Traditional Culture Encyclopedia - Traditional festivals - 2000 years ago, the evolution of domestic games: the animation is as strong as a tiger, open a play as miserable as pigs

2000 years ago, the evolution of domestic games: the animation is as strong as a tiger, open a play as miserable as pigs

Many people feel that the game industry has a history of starting out in Europe and the United States, followed by Japan, compared to China's game industry is indeed more mature.

According to the information searched for by the know-it-alls, JinkoSolar developed China's first single-player game, "Ruyi Collection", in 1986. Unfortunately, due to the lack of fame, coupled with the age of the know-it-alls, we didn't even find a single screenshot of the game, and even JinkoSolar's magazine, "JinkoSolar Computer," didn't even take a commemorative photo of the game, which is one of the most "low-profile" games in China. "

The game has a very low profile, but it's not the most popular game in the world.

Although there is no chance to see the true face of the Ruyi Collection, the quality of the graphics of Star River Warriors MX-151 and Fishing Song Mahjong, released by JinkoSolar in 1987, can probably be imagined that the development of domestic games at that time remained at the level of Europe and the United States in the 1970s, and in contrast to Europe and the United States in the 1980s, Japan, but has already made The Legend of Zelda, G.I. Joe, Castlevania, Witchcraft 3, King of Kings, and many other games. The first time I saw this, I was able to get a good look at the game, and I was able to get a good look at the game, and I was able to get a good look at the game.

In the 80s, domestic games had a single method of play, and there was no sense of maneuverability, let alone game fluidity, which was good enough for the game to run properly! Knowing things once played the 1989 launch of "Monopoly 1", even from the "father of the immortal sword" Yao Zhuangxian's hand, sold 30,000 sets of hot works, the production level is also difficult to say, until the beginning of the 1990s, the domestic games have made a big leap forward.

Let's start with Daewoo's Regulus, the first generation of Regulus style borrowed heavily from the traditional Japanese RPG model, like the large map, operating system, battle screen, basically see the shadow of "Bravehearts", and then FC hosts launched a large number of the same model of the Chinese RPG game, the quality is uneven.

Special effects, usually a screen shake on behalf of the hit, a color block effect on behalf of the magic attack, these effects are often rudimentary skin effect, such as the game in the blazing fire and the cold wind two kinds of magic, with the same effect, only a slight difference in color. Despite this, Regulus still caused a stir in the industry, laying the foundation for the popularity of the later Regulus 2 and Regulus 3.

As the industry's leading smart crown saw competitors seize the opportunity, naturally, not willing to lag behind, the boss of the smart crown Wang Junbo large sums of money to sign a number of Jin Yong martial arts novels copyright, intends to do some great things in the field of martial arts games, the first of which is the first, in 1993, was the emergence of the "Smiling Pride of the Wanderer".

"Smiling Proud Wanderer" this game, in fact, very funny, the first reason, is that after opening the game, surprisingly, directly to the Far Stream Publishing House signed the "collection of Jin Yong's works" physical book played a wave of advertising campaign! Previously, we have mentioned the implanted advertisements in Capcom's games, but those soft implantations are far less rough than Ji Guan's.

The second reason is that it's a very funny game.

The second reason is the contrast between the animation and the gameplay. I have to say that the game's animation is one of the best at the time. A series of blockbuster movie-style openings, with the classic "Cangang Sheng Liao" BGM, instantly let people into the drama.

Although the game's animation is pixelated, the camera is very expressive and powerful, much more so than the fights in TVB TV shows.

It's worth noting that when I played the game, the total game capacity was 72M, and the game's animation capacity was a whopping 42M! That is to say, more than half of the capacity of the "Smiling Proud Wanderer" has been given to the animation, while the game itself only accounted for less than half! It's no wonder that Softworld Magazine (the game magazine of Wizcorp) used animation footage throughout the game's promotion, but almost never mentioned the actual gameplay!

As it turns out, Wizkam's avoidance of the obvious was a very smart move, as it probably knew that sales would drop by at least half if it released the real footage! Because the game's finish is so low! The avatars are so crooked that it's like they're being drawn directly from the movie version of "The Pride of Wanderers". ......

And I don't know why Yue Buqun's avatar is bleeding from the corner of his mouth, but I haven't even hit him yet! It's obvious that the artwork is lazy.

What's worse is the content of the game, where the player's role in the game is to attack the poor, and even his specialty, the Dokuroku Nine Swords, is neutered. Yes, you read that right, the game's Dokuroku Nine Swords only has four styles, and the reason for that is that "you can't get it right with your current ability"!

I thought that as the game progressed or as the skills were used, Foxchong would be able to learn new moves, but by the end of the game, I was still only able to use 4 moves, and the other 5 had disappeared.

Then again, there are 9 buttons on the top left of the keyboard, which correspond to the 9 Dokuro swords, so why would the game cut out the other 5 for nothing? The only thing I can say is that the makers didn't want to do it because of the hassle, but the way you did it, you can't afford to have 25 seconds of hard work on the sword to make it feel epic. It's a great way to get the most out of a game, and it's a great way to get the most out of a game!

Additionally, the high level of difficulty of the game also makes many players shy away from the "Pride of Wanderlust". I want to think of me as a martial arts legend, but a group of minions hit the ground looking for teeth, because there is no invincible time, if more than one enemy at the same time move, the player will be solidly single, so play the game, obviously the first second or full of blood, the next second suddenly appeared out of the sentence "you are dead" is often the case!

This is the first time I've ever seen a game where you've been able to play a game that you've never played.

Of course, the scariest thing about the game is the spikes. In order to pass the spiky terrain, I basically had to save my gears every time I traveled a section of the road, lest I give up. Still, failing dozens of times in a small area can be a serious deterrent to continuing the game.

Fortunately, as an ARPG, fluidity of movement is important, and Smile of the Wanderer's fluidity is passable, with the exception of a bit of a strange walking motion, the character's moves are relatively smooth, which is a quantum leap forward for a game that dates back to 1993. In my opinion, at least, it's far more fluid than later titles such as The Emperor's Crown and The Legend of the Eagle Eagles.

When it comes to the fluidity of Chinese single-player games, of course, we have to mention Immortal Sword and Sorcery. It doesn't use half the capacity to create cool over-the-top animations like Smiling Proud Wanderer, but the fluidity of the action as interpreted through the pixelated miniatures is no less impressive. For example, the little animation of the Wine Sword Immortal teaching Li Yi Yiwu's spells at Ten Mile Slope has a pretty smooth and cool effect even if you're looking at it in the year 2020!

There are also many players who may still not know that the "Immortal Sword and Wonderful Warrior" that they played as children is actually a neutered version of the plot animation, and if after defeating the Sect Leader of the Bayer Moon in the official version, there is actually a very wonderful over-acting animation, which sees the Sect Leader of the Bayer Moon and the Water Demon Beast merging into a single entity, flooding the Miaoli River with floodwaters, with Nu being knocked off and falling into the water, and Li Yi Yiwu performing his sensitive stance of stepping on the rocks and hitting the Bayer Moon Sect Leader hard. The first time I saw him, I was in the middle of a flood.

After so many years, when I revisited Legend of the Immortal Sword and Chivalry and saw this scene, I really had mixed feelings.

Of course, in terms of combat fluidity, Immortal Sword and Wonderland also made a benchmark level of domestic games, from attack action to spell casting action, all in one go, in addition to a slightly weaker sense of impact, almost no shortcomings, which is why Immortal Sword and Wonderland has remained a classic in the minds of gamers for many years.

The battle interface of "Legend of the Immortal Sword" was later imitated by many domestic RPGs, which learned the most unlike non-"Swordsman", and in 1997, the character movement dropped frames so badly that it was hard to explain.

Slightly better learning works are "New Shushan Swordsman: Purple and Green Double Sword Record" and "Divine Eagle Couple", which are both games produced by Wisdom of the crown, the smoothness of the game, but more or less there is still a bit of animation dropped frames, which is definitely not a result of the poor computer configuration of the thing, is completely lazy, animation less to do a few frames of the cause.

In addition to Wisdom, FineTune, and Daewoo, Hanto has also launched several first-rate titles, most notably Knights of the Dragon, which is a series of games that have a lot of bugs.

The first time I came across the game was "Knights of the Dragon: Mystery of the Golden City", and although the game's battlefield is just a Q version of the villain, whenever a battle occurs, it switches to a very bold 45-degree angle single screen, which is a shocking battle scene I've never seen before. Whether it's Ares' spinning axe slashes, Tino's flat jabs, Gaia's heavy punches, or Yuni's inflammatory dragon spells, the comparison to Fire Emblem isn't in the least bit false.

The excellent model of "Knights of the Inferno Dragon" was later inherited by its own "Heaven and Earth Robbery: Legend of the Gods and Demons", a bunch of rough-looking pixelated graphics, but through the smooth movement and gorgeous special effects, hit the extremely gorgeous moves, coupled with the resounding blow, the sense of refreshment a little bit of a complete explosion of the peer group ( Extra: Yin Jianping's flying star divine sword move, isn't that the same? This is the first time I've ever seen the Swordsman's sword in my life. )

As competitors' R&D strength grows stronger and stronger, and up-and-comers continue to emerge, the former Big Brother's business situation continues to dwindle, and in order to change the trend, the company launched a sequel to the Chivalry series, Chivalry 3, after a six-year hiatus, jumping directly from the first generation to the third generation. The company in the development of "Chivalry 2" when the data accidentally damaged, so the heart of a cross, simply cancel the 2 generation plan, direct development of 3 generations.

Although the development process took a few bumps, Chivalry 3 did cause quite a stir when it came out. To be fair, this game is still a traditional martial arts RPG game, the plot is more unrestrained, the plot does not have too much life and death destiny, love and hate, the main character Zhang Zhiqiu give people a feeling a little bit like the "Smiling Proud Wanderer" Linghu Chong, debauchery, dare to do, and the "Legend of the Warrior Heroes 3" is centered around the Zhang Zhiqiu's adventures unfolding.

The game's combat performance is its biggest draw, again using a 45-degree diagonal perspective, which has been proven to be extremely immersive and heavily utilized in many of the best games, and Chivalry 3's high level of combat fluidity and animation is one of the best of its kind at the time.

The biggest highlight is that "Chivalry Heroes 3" even in the skills of the same high quality, a set of flowing moves to hit a large number of HIT, and at the same time, the head of the blood bar is also in the Brush Brush non-stop changes, not to mention these moves in the end whether the hyperbole, whether it's fancy, the players of the year, if you see such a picture, coupled with the weapon upgrades, casting and refining the sword, The first is that it is not a good idea to use the same technology as you do for the first time.

In fact, before 2000, there were a lot of smoothness and graphics are particularly good Chinese single-player games, especially during the period from 1997 to 1999, but also the outbreak of the domestic boutique, if not rampant piracy, I'm afraid that the domestic single-player market has not been ruthlessly stifled.

Fortunately, to this day, players' copyrights have been constantly rising, and the single-player market, which was once considered impossible to re-emerge, has shown signs of recovery, with many producers harboring the dream of embarking on the path of creation again. The newest addition to the list is a new version of the original, which is now available in a new format.

This is the first time we've seen a new generation of the world's most popular movies! That's it for today's article. Classic games never go out of style, and oddball games can be remembered for a lifetime, so I'll see you next time!