#lemon plays ttyd
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lemonine · 1 year ago
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oh man sometimes a localization creates a pun so good that explaining it kinda ruins the joke but im gonna try it here anyway
english version: in the town of glitzville, there is a stand ran by mr hoggle, a pig, selling hotdogs
dutch version: in the town of knokwijck*, there is a stand ran by mr schnietz**, selling... knokworsten***
*knokwijck: literally knok + wijk, spelled with ck to make it sound fancy. 'knokken' means fighting.
**schnietz is probably a play on schnitzel, which is commonly made of pork
***knokworst is a play on knakworst, a sausage often eaten in a bun, just like a hotdog, while also including the 'knok' in 'knokwijck'
(goombella also asks if mr schnietz's first name is hans. this would make him a hans worst. this is untranslatable.)
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papermariosuggestion · 5 years ago
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What are you hoping for from a new Paper Mario? What's your "golden ideal", I guess?
I could spend, like, years thinking of things I’d like to see in a Paper Mario game, but I’ll try to narrow it down. Here are some of the main things I’d really like to see:
☆ New partners (plural)
• Based on previously established Mario species, preferably “enemy” species, as “The circumstances of one’s birth are irrelevant; it is what you do with the gift of life that determines who you are.”
• Unusual, but believable, and perhaps even poignant, backstories and fully realized character arcs. I want to care about these characters because I’m invested in this world, its inhabitants, and those inhabitants’ personal successes and failures, not just because their design is so kawaii and/or their dialogue is so funny, though those things are a plus.
• Distinct personalities and opportunities to show those personalities off (through design, body language, dialogue, etc).
☆ RPG mechanics
• Built on the solid foundation established in Paper Mario (N64)
• Turn-based combat
• A leveling system where you get to choose which stat to increase
• Badges (Including superficial badges like the L Emblem and Attack FX badges)
• Something new, like being able to use two partners to perform a Bros.-Attack-like move, or maybe even stats specifically pertaining to your partners.
☆ New locations
• It’s a delicate balance. Locations should both feel like they could realistically exist in Mario’s world and feel like something we’ve never seen before. TTYD has some great examples of this (Rogueport, Boggly Woods, Twilight Town, etc). Super Paper Mario has some creative locations as well, but because it takes place in another dimension, not in the typical world that Mario inhabits, none of them really feel particularly “Mario-esque” in nature. They’re all a bit off-brand, so to speak.
• On a technical level, graphics are improving all of the time, but that doesn’t automatically lead to more intriguing and/or more visually satisfying designs. At it’s core, Mario is a fantasy franchise, an escape from reality, and the Paper Mario series is one of the few series in the franchise that really builds out- or at least used to really build out- its world, and that world was interesting because it was new and mysterious, it practically begged to be explored. Paper Mario games should show me something I can’t see in reality; I know what paper and cardboard and lemons and steaks look like, show me underground cities and palaces, show me sprawling gardens with talking flowers, show me a floating tourist trap in the sky. The biggest limit is your imagination, so let it run wild, and show me that, show me that Alice in Wonderland-like controlled chaos.
☆ An interconnected world and motivated backtracking
• No stage-selection maps. Even if the game is fairly linear, I don’t need to have that shoved in my face. I don’t want to feel like I’m working my way down a to-do list, glued to a track, I want to journey through the world and explore somewhat freely.
• No fast travel by default (maybe you unlock fast travel after beating an optional challenge like the Pit of 100 Trials)
• No pipes that take you right from the hub world to the chapter area; I wanna walk…
…and I want it to be through a believable, expansive, intricate world that changes as I progress through the game, a world I could see hundreds of times and never get sick of because its details are constantly in flux, and because those details are the kind that make it feel realistic and lived-in. I don’t want to be teleported from A to B, or confined on a path from A to B to C, I want to explore, I want to discover, I want to experience this world and to form an attachment to it. This alone would make backtracking more worthwhile, but…
• …another way to make backtracking even more enjoyable would be to add events that make walking into a game in and of itself, like having to follow a creature up in the trees, or having to get through a cursed area in Mirror Mode, or having to dodge and weave through falling rocks because there’s a huge earthquake destroying- and altering the actual geometry of- the area. Walking doesn’t have to be a chore for you to complete in order to get on with the game, and it shouldn’t be, it should be part of the game, just as engaging as anything else you’re involved in.
☆ Non-linear elements
• The game should still be fairly linear overall, because Paper Mario games are chapter-based stories with beginnings, middles, and ends, but having some say  in which chapter comes next, or which partner you meet, or even just which puzzle you solve next would give the player a stronger sense of agency. Story-driven games are at high-risk of making the player feel like they’re just along for the ride, and this would help to counteract that.
☆ Spin dashing
• Gotta go fast! Getting rid of spin dashing always felt like an odd choice to me. Characters like the Yoshi kid, Carrie, and Dashell kind of replaced it, in the sense that they allow you to move quickly, but being able to speed up without switching partners, as well as being able to spin attack and just to witness the utter chaos of Mario flinging himself across the screen again, would make backtracking and walking around in general less of a slog. It would also give you more agency in the overworld and serve as a nice callback to the original game.
☆ Free-moving NPCs & situational dialogue
• In past games, NPCs have been confined to certain paths and locations. They might move from chapter to chapter, but they would always stay in the same general area until you triggered an event that placed them somewhere new. I’d like to see characters wandering around, going in and out of buildings, visiting other locations, having private conversations with one another, getting into fights, buying and selling items at the shop, putting on different clothes, and doing just about anything else they would typically do in-universe. Obviously this would be huge challenge to program, but we’re talking about an ideal here, and anything in this general direction would be an improvement in my eyes. We already see a bit of this in the series, but I’d like to see even more.
• When NPCs say things like “Where are your manners, Mario? You shouldn’t climb on the table” and “Don’t be so careless. There are too many enjoyable things in the world to gamble with your life!” it makes it feel like they actually see what you’re doing and care about what you’re doing. Having NPCs respond to you differently because of where you’re standing, or what partner you have out, or what badges you’re wearing, and so on, makes them into more than just set decoration or a sign to read, it makes them people, or at least more person-like. Nintendo’s been pretty good about this in recent years, probably because technical improvements have made it easier than ever before, and I think it would be fitting for a series known for its world-building.
☆ Dynamic lighting design & a day/night system
• This is all about aesthetics because, as it turns out, visuals are pretty important in a video game. Paper Mario (N64) had some really interesting lighting design, notably in darker areas like the secret passage in Peach’s castle, and we haven’t really seen a lot of that since, despite having more advanced technology that would allow for advanced lighting.
• I’d like to see things like swinging chandeliers that cast beams of light, and cracks in the ceiling that light pours through, and mirrors/reflections that Mario uses to solve puzzles, and shadows that hint at secrets. Lighting is a huge part of shaping a world, and using it in a variety of different and meaningful ways just makes your world seem that much more complex and grounded.
• As for the day/night system, I am picturing a game that visually changes based on the actual time of day, kind of like Animal Crossing games do, but not a game that requires it to be a certain time of day for any gameplay purposes, not for the main quest, not for side-quests, and not even for easter eggs. All I want is for it to be bright when I play in the morning, orange when I play at sunset, and starry when I play at night. This also would add to the game’s replayability, as different chapters would look and feel different depending on what time of day it was when you played through them.
☆ Easter eggs that reference other games in the franchise
• I want it to be clear, beyond a shadow of a doubt, that the Mario we see in Paper Mario games is the same Mario we see in other Mario games, not another person, and talking about the time he visited Isle Delfino or when Bowser fused with a sentient tennis racket would really drive that home.
• Make me really look for some, though. It’s cool to spot easter eggs in plain sight, but what’s really rewarding is having to dig for them. I don’t just wanna see Luigi standing in the background, I want to spot little inconsistencies and cracks in the walls and cryptograms spread throughout the world. Sure, the five-year-olds playing might not find them on their first playthrough, but when they’re fifteen and they remember that awesome Paper Mario game they played a decade ago, they won’t just be revisiting a world they’ve fully explored, they’ll be playing on a whole new level, figuratively speaking.
☆ amiibo Compatibility/functionality
• I’m not a big fan of DLC in general, as it’s often overpriced, but I do think amiibos are neat; using a real object to unlock something in a virtual world makes the virtual world feel just that much more alive to me, that much more like it’s a little world I can actually affect.
• The Paper Mario series never really got official merch, and while you do see a bit of your partners’ lives in the epilogue, it’s only a glimpse into their future, so getting little figurines of past partners that make them appear in the game, tell you about a recent adventure they had, and give you a unique badge based on their abilities/personalities/experiences, would be like a dream come true.
☆ Just be creative (I know it’s not that simple, but like, figure it out)
• Surprise me; throw in something inventive and revolutionary, like Wall Merging from A Link Between Worlds or The Aperture Science Handheld Portal Device from Portal.  There’s a whole universe of possibilities out there; please dream a little bigger than items disguised as a gameplay element and a hammer that fills in glaringly obvious gaps in paint. Nintendo’s always pushing the video game industry forward with their creative consoles. Use that, take whatever whacky control method they come up with next and integrate it like Super Paper Mario did- but hopefully even better than Super Paper Mario did- with the Wii remote.
• I see fans writing stories, and drawing characters, and making sprites, and working with all kinds of mediums to make art that knocks everything from recent “Paper Mario” games out of the park. Obviously Intelligent Systems can’t just steal those ideas, but I’d love to see them get on that wavelength and match that passion.
• Make a game that you’d never want to put down because you just can’t get enough of it, and don’t even bother with that “You’ve been playing for a while. You wanna take a break, grab a snack, chill out for a sec?” message; if I die playing your game because it’s truly that good, I see that as an absolute win. That’s legendary game design, my friend; aim to make a Paper Mario game so good it’s worth dying for, and if you fall short of that, hopefully you’ll still land on something pretty awesome.
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lemonine · 1 year ago
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you know what. yeah. luigi Would say 'asjemenou'
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lemonine · 1 year ago
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there it is! there it is! there it is!
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lemonine · 1 year ago
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i saw the english version of ttyd changed the shadow sirens into 'the three shadows' but turns out the dutch version kept it in! they're called the 'schaduw sirenes' which is cool but really makes me wonder about the other changes 🤔
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lemonine · 11 months ago
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beat the thousand year door again and i gotta say. beating the final boss with a thunderstorm going on outside really adds to the experience ⚡👌
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lemonine · 1 year ago
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ah finally found out doopliss's dutch name...
its repel! like repelsteeltje/rumpelstiltskin!! i like that, its clever, and they didnt even have to change the missing P for it
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lemonine · 1 year ago
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why yes i Am having a great time with this dialogue thanks for asking
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lemonine · 1 year ago
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yknow i miss him calling you Slick but this is great too
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lemonine · 1 year ago
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thank fuck i finally got past the tournament arc. its a fun one but it takes approximately three centuries and chapter 4 is my favorite so you can imagine how i was feeling
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lemonine · 1 year ago
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ok one final thing about translations for today. so this guy is called flavio in english, right?
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the translators really saw a guy in red sing about himself while at a bar and went. hold on. ive got the perfect name for him.
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lemonine · 1 year ago
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dutch translation? taking liberties?? you love to see it
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lemonine · 1 year ago
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"geez! she can't just do that! if i were mario, i'd press charges because of 'unwanted intimacies'!"
GOOMBELLA PLEASE
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lemonine · 1 year ago
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lekker met de meiden toad zijn
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lemonine · 1 year ago
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front facing paper peach isnt real. she cant hurt you.
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lemonine · 11 months ago
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posted without context
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