Original Post

This thread is for my preliminary English translations of the information on the box and in the instruction booklet of “Space Squash,” one of the “Japan Only” Virtual Boy games. In addition, I hope to verify the accuracy of and/or suggest changes to the English translations for the in-game screens, which appear in the English Translation (Beta) Patch for Space Squash, as well as create translations for the in-game screens, for which there are currently no publicly available English translations. As I did with my translations for “V-Tetris,” “Virtual Bowling,” “Space Invaders Virtual Collection,” and “Virtual Lab,” I once again make mention of the fact that I myself do not know or speak Japanese and, rather, rely on translation software programs and online Japanese to English dictionaries and other online sources to make the translations. Nevertheless, I have gotten the hang of using such sources and am quite confident that these translations accurately convey the meaning of the original Japanese information. Still, I post my work here with the hope of receiving helpful input from others, who may have better knowledge of the meaning of certain sections.

Preliminary English Translations for the Front of the Box:

[To the lower right of “SPACE SQUASH”]

スペース スカッシュ
SPACE SQUASH

[In the black bar at the bottom]

スピードアクションゲーム
SPEED ACTION GAME

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Preliminary English Translations for Page 19 of the Instruction Booklet:

「MAX HP+1」
ピートロンの最大♥数を1つ増やします。
但し、♥マークのストックは最大8個までです。
また、ストックされた♥数はGAME OVERまで有効です。
Increases Peatron’s maximum ♥ number by 1.
However, the maximum stock of ♥ marks is 8.
Also, the ♥ stock number is effective until Game Over.

「SPEED UP」

ピートロンの動きを速めます。
スピードは、最大5段階までアップできます。
また、GAME OVERになるまで有効です。
Accelerates Peatron’s movement.
The speed can be raised up to level 5.
It is also effective until Game Over.

「POWER UP」

ピートロンの打ち返し威力が強くなります。
スピードは、最大6段階までアップできます。
また、GAME OVERになるまで有効です。
Strengthens Peatron’s hitting-back power.
The speed can be raised up to level 6.
It is also effective until Game Over.

このうち、いくつかのアイテムは、ボーナスステージで高得点をマークすることに
よって得ることも出来ます。
Of these, some items can also be obtained by high marks in the bonus stage.

Preliminary English Translations for Page 20 of the Instruction Booklet:

9. ボーナスステージについて
9. ABOUT THE BONUS STAGE

ボスを倒したほんのひととき。
ピートロンには、 ボーナスステージに挑戦してもらいます。
サイコボールを絵の描いてあるブロックに当てるだけで、得点がもらえてしまうと
いう不思議なステージ・・・・・・・・・。
しかも、全部壊せば、ボーナス得点に加えて、アイテムまでもらえてしまうお得な
ステージ・・・・・・・・・。
さあ、ここぞとばかりにどんどんブロックを壊して得点を稼いで下さい。
Just moments after defeating a boss,
Peatron gets to challenge the bonus stage.
This is an unusual stage where you receive points by simply hitting the Psycho Ball into
blocks on which pictures are drawn……….
Moreover, in this profitable stage, if you smash everything, in addition to bonus points, you
receive an item……….
Now, please steadily break the blocks here and earn those points!

[Along the right side of the screenshot, going down]

ブロック
Block

ピートロン
Peatron

Preliminary English Translations for Page 21 of the Instruction Booklet:

ボーナスステージは、中央にある16枚の壁ブロックを壊すだけのステージ
です。弾は、選択した難易度によって変化しますが、ブロックに当てて破
壊すれば戻ってきます。タイミングを図って、少ないボールで、ブロック
を破壊して下さい。
The Bonus Stage is a stage where you simply break the 16 wall blocks in the
center. The ball varies according to the degree of difficulty that you choose. If you
hit and destroy a block, the ball comes back. Please aim for timing and destroy the
blocks with few balls.

神経衰弱のように、同じ絵の壁を連続で壊せば、更に得点がUP!!
Similar to “Concentration,” if you consecutively smash walls of the same picture, it
ups the score further!!

ボーナスステージで、高得点をマークすると、
以下のアイテムの一つを入手することができます。
When you get a high score in the Bonus Stage, you
can obtain one of the following items.

「SPEED UP」

ピートロンの動きが一段階速くなります。
Peatron’s movement becomes faster by 1 level.

「POWER UP」

ピートロンのサイコボールの打ち返し威力が強く
なります。
Peatron’s power to hit back the Psycho Ball becomes
stronger.

「LIFE UP」

ピートロンの最大♥マークを一つ増やします。
(但し、♥マークは8個以上は増えません。)
Increases Peatron’s maximum ♥ marks by 1.
(However, the ♥ marks will not increase beyond 8.)

Preliminary English Translations for Page 22 of the Instruction Booklet:

10. TRAINING(練習)モードについて
10. ABOUT THE TRAINING MODE

タイトル画面で、SELECTボタンを押すことにより、簡易メニュー「GAMESTART ・
TRAINING ・CONFIG MODE」の項目が表示され、+ボタンの上下にて、TRAININGを
選択し、Aボタンを押すと、本モードに入ることが出来ます。
At the title screen, by pressing the SELECT Button, the simple menu items “GAME START,”
“TRAINING,” and “CONFIG MODE” are displayed. Use up or down on a control pad to select
TRAINING. When you press the A Button, you can enter this mode.

[To the left of the screenshot]

的キャラクター
Target Character

[To the right of the screenshot]

ピートロン
Peatron

[Beneath the screenshot]

TRAININGモードに入ると、まず、操作方法の説明が出てきた後、Aボタンを押すと、
トレーニングゲームに入ります。
Upon entering the TRAINING MODE, first of all, after the explanation of how to operate appears,
press the A Button to enter the training game.

Preliminary English Translations for Page 23 of the Instruction Booklet:

トレーニングゲームは、操作方法の練習です。
4すみと中央に構える5匹の的キャラクター『フグノスケフグタローズ』に当てる
だけのゲームです。
The training game is for practicing how to operate.
This is a game where you simply hit the ball into the five “puffer fish” target characters that
are set up in the middle and the four corners.

サイコボールは、30個用意されていますので、一つ一つのボールを正確に打ち返し
て、フグノスケフグタローズのいずれかのキャラクターに当てて下さい。
ゲームが終わると、HIT RATE〇〇% と表示されます。
There are 30 Psycho Balls available. Please accurately hit each individual ball back, putting
each one into any of the puffer fish.
At the end of the game, you will see a HIT RATE percentage.

このHIT RATEは、フグノスケフグタローズに当たった数により変動します。
なるべく、高いパーセンテージを目指して頑張って下さい。
This HIT RATE varies according to the number of hits into the puffer fish.
As much as possible, please strive towards a high percentage.

Preliminary English Translations for Page 24 of the Instruction Booklet:

11. 障害物について
11. ABOUT THE OBSTACLES

「カッベー」(耐久ブロック)
ある時は、フィールド内に設置され動かずに……。そして、ある時は法則にし
たがって動き、ピートロンの邪魔をしたり……。またある時は、隠れてゲーム
の展開を盛り上げるその姿は、単なる耐久ブロックなのでした……。
“Whall” (Resistant Block)
When there is something located within the field that does not move……. And then, when there is something
that moves in accordance with the laws and that also gets in the way of Peatron……. Also, when there is that
figure which hides and enlivens the development of the game, it is merely a resistant block…….

「グルグール」(重力せんぷう機)
フィールドをぐるぐる周りながら、サイコボールの邪魔をしてきます。
調子のいいときは、フィールド内を自らぐるぐる周りながら動いたりもします。
“Whurl” (Gravitational Whirlwind Machine)
While whirling within the field, it interferes with the Psycho Ball.
When the condition is good, it will also move itself within the field while whirling.

「タッケー」(タケノコ型せんぷう機)
タケノコのように、地中や天井から突然生えてきては、サイコボールの動きの
邪魔をしてくる……。こいつの正体は、やはり宇宙版タケノコなのでした……。
“Bammboo” (Bamboo Shoot-type Whirlwind Machine)
Like a bamboo shoot that has suddenly grown from the ground or ceiling, it interferes with the movement
of the Psycho Ball……. As for the identity of this, it is, of course, a space version of the bamboo shoot…….

「ニコニコニコ介」(ニコニコマーク)
常にニコニコしながら、フィールド内を飛び回るザコ。当人達は、ピートロン
を助けているつもりらしいが、どうみても、単なる邪魔モノでしかない……。
“Smi-smiling Fish” (Smiling Mark)
This is a fish that flies around within the field while always smiling. This fish seems to have the
intention of helping Peatron, but no matter how it looks, it is just a mere obstacle…….

その他にも、秘密基地には、いろいろな障害物が存在します。
他の障害物は、あなた自身の目と腕で見つけて下さい。
In addition, there are other various obstacles in the secret base.
Please find the other obstacles with your own eyes and skill.

Preliminary English Translations for Page 25 of the Instruction Booklet:

12. ナイトメア団
12. NIGHTMARE GROUP

宇宙盗賊ナイトメア団……。
今回、ピートロンが戦う相手は、このモノ達だ!!
Space Thieves Nightmare Group…….
Now, the opponents whom Peatron fights are these!!

《ザコキャラ4人衆》
《Fishchara Team of 4》

「メタBE」
“METABE”

……見た目はピートロンと同じようだが……。
…… seems to look the same as Peatron, but…….

「パオZOO」 (Translator’s Note: In-game spelling is “パオZO”)
“PAOZO”

……とにかく威力と体力は凄まじい。でも、その体形ゆえに……。
…… at any rate, power and physical strength are tremendous. But, due to the body shape…….

「ラビーX」
“RABBIX”

……まるでウサギのようなすばしっこさ。
こいつに勝つには、あのチャージ技しかないかも!?
……quickness is quite like a rabbit’s.
Whether or not there is only this charge skill for this one to win…?!

「バドLEE」
“BURDLEE”

……ザコキャラ4人衆のリーダー。
さすがにリーダーだけあってなかなか手ごわい。
…… the leader of the Fishchara Team of 4.
As one would expect, this one is a quite formidable leader.

Preliminary English Translations for Page 26 of the Instruction Booklet:

《ナイトメア団4大将》
《4 Bosses of the Nightmare Group》

「スネィQ」
“SNAY-Q”

……体をくねくねとさせながら門の前にはばかり、プレイヤーの行く手を阻止する。
自称硬派と言うだけあって、ものによる攻撃はない。が、しかし、弱点は……?
……you hesitate in front of the gate, as a wiggling body blocks your way.
There is only the self-proclaimed tough element, and there is no attack by the thing.
But, as for a weak spot……?

「コモREE」
“KOMOREE”

……分身をし、8体に分かれているときは♥は一切減らない、忍者のようなやつ。
しかし、その分身も叩きまくれば……。
……this fellow is like a ninja. When the alter ego is divided into eight bodies, the ♥ are not
reduced at all. However, you can go around hitting the alter ego……..

「モンキDK」
“MONKI-DK”

……テナガザルが変化したのかのように、自らの体を使って攻撃を仕掛けてくる。
腕ばかりに気を取られていると……。
……it’s as though a gibbon has been altered. It sets up attacks by using its own body.
If you are preoccupied with just the arm…….

「???????」
“???????”

……ナイトメア団の4大将のリーダーで、ナイトメア団のボス。
その姿を見たものはいない……。
はたして、あなたは、このボスまでたどり着けるか?
……this is the leader of the 4 bosses of the Nightmare Group… THE boss of Nightmare Group.
No one has seen this one’s form…….
Can you ever reach this boss?

Translator’s Note:

SPOILER ALERT!

The name of the last boss, and my translation of it, is:

「ライオーN」
“LYONE”

Translator’s Insert: My Reasons for the Name Choices

Coming up with English names for the Japanese names of the characters in this game was by no means an easy task for me. During this process, I first tried to investigate the reasons behind each name. Specifically, I tried to determine how the developers at Coconuts Japan Entertainment likely came up with each specific name for each character. As a result of my research, I had to conclude that each name was created based on the type of animal that the respective video game character resembles. Once I determined this, I then had the tough task of coming up with English equivalents for each name. A major rule that I know concerning this subject is that if a name has a certain impact on a listener of the original language in which the name appears, when the name is transferred into another language, it should, if possible, have the same or similar impact on a listener of that language. For example, with the English name “Goofy,” an English speaker readily identifies that the very name of the character relates to the personality of the character, since the word “goofy” is also an adjective meaning “silly” or “ridiculous.” Now, if the specific name “Goofy” is mentioned in a language where the term “goofy” does not exist or where such a term has a completely different meaning, it will not have the same impact on a listener of that language who doesn’t know the English meaning of the term. Thus, the name “Goofy” could be changed appropriately for the language, namely to a term that has an equivalent meaning of goofy, silly, or ridiculous. Now, again, it isn’t always possible to change a name when transferring it into another language, especially whenever certain meanings are lost in the translation, and sometimes the name just has to be left as is by simply transliterating the name into the language in question, that is, changing the alphabetical characters of the one language into the corresponding alphabetical characters of the other language. With that being said, I now want to explain why I chose the various English names for the Japanese names of the characters that appear in this game, explaining why I “Englishized” some of them, meaning made them appropriate for the English language so that an English speaker could receive a similar impact when he or she reads or hears the name as the impact received by a Japanese speaker who reads or hears the original Japanese name, and why I simply had to leave some as they are, solely transliterating the Japanese characters into their English alphabetical counterparts.

メタBE = METABE
Metabe is a plain fish-like character like Peatron. It is fitting, then, that Metabe’s charge skill is always “Shoot Ball,” which causes the ball to be hit back like a torpedo through water, always straight ahead and fast, even as many types of fish themselves can dart through water like torpedoes. I believe that when this name was created, it was created with specific reference to the Siamese fighting fish known as the “betta.” This would certainly be appropriate since “Metabe” is a fighting fish-like character in this game. Since the “betta” is known to be the said type of fish in both the English and Japanese languages, even correctly pronounced similarly in both languages, I felt no need to change the transliterated form of the name, so I left the name as is.

パオZO = PAOZO
Paozo is a fish-like character whose head resembles an elephant’s, having a long nose and big ears. Paozo also has great strength like an elephant. It is fitting, then, that Paozo’s charge skill is always “Homing Ball,” which causes the ball to be hit back right at the opponent at high speed, in an attempt to smash the opponent, even as elephants themselves are known to use their great weight to smash any threats. I’ve read that “Pao” is a Japanese word that represents the sound an elephant makes, and I know that “zo” is a Japanese word for “elephant.” Thus, a Japanese speaker should readily have an elephant come to mind when seeing both the “Pao” and the “zo,” while an English speaker probably won’t, unless he or she also knows Japanese. Since there is no way to have “elephant” or the sound it makes come to the mind of an English speaker without drastically changing the name, I simply left the name as it is, while transliterating the Japanese characters into their English counterparts. Thus, an English speaker just needs to know that the “zo” portion makes reference to an elephant and the “Pao” portion makes reference in the Japanese language to the sound it makes, hence the name.

ラビーX = RABBIX
Rabbix is a fish-like character whose head resembles a rabbit’s, having long, rabbit-like ears. It is also fitting that Rabbix’s charge skill is always “Speed,” which causes Rabbix to move at a very fast speed for a certain length of time, even as rabbits are known for their fast speeds. ラビット or “rabitto” is one Japanese word for “rabbit.” With the name ラビーX or “rabīx,” one can see that this name was derived from the said Japanese word for “rabbit,” where the “tto” ending of the Japanese word “rabitto” was dropped and “x” was added, while also the vowel sound prior to it was changed from short to long. Thus, a Japanese speaker would readily see that a usual term for “rabbit” was simply modified a little in order to come up with the original Japanese name. Thus, this is an appropriate case where the name should appear largely as the term “rabbit” to an English-speaker with just similar modifications. When deciding upon an English designation, it just didn’t seem appropriate to change the vowel sound of the English word “rabbit” as was done with the Japanese word, so I simply dropped the ending “t” of “rabbit” and came up with “Rabbix,” pronounced just like “rabbit” but with an “x” in stead of a “t.”

バドLEE = BURDLEE
Burdlee is a fish-like character whose head resembles a bird’s, having a beak. It is fitting, then, that Burdlee’s charge skill is always “Shield,” which causes a shield to spread over the entire “home base,” even as many birds are known to use themselves as shields to cover their entire nests. バード or “bādo” is a Japanese word for “bird.” In the part of the name バド or “bado,” the only difference from the said Japanese word for “bird” is that the long vowel sound has been changed to a short vowel sound. Again, since the Japanese speaker sees a slightly modified form of the term for “bird” in the name and, thus, has a bird come to mind, the English speaker should see something very similar for the English language. When deciding upon an English designation, it seemed appropriate to keep the vowel sound but just slightly change the spelling of the English word “bird,” to stay consistent with the other slightly modified animal spellings within the other original Japanese names and to still let a bird come to the mind of an English speaker when seeing the name, so I slightly changed “bird” to “burd” and added the “lee” ending, as was done in the Japanese name.

スネィQ = SNAY-Q
Snay-Q is a snake-like character. スネーク is a Japanese word for “snake.” The only differences between this word and the character’s name is that the name スネィQ has a different vowel sound in the middle and ends with the sound “kyu.” Thus, the aforementioned Japanese word for snake was only slightly changed as explained. Now, it didn’t seem appropriate to change the vowel sound of the “a” in “snake.” Therefore, I “Englishized” this word, making it “Snay-Q,” by only changing the pronunciation of the English word “snake” at its end with the “q” sound and modifying the spelling to what I felt was appropriate.

コモREE = KOMOREE
Komoree is a bat-like character, whose form can change into multiple bats. I am pretty confident that this name is derived from one Japanese word for “bat,” which is “koumori,” which I believe is pronounced exactly the same as “Komoree,” so as “KOH-moh-ree.” “Koumori” appear in “Legend of the Five Rings” as shape-shifting bat spirits, so I believe Komoree’s name has reference to this type of fictional character. Any attempt to “Englishize” this word would cause a lot of loss in meaning, since English seems to be limited to the term “bat” alone, which doesn’t carry any any shape- or form-shifting meaning with it, so I left it at “Komoree.” Thus, an English-speaker just needs to know that this name likely has reference to fictional shape-shifting bats known as the “koumori.”

モンキDK = MONKI-DK
Monki-DK is a monkey-like character. The “DK” in the name is an obvious reference to Donkey Kong. モンキー or “monkī,” is a Japanese word for “monkey.” In the part of the name モンキ or “monki,” the only difference is that the long vowel sound of the Japanese word for “monkey” has been changed to a short vowel sound. Thus, leaving the word basically as it is, just transliterating the Japanese characters into English seemed to be the most appropriate way to convert this name into English, since the short “i” sound is also a good way to shorten the ending vowel sound of “monkey” in English and an English speaker can still have a “monkey” come to mind with “monki.”

SPOILER ALERT!

ライオーN = LYONE
The last boss, “Lyone,” is a lion-like character. ライオン or “raion” is a Japanese word for “lion.” In the name ライオーN or “Raiōn,” the only difference from the common Japanese word for “lion” is that the “o” sound has been changed to a long “o.” Thus, I Englishized this name by making the “o” sound of “lion” a long vowel sound as well and slightly changing the spelling of “lion” to remain consistent with the other character names, resulting in “Lyone,” pronounced LIE-own, which also sounds pretty cool, I think.

Preliminary English Translations for Page 27 of the Instruction Booklet:

13. コンティニューについて
13. ABOUT CONTINUE

スペース スカッシュでのGAME OVERは、以下の2種類のみです。
In Space Squash, there are only the following 2 types of Game Over.

・ボスに負けてしまった。
・相手に*3点取られてしまった。
・You are defeated by a boss.
・3* points are earned by an opponent.

しかし、スペース スカッシュでは、回数制限はあるものの、コンティニュー(ゲーム継続)
をすることが出来ます。
However, in Space Squash, although there is a limit on the number of times, you can continue
(continue the game).

コンティニュー画面で、「はい」を選択すると、そのステージの始めからゲームをやり直す
ことが出来ます。
If you select “Yes” in the continue screen, you can resume the game from the beginning of that
stage.

しかし、コンティニュー回数を使いきってしまうか、コンティニュー画面で、「いいえ」を
選択すると、GAME OVERになってしまいます。
However, this would reduce the number of continues. If you select “No” in the continue screen,
then it is Game Over.

コンティニューは、最大9回までです。
ゲーム途中で、「CONTINUE+1」というアイテムをとっても、9回以上は、増えません。ご注意
ください。
The maximum number of continues is 9.
Please note that during the game, the item called “CONTINUE+1” simply cannot increase the
number beyond 9.

*CONFIG MODE内で、MATCHの数を変更した場合、変更した数分の点を取られると、負けてしまいます。
*If you change the MATCH number in the CONFIG MODE, you get defeated when the opponent earns
the number of points to which it was changed.

Preliminary English Translations for Page 28 of the Instruction Booklet:

14. ハイスコアエントリーについて
14. ABOUT HIGH SCORE ENTRY

スペース スカッシュでは、一定の得点をマークする
と、ハイスコアエントリー画面でアルファベット3
文字の名前登録を行うことが出来ます。
In Space Squash, when you get a certain score, you
can make a 3-letter name registration in the high
score entry screen.

名煎入力は、L ・Rいずれかの+ボタンの上下左右で
文字を選択し、Aボタンで入力。Bボタンで入力を
一つ前に戻ることが出来ます。
To input a name, select each letter with up, down, left or right on either the
left or right control pad, and input each with the A Button. You can return to
the previous input with the B Button.

3文字目で、Aボタンを押すと、入力決定となります。
When you press the A Button at the third letter, the entire input will be determined.

※ハイスコアエントリーの記録は、電源を切ってしまうと全て消えてしまいます。
ご注意ください。
※All the records of the high score entries are lost when the power is turned off.

※コンティニュー画面でコンティニューを選択してしまうと、ハイスコアをマーク
していても、得点は0に戻ってしまい、ハイスコアエントリーで登録できません。
※When you choose “Continue” in the Continue Screen, even if you got a high score,
the score returns to zero and cannot be registered among the high score entries.

Preliminary English Translations for Page 29 of the Instruction Booklet:

15. ピートロン「必勝!!虎の巻」
15. PEATRON’S “KEY TO CERTAIN VICTORY!!”

ゲームがうまい具合に進まない……。どうしたら良いのか分からない……。
そんな人の為に、簡単な必勝法をちょっとだけ教えてあげるよ……!!
Your game isn’t going very well…… You don’t know what to do…….
For such a person, we’ll teach you a little bit of simple winning strategy!!

1. 相手のキャラ達もチャージ技を取得している。
相手のパワーゲージのところで、「ATTACK!!」と出たら要注意だ!!
Even the opponent characters have acquired charge skills.
When “ATTACK!!” appears in the place of an opponent’s power gauge, watch out!!

2. ボスは、ボールをぶつけていくと変化をしてくる……。
また、どうしても倒せない。なかなか倒せないというときは、モノは試し!
チャージ技「ホーミングボール」を使ってみて下さい。するとほら……!
The boss changes as it keeps getting hit by the ball…….
Also, think you cannot defeat it by any means? When you cannot readily defeat it, try different things!
Please try using the “Homing Ball” charge skill. Then see……!

3. 相手のキャラ達には、それぞれ特徴がある。
それぞれの特徴を掴んでしまえば、ゲームの展開がぐっと楽になるはずだ!!
There are unique characteristics in the opponent characters.
Once you grasp the characteristics of each, the development of the game should become much easier!!

4. どうしても勝てない。
そういうときは、選択のルートを変えてみてはどうでしょう?
エッ? エリア Aから進めない……!? そ、それは、もっと練習してもらわないと…。
Just cannot seem to win?
At such a time, how about trying to change the route of choice?
What? You cannot make it past Area A……!? In that case, you will have to practice more….

5. 障害物をすり抜けるサイコボール!?
ごく希に、ゲームが長引き、打ち返しが続くと、ボールの速度はグングンとスピードアッ
プしていきます。
そこで、必殺のシュートを行うと、障害物をすり抜けることがあると言いますが……。
果たしてこの伝説のシュート、あなたは体験することができるかな?
The Psycho Ball goes through an obstacle!?
In rare cases, when the game is prolonged and the hitting back persists and the velocity of the ball
keeps speeding up steadily, it is said that there are times that when one makes a deadly shot, it will go
through an obstacle…….
Will you ever be able to experience this legendary shot?

Preliminary English Translations for the Back Page of the Instruction Booklet:

[At the very top, to the right of “VIRTUAL BOY”]

バーチャルボーイTM は任天堂の商標です。
VIRTUAL BOY TM IS A TRADEMARK OF NINTENDO.

[Beneath “FOR SALE AND USE IN JAPAN ONLY…”]

本品は日本国内だけの販売および使用とし、
また商業目的の賃貸は禁止されています。
This product is for sale and use in Japan only;
in addition, commercial rental is prohibited.

[Beneath the above]

株式会社 ココナッツジャパン エンターテイメント
〒102東京都千代田区平河町1-6-7-702
TEL 03-5276-7301 ©1995 COCONUTS JAPAN

COCONUTS JAPAN ENTERTAINMENT CO., LTD.
1-6-7-702 Hirakawacho, Chiyoda-ku, Tokyo 102, Japan
Tel: 03-5276-7301 ©1995 COCONUTS JAPAN

Translations for In-Game Training Mode Controls Screen:

[Title]
操作説明
Controller Functions

[Left Trigger Button]
チャージわざ
Charger

[Left Control Pad]
いどう
Move

[START Button]
ポーズ
Pause

[Right Trigger Button]
チャージわざ
Charger

[Up on the Right Control Pad]
うえうち
Up Punch

[Right on the Right Control Pad]
みぎうち
Right Punch

[Down on the Right Control Pad]
チャージ
Charge

[Left on the Right Control Pad]
ひだりうち
Left Punch

*Translator’s Note: I would have translated the information under the Left and Right Trigger Buttons as “Charge Skill” instead of as “Charger,” but I understand that this information appears as “Charger” on the VS Screens in the version of Space Squash with the English Translation (Beta) Patch applied to it, probably because of limited character space. I agree that the word “Charger” works and should be used if character space limitations require it.

Translations for In-Game Intro Screen:

キミは宇宙パトロールの隊員だ。
アニマル星からの緊急信号を受信して
アニマル星で悪事を働く宇宙盗賊ナイトメア団の
秘密基地をつきとめた。
基地へ乗り込みナイトメア団を
やっつける!
You are a member of Space Patrol.
Receiving an emergency signal from Animal Star,
you located the secret base of Space Thieves Nightmare Group,
which is involved in wrongdoing at Animal Star.
You now enter the base to defeat
Nightmare Group!

Translations for In-Game VS Screens:

[What always appears in the large box at the bottom]

ひだりのカーソルキーで チャージわざを へんこうできます。
わざが きまったら Aボタンで ゲームスタート!

[The translation that should appear in this box in the game]

Change Charger with left pad.
Press A to begin the match!

[Full translation, not shortened due to character space limitations]

You can change the Charge Skill with the left control pad.
Once you have decided on a skill, press the A button to begin the match!

[Translations for all character names that can appear on a VS Screen]

ピートロン = PEATRON
メタBE = METABE
パオZO = PAOZO
ラビーX = RABBIX
バドLEE = BURDLEE
スネィQ = SNAY-Q
コモREE = KOMOREE
モンキDK = MONKI-DK
ライオーN = LYONE

[The current translations for all the charge skills in the patched game are accurate, though I’ve noticed a misspelling for “Speed,” namely “Speedd,” which occurs if one goes back to it after just viewing “Shield,” resulting from the “d” of “Shield” not being eliminated.]

[Attached is a screenshot of the VS Screen from the original Japanese ROM, as it appears on the Red Dragon emulator, along with a screenshot of this screen from the ROM with the current English Translation (Beta) patch applied.]

Translator’s Note: From this point on, I will only include translations for in-game screens if I feel that the current English translation in the patched game should, if possible, be changed.

Translation for Area A-1 Defeat Screen:

フン! オレッチに かてないようでは このさきも
みえてるな! かおでも あらって でなおしてこい!

Bah! It doesn’t seem that you can beat
me! Go clean yourself up and start over!

Translation for Area A-1 Victory Screen:

こんなはずじゃ なかったのになー
トホホホ….

It wasn’t supposed to be like this.
Boo-hoo-hoo-hoo….

Translation for Area A-2 Defeat Screen:

このよは パワー! ちからない ヤツ まける!
よわい おまえ まける! パオォォォーソ!

Oh, this power! You, who is
weak, lost! Pao-o-o-ozo!

[Full translation to use, if it fits]

Oh, this power! He, who is without strength, lost!
You, who is weak, lost! Pao-o-o-ozo!

Translation for Area A-2 Victory Screen:

このよは パワー ちからない オレ まける…
つよい おまえ かつ パオーソ!

Oh, this power. You, who is
strong, won. Paozo!

[Full translation to use, if it fits]

Oh, this power. I, who am without strength, lost.
You, who is strong, won. Paozo!

Translation for Area A-3 Defeat Screen:

トロイ! トロイ! ノ ローイ! この スピード じだいに
なんたる ありさま! キミの おあいては カメが おにあいさ!

Slow! Slow! TOO SLOW! This speed yields
to the stronger! You are like a turtle!

Translation for Area A-3 Victory Screen:

Why? ナぜ ナぜ ナぜ ? この スピード じだいに
なんたる ありさま! オレさまが こんなノロマに まけるなんて!

Why? Why? Why? This speed yields to the
stronger! How did I lose to one so slow?!

Translation for Area A-4 Defeat Screen:

まったく よわすぎる! ほんきをだすきにもならん!
のうある タカも ツメの もちぐされだ!

[translation that should appear in the box]

You’re entirely too weak! I hardly
even used my falcon talents and claws!

[full translation, not shortened due to character space limitations]

You’re entirely too weak! You ought to make a serious effort!
I hardly even used my falcon talents and claws!

Translation for Area A-4 Victory Screen:

このワタシが まけるとは! なんという しったい!
せっかくの ツメも たからの もちぐされだ!

I lost! What a disgrace! My precious
claws were a useless treasure!

 

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