Every translation has to make choices the original didn't. Is Vlad "Mr. Vlad" or just "Vlad"? Is the currency "Mira" or "Ricchi"? Is γΎγγͺγ "incantation" or "spell"? Once we've picked, we have to pick the same way every time, or NPCs start contradicting each other.
Most of these choices are anchored by Magician's Quest 1 (also called Mysterious Times in North America, Enchanted Folk in Europe), the same studio's earlier game that did get an English release. Whenever Tongari mentions a character, item, or concept that exists in Game 1, we use Game 1's official translation.
NPC names
Who's who, and why some characters' English names look nothing like the Japanese β they're Konami's choices, not ours.
Places, titles, and currency
The town's shops, the royal court, and the currency unit (Mira, not Ricchi).
Glossary terms
The recurring concepts β magic, incantation, the magic-language keyboard, the auditorium, the dorm, the woods.
How the canon is enforced
The database tracks every translation. When we apply a glossary change β say, deciding γΎγγͺγ is "incantation" rather than "spell" β a script scans every dialog entry for the affected JP token and canonicalizes the English form. We did this once across the whole patch in the shared-payload canonicalization pass, and we run it again whenever the canon shifts.
Consistency checks then sweep the database for dialog where a glyph or canon term is highlighted with a color tag but the surrounding English doesn't match the canonical form. About 700 entries needed fixing in the initial sweep; ongoing sweeps catch drift as we keep editing.