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 Shin'ichi Nakamoto, HAL's Satoshi Iwata, etc.
Many of the other well-known game producers who became famous later began 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" arcade modeled after "Space Invaders" suffered a big failure and 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, 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. As soon as Nintendo of America saw that it was a good guy, it really looked like a jumping man, so it was okay to 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 proud of the nation, 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, it has become a practice for each generation of Rentian game consoles to be released, and new Mario series works have been released simultaneously as escort works.
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, his eyes a little tired. 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 square, and the two of them set out on their journey to work.
When I came to the company, there were still not many people working in the game department, mainly Shin'ichi 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 Shin'ichi Nakamoto replied that it was the enemy's AI artificial intelligence.
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 Shin'ichi Nakamoto is stuck in the design of AI, and 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 let the AI consciously target the player without being too difficult is a very difficult 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. 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 that were written at once were too expensive, and most of them remained at the level of cassette and paper tapes.
Among them, the paper tape looks more fun, and the holes on the paper tape represent the content of the program.
Because the paper tape cannot be positioned at will, sometimes if you make a wrong hole, it will cause a program error, and it is very difficult to remove the anomaly.
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 why it is useful and how it is achieved 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.
Even if someone makes it, it's just a big toy that is not for sale.
It was almost time for the students to get out of school, and Takahashi first played two Interstellar Force hot hands on the indoor arcade machine before heading 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 came to take on the challenge.
Takahashi did not refuse, solved them one by one, and returned upstairs to cheers.
Shin'ichi Nakamoto found Takahashi with the glory of it, and he asked, "Are you interested in learning programming?"