circle is a kind of emphatic full stop.

Panel 4:
セシル? でしょお
Seshiru? Deshoo
Cecile? Right?

Panel 5:
ちゅどん
Chudon
Boom!

This was the sound for an explosion. Creepy, Cecile.

Panel 6:
セシル! セシル
Seshiru! Seshiruu
Cecile! Cecillllle

Not at all sure of the last character in this, but I think Lucia is getting desperate?

Panel 7:
ミサイル はっしゃ!!
Misairu hassha!!
Missile firing!!



やったあ !
Yattaa!
I did it!

Cecile seems to count as the boss drop here. The stage doesn't end until you walk to her, so you can jump over and go across to the left wall if you want (for all the good it does you), and picking her up gets the same exclamation we've seen in so many earlier levels. It's green for just one frame (maybe because she's dressed in green?), but since it was different I thought I'd show it.



Since I put it all into one gif in the main post, here are some stills from the flying kick duel, featuring a heap of new sprites for Lucia and Cecile. The ones in the first image remind me of Sierra adventure games. Note that the sisters are not just palette swaps: this is most obvious in the third and fourth images here. Also note that Lucia's part remains on her right, whichever direction she's facing, except in the third image where the sisters are descending and it's on her left. Oddly, the sisters' eyes seem to be transparent instead of fixed black, which you can see in the last two images. Some kind of palette limitation? Dunno. Anyway, in the last panel the sisters appear to be holding hands, and that seems like a nice place to leave them. Thanks again for reading, thanks for posting, and special thanks to my main translators, Sensenic and Dracula.

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  #132  
Old 07-03-2018, 08:32 PM
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Torzelbaum Torzelbaum is offline
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Good LP. Thanks for doing it - twice. (Even if all of the gifs made it hard to load sometimes - but that's not really your fault.)

Quote:
Originally Posted by Yimothy View Post


This gif is a reasonable summary of the shaft.
I guess you got it.

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Originally Posted by Yimothy View Post


This room must be ascended using Levitation, avoiding the glowing hazards as best Lucia can (not well when I'm in control).
That looks like a right pain in the ass to navigate.
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  #133  
Old 07-04-2018, 06:41 AM
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Thanks a lot again, Yimothy, for putting in the extra effort to play the MSX version (and not once, but twice! Concurrently!).

This was a phenomenal LP from start to end; entertaining and educational.

As for the update itself:
The final level, I feel, has the same problem as the previous one: screen gets too cluttered and it's hard to distinguish what's what (at least in screenshots, maybe playing it's easier). Compare that with the simplicity and clarity of the SMS version - sometime less is more, yadda yadda.

As for the final battle, it's a really neat touch that you get to control both sisters at the same time by making the one mirror the other - but man, after getting that taste of superpowered Lucia in level 6 I was hoping there'd be more to it in this version. They don't even look like they're really fly-kicking here as much as basically body tackling. Kind of a let down.
Ah well.

As for the dialogs, you got 'em all, so I'll just be replying to a couple of doubts:
Quote:
Originally Posted by Yimothy View Post
Panel 2:
あっ セシルだ!
Ah- Seshiruda!
<gasp> Cecile!

I have no idea what the だ is for, but this seems to be Lucia shocked (appropriately) to see Cecile.
It's just the verb "to be" as in "Ah! It's Cecile!"

Quote:
Originally Posted by Yimothy View Post
Panel 6:
セシル! セシル
Seshiru! Seshiruu
Cecile! Cecillllle

Not at all sure of the last character in this, but I think Lucia is getting desperate?
Yeah, it's a small 'u' to indicate the last vocal trailing out.
Because if you're shouting 'Cecile' you put the emphasis in the last 'u', obviously.

Quote:
Originally Posted by Yimothy View Post
Thanks again for reading, thanks for posting, and special thanks to my main translators, Sensenic and Dracula.
Any time!
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  #134  
Old 07-21-2018, 09:59 AM
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Default Wow! What was that? Let's Play Psychic World!

Wow! What was that? Let's Play Psychic World!

There's a switch here somewhere...



Ah!



This looks familiar...



Different portrait, though...



Same determination! What is all this?



Welcome to Let's Play Psychic World! Again! This is the version for Sega Game Gear. Like the SMS version, it's a remake of the MSX game from 1991. For anyone unfamiliar with the Game Gear, it's basically a portable Master System (so much so that you can play SMS games on it with a bridging cartridge) with a lower resolution (160x144 to the SMS's 256x192) but an increased range of colours.

The GG version is the most widely available, releasing in Japan, Europe, North America, and Brazil, where the MSX version was Japan-only and the SMS confined to the PAL regions. It's also got the worst cover, at least in Europe and North America. What were they going for here? Who's the guy with the moustache? Dr. Knavik? He's supposed to have a beard and no moustache. Is the sphere supposed to represent a crystal ball, or the Earth? It looks like the cover artist just had the title to go off, and so did a picture of a Psychic looming over the World.


You might expect, since the SMS and Game Gear are so similar, that the GG version is just a straight port of the SMS game, maybe modified to suit the lower resolution, or else the SMS a copy of the GG game, but it's not so. Both games appear to have been developed separately based off the MSX version, though they do have a few things in common that do not appear in on MSX. I'll try to point it out as we go. The first thing to note is that the images in the intro were redrawn and there are fewer of them on Game Gear. The text is the same, though. Also, the Game Gear has an actual Start button. You can't just press button 1 to play this version. Let's hit it!



The stage intros are generally simpler, and Lucia has been redrawn! Presumably this was to improve her appearance on the tiny lower-resolution screen.



Lucia starts the game dropping from the sky as her health and ESP meters fill up. The HUD has been redesigned to take up less of the screen, so you no longer get the title of the game down there and it only shows the current ESP attack instead of the full grid. Note also that unlike the SMS version but similarly to the MSX, you can see the lab in the background.



Lucia again starts with Psy-cannon, and accesses power selection by pressing down and jump together. As always, I am unable to make myself press down before pressing jump. Unlike the other versions, bringing up this menu pauses the game, which Tsunetomo Sugawara, one of the creators of the MSX version, doesn't like, but which I find very welcome. Lucia starts with access to Shield in this version.



And gets Teleport very soon after.



Yep, that's teleport. You get an ESP refill after using it, so it's basically free, but you can't use it if you're out of ESP.



The first stage pretty closely resembles the SMS version, though there's only about a screen between the third and fourth shots in the above image. The mountain is wider on SMS, and doesn't appear at all on MSX.



This bit is in the mountain area on SMS, for example.



But the SMS doesn't have below ground bits. Here's the first midboss:



It's harder to dodge than in the other versions, and it drops Hydro-wave which you normally get from Super Chimera G. When I go to activate Shield, you might notice the cursor moving in one direction and then going in the other. I forget whether pressing left moves the icons to the left, or moves the cursor to the left (by moving the icons to the right), but whichever it is it's the opposite of how I expect it to behave.



Here's Hydro-wave in action. Nowhere to go from here but down, so let's see what's next:



What what what? We've reached level 2! Eagle eyed readers might have noticed that the back of the box mentions four fantastic worlds instead of the SMS's 5 or the MSX's 8. There are still some stages cut altogether, but the GG version actually has more of the MSX version's stages represented by combining two worlds into one round.



It's pretty much the same stuff we've seen before. The purple palette is closer to the MSX version than the SMS one, though I prefer the latter.



I think this room has been present in all versions.



It's the boss, Grand Chimera! It drops Burning Bullet this time. Lava King Sidekick is sadly absent from this version of the game.
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  #135  
Old 07-21-2018, 10:02 AM
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Round 2 is the Ice Field. The animation is a little less involved than on SMS, but still pretty neat, and sticks to the pattern of not resembling how the character controls in game.



This area is pretty familiar.



I like how Lucia closes her eyes when she's sliding.



The MSX version of this stage mostly goes downwards. SMS and GG feature climbs, though they're different in each.



This guy's a bit tougher than in the other versions, though not by much.



Here's the back half of the stage, starting from the lower right and moving to the upper right. If I'd realised how long it was when I started making this image I might not have done it. Just to the right of center on the lower level there's a spot with some downward facing spikes. On the other versions you can duck on the ice to slide under them. In this version, the ice stops just before the spikes, so you wind up crouched underneath them, unable to move forward without taking a hit. Cruel. Of course, if I could get my head around the idea of pressing jump while holding down instead of the other way around I could have activated Shield to get away safely. Oh well.



I once again struggle to get into a position to attack Glacier, and once again take it out pretty quickly once I do.



Round 3 is the Ruins. This looks like World 4 on MSX, which wasn't featured in the SMS version.



The first area is a straight run over some uneven ground while snakes come at you. One of them drops Levitation.



It doesn't last long at level 1.



Carrying on we reach the Pyramid. We're now in level 4 on SMS or 5 on MSX. It's grey.



And it has these levitation things.



My first death in this version!



But not my last. You might have noticed one of those deaths was not like the others:



After dying a few times I decided to use Teleport to grind for powers and health a little bit. After one too many Teleports, the game started to glitch out. It was just a visual thing, and I managed to make my way into the Pyramid even without really being able to see, but it persisted until I died. I thought I was going to have to restart, so it was a relief to see things back to normal after dying. I'm not sure if that's the game's fault or something going wrong in the emulator, but it was my last attempt to grind in this game.



The stage is fairly similar to the MSX version.



Even features these guys, though they're outside the Pyramid on SMS.



The wizard/demon shows up again, dropping a pitiful partial ESP refill on death.



Here's Cooling Down, the last attack power.



And Explosion makes an appearance. I didn't go through the door in the middle of this area, so I'm not sure what's through there. The two doors at the top I think just lead to different spots on the next screen.
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  #136  
Old 07-21-2018, 10:05 AM
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A few more screens on and we reach the door to the boss:



It's our old friend Wired, looking sort of halfway-between the SMS and MSX versions. It's only now looking at this version that I realise the big dot at the top left of Wired isn't its eyes, which are just below that.



The fortress intro is a little shorter than on SMS.



The stage itself more closely resembles the MSX version, though with the SMS version of the robot swordswoman.



I manage better against her when I remember to use Shield. I'm not sure how you'd beat her without it, to be honest.



The beams make another appearance. The two doors in the third screenshot here just start you on different sides of the screen in the fourth shot.



The maze is basically the same as in the other versions, though this time it features empty rooms, mid-bosses from earlier in the game, and ordinary enemies.



There's a simpler version of the MSX's levitation room.



And we reach Cecile. Once again the GG version is closer to the MSX version than on SMS.



Unlike on MSX though, and similarly to SMS, you have to use Cooling Down to get past. As an aside, I just started seeing the box-like platforms on this screen as upside down faces. Maybe I have spent too long with Psychic World.



Once again I make my way to the brain controlling Cecile.



You have to cycle through each attack three times, which is a pain in the neck.



I enjoy this explosion animation.



The plot is much the same, though the pictures are redrawn. Not for the better, I think, though I do like this take on human Knavik.



As on SMS, you only control Lucia for the final showdown.



That million dollars line still seems weird to me.



Unlike in the other versions, here the shooting star is clearly shooting upwards, as Knavik's spaceship flees the scene.



And here are the people responsible. In the interview I linked earlier, Tsunetomo Sugawara says that one of the programmers was a fan and wanted to remake the game. I guess that's either T. Asano, who was also credited with programming on the SMS version, or Kou, who gets special thanks here and a programming credit on SMS. I tried to look a little into who these people are, and so far as I can tell most of them have credits on various SMS games. Kanchan, credited here with planning and design, may be Kanako Kohyama, who would also work on the Game Gear version of Wonder Boy III and the later Westone game Dark Half. That's all I got.



Hope you've enjoyed this quick look at yet another version of Psychic World!
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  #137  
Old 07-21-2018, 10:09 AM
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Yimothy Yimothy is offline
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Default Look! A shooting star! Let's make a wish for a bonus post.

Gotta have that bonus post, eh?



Here are the three versions of Lucia. The SMS one is the same as the MSX one but with more colours lending a little more detail and without the consistent hair part. The Game Gear version is one pixel shorter and a little wider. Sadly, on Game Gear Lucia's hair part also changes sides when she turns around.



Here's the Japanese box art, which is way better than the western version in my opinion. The portraits on the back do appear in the western manual, at least. The image of Lucia might look familiar to skater types who are familiar with the Hook Ups skate brand (I am not, I saw it on this post when googling for info on this version of the game). I'm not going to claim Hook Ups stole their image from Psychic World, but I am going to post the two versions next to each other:



Left: Hook-Ups, 1993. Right: Sega, 1991. You decide. The Japanese text there:

ジュルミ クライン
Jurumi Kurain

Jeremy Klein is the founder of Hook Ups.



Unlike the SMS version, the Game Gear version has Japanese text on a Japanese console.

1st Panel:
19XXねん, ゆうだいなしぜんの なかにたつ けんきゅうじょがあった. そこでは ナビックはかせの もとで ESPのけんきゅうがおこなわれていた.
19XXnen, Yuudainashizenno Nakanitatsu Kenkyuujogaatta. Sokodeha Nabikkuhakaseno Motode ESPnokenkyuugaokonawareteita.
19XX age, majestic nature of inside there was a laboratory. Where Doctor Navik by the way research on ESP had been conducted.

Uh, so... "The year: 19XX. In a majestic forest there was a laboratory where Dr Knavik conducted research on ESP". This is taking forever and not giving particularly interesting results. Let's skip ahead:

8th panel:
まっててね セシル
Mattetene Seshiru
Please wait Cecile

9th panel:
かならず たすけだ すからね!
Kanarazu Tasukeda Sukarane!
Always I help that's it!
I'll help you for sure!

I'm guessing this "always" is where the "certainly" in the fan translation comes from? Anyway, it seems to me that the official translation of this line, "Hang in there, Sis. I'll save you!" is a good localisation.



This guy only appeared in a still shot in the main run of the GG version. Take a look at the damage dealt by it in a few seconds. Geez!



セシル! セシルじゃないの
Seshiru! Seshirujanaino
Cecile! Is it not Cecile?

...
...

セシル どうしたの
Seshiru Doushitano
Cecile what's wrong?

This is the same as on MSX. I guess the first panel might be put as "Cecile, is that you?" rather than the English GG/SMS version's "Cecile! Why, it's you!", but it's pretty close between versions. The ellipsis translation is spot on. In the last panel you see Lucia teleporting back to the start of the stage because I accidentally chose the wrong icon while cycling through the attacks against the last boss. I was not pleased.



1st panel:
セシル! しっかりして
Seshiru! Shikkarishite
Cecile! Firmly

I guess that would be "Cecile, hold on!"

4th panel:
おねえさん はかせのやぼうを そしして!
Oneesan Hakasenoyabouwo Soshishite!
Sister the ambition of the doctor by preventing!

Google translate gives an alternative for "the ambition of the doctor" as "a magical dude". "Sister, stop the magical dude!". The official version is "Lucia, stop him!", but if you wanted to get wordy you could go with "Stop the doctor's plan, Sis!".

5th panel:
じっけんはせいこうしたようだな
Jikkenhaseikoushitayoudana.
The experiment seems to have succeeded.

Official version: "My experiments worked!"

6th panel:
...はかせ!
...Doctor!

Panels 7 and 8 are too long for me, so here's 9:
おまえたちのやくめはおわった ふたりなかよく しめがいい!!
Omaetatinoyakumehaowatta Futarinakayoku Shimagaii!!
Your schedule has ended two friends shame is good

Google translate isn't helping much here. The official version is "You have served your purpose", which I guess approximates to "Your schedule has ended", "It's time for you to die", which I can't figure out but makes a lot more sense than I'm getting. This part of the text isn't in the MSX version. Any help?

10th panel:
ゆるさないわ!!
Yurusanaiwa!!
I will not forgive you!

Official version is "You're not getting away with this, Knavik!", which gets to the same point and is probably something an English speaker is more likely to say.



1st panel:
わたしたちたすかったのね.
Watashitatitasukattanone.
We did survived us.

Official: "Looks like we made it."

2nd panel:
ええ
Ee
Yes

Official: "Thank goodness!"

3rd panel:
おねえさん けんきゅうじょが あんなに とおくにみえるわ.
Onesan Kenkyuujoga Annani Tookunimieruwa.
Sister laboratory so much it looks in the distance.

Official: "The lab looks so far away." MSX: "Look sis, you can see the lab from here."

4th panel:
ほんと
Honto
Really

Official: "It sure does."

6th panel:
セシル, だいじょうぶ?
Seshiru, Daijoubu?
Cecile, I am gonna be fine?

Official: "Are you all right, Cecile?" MSX: "More importantly, aren't you hurt, Cecile?"

7th panel:
だいじょうぶ おねえさんは?
Daijoubu Oneesanha?
I am gonna be fine sister is?

Official: "Yes, how about you?" MSX: "I'm OK. And you?" Yimothy: "I'll be fine. How about you, Sis?"

8th panel:
みてのとおりよ.
Mitenotooriyo.
As you see.

Official: "I feel like a million dollars" MSX: "I'm as OK as I look"

I thought this was a strange line in both translations. I'm trying to come up with something better and not doing well. "I look OK, don't I?", I guess.

9th panel:
あっ, ながれぼし! なにかねがいごとしましょう.
A!, nagareboshi! Nanikanegaigotoshimashou.
A shooting star! Let's make a wish.

Official: "Look! A shooting star! Let's make a wish." MSX: "A shooting star! Let's make a wish."

Google translate gives なにかねがいごとしましょう as either "Let's make a mistake" or "Let's something wish". The compromise position seems more likely.



And that's it! For real this time! Unless someone can point me to another version or a fan remake or something (please do!), I've run out of Psychic and Psycho Worlds to explore. I hope you've enjoyed it and don't think I'm a lunatic for devoting all this effort to LPing the game three times over. Thanks for reading, thanks in advance for help with these last few translations. It looks like we made it! I feel like a million dollars.
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  #138  
Old 07-22-2018, 08:54 PM
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Mogri Mogri is offline
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Wow, there are a lot of Psychic Worlds! And I think I prefer the Game Gear's graphics.

Thanks for the LP. Yours are always great reads, even when I've never heard of the game.
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  #139  
Old 07-23-2018, 08:13 AM
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Yimothy Yimothy is offline
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Thanks Mogri! I've been looking forward to getting my free time back on finishing this thing, but it seems the LPing bug has bitten me. I may succumb and take on some more familiar material soon. No promises.
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  #140  
Old 07-25-2018, 04:07 PM
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Sensenic Sensenic is offline
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Holy shit, this is the LP that keeps on LP'ing! (wait what?)

Amazing job, Yimothy, and all in one go too!

It's late over here and I'm tired, but you got the gist of the translations all right. Maybe I'll go over them tomorrow in more detail if there are still any doubts/parts left, but eh, WYSIWYG, pretty much.

Some observations:
I thought I remembered the GG's HUD taking more space, but I guess I mixed my childhood memories with the image I had in front of me, back then in the first posts.

Good to see the GG version was its own thing, and a reasonable compromise between both MSX & SMS versions, given its capacity.

Lucia looks so sickly pale and yellow here, though. Girl should get her liver checked.

And you're not alone, the tiles in the lab are totally a 🙃 face.
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  #141  
Old 07-25-2018, 06:33 PM
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Jikkuryuu Jikkuryuu is offline
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I am overjoyed that this LP exists. Psychic World is "that one game I found through emulation" that became a favourite in one play. I may have forked over $60 for a legit copy of the SMS version last year. Switching powers without jumping is a lot more difficult with a controller, and pressing down on a Genesis controller without moving sideways is twice as hard as that!

I don't know what to say about this game after all of this delicious LP content, but while trying to break down what appeals to me so much about it I kept coming back to Kirby. The loving care put into the spritework, the cute designs, the neat one-screen gimmicks and the simple action-based puzzles are all the things I loved about the Kirby series.
And you change powers. That too.

Thanks for this LP Yimothy! It's everything this game deserves and more than I could have hoped for.
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  #142  
Old 07-26-2018, 09:11 PM
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Yimothy Yimothy is offline
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Thanks guys! I couldn't LP the way I do if I didn't at least somewhat enjoy the process itself, but it's nice to get positive feedback, too.

Quote:
Originally Posted by Jikkuryuu View Post
I may have forked over $60 for a legit copy of the SMS version last year.
I also bought a copy in the last few years. I bought a cart-only copy when I first got back into SMS/MD games back in 2014, and decided to pick up a complete version (pictured on the first page of this LP) more recently. Then I found my childhood copy (cart-only), so for a while I had three. Even for me, that's a lot of Psychic World.

My Kirby experience is pretty much limited to Dreamland on GB, so I've never really made the connection there, but what you say about it makes sense. I thought there might be a few other people on the board who remembered this game, like Sensenic, but I'm pleasantly surprised someone's gotten into it recently.
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