Stardom Warriors - LaSalle Ishii's Childs Quest
A downloadable game for Windows and Android
This is a recreation of the original Famicom game, LaSalle Ishii's Childs Quest, featuring both the Stardom Warriors localization and a new version with a translation of the original content. It's been rebuilt from the ground up in GameMaker to run on Windows, Android, and any other platform I can get around to.
LICQ was initally not released in the U.S., likely due to the obscure celebrity cameos, excess of Japanese pop culture references, dirty jokes, and Japanese puns. However, I released a translation patch of the game to replace the celebrity references with a brand new story and make the game family-friendly, as if it were localized by Nintendo of America. However, the restrictions of the original NES platform meant that I had to heavily abbreviate many of the terms in the game, resulting in a clunky script. My Japanese skills were also quite lacking at the time, meaning much of the game went over my head.
With this project, I've made a complete recreation of the original game with a huge number of improvements to the localization, including:
- Fully unabridged text
- Retranslated lines
- Non-abbreviated item names
- You can name your Manager with 8 characters instead of 4!
- Save files instead of passwords
Also, I added an option to turn on bonus content which adds a bunch of cool new stuff to the game:
- Tons of new hidden items scattered around the world
- New and improved quizzes
- Hidden suits are now equippable
- New NPCs
- New items, including one to reveal hidden secrets!
- A secret hardmode! (Name yourself "TORAKIA" to unlock)
- A new area to discover
- New final boss music
The bonus content is mostly implemented, but I still need to add some abilities when you have the suits equipped. The new area in the game currently has no enemies or cutscene. For the time being, you can find by walking into the mountains at this spot:
You must actually walk ONTO the mountain tile the Manager is facing in the image.
Then, the Secret Lens can be obtained by LOOKing at the tile shown at the sparkly, left 1 and up 1 from the Manager's position in this image:
Finally, I'm about 70% done with an additional mode which restores the unlocalized content of the Japanese version! The main dialogue script is all that's left to finish. You can play a faithfully translated version of LaSalle Ishii's Childs Quest for the first time! At the moment, I'm looking for feedback one the format of the text in the Japanese mode, so any advice you can offer on the look and feel of it is appreciated. Keep in mind that my goal is to emulate the original game's UI as much as possible.
Despite being called "beta", you CAN beat this game from start to finish in all version. I've also stomped out as many bugs as I could find.
This game is not quite 100% complete, but I'm releasing it at the moment to get some playtesting and feedback before I consider it done. Any and all feedback you can provide will be helpful in making this recreation the best it can be.
If you like this game, then be sure to check out its direct sequel on Steam ( https://store.steampowered.com/app/1899110/Octo_Vinctum_Revenge_of_the_Czar/ ) or the experimental free version here on Itch Io ( https://polinym.itch.io/octo-vinctum-mystic-knights ).
Controls:
Spacebar: A Button
Shift Key: B Button
Arrow Keys: D-Pad
Z Key: Start Button
Status | In development |
Platforms | Windows, Android |
Author | Polinym |
Genre | Role Playing, Adventure |
Tags | Cute, Dogs, Funny, japan, JRPG, NES (Nintendo Entertainment System), Parody, Pixel Art, Retro |
Comments
Log in with itch.io to leave a comment.
Greetings, Polinym!
I first learned about your existence on the Fire Emblem wiki (the page for "Fan translation"), and looked into you further because your name stood out to me. You said on your page that you're interested in hearing out aspiring devs- I happen to have a vision for a game in the same genre as the aforementioned Fire Emblem. I don't actively seek your help just yet, as I cannot properly compensate you at this time, but would you be interested in continuing this conversation once I can? Just wanted to make sure you were still active, more than anything else.
Yup, still active! I'm happy to share any information I can that can help you on your quest. Just let know what you need.
Thanks! So what's like... your process, from idea to game? What order do you do things in?
The way you're "supposed" to do it, the way I think studios do it, is they create a big design document outlined everything that's going to be in the game from the outset, build that, and test it. Since I'm mostly just working by myself, I do things a bit differently.
First I get a concept of what kind of thing I want to make, such as "EarthBound characters explore haunted house (Andonuts Mansion)", or "Pop Star Debut as a JRPG (Octo Vinctum). I also try my ideas with my friend Mareeta to get some more input, then I start planning the general features I want to include. Example: Combat with Talents and words, visual novel segments, explore towns, etc. I also usually come up with the basic idea for the beginning, some middle events, and the end state. For Octo, it was "Sabrina leaves home to pursue her dreams", "meet friends and fight Synchronicity beasts", then finally "showdown with ultimate evil on the moon".
One big important step is to choose a game engine. For me, this has always been GameMaker. For what it is you want to make, I can give more recommendations. I also decide the art style for the game, for me limited to my and Mareeta's drawing abilities. Having a dedicated artist on the team is ideal, and you can always get free assets online too. I perfer using my own assets as much as possible.
Once I have a general idea of what I want to build, I just start building. I've made a lot of unfinished project and know how to code just about anything I need, so this is easy for me. If you haven't done a lot of coding before, it may be tougher to get started. The way I learned was by just trying to build things a bunch of times until I eventually found the best way to implement mechanics.
I first build the most important mechanics first, like the overworld player character, the most used menus and the combat system. The goal is to make the basic features so that it's easy as possible for you to add new content. As an example, all my RPG NPCs inherit code from a parent object so the only difference between individual NPCs is the line number (for dialogue), the sprite, and some AI/movement stuff. That way I can just place a new obj_npc_man2 in the room, give him a line of dialogue, and call it a day.
A lot of my projects have died before reaching the end of this point. The few that have survived reach the point of me just adding more content from the existing systems until I have everything I want. I often get new ideas as am I'm working, which I'll try and implement to see if it makes the game better or worse. Blindly accepting new ideas into your game can be dangerous, as it can make your game way too complicated to work on if you don't control yourself. Trust your own judgement there.
The last step is to playtest, another topic on its own. Get other people to play your game as much as possible, luxury I've virtually never had. A fresh set of eyes will help you see problems you can't.
I hope that helps. I tried to make my process as brief as I can, but I can go into more detail if necessary.
Wow, thanks! Luckily, I've been drawing my entire life, and I have only one option for a game engine because it's the only one I have a course for, so... I guess it's about time I stop procrastinating and continue the course so I can actually learn those mechanics that I'd be making a comic if I didn't want to learn them. Thanks for getting me off my tuchus!
Glad for your hard work and efforts on tackling this project, Polinym!
I loved your original localization of Stardom Warriors, and kinda suffered through the kaizo version of LaSalle Ishi's Child Quest only to know the original parody od Dragon Quest on it.
I would love to give you feedback on this new PC version that seems to have almost all the possible enhancements and no restrictions at all, but is there any chance of having also a 32-bit version for the PC?
Also, for some reason, i can't install the android version on my phone. The installing process ends abruptely before completion and the text ''program not installed'' pops up.
Weird :/
Hello! I'm happy you've enjoyed the various version of Stardom Warriors!
Unfortunately, GameMaker seems to only support exporting 64 bit .EXEs at this time, so I don't think it's possible.
The Android one won't install? That is weird. I just tested it on my phone and it seems okay. Guess I don't know what to tell you. :(
Oh, don't worry.Probably its a problem on my end.
I have an overloaded crappy cellphone, i had to uninstall lots of games that i really enjoyed just because its pretty old and most games stoped working on it.
And well, a potato PC i am stuck with until i made some space to install a 64 bit Win. :P
I will be following this project for the time being.
Hope you will be able to complete it with all the new features you have in mind for it ;)