Chapter 15 Interested in learning to code?

The information Takahashi looked at very carefully. Pen "Fun" Pavilion www.biquge.info

Making video games is nowhere near as difficult as most people think. Although it is not simple, as long as it is specially learned, not to mention that monkeys can also play games, at least humans with normal intelligence.

Hudson's introductory material for video game production was also not prepared specifically for Takahashi. To be honest, although the video game industry is in full swing, the cultivation of relevant talents is very lagging behind.

Except for a few game producers with extremely high talents, such as Hudson's Shinichi Nakamoto, HAL's Satoshi Iwata, etc.

Many of the other well-known game producers who later became famous only started to learn how to make games when they joined the company. For example, this is the case with Shigeru Miyamoto, who entered Nintendo through the back door. Due to his limited technical skills, he was initially responsible for managing the communication between the company and the outsourcing team and providing ideas.

At that time, Nintendo's "Radar Range RADER-SCOPE" arcade machine imitating "Space Invaders" suffered a big failure, and it was seriously unsalable, and mushrooms were growing in American warehouses.

In order to reduce losses, Shigeru Miyamoto led the team to use this unsalable arcade motherboard to develop a life-saving game for hardware - "Donkey Kong" unexpectedly became popular in the United States, which allowed Miyamoto Shigeru to embark on the road of game producer.

At that time, Mario was not called Mario, and he did not have a name, because he could jump and was called "Jump-Man".

When Nintendo USA was studying the name of the jumping man, the landlord of the warehouse, because Nintendo USA had not paid the rent for a long time, his beard trembled angrily and came to urge the rent. Nintendo of the United States looks at it, good guy, it really looks like a jumping man, so let the jumping man call the landlord's name Mario.

"Donkey Kong" was a big hit in the United States, and Nintendo naturally couldn't give up the market. After a series of commercial operations, I learned about this game that was popular in the United States, and on the one hand, I felt national pride, and on the other hand, I was eager to play this game, and I wanted to know why this game could conquer foreign adults. As a result, this game was exported to domestic sales, and it also achieved good sales results in Yueben.

After that, a series of Mario games made with Shigeru Miyamoto as the core achieved good sales results, and when the red and white machine was released, "Mario Bros.", with the theme of knocking turtles and drilling pipes, was also released as an escort masterpiece.

Since then, each generation of Rentian game consoles has been released, and it has become customary for Mario series games to be used as escort masterpieces.

It's not an exaggeration to say that Nintendo's game history is magnificent, but now is not the time to talk about history.

The lights were dim, and Takahashi looked at the information for a while, but his eyes were a little tired and he stopped looking. After washing up and getting ready for bed, when he lay down, his uncle muttered, "Life is getting better, if only it could continue like this." ”

Takahashi heard it in his ears, but he didn't answer, he replied in his heart, "Uncle, don't worry, life will definitely get better and better." ”

Early the next morning, my uncle put on the uniform that was folded neatly and like a square, and the two of them set out on their way to work.

When I came to the company, the people who worked in the game department still didn't do it, mainly Shinichi Nakamoto. However, today he is not as quick as yesterday, and he is stuck when he encounters problems.

Takahashi asked what the question was, and Shinichi Nakamoto replied that it was the enemy's AI artificial intelligence question.

Artificial intelligence in games has always been a problem. Not to mention the difficulty of design, it is difficult to grasp the degree of being smart and stupid.

If it's too smart, it seems that the player is too stupid, always dead to death, and wants to smash the controller, so naturally he won't want to play this game anymore.

It's too stupid, and it seems that the game is too simple, so it's easy to clear the level, what's the point, after playing it once or twice, you naturally won't want to play this game again.

Now that Shinichi Nakamoto is stuck in the design of AI, the function of the red and white machine is limited, and it is impossible to add unlimited restrictions to increase the intelligence of AI.

Therefore, how to use relatively simple rules and make the AI consciously target the player without being too difficult is a very skillful problem.

It stands to reason that the ported game should be able to refer to the original, but the problem here is that the original version displays all the content on a single screen, and the version of Shinichi Nakamoto, which is not a single-screen display, needs to drag the screen, and cannot copy the original design.

Takahashi pondered for a long time, although he is not technically good yet, but the solution does not necessarily depend entirely on technology.

"I have a proposal that might work. Takahashi cautiously suggested.

Say. Shin'ichi Nakamoto, who thinks about it, has a bad tone.

"Chasing the protagonist on the same screen, is it okay to keep the protagonist in the same ordinate on different screens?" Takahashi said.

"Different screens to maintain the ordinate?" asked Nakamoto as a moment of consciousness.

"Yes, I think this can save a lot of computing resources, when the player commands the protagonist to move, and at the same time links the enemy sprites off the screen, which not only saves resources, but also makes the game look 'alive', don't you think?" Takahashi said.

Shin'ichi Nakamoto thought about it carefully, a little interesting, and he rarely complimented, "Are you okay?" "I immersed myself in the pile of paper and wrote code.

That's right, the ancient programmers of this era wrote code with a pen on real paper. Hudson made games by burning programs on cassette, and for other projects of the same period, cassettes were too expensive to write at once, and most of them remained at the level of cassette tapes and paper bags.

Among them, the paper tape looks more fun, and the hole in the paper tape indicates the content of the program.

Because the paper tape cannot be positioned at will, sometimes if you make a wrong hole, resulting in a program error, it is too difficult to troubleshoot.

After making his suggestion, Takahashi continued to read the material. In this era, the separation between software and hardware is not very large. It's not like programming is programmed later, and those who do hardware are hardware.

In this era, when learning computer programming, software and hardware are learned together. The textbook not only tells you what this program is for, but also what it corresponds to and how it achieves such a function through hardware.

Because of this teaching method, and because computers are still relatively rudimentary. If you're geek enough, it's not completely impossible for one person to make a "computer" from scratch.

Of course, the behavior of such a small workshop, the division of labor is not clear, the cost is too high, and it is inevitably not suitable for large-scale industrial production.

Therefore, even if someone makes it, it can only be a big toy that is not for sale.

It's almost time for the students to get out of school, and Takahashi is now on the indoor arcade machine, playing "Interstellar Force" hot hands, and then goes downstairs to meet the new challenger.

There are more people today than yesterday, and the masters who came were not limited to the area around Akihabara, but also those who were far away from each other.

Takahashi did not refuse to solve them one by one, and returned to the upstairs with cheers.

Shin'ichi Nakamoto found Takahashi at this time, and he asked, "Are you interested in learning programming?"