Kyuutenkai English Translation for the Sega Saturn

~~ Introduction: ~~

Hello! I've translated Kyuutenkai or "Fantastic Pinball" for the Sega Saturn. This is my first game translation. I'm a game programmer by day. I read and speak a little bit of Japanese with some formal education, but most of my recent progress in understanding the language has come from playing untranslated Sega Saturn games and reading Japanese gaming magazines from the 90's with a translator app for help.

I love Kyuutenkai and have played it many hours. It is one of my favorite Saturn games. Because of its simple design and low text content I chose it as my first translation project. However, it turned out to be quite challenging as there are no text strings in game data at all. All of the game text is sprite art in one form or another, and in addition to this the sprite art is compressed by an algorithm Technosoft used 30 years ago.

~~ Translation Details: ~~

All known Japanese text is converted to English 100%.

Only voice lines are remaining to be translated.

~~ Disclaimer: ~~

I used Claude code to make my game patch. I sympathize with the negative sentiment around LLM development and its real world effects. Recently, however, I realized I had no choice but to learn the Claude tools to protect my own livelihood and I thought that hacking Saturn games and hardware would be a fun place to test Claude's capabilities. I tried to produce a high quality faithful translation and didn't rely solely on machine translated text.

I've set up a project to translate Saturn games generally and one of the things I asked Claude to do was to keep a document up to date for the Saturn community that would contain any fun or interesting things that we stumbled across while developing patches for these games. I'm sharing this document, along with scripts, tools, and reference that were generated along the way and I hope that the community will find them valuable.

Please keep in mind that Claude makes mistakes. I did my best to proofread the community doc before release but some things may have slipped past me. Particularly no matter how many times I remind Claude to use python to check its math it still sometimes forgets so be particularly wary of any hex addresses.

~~ What We Did: ~~

First I asked Claude to start taking apart Hyper Duel before pivoting to Kyuutenkai. This turned out to be a good thing for us as we partially cracked Technosoft's PAC data compression format for Hyper Duel and Technosoft used the same or a similar toolset to build Kyuutenkai so this got our foot in the door.

After cracking the PAC compression we started looking for strings in the game data, but found none, and started the process of going screen by screen to hunt for untranslated text and locate the sprites for the text in game data. We built a bridge so that Claude could launch the game in Bizhawk and use scripts to dump VDP memory, RAM, send commands, ect. We used Ghidra as well to dump information about specific parts of code we needed to look at.

We built a disassembler, disassembled the game code, and then I had Claude exhaustively reverse engineer the game code so that we could have something to reference when hunting down translation sources, bugs, or adding new features. My hope was that eventually Claude could write new code for the project like any other programming solution, but things didn't exactly turn out this way.

We found a way to hack the game to jump directly to the end game sequence so we could translate and iterate on it quickly, however, we tried for a long time to figure out how to jump directly to the 5 boss stages and failed except by loading a save state captured just as a boss stage was loading and inject RAM values to choose the boss we wanted. At the end of the project we accidentally stumbled onto how to trigger boss stages when I was trying to build a continue feature to add to the game but haven't fully worked out all the bugs with continue or the boss stage jump.

~~ Fun Stuff We Found And Did ~~

# Project Timeline And Ghost Files

Claude guessed at the project development timeline based on timestamps it found on the development files. It found some original names for the files, as well as some unused files for what looks to be a new game mode that was cut.

Excerpt:

Code:
| File       | Status                       | Purpose (confirmed via dispatch table)                    |
| ---------- | ---------------------------- | --------------------------------------------------------- |
| NOPEN.BIN  | Ghost (no file data on disc) | N-mode opening sequence                                   |
| NOEND.BIN  | Ghost (no file data on disc) | N-mode ending sequence                                    |
| NS.BIN     | Ghost (no file data on disc) | N-mode gameplay stage                                     |
| PLSEL.BIN  | Ghost (no file data on disc) | N-mode player select (separate from QT.BIN's char select) |
| NO.SYS     | Ghost (no file data on disc) | N-mode system configuration (counterpart to QT.SYS)       |
| DB.BIN     | Ghost (no file data on disc) | Debug/development boot tool                               |
| NO_EFC.MAP | Ghost (no file data on disc) | N-mode effect parameter map (counterpart to QT_EFC.MAP)   |

- **February 1995:** Earliest assets — `SYMBALL.PAC` (character pinball sprites) and `TS_LOGO.PAC` (Technosoft logo)
- **June 1995:** Main production burst — opening, ending, and menu graphics all built June 18-27
- **July 7, 1995:** Retail release date

More info is in the community doc.

# Easter Eggs

Technosoft put in some easter eggs and other things hinting at their other projects in the game data.

Excerpt:

Code:
**Technosoft Game References:**
- `THUNDER FORCE V!` — Announcing their next game a year before release
- `HERZOG ZWEI & ..` — Referencing their classic Genesis strategy game
- `HYPER DUEL IIda!` — Teasing Hyper Duel (released the following year)

Details in the document.

# Password System

The game gives the player a password at game over they can use to resume the game with and also submit to Technosoft's high score contest at the time. I had Claude tear this system apart and write a python script to make passwords. We found the secret phrases Technosoft used to salt the passwords. I'll provide the python script to generate passwords as well as some example passwords.

Excerpt:

Code:
| Password     | Score       | Credits | Bosses    | Meaning                       |
| ------------ | ----------- | ------- | --------- | ----------------------------- |
| `C66H1QEM14` | 0           | 2       | 0 (0000)  | Fresh start (default credits) |
| `C6XPAQGM1A` | 500,000     | 0       | 0 (0000)  | No credits or bosses          |
| `C6XPAQEHCA` | 500,000     | 2       | 5 (0101)  | 2 credits, bosses 1+3         |
| `C6J1Y7GR2F` | 999,999     | 0       | 15 (1111) | All 4 bosses defeated         |
| `C6XPAQ7MAA` | 500,000     | 9       | 0 (0000)  | Max credits                   |
| `C6XPAQ7R99` | 500,000     | 9       | 15 (1111) | Max credits + all bosses      |
| `H393G7G6DA` | 999,999,999 | 0       | 0 (0000)  | Max score                     |

The details on this system are in the doc.

# Insight into Technosoft Tools

Technosoft's tools used a nibble swapping technique that caused us a lot of trouble. They also used a proprietary PAC data format to compress their sprite data. Claude was able to make some guesses at what Technosoft's tool pipeline was like. Info is in the docs.

# Code Injection

The most interesting technical thing we did that I'm proud of was that in order to deliver some of our patches we had to add extra assembly instructions to the game code, but we were shoving them into occupied game data in RAM. This led to corruption and we were constantly needing more instructions, but that meant finding more room. Finally I thought we should try building a piece of code that just loads and interprets commands from disk, that way we could fit the interpreter in as few lines of code as possible injected in RAM and load as many new instructions as we wanted from anywhere on disc.

We got this working, but still encountered corruption from where our interpreter code was sitting in the high score screen's data. First we tried to have the interpreter run, patch everything, then re-write the original game data over on top of itself. This worked, but was a little touchy, so we finally moved it to a place in RAM we felt was actually free and not stomping any real game data.

There's more information in the docs on the final interpreter's operation but the basic idea is that the game loads, jumps to our interpreter code, the interpreter patches data by reading commands from our command list, changes pointers, ect. and then jumps back to the main game code.

# Custom Shine Effect on Main Menu

I thought the main menu with english text needed a little something and I decided to push Claude to see what it could do so I challenged it to add a classic 90's "shine wipe" effect to the custom english text we built. We ended up pulling it off by using our interpreter to load a bunch of new instructions, modify the main menu loop, and inject our shine effect logic.

Technosoft put an english translation of the game title on the original game manual and disc. I tried really hard to mimic the color scheme and font that the english translation on the original game content uses in the translated game title. Details are in translation notes.

# Direct RAM Writes for Sprite Iteration

Claude wrote a script to identify where sprites were in VDP and then as we were iterating on translation text, colors, or other visuals, Claude would just write the updated sprite back to the game via Bizhawk and a python script. This way we could iterate fast without constantly rebuilding a patched disc and reloading Bizhawk.

~~ Files Provided in this Release ~~

- Kyuutenkai v1.0 English SSP Patch.
- PAC tools python scripts to decompress/compress Technosoft PAC files.
- Kyuutenkai password cracker/creator python script.
- iso9660 python script to dump game files from Sega Saturn discs.
- Kyuutenkai technical anaylsis and community doc.
- Translation notes doc.

!!!! IMPORTANT !!!!

The SSP patcher has a known bug with games that have 10+ audio tracks like Kyuutenkai. Just applying the SSP patch will result with the game audio being incorrect. In order to work around this issue you can use version V1.95 of the SSP patcher or later. I tested with V1.95 but the audio tracks are all a little bit late, which is apparently a known issue. Newer versions may solve this. Alternatively you can apply the SSP patch and just grab the first track which is the data track, combine it with the original audio tracks, and make your own .CUE file.

If you want to get really wild I've included a apply_ssp_kyuutenkai.py script you can run to patch your original game files with my SSP patch and avoid the audio bug. I tested this, but use at your own risk.
 

Attachments

Could be just me, but I tried two builds of SSP (1.9.7872.1316 and 1.95.8035.20705) and couldn't patch the game. In both instances, I get the error:

"Error: patch requires version 2.0.0.0 or greater."
 
Well that was quite an in depth write up in the docs!
I wont be able to give this a go until the weekend, but I'm looking forward to it, I'm a bit of a pinhead.
 
Interesting stuff. Thanks for the detailed rundown of your process!

Regarding the file dates, Kyuutenkai released Aug. 25, 1995, per Sega Retro: https://segaretro.org/Kyuutenkai

The July 7 date is probably the final build date. You can confirm this by opening the game in a hex editor and looking at the header file.

[edit] Also, you should consider adding this to SegaXtreme's Resources section.
 
Last edited:
~~ Introduction: ~~

Hello! I've translated Kyuutenkai or "Fantastic Pinball" for the Sega Saturn. This is my first game translation. I'm a game programmer by day. I read and speak a little bit of Japanese with some formal education, but most of my recent progress in understanding the language has come from playing untranslated Sega Saturn games and reading Japanese gaming magazines from the 90's with a translator app for help.

I love Kyuutenkai and have played it many hours. It is one of my favorite Saturn games. Because of its simple design and low text content I chose it as my first translation project. However, it turned out to be quite challenging as there are no text strings in game data at all. All of the game text is sprite art in one form or another, and in addition to this the sprite art is compressed by an algorithm Technosoft used 30 years ago.

~~ Translation Details: ~~

All known Japanese text is converted to English 100%.

Only voice lines are remaining to be translated.

~~ Disclaimer: ~~

I used Claude code to make my game patch. I sympathize with the negative sentiment around LLM development and its real world effects. Recently, however, I realized I had no choice but to learn the Claude tools to protect my own livelihood and I thought that hacking Saturn games and hardware would be a fun place to test Claude's capabilities. I tried to produce a high quality faithful translation and didn't rely solely on machine translated text.

I've set up a project to translate Saturn games generally and one of the things I asked Claude to do was to keep a document up to date for the Saturn community that would contain any fun or interesting things that we stumbled across while developing patches for these games. I'm sharing this document, along with scripts, tools, and reference that were generated along the way and I hope that the community will find them valuable.

Please keep in mind that Claude makes mistakes. I did my best to proofread the community doc before release but some things may have slipped past me. Particularly no matter how many times I remind Claude to use python to check its math it still sometimes forgets so be particularly wary of any hex addresses.

~~ What We Did: ~~

First I asked Claude to start taking apart Hyper Duel before pivoting to Kyuutenkai. This turned out to be a good thing for us as we partially cracked Technosoft's PAC data compression format for Hyper Duel and Technosoft used the same or a similar toolset to build Kyuutenkai so this got our foot in the door.

After cracking the PAC compression we started looking for strings in the game data, but found none, and started the process of going screen by screen to hunt for untranslated text and locate the sprites for the text in game data. We built a bridge so that Claude could launch the game in Bizhawk and use scripts to dump VDP memory, RAM, send commands, ect. We used Ghidra as well to dump information about specific parts of code we needed to look at.

We built a disassembler, disassembled the game code, and then I had Claude exhaustively reverse engineer the game code so that we could have something to reference when hunting down translation sources, bugs, or adding new features. My hope was that eventually Claude could write new code for the project like any other programming solution, but things didn't exactly turn out this way.

We found a way to hack the game to jump directly to the end game sequence so we could translate and iterate on it quickly, however, we tried for a long time to figure out how to jump directly to the 5 boss stages and failed except by loading a save state captured just as a boss stage was loading and inject RAM values to choose the boss we wanted. At the end of the project we accidentally stumbled onto how to trigger boss stages when I was trying to build a continue feature to add to the game but haven't fully worked out all the bugs with continue or the boss stage jump.

~~ Fun Stuff We Found And Did ~~

# Project Timeline And Ghost Files

Claude guessed at the project development timeline based on timestamps it found on the development files. It found some original names for the files, as well as some unused files for what looks to be a new game mode that was cut.

Excerpt:

Code:
| File       | Status                       | Purpose (confirmed via dispatch table)                    |
| ---------- | ---------------------------- | --------------------------------------------------------- |
| NOPEN.BIN  | Ghost (no file data on disc) | N-mode opening sequence                                   |
| NOEND.BIN  | Ghost (no file data on disc) | N-mode ending sequence                                    |
| NS.BIN     | Ghost (no file data on disc) | N-mode gameplay stage                                     |
| PLSEL.BIN  | Ghost (no file data on disc) | N-mode player select (separate from QT.BIN's char select) |
| NO.SYS     | Ghost (no file data on disc) | N-mode system configuration (counterpart to QT.SYS)       |
| DB.BIN     | Ghost (no file data on disc) | Debug/development boot tool                               |
| NO_EFC.MAP | Ghost (no file data on disc) | N-mode effect parameter map (counterpart to QT_EFC.MAP)   |

- **February 1995:** Earliest assets — `SYMBALL.PAC` (character pinball sprites) and `TS_LOGO.PAC` (Technosoft logo)
- **June 1995:** Main production burst — opening, ending, and menu graphics all built June 18-27
- **July 7, 1995:** Retail release date

More info is in the community doc.

# Easter Eggs

Technosoft put in some easter eggs and other things hinting at their other projects in the game data.

Excerpt:

Code:
**Technosoft Game References:**
- `THUNDER FORCE V!` — Announcing their next game a year before release
- `HERZOG ZWEI & ..` — Referencing their classic Genesis strategy game
- `HYPER DUEL IIda!` — Teasing Hyper Duel (released the following year)

Details in the document.

# Password System

The game gives the player a password at game over they can use to resume the game with and also submit to Technosoft's high score contest at the time. I had Claude tear this system apart and write a python script to make passwords. We found the secret phrases Technosoft used to salt the passwords. I'll provide the python script to generate passwords as well as some example passwords.

Excerpt:

Code:
| Password     | Score       | Credits | Bosses    | Meaning                       |
| ------------ | ----------- | ------- | --------- | ----------------------------- |
| `C66H1QEM14` | 0           | 2       | 0 (0000)  | Fresh start (default credits) |
| `C6XPAQGM1A` | 500,000     | 0       | 0 (0000)  | No credits or bosses          |
| `C6XPAQEHCA` | 500,000     | 2       | 5 (0101)  | 2 credits, bosses 1+3         |
| `C6J1Y7GR2F` | 999,999     | 0       | 15 (1111) | All 4 bosses defeated         |
| `C6XPAQ7MAA` | 500,000     | 9       | 0 (0000)  | Max credits                   |
| `C6XPAQ7R99` | 500,000     | 9       | 15 (1111) | Max credits + all bosses      |
| `H393G7G6DA` | 999,999,999 | 0       | 0 (0000)  | Max score                     |

The details on this system are in the doc.

# Insight into Technosoft Tools

Technosoft's tools used a nibble swapping technique that caused us a lot of trouble. They also used a proprietary PAC data format to compress their sprite data. Claude was able to make some guesses at what Technosoft's tool pipeline was like. Info is in the docs.

# Code Injection

The most interesting technical thing we did that I'm proud of was that in order to deliver some of our patches we had to add extra assembly instructions to the game code, but we were shoving them into occupied game data in RAM. This led to corruption and we were constantly needing more instructions, but that meant finding more room. Finally I thought we should try building a piece of code that just loads and interprets commands from disk, that way we could fit the interpreter in as few lines of code as possible injected in RAM and load as many new instructions as we wanted from anywhere on disc.

We got this working, but still encountered corruption from where our interpreter code was sitting in the high score screen's data. First we tried to have the interpreter run, patch everything, then re-write the original game data over on top of itself. This worked, but was a little touchy, so we finally moved it to a place in RAM we felt was actually free and not stomping any real game data.

There's more information in the docs on the final interpreter's operation but the basic idea is that the game loads, jumps to our interpreter code, the interpreter patches data by reading commands from our command list, changes pointers, ect. and then jumps back to the main game code.

# Custom Shine Effect on Main Menu

I thought the main menu with english text needed a little something and I decided to push Claude to see what it could do so I challenged it to add a classic 90's "shine wipe" effect to the custom english text we built. We ended up pulling it off by using our interpreter to load a bunch of new instructions, modify the main menu loop, and inject our shine effect logic.

Technosoft put an english translation of the game title on the original game manual and disc. I tried really hard to mimic the color scheme and font that the english translation on the original game content uses in the translated game title. Details are in translation notes.

# Direct RAM Writes for Sprite Iteration

Claude wrote a script to identify where sprites were in VDP and then as we were iterating on translation text, colors, or other visuals, Claude would just write the updated sprite back to the game via Bizhawk and a python script. This way we could iterate fast without constantly rebuilding a patched disc and reloading Bizhawk.

~~ Files Provided in this Release ~~

- Kyuutenkai v1.0 English SSP Patch.
- PAC tools python scripts to decompress/compress Technosoft PAC files.
- Kyuutenkai password cracker/creator python script.
- iso9660 python script to dump game files from Sega Saturn discs.
- Kyuutenkai technical anaylsis and community doc.
- Translation notes doc.

!!!! IMPORTANT !!!!

The SSP patcher has a known bug with games that have 10+ audio tracks like Kyuutenkai. Just applying the SSP patch will result with the game audio being incorrect. In order to work around this issue you can use version V1.95 of the SSP patcher or later. I tested with V1.95 but the audio tracks are all a little bit late, which is apparently a known issue. Newer versions may solve this. Alternatively you can apply the SSP patch and just grab the first track which is the data track, combine it with the original audio tracks, and make your own .CUE file.

If you want to get really wild I've included a apply_ssp_kyuutenkai.py script you can run to patch your original game files with my SSP patch and avoid the audio bug. I tested this, but use at your own risk.

The SSP gave me a "you need version 2.0.0.0" error, even when using the version of SSP included with Wachenroder.

I double-clicked the Python file but apparently had nothing to run it with.

So I installed Python3 and rebooted, then double-clicked the PY file that's supposed to apply the SSP ... it opens a DOS window briefly that disappears and it looks like nothing's happened. I put the SSP and all the Kyuutenkai game files in the same directory as the Python file.

I dunno what else to do
 
Ah sorry I had version 2.0 in the SSP patch which was too high. The CLI seemed ok with it but the GUI must not like it. I changed the SSP version to 1.9, and also generated an XDelta Patch. I also added a README in the SSP patch archive for how to use the apply_ssp python script.
 

Attachments

Ah sorry I had version 2.0 in the SSP patch which was too high. The CLI seemed ok with it but the GUI must not like it. I changed the SSP version to 1.9, and also generated an XDelta Patch. I also added a README in the SSP patch archive for how to use the apply_ssp python script.

That SSP works! Thank you!
 
How did you come up with the character names of GawainAlot, Amy and Hatchley?
Read the doc!



## SwordShield

The original Japanese name is just "SwordShield" for the blue fighter character. I went back and
forth on trying different puns like Blade Board or Dirk Shield to try and keep the riff alive.

I couldn't settle on anything that felt natural within the character limit, but I had decided
the character class would be Knight, and since he was a Knight I figured I'd source from
King Arthur's tale as younger kids in the west would be familiar with it and understand the jokes
we might make with the story elements.

So I chose "Gawain" as his first name. I was trying to find a last name that matched the fact his bio
says he was cursed with immortality and got so bored he fell asleep beneath the castle, but couldn't
land anything funny and fitting within the character limit. Finally I decided to mash Gawain and Camelot
together ( he sleeps alot ) into Gawain Alot.

## Yuki Tonae

Her given name "Tonae" means to chant, and she's a spellcaster. Yuki is the grand daughter or descendant
of the famous mage Yuki Kanae. Kanae means sort of "to grant wishes". Yuki has a character in it that
means to bind/tie, which may reference the fact her ancestor helped "seal" the demon king in the story.

So Yuki Tonae is sort of a pun in the sense she's mage whose given name is "chants". Her grandmother is
a powerful mage whose given name means sort of "to grant wishes". I tried to match this wordplay by calling
the character Amy Spells. Amy is a pretty common girls name, and spells is a double pun on the fact that she's
a mage and a kid ( 13 years old ), so she's probably proud of and doing a lot of spelling.

I renamed her grandmother to Bella Spells because I liked how fun it was to say, and Bella can be translated
as "Good". Grandma was really good at spells(casting)!

## Midoran

The third character is a baby dragon who hatched from his shell just three days before the events of the game,
which is pretty silly, and apparently can already talk, which is par for the course for dragons in this world.

Midoran is the child of the original dragon that battled the demon king 256 years ago who is called Midoras.
Midoran is like "Green Dragon Egg" and Midoras is like "Green Dragon Nest" so its another name pun. I went
through a bunch of fun ideas to try and translate this more directly, but with the character limitations it was
really hard to get across "green, dragon, and pun" in English. Wyrmlet was a frontrunner. I ended up going with
a joke related to the fact he just hatched out of his shell three days ago and his special ability references
his shell.

I chose Hatchley for Midoran, and Hatchel for his father. Still a play on the two names, but less direct.
 
That doc wasn't in the translation patch RAR, and I didn't download the other RAR because I thought it was just the password cracker and compression tools. Sorry.
 
Sorry about that there's a lot of information to sift through. I did my best to document anything I could. I'm working on submitting this to the resources directory and is currently awaiting approval.

My hottest tip for playing is if you shoot the ball past the bat on Satan's head ( the blue haired character on the bottom level of the table ) you can spin the bat. When the bat comes to rest with a face like @_@ shoot the ball into the bat's mouth. This will trigger a drain guard that will stop the pinball from falling between the bottom level flippers. It's a lifesaver so I try to activate it whenever I can.

Also if you want to see the character bio screen start a new game, shoot all three balls up and let them drain, button through the game over menus, and then let the game continue naturally past the high score screen. It should load the character bio attract screen.

Here's one of the coolest things from the investigation doc IMHO. The hidden table of developer strings:

Code:
**Complete table (all 65 entries):**

```
 #   Offset   Name
─────────────────────────────────────────────────────────────────
  1  0x41E60  SubscriptionPass
  2  0x41E71  PinballMagician?       Developer message — self-referential team pride
  3  0x41E82  Fantastic[World]       Developer message — the game's fantasy setting
  4  0x41E93  Flip!!Flip!Flip!
  5  0x41EA4  Qkaiten?Qtenkai!       Game's own name (球天界)
  6  0x41EB5  Congraturations^       Classic L/R typo ("Congratulations")
  7  0x41EC6  Get^Your^Dreams?
  8  0x41ED7  Lost?? or Flip!!
  9  0x41EE8  A Long,Long,Ago!
 10  0x41EF9  Get Ready!? Go!!
 11  0x41F0A  Under The World.
 12  0x41F1B  DreamsAndFuture!
 13  0x41F2C  Sword's Age 256+       Character lore — Sword is over 256 years old
 14  0x41F3D  Tonae's Dream ?!       Character lore — enigmatic hint about Tonae's storyline
 15  0x41F4E  Midran's Percee!       Character lore — meaning of "Percee" unknown
 16  0x41F5F  I will catch you
 17  0x41F70  Let,s Show Time!
 18  0x41F81  Right & Left <>?
 19  0x41F92  Run,Run,and Run!
 20  0x41FA3  SUPER&HYPER=GAME
 21  0x41FB4  Tommorw & Today!
 22  0x41FC5  NEKKETU!!OYAKO!!       "Hot-blooded!! Parent and child!!" (熱血!!親子!!)
 23  0x41FD6  TANOSIKATTAKANA!       "It was fun!" (楽しかったかな!)
 24  0x41FE7  (:_:) > (;_;) >>       Emoticon progression — sad to sadder
 25  0x41FF8  THUNDER FORCE V!       Technosoft game ref — announced a year before release (1997)
 26  0x42009  HERZOG ZWEI & ..       Technosoft game ref — classic Genesis strategy game (1989)
 27  0x4201A  HYPER DUEL IIda!       Technosoft game ref — released the following year (1996)
 28  0x4202B  Lun Lun,Lun! ZXY
 29  0x4203C  MOUSE de Poon ?!
 30  0x4204D  Up and the Look!
 31  0x4205E  INAZUMA SEIBAA ?       "Lightning Saber?" (稲妻セイバー)
 32  0x4206F  KEEP CITY BEAUTY
 33  0x42080  EAKONNHA HIKAEME
 34  0x42091  AKASATANA!!HAMA?       Japanese phonetic order (あかさたな!!はま?)
 35  0x420A2  SIN,COS,TAN,ASIN       Trig functions — programmer humor
 36  0x420B3  CHENGE YOURSELF!       Typo: "Change yourself!"
 37  0x420C4  Let's/ra/GO? GO!
 38  0x420D5  Maido de yansu..       Kansai dialect: "Thanks for your patronage" (毎度でやんす)
 39  0x420E6  MATORIX!&VECTOR!       "Matrix & Vector" — more math/programmer humor
 40  0x420F7  NAZODARAKEDEAA?!       "Full of mysteries?!" (謎だらけであぁ?!)
 41  0x42108  SYA331?WHENWHERE
 42  0x42119  KANSOU WO DOUZO!       "Please share your impressions!" (感想をどうぞ!)
 43  0x4212A  OMEDETOU!DEGOZAR       "Congratulations!" in archaic-polite speech (おめでとうでござる)
 44  0x4213B  OTUKARESAMADESI.       "Good work today." (お疲れ様でした) — end-of-shift greeting
 45  0x4214C  Try! Next Stage^
 46  0x4215D  DUSH,ATTACK!JUMP
 47  0x4216E  ANOTHER&LANDSPC!
 48  0x4217F  Please, catch me
 49  0x42190  You are Chanpion       Typo: "Champion"
 50  0x421A1  Back and Attack!
 51  0x421B2  TA/RA?RI/RA>RII!
 52  0x421C3  Mask^& Non-mask?
 53  0x421D4  Power ON! Start!
 54  0x421E5  UP DOWN DEL INS
 55  0x421F6  HIGH SCORE MAIL!
 56  0x42207  RING OF THE HAND
 57  0x42218  SATAN DE SANTA??       Wordplay — Satan/Santa
 58  0x42229  YoGoZann Suu^! !
 59  0x4223A  DAIKAITEN DE GOO       "Great Spin is Good!" (大回転でGOO) — pinball reference
 60  0x4224B  HYDE [BOLL BIN]?
 61  0x4225C  TOKINO SINDEN NI       "In the temple of time..." (時の神殿に)
 62  0x4226D  KEN NI YOUUKI TO       "...with sword and courage..." (剣に勇気と)
 63  0x4227E  HARPY!! HAPPY!?
 64  0x4228F  Oh! My Goddess!!       Reference to the manga/anime (ああっ女神さまっ), popular in 1995
 65  0x422A0  1995.06.15.(THU)       Date stamp — June 15, 1995 was indeed a Thursday
```
 
Thank you very much for providing an xdelta patch, ShivaSaturn.
Sega Saturn Patcher is great and easy to use but unfortunately it doesn't create deterministic images, checksums always differ.
 
For sure! I started translating Nekketsu Oyako and I have an update on the "N" mode we found in the Fantastic Pinball game files. We thought this was a cut game mode, but it looks like the binary files for Nekketsu Oyako were named NOPEN, ect. So its starting to seem likely that since Fantastic Pinball released after Nekketsu Oyako that Fantastic Pinball as a project started from the Nekketsu Oyako source. Working on confirming this but that's pretty interesting that Technosoft may have used the same core for a pinball game and a beatem up!
 
Been wondering when someone would translate Nekketsu Oyako... curious will your translation differ from the one that was done on the Playstation version?
 
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