Chapter 48 Adjustment
The burned test cassette is inserted into the red and white machine, and the game starts to run.
Takahashi was holding the handle in his hand, and there were more than a dozen staff members involved in the development of this game around him.
Due to the audio processing capabilities of the red and white machine, the original very nice music has no more grandeur than that. However, it has the unique flavor of the eight-bit music.
Press the confirmation key and the game begins.
"Light and darkness have been duel for a thousand years...
Darkness shrouds the earth...
The brave awakens again…”
Due to the limitation of cassette capacity, the font library cannot be complete. Therefore, all conversations are displayed with pseudonyms.
Japanese without Chinese characters seems very burdensome, and any native Japanese speaker with a higher level of education looks very tired.
Fortunately, the Magic Production Team found a few children to test it out. They were more accepting of pseudonym dialogue.
After all, it is easy for them to learn pseudonyms, but it is too tiring to remember Chinese characters.
"Please follow the prompts to move, up, down, left, right..." The subtitles for the background introduction have just been broadcast, and it is a beginner's teaching.
Takahashi frowned as soon as he got here, which made the people responsible for this area a little scared.
This is the disadvantage of not having deep participation, but there is still time to modify.
Takahashi said without anger, "I don't think teaching should be so blunt, it should be integrated into the specific plot. For example, there is a store here, right? You can prompt the protagonist to come here and ask him to buy a wooden sword to complete the teaching in the process."
The man next to him heard Takahashi's words and picked up his pen to start recording.
Due to the functions of the red and white machines, the number of active blocks that can be displayed on each screen is limited. Therefore, the game's enemy encounter system cannot see the walking enemies on the map, and it is a random mine-step mode.
If you don’t know much about this model, you can think about the first generation of "Legend of Sword and Fairy", which also adopts this kind of mine-step mode.
Because the three-month game production time is indeed tight, and Takahashi has high requirements for game completion, so it is absolutely not allowed to bring low-complete games to the market.
Therefore, the game process of this game is relatively short. In order to make up for this short process, the production team adopted three solutions provided by Takahashi.
First, increase the frequency of encountering monsters. You may be able to reach a position that you may not encounter monsters and walk for ten minutes. After joining the system of thunder and encounter monsters, it will take one or two hours to reach it.
The second is the maze. There are often some maze elements, and there are also thunders and encounter monsters in the maze, which is also time-consuming. However, after passing through the maze, there are often better equipment or mission props as compensation.
The third is the character level and equipment system. In this era, the level equipment system is basically represented by the "Dungeons and Dragons" series of board games.
There is no particularly obvious level and equipment system in Japan's electronic games yet. It is generally relatively superficial, such as the system in "Super Mario Bros." that eats mushrooms and flowers to upgrade.
Such a system is because the pace of electronic 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. Another reason is that the development of electronic games is still relatively basic, and it has a system like "Magic Tower" that increases blood volume, attack power, defense power, level, and equipment. It seems a bit like the one that increases blood volume, attack power, defense power, level, and equipment.
These are all things in the game. In addition to the novice guide at the beginning, the project team has had two senior employees who have done "The Tower of Magic" and the designs are still over. Takahashi only put forward some suggestions on some small details.
There is no problem with the gameplay. Although the pace of the game is a bit slow, it is not boring. This is the most basic step.
Next, Takahashi began to experience the world view he designed.
Although both Japanese role-playing games and American role-playing games are derived from "Dungeons and Dragons", there are still big differences between them.
Japanese role-playing games pay more attention to plot and plot. This is also what Takahashi emphasizes.
American role-playing games pay more attention to the openness of the game. For example, games such as "Witchcraft" that have been launched on personal computer platforms at this moment, the plot is just a background, "freedom" and "openness" are its core.
Takahashi had also thought about whether to follow the American game path, but in the end he did not decide to do so. Although such a game-making idea could make a game series like "Rampant and Domineering". However, in this era of poor and weak functions, making such a game is a dream.
This game, code-named "Magic", is centered on the plot. Even the plot performances are divided into chapters.
The game is divided into six chapters, namely the initial chapter of the young boy who wants to be a brave man and has given him a heavy responsibility. Then the growth chapter of meeting a partner and taking risks together. Then the climax chapter of rescuing the princess and relieving the crisis. Then the chapter of brief calm and discovering a new crisis. Then the chapter of companion rebellion. Finally, the climax of defeating the darkness.
Due to the game design mechanism, this game is quite time-consuming. The estimated process time is twenty hours. This is already a very terrifying time in this era. The process time of the ancient "Pang" and "Space Invaders" is only a few minutes, and the process of epoch-making works such as "Super Mario Bros." is only two hours.
Twenty hours are definitely a feast for today's players. As long as the gameplay is not too bad and the game does not have fatal bugs, you can achieve a good reputation based on this characteristic of large amounts and fullness.
While taking care of the disabled, this game also allows Takahashi to react quickly and operate well, players who lose their greatest advantage.
Even Takahashi cannot greatly shorten the process time with his strong operation level.
So, Takahashi only played for five hours this time. When he reached the beginning of the third chapter, he saved the file with the clergy and quit the game.
The archive mechanism of "magic" is not advanced, and it can even be said to be very backward. Players who have played games with long-term processes on the Red and White Machine probably have experienced the fear of being dominated by the renewal password.
The archive password of "magic" is sixteen digits, and the password is a pseudonym. After saving it from the clergy, a pseudonym password of sixteen digits will be obtained. Players need to record it and enter the password next time they play, and then continue the game.
The sixteen-digit passwords correspond to the character's health, weapons, equipment, consumables, etc.
Due to technical problems, it is not possible to archive at any time. There are a total of twelve archive points.
It is the end of Chapter 1, the beginning of Chapter 2, the end of Chapter 3, the beginning of Chapter 6, the middle section, and before the final boss level.
Strive to play for two or three hours to save.
The stars flashed outside the house, Takahashi encouraged, "Everyone has done a good job, please keep cheering."
Chapter completed!