Shin Megami Tensei
According to Nich Maragos, the editor of the English version of "Shin Megami Tensei", it was already too late to localize the PlayStation and Game Boy Advance versions of the game by the time the "Megami Tensei" series had "taken off" in the US; Atlus normally does not have an interest in localizing mobile games, but saw the iOS version of the game as a perfect opportunity to fill in one of the gaps in the series. The localization project was slow at first, as it took time to extract the files from the game, so the localization team started by playing the game in order to find out what kinds of dialogue text and system messages it contained. After receiving the files, they translated the text, which was then sent to the editors; the edited text was sent back to the translators, who checked that nothing had been lost in translation, after which the text was inserted into the game. A challenge for the localization team was character limitations: only four rows of text, with 28 characters each, were able to be displayed at a time, and at some points this had to be limited even further in order to avoid graphical glitches. This was solved by modifying the game to allow for more text boxes as needed. Later "Megami Tensei" games, which had been localized before "Shin Megami Tensei", influenced the localization, as several of them include terms or quotes from the game. For instance, the catastrophe in "Shin Megami Tensei" is referred to as the "Great Cataclysm" in "", while "Persona 4" and "Shin Megami Tensei IV" include several quotes and terms from the game. The already translated "Shin Megami Tensei" quotes from "Persona 4" localization were reused verbatim in the localization of "Shin Megami Tensei".