(5/1/04) This is an exclusive interview of the
great Gideon Zhi of the fan translation
scene. It is because of him and the
efforts of others that we have English
translations available for over 30 games!
Visit his
homepage for the full list. Gideon
Zhi is very popular within scene for
providing us with so many game translations,
and continues to do so. For us, the
gaming fans, to be able to experience a
Jap-only game in English is a truly
priceless experience. For someone like
Gideon Zhi to give us something as special
as that time and time again...it just
puts me in a state of awe. I can't put
into words how special I think he is for
what he has done for us. This
interview focuses on three of his popular
RPG projects: Cyber Knight,
Live A
Live, and
Treasure of
the Rudras (Rudra no Hihou); all of
which I have created dedicated shrines to in
my FantasyAnime. (Gideon Zhi's replies
are in aqua blue)
So Gideon Zhi, can you tell us a little
about yourself?
I'm a perfectly normal 23 year old college
student. I'm a junior, due to various issues
which I'm not going to get into, and am a
Psychology major (and hopefully, a Music
minor with a concentration in voice)
attending the University of Massachusetts at
Amherst.
You are one of the most popular people in
the fan translation community. How does that
make you feel?
It's kind of nice, but largely it's neither
here nor there. I don't think about status
much when I'm working on a game or when I'm
wandering back and forth between classes
here at school.
When did you get into working on translation
projects?
A good five years ago. It's been a long
haul, and I'd like to think I've continued
to grow quite steadily over all that time.
What got you into them?
Well, I saw what other people were doing at
the time -- FF5, FF2, and RPGMaker, largely
-- and wanted to do similar things. I'd been
mooching off of emulator authors for quite
some time, and wanted to give back. I also
wanted to do something that I knew would
take a while and prove to myself that I
could see it through.
How do you manage working on so many
projects at once?
Quite simply, I don't. I do work on what I
feel like working on at any particular time,
and that often means I concentrate fairly
heavily on one thing or another. If I get
sick of that, I move on to something else. Currently, I've been kicking around Shin Megami Tensei 2, Digital Devil Story Megami
Tensei, Madou Monogatari, an as-yet
unannounced RPG that I've been poking at for
a few years, and Madou Monogatari, all on
and off. Gun Hazard, Fuurai no Shiren, and
maybe Makaitoushi SaGa are next on the
proverbial list, but this could change at
any time.
What influenced your decision to work on
Treasure of the Rudras?
The release of the French translation,
partially. I've taken a few years of the
language and can read it fairly well --
although I don't really trust myself to
write or speak it. I've been interested in
the game since I first read about it on Squaresoft of Los Angeles' old website back
before FF7 was released, and the whole
concept of a word-based magic system
interested me. I also liked the whole
death-and-resurrection concept, with a new
race taking control every X-number-of-years.
Did you do anything special to prepare
yourself for Treasure of the Rudras?
Not really. Just made sure that it was okay
with the original hackers before I started
to pick apart their work. Common courtesy.
What problems did you encounter during the
Treasure of the Rudras project? And what did
you do to correct them?
The major stumbling block was the magic
system, of course. I'm not going to give
away all of the secrets of how it works here
-- that'd be no fun at all! -- but I will
say that some of the problems with it
involved the simple fact that you can
express more sounds with six characters in
Japanese than you can with six Roman
letters. To compensate for this, I doubled
the size of the word you could enter. This
involved restructuring menus so the expanded
words would display properly, restructuring
memory so the words would save properly, and
reworking, to a point, how the game built
the effect that each word used. It should
be, functionally, as close to equivalent to
the Japanese version as is really possible
given how the system works.
That aside, other, more minor issues
involved expanding item names (which
involved further menu restructuring),
changing the name entry screens to
accommodate 8 letters for player character
names (Surlent does not fit in the original
six) and 12 letters for the new spell names,
changing the highlight routines for
equipment elemental affinities, and a hell
of a lot more things that I can't really
remember at this time.
What influenced your decision to work on
Live A Live?
The Near Future chapter. I'm a sucker for
giant robot drama! That and I was taking an
introduction to business class, and our prof
wanted us to create a short term plan for
something. So, bloody brilliant me, I
decided to draw out a plan for having LAL
done in just under two months, to make a
Christmas release.
Did you do anything special to prepare
yourself for Live A Live?
Kind of. LAL's a bit of a special case. For
one, I made sure that the stuff I needed to
work with was readily accessible. Worked
with akujin, one of the translators (both
for this and a number of other projects I've
worked on), to create a script dumper, and
kicked my arse into gear to organize more
translators for the task than should have
been humanly possible.
What problems did you encounter during the
Live A Live project? And what did you do to
correct them?
There were a few, and surprisingly, the
least serious of these was translator
dropout. Admittedly, there were a few who
didn't finish their tasks, but for some
reason most of them came through. Thanks to
all of you!
Tied for most serious issue, however, was
burnout, coupled with the fact that the fan
died in my laptop shortly after I decided to
do the project, and Sony decided to be a
royal fucktard about getting it replaced
under warranty. For a couple of weeks before
it went out I was working on the game with a
stand-up fan trained on the computer at all
times; afterwards, I was given the task of
taking an oldPentium 90 computer with
Windows NT 4 on it and restoring it as a
Christma.gift, which I commandeered for the
project. Basically, the files went back and
forth between that, which was the workhorse
(and that sucked, 'cuz half the utilities I
use don't work on XP) and a dinky little
grayscale 486 laptop which I used to load
the game into my SNES for testing. Couple
that with end-of-semester stress, stress
from other projects I was doing at the time
-- if memory serves and the Old News page is
accurate, Laplace's Demon was released just
as LAL was starting and Cyber Knight was
released with the project in full swing -- I
was pretty heavily burned out come Christmas
Day.
What influenced your decision to work on
Cyber Knight?
I thought it looked cool, to be honest. The
idea of a slightly more strategy-heavy
combat system sitting on top a normal RPG --
one that featured robots, which is a plus --
really piqued my interest. I didn't realize
until after I'd started on it how nifty some
of the systems in it were, with the Neoparts
and upgrading your Battle Modules separately
from the characters themselves.
Did you do anything special to prepare
yourself for Cyber Knight?
Actually, no. I just made sure it was
doable, basically.
What problems did you encounter during the
Cyber Knight project? And what did you do to
correct them?
The weekend I'd gotten the scripts back, I
spent half of it formatting them and half of
it playing a newly-acquired Playstation
title, Juggernaut (used at Funcoland for
$12! ) I spent way too much time working on
formatting that crap -- each of those
floating windows has its size and position
hard coded into the message that displays
inside it, and I had to go through and
change all of those manually as I formatted
the script. What pissed me off was the
computer I had the files on died the Monday
morning after that weekend. Yeah.
So I re-did 'em all a few months later,
after I got over being depressed about it. Other than that, it was fairly smooth
sailing.
Overall, do you think working on Live A
Live, Cyber Knight, and Treasure of the
Rudras was worth all the hard work you put
into them?
Oh, definitely. I'd be nice if I had the
time to play them, though. And I still want
to go through and rework the script for Rudra.
I would like to close the interview with
this last question. What gave you and
continues to give you the will and
enthusiasm to keep you going with
translation projects? Do you have a personal
goal or mission?
Bloody hell if I know. Some of it is
exposure for the games -- the Megami Tensei
titles especially, and the cooler of the
games I'm working on -- and some of it just
for a personal ego boost. And of course,
it's an absolute rush when I finally manage
to figure out something I'd been beating my
head against for a while! Every once in a
while, you enter one of those sort of flow
states, you know? Where everything just sort
of comes all at once, and you don't have to
put any effort into it at all. It's just
there. It's neat. |