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									(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.   |