Chapter 48 Adjustment
The burned test cassette is inserted into the red and white machine, and the game starts running. Pen | fun | pavilion www. biquge。 info
Takahashi held the controller in his hand, and he was surrounded by more than a dozen staff members involved in the development of the game.
Limited by the audio processing power of the red and white machine, the original very good music does not have that kind of grandeur. However, it also has the unique flavor of the eight-bit music.
Press the confirm button and the game begins.
"Light and darkness duel for a thousand years......
Darkness covers the earth......
The Brave Awaken Again......"
Due to the limitation of the cartridge capacity, the font library cannot be complete. Therefore, all conversations are displayed in pseudonyms.
Japanese without kanji can be a burden, and any native Japanese speaker with a high level of education will look tired.
Luckily, though, the magic team found a few children to test it. They are more receptive to pseudonymous conversations.
After all, it is easy for them to learn kana, but it is too tiring to memorize kanji.
"Please follow the prompts to move, up, down, left, right, ......" The subtitles of the background introduction have just been broadcast, and it is a novice teaching.
As soon as Takahashi played here, he frowned, which made the person in charge of this part next to him a little frightened.
That's the disadvantage of not being deeply involved, though, there's still time for revision.
Takahashi said in a calm voice without anger, "I don't think teaching should be so blunt, it should be integrated into the specific plot." For example, there is a shop here, which can prompt the protagonist to come here and ask him to buy a wooden sword, and complete the teaching in the process. ”
When the locals heard Takahashi's words, they picked up their pens and began to record.
Due to the function of the red and white machine, the number of active blocks that can be displayed on each screen is limited. Therefore, the enemy encounter system of this game does not allow you to see walking enemies on the map, which is a mode of randomly stepping on mines.
If you don't know much about this model, you can think of the original "The Legend of Sword and Fairy", which also adopts this thunder mode.
Because the three-month game production time is really tight, and Takahashi has high requirements for game completion, it is absolutely not allowed to bring games with low completion to the market.
Therefore, the gameplay flow of this game is relatively short. To compensate for this short process, the production team adopted the three solutions provided by Takahashi.
The first is to increase the frequency of encountering monsters. It may take ten minutes to walk to a location without encountering monsters, but after joining the system of stepping on thunder and encountering monsters, it will take an hour or two to walk.
The second is the labyrinth. There are often some maze elements, and there are thunder and monsters in the maze, which is also time-consuming. However, after passing through the maze, there will often be better equipment or quest items as compensation.
The third is the character level and equipment system. The level equipment system in this era is basically represented by the "Dungeons & Dragons" series of board games.
On the side of this video game, there is no particularly obvious level and equipment system yet. It's generally relatively superficial, like the system of eating mushrooms and eating flowers to upgrade in Super Mario Bros.
Such a system is because the pace of video games at this stage is relatively fast, and the numerical level and equipment system will destroy the smoothness of the game to a certain extent. The other is because the development of video games is still relatively rudimentary, and it has a system like "Tower of Magic" that increases HP, attack power, defense, level, and equipment, which seems to be a bit redundant now.
These are all things in the game, except for the relatively blunt novice guidance at the beginning, the project team has two senior staff who have done two "Tower of Magic", and the design has also been in the past. Takahashi only made a few suggestions on a few small details.
There are no problems with the gameplay, and the pace of the game, although a little slow, is not boring. This is the most basic step.
After that, Takahashi began to experience the world view of his own design.
Japanese RPGs and American RPGs, although they are both born out of Dungeons & Dragons. But there are still big differences between them.
Japanese role-playing games are more plot-oriented and more plot-oriented. This is also something that Takahashi emphasizes.
American role-playing games, on the other hand, pay more attention to the openness of the game. For example, in games such as "Witchcraft", which has been launched on the PC platform at the moment, the plot is only a background, and "freedom" and "openness" are its core.
Takahashi also thought about whether to follow the path of American games, but in the end, he didn't decide to do so. Although in the future, such a game production idea can make a game series like "Rampant Domineering". However, in this age of weak functions, making such a game is a dream.
This game, codenamed "Magic", is plot-centric. Even, even the plot performance is divided into chapters.
The game is divided into six chapters, which are the initial chapters of the hairy boy who wants to be a brave man and has a heavy responsibility from the sky. Then there's the growth chapter where you meet your friends and adventure together. This is followed by a mini-climax chapter that rescues the princess and relieves the crisis. Then there is a brief calm, a chapter where a new crisis is discovered. And then there's the chapter on the mutiny of the partners. Finally, there is the great climax of overcoming the darkness.
Due to the game's design mechanics, this game is quite time-saving. The estimated process time is twenty hours. This is already a very scary time in this era. The process time of the ancient "PANG" and "Space Invaders" is only a few minutes, and the process of an epoch-making work such as "Super Mario Bros. is only two hours".
Twenty hours is definitely a feast for today's players. As long as the gameplay is not too bad and the game has no fatal bugs, you can achieve a good reputation with this large amount of full quality.
While this game takes care of the handicap party, it also makes players like Takahashi who react quickly and operate well lose their biggest advantage.
Even Takahashi could not have greatly shortened the process time with a strong level of operation.
Therefore, Takahashi tried to play this time, and only played for five hours. At the beginning of the third chapter, I saved the file with the clergy and quit the game.
The saving mechanics of "magic" are not advanced, and can even be said to be backward. Players who have played a longer game on the red and white machine have probably experienced the fear of being dominated by the continuation password.
The save password for "magic" is sixteen-digit, and the password is a pseudonym. After saving from the clergy, you will be given a sixteen-digit pseudonymous password, which the player needs to record and enter the password the next time they play, and then continue playing.
The sixteen-digit password corresponds to the character's HP, weapons and equipment, consumables, and so on.
Due to technical issues, it is not always possible to archive. There are a total of twelve save points.
They are the end of the first chapter, the beginning and end of the second chapter, and the beginning and end of the third chapter...... The beginning of Chapter 6, the middle section, and the final boss level.
Try to play for two or three hours before you can save it.
The stars twinkled outside the house, and Takahashi encouraged, "Everyone is doing a good job, please keep up the good work." ”
"Yes!" except for Takahashi, the magicians of the "Magic Production Team", who were all over thirty years old, replied in unison.