There's no point in denying it: the RKSF Title Screen is much cooler. |
It's been a long haul, and I know that many among you have been waiting for years to catch a glimpse of the English version of Rosenkreuzstilette Freudenstachel. Well, wait no more: it's time for the first installment of the RKSF Developer Diary!
Before we dive into what's changed between the original Rosenkreuzstilette and its sequel, I figured it'd be appropriate to have a look at what's stayed the same between the two games. By that, I mean what changes we made for the English version of Rosenkreuzstilette that we were able to carry over to Freudenstachel.
As many of you are no doubt aware, eight of the ten first-generation Megaman titles use the same assets and sprites with nearly imperceptible differences in the game's mechanics and physics. It should come as no surprise that Rosenkreuzstilette follows suit, preserving what worked in the original while subtly changing what didn't. As we'll see in future entries, some elements that Freudenstachel borrows from the classic Blue Bomber have been used to create something completely different.
I'm getting ahead of myself, though. Let's start at the beginning.
I couldn't tell you if this was a screenshot from Rosenkreuzstilette or Freudenstachel... |
The more things change, the more they stay the same. |
Of course, there have always been a few characters in the RKS universe that don't particularly pay attention to the grand scheme of things. Their interactions with the rest of the cast remain as amusing as ever.
As you can see in the screenshots at the top of this post, the changes I made to Rosenkreuzstilette's Title Screen have been carried over to Freudenstachel's. In other words, choosing the default "Game Start" options begin a new game at the very beginning of Story Mode instead of at the Stage Select Screen in Arcade Mode. This time around, if you're playing through Story Mode and wish to skip text that you've already read through, you can press the Status button to skip the remainder of that scene instead of hammering the Confirm button or holding the Cancel button.
No silhouettes or frames this time around; other than that, they're pretty much the same. |
When I was working on Freudenstachel's Options Menus, I did so without really consulting their counterparts in the original Rosenkreuzstilette. It didn't occur to me at the time to carry the frames and silhouettes that I'd added to the Grollschwert incarnation of these graphics over to the sequel. The Options Menus for both the Freudenstachel and Weißsilber scenarios are almost identical to their respective Title Screens, so I never noticed that something might be missing until I started compiling screenshots for this blog post.
That's a lot of blue... |
There isn't really much to say about the presentation of the Status Subscreen that I haven't already said in RKS Developer Diary #6. In the Japanese version of Rosenkreuzstilette, the rollover graphic for each ability featured the name of each ability in German as well as its meaning in Japanese. For the English versions of the game, we replaced the Japanese translations with their English equivalents. In Freudenstachel, the rollover graphics don't feature Japanese translations of each ability's name; instead, they spell out the name of each ability in katakana to help Japanese natives pronounce them all properly. This information isn't all that useful to English-speaking players; after all, the majority of us can't read katakana, and we have Freudia's sound clips to clarify how each name is supposed to be pronounced. So, for the sake of consistency with the original Rosenkreuzstilette, we decided to replace the katakana renderings with the English renditions of each name. Before you ask: yes, we will be exploring these in detail in a future developer diary entry.
Decisions, decisions... If only there were a book that claimed to hold all the answers... |
Naturally, we made a point of touching-up the German and integrating our English localization as seamlessly as possible.
Yep, empty passwords work the way they're supposed to. |
Well, that's all for now. I have a vague idea of what I'll shine a spotlight on next time, but, if there's anything in particular that you'd like to see, be sure to ask for it in the comments below!
See you next time!