Yeah, we messed that textbox up. The original textbox did say "when all variables besides humidity are the same".rainwizard in the YT comments wrote: Saying that two gases have the same volume does nothing to tell you which is heavier.
This was actually the very first textbox we discussed after I did my original read through of the game script, and in my notes I did point out that the textbox said 'all other variables', whereas lion's textfile had 'volume', and I'm sure we did discuss this. I don't remember why we quietly decided not to change it in the final hack, but it might have had to do with space. Space wasn't an overall issue due to certain bit of ASM coming up soon that would've allowed for more room, but we might have considered that overkill at the time, and just made the concession that 'volume' would have to suffice. It's also very possible we just didn't have a good feel yet at the beginning for how far to go in modifying what lion had, and it just fell off the radar in our later revisions.
This is something we'll address in the next update, with credit to rainwizard.
This depends on how you look at it. Textboxes that just gave straightforward information were pretty much always translated in full, mostly thanks to some ASM that should make its first appearance in the next video or the one after that. There were a couple messages that proved a bit confusing due to them requiring knowledge of references and context. There's also just cases where you need to put in some grammatical information, or take some out, due to how the English and Japanese languages work. Deciding how to handle situations like those also involves contextual knowledge, and we prioritized bringing across the original author's probable intentions, emphasis, and an approximation of their style more so than the exact phrasing they used. This sometimes involved taking out a bit of information, and sometimes adding a bit, though we did aim to keep it as accurate as reasonably possible. Of course, this went a bit wrong in today's video, as mentioned above.Zach808 wrote: ↑5 years ago Wasn’t there also a cutscene where the text looked like some sort of slot machine? Did you have to translate that, or was it meant to be art?
Overall, were there ever any “I AM NOT TRANSLATING THIS!!!” moments like we got with Oyster? Or did you somehow manage every bit of text?
So, trust me when I say that we never just looked at a bit of text and went "well that doesn't make any sense to me, let's just ignore it and pretend it never existed". Whenever localization of a joke would be impossible or too intrusive we put in a note, though without going overboard with walls of text explaining every enemy. There was only one example of outright dropping stuff due to a combination of lack of space and stumping us as to the intention, even after a significant amount of research. This was the yellow switch message. I was actually intending to post about that but forgot, so I guess I'll just put it below this wall of text. Besides that, there's of course always a chance that we missed something or mistook the intention of the message, but that's just the nature of doing translation without direct access to the original authors' minds. VIP 4 has proven to be quite a beast in that regard, since over the course of the two months I have been on the team we have been constantly finding new references and gaining new insights through testing and research that completely changed our interpretation of already-translated stuff.
Castle cutscenes can be pretty tricky, since we couldn't extend the character limit on those. For this hack, we only ran into some problems for this once, which I will be pointing out when it comes up. The cutscene you were referring to is probably the castle 3 one, which should make more sense in the translation, though I won't spoil how.
Belated translator's note: Yellow Switch palace