![quick prick megaman sprite game quick prick megaman sprite game](https://i.imgur.com/YAT3AbS.jpg)
We had no reservations using this new set of graphics in the main game despite knowing that purists would inevitably complain about what was for all intents and purposes an unavoidable change.Īs you can imagine, we made a point of revisiting the issue once we had gotten our hands on the original source files. Our first choice was to use the crosses that appear throughout the Imperial Training Grounds, and the effect just worked. So, we decided to try something completely different that matched with the precedent set by the other ability graphics. We tried to recreate the effect using the light-through-the-clouds graphics from the final stage, but the results just didn't meet our expectations. However, for Seelegewehr, Eins, and Zwei, the original rays-of-light-shining-through-the-clouds image was never used anywhere in the entire game.
![quick prick megaman sprite game quick prick megaman sprite game](https://pbs.twimg.com/media/FGqvnOqXsBI-4IT.png)
For the eight boss weapons, this was a piece of cake seeing as the background of each graphic was taken from the eight main stages. There was no need to alter Lilli's graphic since it didn't contain any language-specific text, but we had to rebuild the other 11 ability graphics so that the Japanese descriptions could be replaced with their English equivalents (to not do so would make the graphics far too cluttered to be aesthetically pleasing). The only glaring difference in four screenshots can be found in the backgrounds for the ability graphics. Skipping ahead to 2015 (after WOMI had provided us with the game's source graphics), we made a point of reworking the subscreen so that the English translation would not only fit, but look like a natural part of the design. Since there wasn't much space below the original German subscreen text to fit an English translation without making it look cramped or unnatural, we ultimately decided against including the line in our release (though we left our rejected attempt, pictured above, intact in our internal builds of the game). Our 2009 release left only two instance of German untranslated: the "Die Zeit vergeht schnell" text ("My, how time flies." or "Time marches on.") that appears when using the Blind Fast-Forward feature while viewing a Replay file, and the subscreen's "Waffenenergie" (a slightly awkward German rendering of "Weapon Energy"). In our original fan translation, we wanted to accompany every single instance of German text in the game with its English equivalent.
![quick prick megaman sprite game quick prick megaman sprite game](https://www.keengamer.com/wp-content/uploads/2021/08/Zool-Redimensioned-Review-PC-Spikes.jpg)
The result is a subscreen that just "feels" right, whether or not the player actually notices that the Extra Life and Cross Tank counters are now vertically centered. Remember the concepts of alignment and compositional balance we went over in the second Developer Diary entry? We took those same principles to heart when "redesigning" this subscreen, relocating elements to balance the layout while minimizing the amount of wasted space, using a single font consistently throughout the design in accordance with proper design philosophy. The majority of these changes are barely noticeable very few people would notice that the silver background was repositioned or that the blue window and decorations were nudged to the side. If you were to play "spot the differences" with the four screenshots to the right, you might be surprised to find that every single element in the official localization of the game has been altered in some way from the original Japanese. Some of these changes were made because of technical limitations or not having the source material available at the time, while others were conscious changes made with the spirit and setting of the game in mind. RKS's Status Subscreen (also known as the Start Menu or the Weapon Subscreen) has gone through many subtle revisions over the years.