Passion and Endurance: How Videogame Fan Translations Get Made
Main image: the original Sega Saturn box art for Sakura Wars
Whenever thereâs a Nintendo Direct, the lead-in has some people wondering if this will finally be the Direct that announces Mother 3âs English-language release. We donât need Mother 3, though. Thatâs not a referendum on the (excellent) game itself. Itâs that we already have Mother 3: if you want to play it in a language besides Japanese, you can. And we can thank unofficial translators for that. Through painstaking work on their own time, these translators took the original Japanese release apart and rebuilt it for a new audience by creating a patch for the Mother 3 ROM file. As the translators themselves said, youâre on your own for finding the ROM, but the patch to make it playable in Englishâalong with instructions for patching itâare there, and have been for 16 years now.Â
The patched version of Mother 3 isnât a direct replacement for an official release, but sometimes these do-it-yourself affairs are all weâve got. This translation work is a form of preservation that also fills in gaps in the industryâs history and our understanding of itâthink of how long, for instance, it took for something as ambitious and experimental as Live A Live to be widely known outside of Japan. That title was released for the Super Famicom in 1994, but it wasnât until a 2022 remaster that a worldwide audience got a shot at this fantastic piece of Squareâs history, one described by Jackson Tyler as âthe beating heart of RPGs.â The reason many of us knew this to be true before it finally got that 2022 re-release is because it also received its first completed unofficial translation way back in 2008.Â
âTranslationâ is a bit of a misnomer for what this work is. âLocalizationâ tends to be the industry term nowadays, for reasons that make sense when you recognize what actually goes into translating these works from one language to another. As Paul Starr, a translator and editor who currently works on the weekly translated Shonen Jump manga, Me & Roboco, explained to Paste, âThe practical answer is that âlocalizationâ used to largely be professional jargon, a term of art that described a certain kind of translation of a certain kind of media, i.e., translations of software and games where the fact of the translation was meant to be largely invisible to the user/player. As information about how games are made has become more and more available, players have gotten more opinionated about what they do and donât want to see in a translation, and the term âlocalizationâ has become contested territory. As a linguistic descriptivist, I would define âlocalizationâ as the term of art used to describe the professional field of translating software and games. Itâs a specialized discipline that needs some kind of descriptor.â
That bit about âinvisible to the userâ is a vital part of the translation and localization experience. Youâll sometimes see calls for something to be directly translated from the original text, with the defense of this being that it maintains the original intent of the artist in question, but that obscures that things can be literally lost in translation: a joke that lands in one language, for instance, might not land in another. It might be because of what the reference is to, it might be because of some societal norm thatâs not quite the same everywhere, it might even just be because what was a play on words in one language wonât present as such when translated into a different language. Something like this being left in would ensure that the translation work was not invisible, as it would be clear that something, to reuse a phrase that exists for a reason, would be lost in translation.Â
âWhen I said âinvisible to the user,â what I was getting at was a situation wherein the fact that the translation was performed at all is meant to be invisible,â Starr went on to say. âConsider something like the Japanese localization of the Windows operating systemâclearly thereâs a ton of text that has to be translated there, and thousands of tiny judgment calls that someone could potentially dispute, and theyâre all ultimately in service of an experience thatâs meant to make Windows feel like it was authored in Japanese to begin with.
âI think this was once typically the goal of game localization, but when your audience knows and cares about a gameâs specific origin, the âinvisibleâ approach becomes undesirable. The localization needs to honor the source text, and the difficulty there lies in balancing what the creators, the translators, and the players each might consider an honorable localization.â

from the unofficial translation of Mother 3
This balance is not something new to the process of localization, either. Clyde Mandelin is a professional translator who also happens to be at the center of the unofficial translation of Mother 3. Heâs the âMatoâ referred to on the patch page, and, in addition to his work in the industry as a professional, has also authored books on translation. In addition to This be book bad translation, video games!, which looks at translation mistakes in videogame history, and Press Start to Translate, which studied the state of machine translation back in 2017, Mandelin has also authored multiple titles in the series Legends of Localization, which are deep dives into specific games and their localization process. The second book in this series covers Mother 3âs predecessor, EarthBound, and is over 400 pages long. That is, in part, because EarthBound has extensive dialogue that was localized from Japanese into English for its North American release: a straight translation from Japanese to English wouldnât have worked, if the 400-plus pages of explaining the decisions made for an entire gameâs worth of dialogue and text changes didnât already alert you to that.Â
These localizations were enormous undertakings 30 years ago, and in this era of even lengthier and larger games, theyâre no less enormous even with the more streamlined approaches to the work that now exist. Which is one of the reasons you still donât see publishers throwing games that might not be a hit in other markets at the wall to see whatâll stick, and why some classic games, through services like Nintendo Switch Online or the ProjectEgg series, are released as-is instead of localized. Nintendo didnât end up releasing all three of its Fire Emblem titles on the Game Boy Advance to international markets in part because their localization team was already overloaded with RPGs that would release worldwide. Some classic RPGs, first released in Japan, would take literal years before they arrived elsewhere, translated, which in turn made these hugely innovative games seem behind the time once new audiences got a look at themâpart of why Dragon Quest lags behind Final Fantasy, popularity-wise, is due to early differences in the release schedules and localization work behind the two series.Â
