由杰玛 @Juicy游戏评论 / 的Gebs24
上村雅之; 来自日本京都的一位举止温和,友善的工程师是 Famicom 和 任天堂 娱乐 System。 NES已有30多年的历史了,并且在复古游戏界看来仍然很强大。为了纪念受人尊敬的8bit控制台,Uemura前往 纽约大学游戏中心 last year 和 presented a talk about the 发展 of the 任天堂 娱乐 System. That very same talk was presented to a small group of 个人,包括我本人,2016年1月29日,星期二, 国家电子游戏厅 在英国诺丁汉。研讨会开始前几个小时,《 Retro Gamer Magazine》让我感到高兴 亲密关系 在一个 专访 可以在上方查看。
植村秀(在他出色的翻译Aki的帮助下)进行了两个小时的演讲,演讲从一开始就开始,几张幻灯片让我们想起了多么重要 任天堂 are as a company. Beginning in 1889, 任天堂 began to develop 花花卡, Japanese playing cards that could be used to play numerous games. 任天堂 went on to develop other kinds of toys 和 games (including a form of 乐高积木 叫 块)。 比赛开始前& Watch craze swept across Japan, 任天堂 were busy making a range of Plug 和 Play. 的 company was eager to create 电视游戏 to allow families to have their own gaming experience from the comfort of their own living rooms but as with everything, nothing lasts forever. It seemed to me that the Plug 和 Plays were limited 和 任天堂 wanted to push their creative juices further in to the consumer market.
By 1978 Taito had developed Space Invaders in Japan 和 were due to penetrate the American markets. Uemura noted that this was a very important learning curve for 任天堂 as it increased their desire to make video games. Rather than conform the the 太空主题 (Star Wars was also popular at this time too) 任天堂 tried to separate 他们自己。结果如何?大金刚。不仅公主,水管工和孔距 太空入侵者热潮 Donkey Kong would become an imperative element for 任天堂 to capture the hearts of the North American markets 和 also influenced the core elements of the Famicom.
总统 山内(任天堂 President 1949年-2005年)想要一个能使家庭在家里玩大金刚的控制台。他组织了一支由高度专业的工程师组成的团队,将这个项目付诸实践。现在我们知道这是Famicom development 1981年在日本发行 1983年。Uemura谈到了影响Famicom设计的因素:
In 1982 总统 Yamauchi was instructing retailers not to purchase anymore Game &看。植村秀在舞台上笑着说,“他希望零售商节省现金来购买Famicom”。上村指出,这似乎不是一个坏举动,&1981年,手表的销售量下降了。 Famicom于1983年7月和1983年底投放日本市场 Nintendo had sold only 440,000. In January of 1984 任天堂 started to sense failure in the Famicom so started to collaborate with 任天堂 of America. As Atari had started to fail it seemed like the perfect time to get the Famicom in to the North American markets. How was the done? I found this part of the seminar incredibly fascinating. Uemura said the 任天堂 already had a huge presence in the arcades in North America. By 1985 任天堂 arcade machines claimed three out of the four top spots in the charts. What made them so popular? Why 任天堂? 的 Famicom technology was embedded in these arcade cabinets. 的 American's were already playing the 任天堂 娱乐 System without even knowing it! 任天堂 realised this very quickly 和 knew that the market research had already been done. 的 rest is history. By 1985 the 任天堂 娱乐 System hit North America hard. Mario Bros was released 和 the gaming industry started to regain composure again.
Clearly there are huge differences in the outer casing's 和 peripherals between the Famicom 和 任天堂 娱乐 System. According 对上村来说,这是有目的的。原因如下:
Zapper的发展是因为人们认为美国人喜欢的枪支
名字 任天堂 娱乐 System 还选择了它,以希望它对消费者更具吸引力。 R.O.B,Zapper和NES Advantage游戏杆在设计 娱乐 对人民。上村说,NES并没有被推 电子游戏机 但是作为 娱乐控制台。 我个人认为这是天才,因为西方文化的本性正在泛滥。 娱乐 和唯物主义。我们再也没有回头! NES确实是了不起的。
感谢Uemura和Aki的出色见解和工作。
7 Comments
乔伊·B
2016/1/31的20:03:00
到目前为止,社区中最好的块茎。你付出那么多,脚踏实地。很高兴在星期六认识您。
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多汁游戏评论
2016年1月2日13:36:53
Hey thanks Joey.
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格雷茨基
2016年1月2日00:22:16
NES的开创性和未来发展系统,对NES的开发者和开发者具有奇妙的洞察力。令人惊讶地想到了它所推动的所有进步,而且如果销量没有下降,它可能根本就不会作为娱乐系统发布,这一事实真是太让人错过了。还有另一种独特的宝石……您正在使自己很难改善自己的工作!!😎 #juicygamesreviews
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多汁游戏评论
2016年1月2日13:39:13
我喜欢这个谈话。面试后,这是资本化的理想方式。 ;)
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多汁游戏评论
15/2/2016 09:54:09
我也喜欢NES。 Sega Master System不会像附近那样明亮地发光。
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卡里姆·甘图斯(Karim Ghantous)
24/7/2016 05:16:01
与其他型号相比,更多地谈论6502(在C64中使用的是同一型号)会很有趣。我不是工程师,但是我完全得到了6502和6809,以及为什么它们比Intel 8位更好。
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