Glover wrote:
I’m guessing Devil Busters is what eventually became Jack Bros., too…
Yeah, with this game, I’m trying to figure out if “Devil Busters” was ever intended to be the title for the Japanese release, or if it was just contemplated as being the title for the North American release. The earliest mention of the game that I can find in all of the Japanese gaming magazines posted online to date is in the June 16, 1995 edition of Famitsu Magazine, where it was revealed that “Jack Bros.” was intended to be part of the title for the Japanese release. Chances are, the information in that magazine was probably ready for publishing about a month before the June 16, 1995 date, as is typical with the publication timelines of most gaming magazines. Now, this 1995 Nintendo Products catalogue would have been distributed at E3 during the period of May 11 – 13, 1995. With this information, it seems to me that the “Devil Busters” title may have only been being contemplated as the title for the North American market and not the Japanese market, but then they eventually decided to stick with the Japanese title even for the North American release. Otherwise, the “Devil Busters” title even for the Japanese market would have very quickly changed to “Jack Bros.” within this very small period of time.
Incidentally, I find what appears on page 31 to be amusing. It seems that Nintendo truly had intentions to include an AC adapter with the Virtual Boy systems and had that included when this products catalogue was printed off. But then, by the time this catalogue was going to be distributed at E3, they knew that the AC adapter wasn’t going to be included, so somebody had to go through each of these catalogues and cross out the AC adapter part with a marker.
Robert Molander wrote:
starting 22 Februari on television in Sweden. Four days a week i Will be seen in a show named “Zombie” and the channel is SVTB.
Congratulations! That’s awesome! 🙂
bigmak wrote:
I think virtual lab might be rarer then bowling…Just an opinion thou
There always seems to be a few copies of Virtual Lab available on Amazon Japan, though, which isn’t the case with Virtual Bowling, which is one of the reasons why I place Virtual Bowling above Virtual Lab.
I need to mention a change to my previous English translation, which appears in post # 10 of this thread, for the Flying Henry article that appears in the 355th issue of Famitsu Magazine, dated October 6, 1995, on page 223. There is a difficult Japanese phrase in that article, which I originally decided to translate as “blasting them away.” The phrase most closely seems to mean “to send (something) flying,” without indicating the specific means by which the object is sent flying, which is why I wasn’t sure if enemies could be sent flying by bullets shot from Henry during that part of the game or by some other means. I am now going to translate it as “knocking them flying,” and I believe that this phrase relates to what happens to the enemies when Henry does his dash attack into them. The recent translation of the article from Dengeki has made me conclude that this is what the article in Famitsu was trying to convey with its less clear phrase. Thus, none of the articles that I’ve translated to date for Flying Henry give any indication if he has the ability to shoot the enemies during the 2D scrolling portions of the game. Nevertheless, this Famitsu article does indeed clearly show that at least during the 3D flying portion of the game, Henry has the ability to shoot, at least during the boss fight. To me, it would be strange if Henry can only shoot during the 3D portions of the game and not at all during the 2D scrolling portions. Nevertheless, I haven’t found any original authoritative information yet indicating that he can also shoot during the 2D scrolling portions of the game.
Attachments:
Benjamin Stevens’ English Translation for Flying Henry Article, which originally appeared on page 29 of Dengeki Super Famicom Magazine: October 27, 1995 – No. 17 (電撃スーパーファミコン 1995年10月27日合併号 NO.17)
最速
Optimized
VBファイル
VB File
空とぶヘンリー
Flying Henry
●ヒューマン ●今冬発売予定 ●価格未定 ●ACT ●容量未定
●Human ●Expected Release: This Winter ●Price TBD ●Action ●Capacity TBD
おとぼけヘンリーが大活躍
Innocent-Looking Henry’s Great Domination!
とぼけた主人公ヘンリーを操って敵をやっつけていくスクロールACT。ヘンリーは、フワフワぼーっと空を飛んでいる。こいつをうまく操作してジャンプしたり、ダッシュして敵を倒していく。画面奥に向かって移動することもでき、前後左右にヘンリーが大活躍するぞ。
This is a scrolling action game where you control the innocent-looking hero, Henry, to defeat the enemies. Henry flies around in the sky in a light and airy as well as sluggish manner. You defeat the enemies by making this fellow land on them or dash into them. Henry moves about to the left and right and all around, and he can also move towards the back of the screen.
▲とにかくすっとぼけたヘンリーがおかしい。見てるだけで楽しいキャラだ。
▲Innocent-looking Henry might be a bit peculiar, but he’s also a fun character to watch.
◄もちろんキビシイボス戦もあるよ。
◄There are, of course, also tough boss fights.
JoePassive wrote:
I thought it was Jack Bros, but I guess no. I’m talking US and JP…
maybe Space Invaders: Virtual Collection or Virtual Bowling?
Space Invaders actually comes in at 4th. The top 4 rarest commercially released Virtual Boy games, in this order, are:
1. Virtual Bowling
2. Virtual Lab
3. SD Gundam Dimension War
4. Space Invaders: Virtual Collection
adler_0 wrote:
If there is any interest in using any of this for the site, I’d be happy to put the time in to scan all of them. Let me know what you think.
If you want to, great! Otherwise, these photos are already very clear. Thanks for sharing!
vuefinder83 wrote:
Man, this is some amazing stuff Ben. Thank you for all of this!
No problem!
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Benjamin Stevens’ English Translation for Bound High Article, which originally appeared on page 46 of Dengeki Super Famicom Magazine: January 5/19, 1996 – No. 1 (電撃スーパーファミコン 1996年1月5日1月19日合併号 NO.1)
VBに秘策あり
There are Secret Plans for the Virtual Boy
任天堂山内社長
講演会で語る
Nintendo President Yamauchi
Speaks at a Lecture.
11月24日、ファミコンスペースワールド’95の初日に行われた、山内社長の講演会では、任天堂のVB戦略についても話を聞くことができたぞ。「TVゲームとの異質性を追求するためのハードであるVBなのに、そういう異質性を強調できるソフトが少なかった。現在、VBらしいソフトを作り上げているところです」と。
At President Yamauchi’s lecture, which was held on November 24th, the first day of Famicom Space World ’95, we were able to listen to talk about Nintendo’s strategy for the Virtual Boy. He said, “Although the Virtual Boy hardware can achieve the heterogeneity of television games, the amount of software that can emphasize that sort of heterogeneity is small. Currently, we are creating software worthy of the Virtual Boy name.”
これからのVBには”らしさ”を追求するソフトを用意すると語った山内社長。その言葉どおり、現在任天堂では、そういったVBソフトが数本開発中だということだ。ゲーム作りの天才集団任天堂がホンキになったら、必ずやボクらをうならせる野心作ができるハズ。どうやら来年はVBがその無限の可能性を発揮しそうな年になりそうだぞ。
President Yamauchi said that the future of the Virtual Boy is in creating software in pursuit of a “likeness.” In accordance with these words, a few Virtual Boy software titles of this type are currently in development at Nintendo. When Nintendo’s genius game-making group becomes serious, we can expect ambitious works that are sure to wow us. It seems that next year is likely going to be the year that the Virtual Boy demonstrates its unlimited possibilities.
▲山内社長はその異質性を生かしているソフトとして『バウンド・ハイ』をあげた。
▲President Yamauchi mentioned “Bound High” as software that takes advantage of the heterogeneity.
Attachments:
Tokyo Toy Factory has had a complete-in-box copy listed on Amazon Japan for a long while now:
I don’t know why they’ve never listed it on eBay, especially since they’ve listed several copies of Gundam and Space Invaders on eBay in the past, all of which were in near mint condition.
It says you can contact them in English, so maybe you should look into it and find out more about the condition. I wouldn’t be surprised if they are being very modest with their “Good Condition” description. It could very well be near mint like the several copies of Gundam that they sold on eBay in the last few years. I swear that they probably had a brand new 10-piece box of Gundams that they just opened, selling off the games inside individually. The same thing might even apply to Virtual Bowling. It’s a huge store and very trustworthy.
You’ll find all of the booklets that I made for the limited production runs here:
http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=6031&post_id=31852#forumpost31852
The thing that I question the most is: Where did the information originally come from, that Dragon Hopper was ever exhibited at Famicom Space World ’95? On this site, it mentions that 19 games were exhibited there:
Bound High
Dragon Hopper
Polygo Block
Virtual Block
Doraemon
Faceball
J-League 3D Stadium
Out of the Deathmount
Proteus Zone
SD Gundam Dimension War
Shin Nihon Pro Wrestling
Sora Tobu Henry
VB Wario Land
Virtual Bomberman
Virtual Double Yakuman
Virtual Gunman
Virtual Pro Baseball ’96
Virtual Bowling
Virtual Lab
Nevertheless, the article I just translated mentions that there were only 18 games exhibited in total, and if I had to guess, Dragon Hopper probably doesn’t belong in the list of the games that were there, or surely it would have been mentioned in addition to Bound High. I find it also very strange that Dragon Hopper has not appeared on any of the release forecast lists in any of the Japanese gaming magazines that have been found and posted online to date. I can’t find any original Japanese information on Dragon Hopper in anything, so I’m just wondering where the heck such allegedly came from.
L___E___T wrote:
Hi Ben, excuse me if Imissed it – but is that Bound High section with Yamauchi translated already? very interested to see what that says!
Not yet, but it is next on my agenda. 🙂
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Benjamin Stevens’ English Translation for Virtual Gunman Article, which originally appeared on page 46 of Dengeki Super Famicom Magazine: January 5/19, 1996 – No. 1 (電撃スーパーファミコン 1996年1月5日1月19日合併号 NO.1)
ファミコンスペースワールド’95
バーチャルボーイ
Famicom Space World ’95
Virtual Boy
スペースワールド’95会場には、NINTENDO64やSFCソフトばかりでなく、VBソフトも数多く展示されていた。まだVBの映像を見たことのない人も多いようで、各ソフトともかなりの注目を集めていたのだ。特に、シンボリックゾーンに出展された『バウンド一ハイ』は人気を呼んでいた。なお出展されたVBソフトは全部で18本。そのうちの1本をご紹介。
The Space World ’95 venue had a large number of Nintendo 64 and Super Famicom software as well as Virtual Boy software exhibits. It seemed that with many people who had never seen the images in the Virtual Boy before, it was attracting considerable attention with each software. Especially “Bound High,” which was exhibited in the Symbolic Zone, was gaining in popularity. The total amount of Virtual Boy software exhibited was 18. Let’s introduce one of them.
バーチャルガンマン
Virtual Gunman
●ビクターエンタテインメント ●’96年3月発売予定 ●¥5,800(予価) ●STG ●8M
●Victor Entertainment ●Expected Release: March ’96 ●5,800 Yen (Tentative) ●Shooter ●8 MBit
▲次々に登場してくる敵を照準カーソルをあわせて撃破していくガンSTG。バリアを使った防御システムが新しい。
▲This is a gun-shooting game where you use the aiming cursor to defeat the enemies that keep appearing one after another. It features a new defense system that uses a barrier.
気になるのがこうした出展ソフトの発売日。多くは来年の3月になりそうなのだ。というのも任天堂がVBのCMを3月に大量に予定しており各社ともこれに合わせてソフトの発売を計画しているからだ。
We anxiously await the release dates of the software titles exhibited, such as this one. Many are likely to be released next year in March, since Nintendo and the companies involved are planning the launch of a large amount of software for the Virtual Boy in March.
▲バーチャルボーイのシンボリックゾーン。既存のジャンルにはなし意外性のあるソフトを出せることがこのハードの強みなのだ。新基軸ソフトが待たれる!
▲The Symbolic Zone for the Virtual Boy. A strength of this hardware is that it makes it possible to produce software for existing genres, while having elements of surprise. New pivotal software is being awaited!
Attachments:
Benjamin Stevens’ English Translation for Doraemon and Nobita’s Heart-Pounding Ghostland Article, which originally appeared on page 46 of Dengeki Super Famicom Magazine: January 5/19, 1996 – No. 1 (電撃スーパーファミコン 1996年1月5日1月19日合併号 NO.1)
新作VBゲーム情報発信基地
New Virtual Boy Game Information Transmission Base
バーチャルボーイ
ゲームフラッシュ
Virtual Boy
Game Flash
What appears in the long, vertical blue bar, which I moved to near the top of my English translation article:
ドラえもん のび太のドキドキ!おばけランド
Doraemon and Nobita’s Heart-Pounding Ghostland
What appears in the long, vertical red bar, which I moved to near the top of my English translation article:
ミニゲームいっぱいの遊園地でドラえもんが大活躍!! VBならではのしかけが満載だぞ!
Doraemon plays a very active role in an amusement park full of mini-games! It’s packed with gimmicks unique to the Virtual Boy!
VB初登場のドラえもん、今度の活躍の舞台は夜の遊園地。人気のないテーマパークを楽しもうとする夜の精霊たちを相手に、ドラえもんの大冒険が展開されるのだ。
It’s Doraemon’s first appearance on the Virtual Boy, and this time, the setting is an amusement park at night. Doraemon’s great adventure unfolds as he has some fun in the deserted theme park, while taking on the ghosts of the night!
基本は横スクロールのACTなんだけど、画面奥からの攻撃があるなどVB要素も満載。ジェットコースターや、バンジージャンプなど遊園地らしいミニゲームも見逃せないぞ。
Though fundamentally a side-scrolling action game, it is also packed with Virtual Boy elements, such as attacks from the back of the screen. Also, you won’t want to miss the mini-games typical of an amusement park, such as a roller coaster and bungee jumping!
ドラえもんが飛び回るACTなのだ!
▲It’s an action game with Doraemon bustling about!
▲ジャイアンやスネ夫との会話シーンもあるよ。
▲A conversation scene with Gian and Suneo.
▲迫力満点のジェットコースターシーン。まわりに出現する敵を撃つSTGだ。
▲A thrilling roller coaster scene. It’s a shooting game where you shoot the enemies that appear all around.
▲デモシーンでは、VBの特徴を生かした立体的なドラえもんが拝めます。さすが未来の世界のネコ型ロボットだけあって、ツヤツヤピカピカしています。ゲーム内でも、要所でこういったド〜ンとしたグラフィックが見られるぞ。
▲In the demo scene, you behold a stereoscopic Doraemon that makes full use of the Virtual Boy’s features. Indeed, as may be expected of a cat-like robot from the future, he is full of luster. Even in the game itself, shiny graphics of this kind can be seen at key points.
●エポック社 ●発売日未定 ●¥5,500(予価) ●ACT ●8M
●Epoch ●Release Date TBD ●5,500 Yen (Tentative) ●Action ●8 MBit
virtualboyfreak wrote:
On a side note, is there anyone here who still remembers the “retail Blox” I made with help from people from here? I attach you the image for you to enjoy. It was my first “commercial box and instruction booklet” made 😛
Yes, I remember seeing pictures of your CIB Blox not too long after I joined the site about 5 years ago. It was actually one of the inspirations for me to start making English translations for the boxes and instruction booklets for the Japanese-only games, as I wanted to make my own boxes and instruction manuals for them. Of course, once the Tusk Team started up with the better boxes and manuals than I could have ever made, I ended up just purchasing those rather than trying to make and print off my own boxes and instruction manuals.
thunderstruck wrote:
I always liked that the vb community is not like that. Everyone shares their bit, whether it is making games, sharing source code snippets to enable others, pointing out auctions, repairing display and broken vb, writing books, making shirts, sharing scans, doing translations or just participating in the general discussions.
That’s actually the reason why I’m still around. People are just nice here. No one cares if the same “my displays are broken” thread is created over and over again and no one gets tired responding.
I have to agree that the VB community is actually one of the nicest gaming communities on the planet, and by nicest, I mean it has the nicest people.
One reason why I am not too sad about leaving Atari collecting and selling most of my Atari collection is the fact that the Atari community, quite frankly, sucks! I have seen far too many people in that community be jerks about a lot of things. So it’s true, the Atari systems just don’t have as much of an impact on me as the Virtual Boy, which is the main reason why I don’t mind selling most of my Atari stuff, but since the Atari community is full of crappy people, making me no longer want to be a part of it at all any more, it just makes the choice all that much easier to put my Atari collecting days behind me. But as for Virtual Boy, I’m still hoping to keep my collection preserved and growing well into the future, as well as remain active in this community.
Oh yeah… I’m not afraid to admit that the NES community is probably the worst, mainly because it just has so many people, and the more people you add, the more likely the scum will creep in.
I’m done with my non-Virtual Boy gaming community ranting now.
Cosmoliner wrote:
Thank you for translating this Ben.
It’s very interesting.
You’re welcome. I’m glad you find these interesting, as I also do.
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Benjamin Stevens’ English Translation for Virtual Dodge Ball Article, which originally appeared on page 29 of Dengeki Super Famicom Magazine: October 27, 1995 – No. 17 (電撃スーパーファミコン 1995年10月27日号 NO.17)
最速
Optimized
VBファイル
VB File
ヴァーチャルドッジボール
Virtual Dodge Ball
●ヘクト ●12月発売予定 ●価格未定 ●ACT ●8M
●Hect ●Expected Release: December ●Price TBD ●Action ●8 MBit
3D画面でボールをぶつける!!
Bash a ball within a 3D screen!!
上下左右を壁で囲まれた閉鎖空間で敵と|対|の球投げ合戦。壁や障害物などの反射を利用してうまく敵にボールをぶつけてダメージを与えよう。制限時間内により多くのダメージを与えたほうが勝ち。壁の反射が勝利のポイントだ。
Compete in a versus ball-throwing battle with an opponent in a space enclosed by walls above and below and to the left and right. Try to bash a ball into an opponent, inflicting damage, by reflecting it off a wall or obstacle. Whoever inflicts more damage within the time limit is the winner. Reflecting off walls is the key to victory.
In the lower left screenshot:
うまくぶつけろ!!
Bash it well!!
▲天井も反射に使うことが可能。
▲Even the ceiling can be used for reflecting.
◄ステージが進むと敵も強い。
◄Each new stage brings a tougher opponent.
speedyink wrote:
Benjamin Stevens wrote:
I’d guess that shipping to the USA from Japan for an item like that would easily be over $500.00. Just a year’s worth of Famitsu magazines cost over $300.00 to ship from Japan to the USA.Holy crap, 12 magazines was $300 to ship?
Well, since it was a weekly issue, it was closer to 50 magazines. The whole shipment weighed about 50 lbs., and that cost over $300.00 to ship.
Dor-Si wrote:
I wonder what international shipping through a proxy service would cost for that jewel!
That’s a case where I would contact my Proxy service to make sure that they would even ship the thing at all across seas, before placing any bid on the item.
I’d guess that shipping to the USA from Japan for an item like that would easily be over $500.00. Just a year’s worth of Famitsu magazines cost over $300.00 to ship from Japan to the USA.
Actually, if anybody on here has a large floor model display and can weigh it, please let us know how much it weighs!
virtualnoob wrote:
Do you need 2 virtual fighting carts to make this work?
What about the demo version ? does it support multiplayer?
Yes. Unfortunately, you need 2 Hyper Fighting carts plus a link cable to be able to play the 2-player mode.
As far as I know, the demo version does not support multiplayer, but somebody can correct me if I’m wrong.
I finally managed to figure out that “長州 力” is what appears on the Player Select screen of New Japan Pro-Wrestling: Fierce Fighting Legends. This translates to “Riki Choshu.” Since the first image in the upper left of the screenshot appears larger than the rest, this means that this is the image that is being selected and that, therefore, shows the face of Riki Choshu. Hence, Riki Choshu is another New Japan Pro-Wrestler who would have appeared in the game.









