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Crash goes to Japan – part 1

Jan11

It’s probably hard for younger gamers to recognize the position in gaming that Japan occupied from the mid eighties to the late 90s. First of all, after video games rose like a phoenix from the “great crash of ’82″ (in which the classic coin-op and Atari dominated home market imploded), all major video game machines were from Japan until the arrival of the Xbox. Things were dominated by Nintendo, Sega, Nintendo, Sony, Nintendo, Sony… you get the picture.

And in the days before the home market eclipsed and destroyed the arcade, Japan completely crushed everyone else. Only the occasional US hit like Mortal Kombat even registered on the radar.

Miyamoto, creator of Mario, playing Crash 1. I'm standing behind him off frame

All of this, not to mention the cool samurai/anime culture and ridiculously yummy food (see my sushi index!), made us American video game creators pretty much all Miyamoto groupies.

But on the flip side, American games, if they even made it to the land of the rising sun at all, almost always flopped.

Japanese taste is different the wisdom went. Special. Foreign games even had a special name over there (which I have no idea how to spell). These “lesser” titles were stocked in a seedy back corner of your typical Japanese game store, near the oddball porn games.

So it was with great enthusiasm and limited expectations that we approached the mutual Naughty Dog, Mark Cerny, and Sony decision that we were going to take  the Japanese market really seriously with Crash. Sony assigned two brilliant and dedicated producers to us: Shuhei Yoshida and his then assistant Shimizu (aka Tsurumi-0600). They sat in on every major planning meeting and we scheduled the whole fall for me to localize the game in exacting detail (while we were simultaneously beginning work on Crash 2!).

For the most part, Yoshida-san made things happen and Shimizu, who has literally played like every video game ever made and read like every manga, worked the details. I (with a bunch of help from the artists) had to put in the changes.

Yoshida-san front and center, Shimizu on the far left, Rio (joined the team during Crash 2) on the far right

Somehow Yoshida-san was able to maneuver the game into being not one of those funny foreign games, but an official bona fide release of Sony Computer Entertainment, Inc. the first party Japanese studio. And it was to be sold and marketed pretty much like it had been made in Japan! Wow!

So to pull off this cultural masquerade Jason and I decided that Shu (as Yoshida-san was affectionately known) and Shimizu got pretty much whatever they wanted. They after all, knew the mysterious Japanese market. Which turned out to be pretty darn true. And, besides, both are really really smart and crazy hard workers (Shimizu is famous for sleeping under his desk) and so we all got along famously.

The gameplay itself wasn’t really too much of an issue. Shimizu did help us smooth out some sections and make them easier (often by adding extra continue points − opposite of Europe). But there were a lot of other changes.

The Crash 1 main titles, in Japanese

First of all, we had to translate the text. Some of this wasn’t so bad. But the main logo was a 3D object and Jason had to painstakingly create a version of the paper design the Japanese provided us — which required lots of checking from Shimizu as he doesn’t speak Japanese.

Above is the opening in Japanese.

And things got even harder (for me) with the in game text. The Playstation didn’t have a lot of video memory and we were using a medium resolution 512 pixel wide mode anyway. What little there was, we had pretty much consumed. But the Japanese language has four alphabets! One is Latin, two are similar but different looking phonetic alphabets, and the last is the giant Kanji pictographic database. Kanji would’ve been impossible, but we needed to cram the two extra phonetic sets in. Plus the characters are more intricate than the Latin alphabet and need more pixels. I can’t remember what I did to squeeze them in, but I do remember it was painful. One part I do recall was implementing the sets of letters that vary only by an extra dot or ” mark by drawing them with two sprites (hence saving video ram).

Once the font was installed we had to input the crazy looking “shift JIS” text. One of the problems in those days was that the text editors all 8-bit, unlike today were 16-bit typesets dominate. And with a European language you can usually tell if a line of text had gotten swapped or mangled, but in Japanese… and even worse, in shift JIS it just looks like a bunch of garbage characters.

So again, Shimizu had to check everything. A lot.

Our opening and closing cut scene dialog was recorded in Japanese using very high profile Japanese actors (so they told me). We replaced those audio files (using one of my automated systems of course!). There were also a good number of cases throughout the game where we had placed text in textures. The configuration screens, loading screens, load/save screens and all sorts of other ones. These all needed new versions. We collected all of these textures, shipped them out to Japan and got back Shimizu certified versions in exactly the same sizes with the Japanese text. I used and upgraded the system that I had built for the European version so that any file (texture, audio, etc) in the game could be “replaced” by a file of the same name in the same directory with a .J on the end (or a .S, .E, .F, .G, .I for various European permutations). The level packaging tool would automatically suck up the most appropriate version and shove it in the J versions of the levels. I’m not sure we left ANYTHING untranslated. Even Japanese games usually had more Engrish. Achem, English. I so remember a Castlevania with “Dlacura’s grave.”

Then the Japanese came up with this idea of having Aku Aku explain various gameplay mechanics to you when you break his boxes, much like the raspberry boxes in Super Mario World. This was a great idea, except it meant that the game was suddenly filled with about 200 extra paragraphs of text. Undecipherable text. I had to squeeze that into the levels too. More problematic was the seemingly simple fact that when a big block of text comes up on the screen the game effectively needs to pause so the player can read it. You can’t just “hit pause” but need a separate state. This simple feature caused a lot of bugs. A lot. But we stomped them out eventually.

Above you can see a walk through of the first level. A lot of the PITA localization work was in the save screens (big fun: character entry screen in three Japanese alphabets) and the various statistic screens at the end of the level. I think the Japanese allowed us to do away with the horrible password system and use memory card only.

The Japanese box and CD with its very strange Crash and Eve painting -- it was nice and colorful

The Japanese also had some famous actor record a whole collection of really zany sounding grunts and noises that Crash was to make. Shimizu lovingly crafted long lists of extremely specific places in the game where exactly such and such exclamation was to be uttered. He was never one to spare either of us from a great deal of work :-) But his willingness to tackle any task himself, no matter how tedious, made him hard to refuse. I also had to squeeze all these extra samples into the extremely tight sound memory, mostly by downgrading the bit-rate on other sounds. This caused Mike Gollom, our awesome sound design contractor to groan and moan. “3.5k is pure butchery” he’d complain. I found this SGI tool that used a really advanced new algorithm to downgrade the sounds, they sounded twice as good at any given bit-rate than the Sony tool.

Anyway the really funny bit about these Crash sounds was the subjective feel they left us Americans with. Strange! They made Crash sound like a constipated old man. But the Japanese insisted they were perfect. I guess they were right because the game sold like crazy over there.

Another weird audio difference was that five of the songs were swapped out for new ones. Josh Mancell the composer put it this way:

An 11th hour decision made by the Sony people in Japan. They felt that the boss rounds needed to sound more ‘video game-like’. The only reference they gave was music from the Main Street Electrical Parade at Disneyland. I only had a day or so to write all those themes. My favorite comment was about the original Tawna bonus round music. It roughly translated into ‘the sound of the guitar mixed with the tree imagery is too nostalgic-sounding’. I’m still scratching my head on that one.

You can find the different tracks here.

There were also a host of minor but strange modifications we needed to make. One was that a few characters originally had four fingers, which is typical of most American cartoon characters. Apparently the Japanese have a more than usual dislike of disfigured humanoids. Fingers were added (to make them the normal five). There were a whole bunch of little visual, audio, and gameplay changes Shimizu had us make to the game. Most of these I felt were neutral, different but not really better or worse, so I just trusted him and put them in. Occasionally if they were a really pain I pushed back.

Eventually, right around Thanksgiving, just in time for Jason and I to head to Japan to promote it, the Japanese version was ready!

Coming soon, I plan on a part 2 covering Japanese marketing and promotions!

If you didn’t catch it, I have a similar detailed post in the European localization of Crash.

If you liked this post, follow me at:

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The series starts with: Making Crash Bandicoot

Cover of the hint guide in Japan

Related posts:

  1. Crash Bandicoot – An Outsider’s Perspective (part 8)
  2. Making Crash Bandicoot – part 2
  3. Making Crash Bandicoot – part 1
  4. Making Crash Bandicoot – part 5
  5. Crash Bandicoot as a Startup (part 7)
By: agavin
Comments (46)
Posted in: Games
Tagged as: Atari, Crash Bandicoot, Japan, Japanese Localization, Mark Cerny, Mortal Kombat, Naughty Dog, Nintendo, Sega, Shimizu, Shuhei Yoshida, Sony, Sony Computer Entertainment, Super Mario World, Video game, Xbox
  • Pingback: Parlez vous Crash :: All Things Andy Gavin

  • Hukky1

    The reason why you had to give the characters five fingers is that having four fingers is commonly associated with the Yakuza, the members of which traditionally cut off the little finger of their left hand as a form of apology. It’s actually pretty common to give animated four-fingered characters an extra finger when they go to Japan.

    • http://all-things-andy-gavin.com Andy Gavin

      That’s right. A had forgotten the exact reason (15 years will do that)
      Sent from my iPad

      • Anonymous

        Does any real person care what you used to submit your post?

        Surely, buried somewhere in all that Fisher-Price nonsense there must be a way to turn off the Apple self aggrandizing.  Maybe there’s an APP for that?

        • http://all-things-andy-gavin.com Andy Gavin

          Haha. Actually disquis seems to filter out “Sent from my iPhone” but I guess not the pad yet.

        • Abhay Rana

          The iPad mail app does that automatically.

          Unless you turn it off.

  • Mr. Guest

    Although I’ve never played the game I really enjoyed this article. Ive been living in Japan now for 14 years and the changes and efforts you and your staff made we’re absolutely necessary to appeal to the Japanese. I’m keen on hearing about your marketing and promotions :)

    • http://all-things-andy-gavin.com Andy Gavin

      Thanks!

      • T.C.

        Man, I love these write-ups! I have two questions for you Andy:

        What is the reason for this?Fake Crash – Some of Fake Crash’s cameo appearances have been omitted. Most notably, he appears in Hog Ride, something that doesn’t happen in the NTSC-US version, but does in the PAL one. (http://crashmania.net/?menu=3&page=versions-2)

        I came across this on the Crash Mania forums. What was the purpose of this disc?http://www.sonyindex.com/Pages/PAPX-90010.htm
        http://item.rakuten.co.jp/surugaya-a-too/1193966-1/

        • http://all-things-andy-gavin.com Andy Gavin

          Fake Crash didn’t show up until Crash 3: Warped. So I’m not sure what the deal is there.
          That is a Japanese demo disk. For Crash 2 and 3 we made one or two level demo disks that were given out at trade shows and the like to promote the game in advance of release.

  • DanGameTank

    Awesome :)

    I kept watching the Japanese walkthrough vids you embedded, and the platforms/leaves/logs/lillypads in the river levels are all HUGE! Was that a big job to implement? I guess that’s one of the biggest differences in the 2 versions of the game.

    • http://all-things-andy-gavin.com Andy Gavin

      I forgot about that, but no, it was probably just changing a scale

  • http://twitter.com/johnnygf johnnygf

    I think it’s bona fide (Latin for good faith/trustworthy), instead of bonified

    • http://all-things-andy-gavin.com Andy Gavin

      Fixed! I looked it up. Although in recent years the “misspelling” bonified has become commonplace (according to various dictionary sources). Since I’m a classicist of sorts, I’ll go with the Latin :-)

      • Gina

        Don’t forget ‘definitely’…we usually forget the spelling too as ‘definately!’ :) [the word is not on this article. lol]

  • DanGameTank

    What kind of things was Aku Aku saying? I like the way he comes up to the screen!

    • http://all-things-andy-gavin.com Andy Gavin

      Oh, just advice on playing and mechanics. Like: “If you collect one Aku Aku, I will protect you from one hit. Two I will…”

  • http://warbandit.exteen.com Ratcicle

    Why Japanese (and Prototype) version use different music in Bonus round?

    • http://all-things-andy-gavin.com Andy Gavin

      I explained in the blog, our Japanese producers thought the style of some of the music could be improved for the Japanese market.

  • Andrew Conley

    Wow, you actually used “ratchet5′s” LP of Crash Bandicoot Japanese! I’m on Skype with him now; he’s quite proud that you used his video. Awesome article Andy; as a superfan of Crash and Spyro (who still plays the games to this day), I’m so glad you have all these blogs about the classic games. Keep up the excellent work.

    • http://all-things-andy-gavin.com Andy Gavin

      Thanks! Yeah those were a serious set of walk thru videos, I watched the first 5-6 parts for the nostalgia.

  • http://xkeeper.net/ Xkeeper

    Haha, a link to TCRF. Cool beans. :D I’ll have to mention that they should add some of the regional changes onto the wiki, it’s kind of interesting to read from your perspective.

    Now what about those unused levels? :P

    (for the record, we also have a lot of other stuff on localization stuff, though it’s usually the other way around; localization was and still is a pretty bizarre process in most cases)

  • William Errey

    did crash 1 have a hint guide for the australian version?

    • http://all-things-andy-gavin.com Andy Gavin

      Probably, not that I remember

  • its_not_a_me_mario

    Can’t wait for more blog posts :)

    • http://all-things-andy-gavin.com Andy Gavin

      I’m trying to do one a week. They take most of a day each to write and proof :-)

  • Jonas Falk

    Andy do you (or anyone else) happen to know anything about the “alternative music CD” that you could get if you pre-ordered the first Crash Bandicoot back in the days? Here’s a picture of a magazine advertise http://www.wefestival.com/ebay2/cmk12486.JPG

    • http://all-things-andy-gavin.com Andy Gavin

      Yeah we knew about it. That was a marketing promotion. It wasn’t Crash music, but indie sony bands if I remember correctly.

  • Guest

    Japanese Crash is very cute and funny.
    Andy can I ask you a question?
    If you had the opportunity to create another Crash Bandicoot game, do you think you will link  the story to the one from Crash Bandicoot 3 / CTR, or you will continue from the last game? (Actually the last is Crash Mind over Mutants)

    • http://all-things-andy-gavin.com Andy Gavin

      100% I would ignore anything past CTR. :-)

      • Guest

        So maybe you would have explained how Cortex Uka Uka and N. Tropy return to the present before CTR i think.
        In my opinion the Crash Bandicoot series ends with Crash Bash, and after 12 years I’ m still waiting for a Crash Bandicoot games, because the one that we have for Play Station 2 surely isn’t Crash… Andy, What you think about new characters like Crunch Bandicoot, Nina Cortex and the other? And about the Titans/Mutants?

        • http://all-things-andy-gavin.com Andy Gavin

          For me also, it ended with Crash Bash and I have barely paid attention to the cheesy after games. Sort of like an old ex-girlfriend who is now dating losers :-)

          • Guest

            I’ ve played all the games of the series and I still prefer the originals. For me Crash and the other characters are doing what the CTR credits says (Those were really funny lol). Do you know that Superbot is developing a game similar to Smash Bros but with Sony characters? Jack and Daxter are confirmed to be in it, I hope they can include also Crash and maybe Cortex.
            However thanks for the answer and I’ ll continue to wait for a real Crash Bandicoot game (It’s not difficult to make why the other developers continue to change him?)

          • http://all-things-andy-gavin.com Andy Gavin

            :-)

          • Guest

            Andy, I’m studying C language at university, I read the articles related to GOOL and your work for Crash was, and still is, amazing!
            Is GOOL related in any way with C language? And if yes is possible to program a Crash Bandicoot game with C?

          • http://all-things-andy-gavin.com Andy Gavin

            I have a big article on GOOL here.

            It’s a LISP-like state machine language and has very little to do with C. However, it would be perfectly possible to write a Crash game in C. C is a Turning Complete major language, you could write just about anything in it, and most games these days are written in C/C++. It is, however, very common to use a scripting language of some sort for the game logic as C is a bit rigid for this — which doesn’t make it impossible in any way.

          • Guest

            Well I’m only at my first year, maybe we will study LISP. Thank you for your answer, I wish one day I could create my own game (Maybe a Crash game XD). However Crash will be forever my ispiration. It’s sad think that Crash could be the Sony equivalent of Super Mario if Universal had not sold the rights…Now I’m still waiting for a real Crash game after 12 years (form the release of Crash Bash) but Activision and other companies seems to have no intention to bring the series as it was on the PSX

  • Angus Dacey

    If you think the first 5-6 Parts of Ratchet’s walkthrough were good, you should check out his Sunset Vista parts. I can guarantee that you’ll get a kick out of his frustration of doing that level. 
    http://www.youtube.com/watch?v=UQqWchzx310. There’s the link if you’re interested.

    • http://all-things-andy-gavin.com Andy Gavin

      Thank Dave for Sunset Vista! That was all his baby :-)

  • Victor Kolbe

    Andy, I know it has nothing to do with this article, but I want to start programming, and you’re the Chuck Norris of programming so I just want to trouble you for one question: Why not start with a language like C? I was choosing between ActionScript (Flash), Java, and Objective C (so I could write iOS applications, and migrate to C++ more easely later on).

    Thank you in advance, for your time.

    An old and loyal fan ;-)

    • http://all-things-andy-gavin.com Andy Gavin

      In short answer. There is nothing terrible about starting with C, but it isn’t a very good learning language (and C is 1000 times better than C++) because it’s finicky and requires a great deal of micro management on the part of the programmer. C is very dated, being an early 70s practical language from the days when having them compiler run “2 passes” was too much. LOL.

  • Je

    Hi Andy

    Will you do a Crash
    2 article and could you as mark cerny to voice his opinions on the crash series
    from his time at universal to what his opinions of crash nowadays?

    Also does it frustrate
    you that Activision got the franchise in 2008 and has done nothing at all with
    the franchise?

    • http://all-things-andy-gavin.com Andy Gavin

      I’m working on a Crash 2 seres

  • Joe

     
    Hi Andy

    Heres what Activision CEO Eric Hirshberg said about crash recently, heres the link.
    http://kotaku.com/5857454/waiting-for-a-crash-bandicoot-comeback

    what do you think he meant by ” I would love to bring him back if we could” Surely he has the power to, as he is the CEO of Activision.

    • http://all-things-andy-gavin.com Andy Gavin

      Big game companies like Activision have a lot of franchisees and only a limited number of teams. This means that they have to decide which subset of those they have in production. Now, we of course think that Crash is worthy of being one of them :-) , but there are a lot of factors involved. Some teams are only good at certain types of games. Some have an original property to work on, some are busy with “key” properties (like Modern Warfare), etc.

  • DanGameTank

    Any news on Part 2 of this? :)

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