Der Langrisser Translation
The Der Langrisser translation was started in 2001 on the ruins of No-Life Translations by Derrick Sobodash and John “MK” Grathwohl.
Despite this history, the translation is not a continuation of past work by Warui Toransu. All text translated by Warui Toransu was thrown out and retranslated from scratch. The scenarios translated by Eddie “Picorat” Stemkowski were brought in by John.
The game was hacked by byuu using entirely original tools. Over 85KB of new code was written for the game using assembler.
Every single window of text in the game has been manually formatted for maximum readability. No window ever has a single word on a line. Everything — all 800KB of raw script — has been human formatted to maximize readability by humans. No automatic formatting was used. Several menus use manually justified type.
The script translation, too big for any one man, was completed by Derrick, Eddie, Hsing “DragonMasterX” Chen, Benjamin “Oogami” Whitting, ElfShadow and Haruka. The entire script was play tested by John and edited to make sure lines properly fit each speaker. The script was initially edited by EricKei, but when time no longer allowed, Tyson “icenine0″ Anderson came in to finish the job. Style and final formatting was handled by Derrick.
The main font typeface was designed by Derrick. The secondary typefaces are based on the Creepy font and the Fraktur calligraphy hand. The main font comes in 12×12 and 8×8 variants in both monospace and serif families.
Each font was designed live on an actual Super Nintendo Entertainment system to ensure a beautiful effect when viewed on a 4:3 resolution screen with NTSC artifacts. With blargg’s NTSC emulation code released last year and now available in bsnes and ZSNES, you can read the game the way it was intended.
Every single menu was resized and repositioned to avoid wasting screen space not needed by the new English. Dialog windows and backdrops were recolored. New graphics were created for the ending sequences. The number of font typefaces used in the game was increased from one to six, and the colors used by each were doubled. All save one font support a glow shadow effect.
All those fancy touch-ups are important, because Der Langrisser sports nearly a dozen paths through 78 playable scenarios to five different endings. With 800KB of text to find, we expect you will be staring at the screen for a long, long time.
Players have been waiting to play Der Langrisser for nearly a decade, since the first translation was started by alamone and Esca. The wait has been worth it.
English Translation Credits
Programming
byuu
Translation
Derrick Sobodash (system text, Initial path, some Light and Independent, all secrets)
Eddie Stemkowski (most of Light path)
Hsing “DragonMasterX” Chen (some Imperial, all of Chaos, most of Independent)
Benjamin Whitting (some of Imperial)
ElfShadow (some of Light and Imperial)
Haruka (Epilogues)
Editing and Localization
John “MK” Grathwohl (testing and editing to reflect who is speaking)
Derrick Sobodash (style, formatting, second-pass editing)
Tyson Anderson (editing of the entire game)
Eric H. Krieger (editing of Initial path)
Graphics
Derrick Sobodash (logos, new ending, all fonts used, window colors)
Instruction Manual
Derrick Sobodash
Original Developer Credits
Executive Producer
Mitsuo Shibutani
Programmers
Kazuhisa Mitani
Kouichi Fujiwara
Planning and Scenario
Fuuma Yatou
Masayuki Suzuki
Hiroaki Hori
Akira Hazuki
Graphics
Masayuki Suzuki
Shuuichi Kono
Takeyoshi Akane
Noriko Tasaki
Takahide Saitou
Sound Producer
Isao Mizoguchi
Composition and Programming
Noriyuki Iwadare
Sound Operator
Kouji Yoshimura
Kouen Shibuya
Sanae Kasahara
Sound Programmer
Dougen Shibuya
Character Design
Satoshi Urushihara
Industry
Toshiyuki Komori
Kouichirou Terada
Public Relations
Hiroaki Satou
Technical Advisers
Toshihiko Matsuda
Nobuya Takayoshi
Producer and Director
Shinjiro Kouda
Assistant Director
Hiroaki Hori