Chapter 147: Hidden Dragon Spy
However, in Hideo Kojima's description, this game is just a hide-and-seek type of game with a relatively monotonous gameplay to avoid capture, similar to Atari's "Police Catch Thieves", Jester himself thought about it, and he didn't think of a way to make this game more fun if he designed it instead, the real situation is - Jester quickly recalled it in his mind, and there seemed to be no game of the same type in his memory that could be used as a reference.
Seeing Jester pursing his lips and still not saying anything, Hideo Kojima's heart instantly sank to the bottom of his heart.
Seeing Jester's look, he knew that the other party was not very optimistic about his game, but after all, this was the first game designed by Hideo Kojima, just like his own child, and his feelings for this game were very deep, so he wanted to make a final effort.
"Boss, in fact, this game is not only inspired by my movies, but also some of my hobbies when I was a child, when I was a child, I loved to play games like cops catch thieves, cowboys and Indians, kicking cans, and hide and seek. Especially hide and seek...... When I was playing hide-and-seek, I remember clinging to the wall, carefully probing around the corner for ......"
When he heard Hideo Kojima talk about hide and seek and dodge, Jester suddenly had a flash of inspiration, and he suddenly remembered a game that was very similar in design.
However, this game has nothing to do with the Great Escape, but has a lot to do with the hide-and-seek mode that Hideo Kojima said, and the creator of this game or this type of game is none other than Hideo Kojima, of course, the Hideo Kojima in Jester's memory.
Hideo Kojima in Jester's memory is his successful experience, and he has no impression of the game The Great Escape, but Jester has learned from the materials he has read before, and Hideo Kojima finally entered Konami after graduation and became a game planner, but because of his education and major, he was not qualified to participate in the most popular FC R&D team at the time, and it was also the most wanted to enter the FC R&D team, but he could only work as a game planner in the MSX R&D team.
Truth be told, at that time, Konami had already made a name for itself by virtue of its three-god work in one year, and needless to say, there was no precedent for such a well-known game company, or even a game company in Japan, to have a recent graduate who had no experience or even a student of software development to be in charge of the planner.
In fact, it is very simple for Hideo Kojima to be able to plan directly, MSX is not a hot mess of FC at the time, it is just a low-end home computer designed by Microsoft, and then licensed to different companies to produce, compared to those real personal computers that cost thousands of dollars at every turn, the cheap MSX is still very popular with some people.
For example, the Japanese.
So, in Japan at that time, apart from FC, which was almost dominant, the MSX was basically the second most popular game console, even higher than Sega's MS share, and although the MSX was essentially a computer, it could also play games.
If you don't want to give up this market, then you must develop games for this platform, but let your elite participate in the development of a platform with a market share of less than a fraction of FC to make games, no matter how you think about it, it is a loss-making business, so the senior management of Konami at that time had an idea, let the newcomers who just joined the company participate in the research and development on MSX, use it to accumulate experience, and after the level is high, directly transfer to the FC game research and development team, which can also save a lot of training time.
That's how Hideo Kojima was able to become an official planner as soon as he entered Konami.
At that time, Hideo Kojima was a newcomer, and his work was not very smooth, and several plans were rejected by the R&D team without hesitation, until he participated in the production of two games, and his qualifications were much older, and those who were older than him were also transferred to a higher-level FC R&D team, and he gradually had his own voice in the R&D team.
Then, he really started his own game design, and at first he wanted to make Zuò an all-round shooter action game set in the context of war.
However, as soon as this proposal was proposed, it was again opposed by everyone.
Because the subject matter is so big, it's not at all that the MSX design team, which is just a training ground, can play, and in addition to the dissatisfaction with this theme, there is also a point that the hardware function limitations at that time are that the war scene in Hideo Kojima's mind cannot be realized on the MSX console, which has entered the end of the period-too many characters cannot be realized on the same screen, and MSX could not even appear two different bullets on the same screen at that time.
It was in this context that Hideo Kojima remembered the scene of playing hide and seek when he was a child, so he retreated to the next best thing, and completely rewrote the framework and plot of the entire game without changing the background, and melted into some of the creativity and fun of playing hide and seek when he was a child.
Thus, a series of games that can be described as great has finally come out.
This is "Metal Solid".
Of course, just by virtue of the first two parts of "Hidden Dragon Solid" in the eight-bit era, these are just two gameplay that is quite novel, but it is far from being a great game, but when the 3D era comes, this kind of Hideo Kojima's original infiltration game really exerts its greatest charm.
Jester was a fan of "Metal Solid" in his previous life, and although this series has never been in Chinese, every time he thinks of the PS2 version of MG2, the eight major game malls have postponed the release of the work so as not to collide with it.
Although Hideo Kojima had to make a lot of design castrations at the time of the game's initial game due to functional limitations - the MSX version of "Metal Solid", this still can't stop this game from becoming the most successful game on MSX.
When MSX2 was released, because of the improvement of the overall function, especially the addition of a separate PPU, the number of sixteen colors of hair color was increased to 256 colors, giving Hideo Kojima more creative space, and "Metal Gear Solid 2" was the power source for MSX2 to sell well at the beginning.
There is also a short story about the advent of "Metal Gear Solid 2", a game that laid the foundation of MG, and when reading this paragraph, Jester also sighed a little that the world is impermanent, and behind every excellent work, there must be a story that is not so smooth sailing.
You know, in any case, the design team that Hideo Kojima is in is only the smallest design group in Konami, and the money that can be made on the MSX platform is even far less than the money earned after being knocked out by Nintendo on the FC platform, plus after this series became popular, some people also wanted to take away the production rights of "Spy Solid" from Hideo Kojima, snatch the credit, and reap the fruits of labor.
Therefore, under the impetus of some people, after Hideo Kojima, the father of "Metal Solid", was excluded from the research and development team of the sequel, under the instructions of the company's top management, the original producer of the sequel to "Metal Solid" became ULTRA, a branch of Konami's descendant, that is, they, produced "Snake's Revenge", which was highly reviewed, and almost buried Hideo Kojima's hard work. Spy of the Hidden Dragon.
Hideo Kojima, on the other hand, was indignant when he saw Konami trampling on his painstaking work, and he even had the idea of leaving his job at the time.
Fortunately, Konami's senior management also saw Hideo Kojima's talent in this matter, and on the eve of preparing to leave Kojima, under the instigation of many colleagues and the indignation in his heart, it only took one night to complete the story outline and game structure of "Metal Gear Solid 2".
And the next day, it was approved by the high-level development.
As a result, it was named "Metal Gear Solid 2: Solid. The game of "Snake" was officially established.
Because MSX2 is compared to MSX in terms of function, especially in the improvement of image display ability, in this game, Hideo Kojima has made a completely different from the first part, and it can even be said to be a ** improvement.
Not only did he reinforce the main game system from the previous game, but the standard setting 'Radar Map' appeared for the first time in the later series, making the game more strategic.
Once again, the game's suspenseful and complex storyline was recognized by everyone - with terms such as BIG-BOSS and METAL-GEAR being talked about by players. The graphics and sound effects of "Metal Gear Solid 2" have been greatly improved compared to the previous game, and both the scene composition and character actions are more colorful.
Unfortunately, the MSX market was already shrinking dramatically at the time, and shortly after the game's release, just as Nintendo's SFC console was released, all gamers were attracted to this new king console, and the superior quality of "Metal Gear Solid 2" became a forgotten masterpiece, and it was the dismal sales of this work that prompted Konami to decide to completely withdraw from the MSX platform.
Thinking of these past events, Jester couldn't help but feel a sigh, as he thought, what would happen if "Metal Gear Solid 2" could be released on SFC, or to put it another way, what would happen if "Metal Gear Solid" could be released on Dreambox?
As soon as he thought of this, Jester couldn't help but feel a little excited.
belongs to his own "Hidden Dragon Spy Shadow", the picture is too empty, Jester even has the idea of not daring to think about it at this moment.
Suppressing these memories in his mind, Jester looked at Hideo Kojima again, and his eyes became serious, but Kojima was a little hairy by Jester's eyes, and he didn't know what the other party meant by looking at him with this kind of eyes.
"Kojima,You can put the problem of this game first.,To be honest.,I just built a gameplay in my mind according to the game framework you said.,It's a pity.,In addition to the gameplay that you said can be played endlessly, I really can't think of anything more interesting."
Hearing Jester say this, Hideo Kojima's eyes, which were originally full of expectation, instantly dimmed.
However, Jester suddenly showed a smile, and he looked at the gray face of Hideo Kojima after being sentenced to death for his game idea.
"But ......" Jester's words deliberately accentuated his tone, hoping to make Hideo Kojima recover from his previous loss, and Kojima heard Jester's voice suddenly become louder, and he couldn't help but look up at the boss who was smiling brightly.
"I have a lot of feelings about the hide-and-seek thing you said, especially when it comes to your game of escape - for example, if not just run, but dodge? For example, what do you think of a spy class that dodges enemies and is designed to be able to fight not only with guns but also in a fighting style? ”
After Jester said this, he quietly waited for Hideo Kojima's reply.
Hideo Kojima, who was still pale and had chaotic eyes, stood up from the ground as if he had been electrocuted after hearing Jester's words, and Jester could only see him frowning, as if he was thinking extremely intensely.
And the look in his eyes was no longer the color of chaos that had no brilliance, but became brighter and brighter. R1152