It has two main purposes: to allow you to explore alternate dialogue options and scenes, and to allow you to power through challenging areas like the Hard Dungeon with extra experience. You keep your levels, equipment, and your dragons just as you had them when you beat the game, although you still have to acquire characters and dragons through the storyline.
As you can see, things like the dragon sprites are carried over in most cases. The game also remembers your dragon's names as the new defaults, but it would be possible to rename them if you wanted. Here you can see the first really major difference: in Ex-Play, Sendak starts off with a summon from the get-go and it's a monster. Alexander basically hits a fat cross pattern that's 11 squares across at its widest point.
A number of early battles can be finished in a single round with this summon, especially since with Sendak alone casting the damage is around 2, Alexander is a bit of an odd bird: the damage is technically neutral, but enemies killed by it drop items as though they were killed by a Dark element attack and its strength is based off the dragon's fire element.
I suppose that's to make it so that it's not useless on anything other than a Dark Dragon or Master Dragon. It's an awesome summon to look at. Alexander shows up and all four heads fire off some kind of ancient dragon laser beam. You can pretty much see what I'm talking about. In this image 5 of enemy units are caught in Alexander's attack pattern. I believe that there was 1 survivor since I had both Yoyo and Sendak at this point Moving on, the first point where I noticed a real difference was in Chapter 4.
Previously there was no realistic way of reaching Palpaleos, since he's scripted to leave after 3 rounds. With Light Armors who have level 10 sprint, however, you can definitely get in a few rounds.
He's got about 12, HP at this point, and you're going to need at least two rounds to get within range, so it's a bit difficult to beat him. As far as I can see, there's no indication that anything special would happen if you were to defeat him. You might remember in the next chapter that there's a scripted fight with Sauzer.
Initially it was impossible to survive more than about 2 rounds since all of your characters except Byuu had 10 HP and he did about damage to everyone per attack. A few Royal Drugs, elixirs, and magic gins can certainly turn things around I must have spent about 15 rounds hammering on him doing upwards of 4, damage per round with no effect. It's a bit disappointing, as battling him would be satisfying.
Just for fun, this time I told Ectarina that Hornet like Uniuji.. Another interesting note is that when you recruit Blinky in Chapter 7 his initial sprite is the default dragon sprite for that class. This is about the only instance where the game uses a fixed sprite rather than checking your dragon's data and using the appropriate sprite.
The next time you see him, however, he'll have whatever sprite he did when you beat the game. Since the novelty of having a Black Dragon had worn off by this point, I turned him in to a Dark Dragoon. This gives me 3 light and 3 dark dragons, and the Dark Dragoon's attack is slightly less useful than Odin's. Neither of them works on boss type enemies, but as an instant death attack Odin's special doesn't work terribly well on normal enemies either. The second major change I went with was changing the Assassin's target to Yoyo.
The payoff occurs in Chapter 18 after Yoyo's conversation with Matelite. As you can see, one of the assassins makes a jumping attack to try and finish her. He fails, but evidently if you send them after a crewman the third option they'll succeed. This game is a bit harsh to the poor crewman. This dialogue after recapturing Kahna appears to be a major difference if you tell Ectarina the wrong food for Hornet. It's a bit of a guilt trip on the game's part.
Another thing I missed on my first play through was talking to the Battlefield Salesman's wife after selecting our dragons for breeding. She gives you some excellent equipment, including an Iron Duke and a Pax Kahna.
The Iron Duke is pretty much the best axe in the game, while the Pax Kahna is a suit of armor for Matelite only. Aidan: Bahamut Lagoon eventually received a fan localization from Dejap.
Why go back to a game that already has a popular fan localization? Near: To be honest, my only true personal motivation to do this was that I made a promise to myself all the way back when I had to abandon my second attempt in , that I would return and finish this game no matter what one day. This was my one dream: I simply had to finish this.
Near: Back then we were all just teenagers, and our work back then left a lot to be desired on account of our inexperience, and lack of knowledge and tooling. That said, I have nothing but respect for Dejap's work, and they allowed folks to play this game 20 years ago.
They should be commended for that. Had I completed my fan translation in , it would have been of similar quality. But we are far more capable today than we were back then. The one criticism I will make of the previous translation is its egregious use of branding logos on the title screen, and self-insertions into the game, replacing original lines of dialogue.
Our patch does none of this. You won't find our names anywhere within the game, nor will you find any dialogue modified from its original meanings. Near has a long history with ROM hacks and fan localizations, including Dragon Quest V and Der Langrisser, but their biggest contribution to the gaming community is their work creating and maintaining some of the most precise, powerful, and widely-used emulators available to gamers, including Higan, bsnes, and their newest project, Ares, which targets the PlayStation and Nintendo This personal knowledge of the intricacies of how the Super Nintendo operates on a hardware and software level gave Near the knowledge they needed to push their Bahamut Lagoon to a level far beyond what was possible in the early s.
Near told me they pioneered many techniques, leveraging the knowledge they gained from writing Super Nintendo emulators. Generous with their work, Near has documented many of those techniques to share with the ROM hacking community. Near's dedication to their technical and software development is thorough: they wrote all the tools they use for localizing a game like Bahamut Lagoon.
I similarly built all of the tooling to handle visually editing the script files, converting the bitmap images into the SNES graphics format, etc. Near: In a word: perfection. We poured our hearts and souls into this patch.
I truly believe it to be impossible to improve upon this translation any further. When Clyde translated this script back in , he was very new to translating, and the quality ended up far from his capabilities today, with many mistakes. Tom [Near's partner on the project, who handled the bulk of the text translation] today has surpassed Japanese fluency many years ago, and has many dozens of complete game translations under his belt.
There is a massive increase in the accuracy of the script. I myself spent several months researching the origins of every single item, player, enemy, dragon, and technique name to ensure an accurate translation wherever possible some names were simply made-up and could only be approximated into English.
The developers of Bahamut Lagoon had a particular affinity for using the names of tanks and battleships from World War II, as well as various names from mythology. We have also had dozens of people play through the entire game multiple times, keeping a close eye on the dialogue and grammar.
This may well be one of the most proofread scripts in the history of translation projects. When it comes to game programming, we were only just starting to understand how the Super Nintendo worked in , and we had only very primitive tools. I myself was the first to invent a Super Nintendo assembler that could modify an existing binary, allowing much easier custom code injection, and I also contributed to the first functional Super Nintendo debugger in ZSNES.
Starting in , I began development of my own Super Nintendo emulator, bsnes, out of a desire to understand the hardware better than we did at the time. Over the next 16 years, I have completely reverse-engineered the system to the point of creating the first Super Nintendo emulator to achieve percent compatibility.
Flying the skies of Orelus with their airship, the Fahrenheit Farnheit in the English fan translation due to space constraint , then try to liberate the lands. However, they stumble onto an even larger plot that might prove to be the end of the world. Bahamut Lagoon has several playable characters with the traits of Final Fantasy job classes.
Final Fantasy Wiki Explore. Old Sharlayan Thavnair Garlemald The moon. Characters Jobs Races. Explore Wikis Community Central. Register Don't have an account? Bahamut Lagoon. Edit source History Talk 0. The Final Fantasy series. Categories Related games Japan-exclusive games Add category. Cancel Save.
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