Storyline text and attempted translations from...

Final Fantasy VI

...copyright Squaresoft 1994. The images used are also from the game. Don't go claiming them as your own or anything silly like that. This document is not intended for any commercial purpose, real or imaginary. It exists primarily out of curiosity about both the Japanese language and the changes between the Japanese and English versions of the game. If you're interested in the game, go out and buy it if you haven't already... a summary of what happens can't compare to actually playing it. One of the best SNES games, best console RPGs, and (arguably) best games, period, ever... despite a number of odd bugs.

Recent Updates

27 Feb 2011 - I know I've made some changes to the monster data section, but I'm not sure what else might have changed since the last update.

21 Aug 2010 - Vastly improved monster data section. More revisions. Attack traits are now color-coded as well.

05 Sep 2009 - Some more revisions, an extra chapter or so of story text, some boss tactics. Also designed a new layout for monster data and converted a few to the new format. Let me know what you think.

07 Apr 2009 - Minor cleanup, mostly fixing misspellings. Also made the status effects page less ugly.

16 Jan 2009 - More sizable updates, this time with the storyline text fully redone from scratch to complement the redone battle text. Changeable names now appear as the default name in { } braces (unless I've missed some in the text already here). I made an effort to standardize terms ahead of time, so consistency shouldn't be a problem, unlike in all too many translations. Working from dumps affects the NA version text formatting considerably, because the raw NA script rarely uses manual line breaks, instead depending on the game engine to break lines up automatically (this is not good programming practice, by the way, but space considerations may have been involved). On that note, my translations now all have manual line breaks wherever appropriate, which makes the formatting look much nicer and also line up with the JP text better. In any case, all this results in at least minor changes to every last page in the section.

07 June 2008 - Scrapped "thaumaturgy" for 魔導 in favor of "sorcery", and gave the term its own section below. Added more details to item, skill, and magic information, Cleaned up formatting, various revisions. I took my dumps of the in-battle text, put them in a spreadsheet, and translated every line in it from scratch, mostly with better results than what I had previously done, so combat dialog is especially affected.

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Storyline

Introduction Tina Awakens Escape Beginner's House Figaro Castle Ma, ma, ma, magic!? Mash and Vargas The Returners Lethe River Bannan's Scenario Lock's Scenario Washed Up Cayenne Poison Wraiths on a Train Jumping Off a Cliff Gau All Wet Reunion Decisive Battle Coin Rachel Ramuh Mistaken Identity Opera The Blackjack Vector Escape

Incomplete:

Around the World Otherworldly Cave
Miscellaneous

Non-Story Information and Translations

Character Attributes and Attack Traits
Weapons Armors Other Items
Spells Genjuu (Espers) Player characters and skills Status effects
Monster Data (incomplete) Enemy Skills (incomplete)

On 魔導, the Single Most Aggravating Term in the Game

魔導 (madou), in which the kanji mean "magic" or "demon" and "guide" or "derive", is a very common term in this game, but it's not in any normal dictionary. Throwing it in Babelfish gives "demon derived", and while the "demon" part seems off in this case, "derived" makes some sense.

A keyword search on Hatena gives 魔導師 as another word for 魔法使い or 魔術師 (both of which mean "magician"), but with more of an exalted or evil feel to it. That would make 魔導 a synonym for "magic", but with perhaps more of a grandiose or evil connotation to it. Furthermore, other Final Fantasy games often refer to magics as 白魔導 (white magic), 黒魔導 (black magic), and so on.

Since it basically means "magic" but is used as a distinct term with a subtly different meaning in this game, any decent translation needs a distinct and subtly different term in English too. I went with "thaumaturgy" for quite a while, or "thaumaturgic" or whatever form was appropriate. It's a less common synonym for "magic", and while Magitek is less cumbersome, there's no "tek"nology in 魔導. I never really liked the term, though. Additionally, as pointed out by OrdosAlpha, thaumaturgy literally refers to the working of miracles, so is perhaps not the best choice for what the Empire is doing (though the term actually has nothing to do with the Empire and everything to do with the Genjuu). I basically just wanted a general word that means "magic" without actually using the word "magic", and while "devilry" or "the occult" might be more appropriate, the connotations are too obvious in my opinion. Most other possible terms are either too specific (augury, conjuring, etc.) or too colloquial (hocus-pocus, etc.).

And then it recently (late May 2008) hit me: Sorcery (with the adjectival form "sorcerous"). Duh. It means "magic" but is a distinctly different word, it has no strong or obvious connotations, and it's both more familiar and less cumbersome than "thaumaturgy" (not to mention easier to spell, no pun intended). The term is especially apt here since it has an association with wielding supernatural powers by the aid of spirits.

Various Notes

I make several references to the now semi-infamous "evade bug". The short explanation of the bug is that when the game decides whether an attack hits or misses, it *always* checks magic evasion even when it *ought* to check (physical) evasion. As a result, most attacks against most monsters will always hit (since the vast majority of monsters have 0 magic evasion), all bonuses to evasion are completely worthless (greatly limiting the usefulness of shields), and characters with high (at least 128) magic evasion are nearly invulnerable because they dodge everything that can be dodged. The same bug also prevents 'darkness', other status ailments, and accessories from affecting hit or evade rates.

Credit goes to Terii Senshi's Algorithms FAQ on GameFAQs and to Lord J's FF3us Multi Editor (which also works on the Japanese version) for some of the more detailed and technical information on items, magic, and so on, and to Brian Bennewitz's Translhextion as my preferred text dumping program.


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