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加密貨幣新聞文章

“插入硬幣:內部的街機革命”

2025/01/31 21:00

無論您是在街機上花費了無數小時,還是只是發現經典的硬幣遊戲的魔力,“ Insert Coin:Inside Midway的Arcade Revolution”都是遊戲愛好者的必看。

“插入硬幣:內部的街機革命”

Jonathan Kinkley, director and curator at Chicago Gamespace; Joshua Tsui, director of the film “Insert Coin” and director of innovation at DePaul University; and Justin Witte, director and curator at the Cleve Carney Museum of Art, share their perspectives on the exhibition.

芝加哥Gamespace的總監兼策展人Jonathan Kinkley;電影《 Insert Coin》主任,DePaul大學創新主任Joshua Tsui;克萊夫·卡尼藝術博物館的導演兼策展人賈斯汀·維特(Justin Witte)分享了他們對展覽的看法。

“Insert Coin: Inside Midway’s Arcade Revolution” at the Cleve Carney Museum of Art explores the legacy of Midway Games, the Chicago-based studio behind iconic arcade hits like Mortal Kombat, NBA Jam and Cruis’n USA. Through a collection of playable games, archival materials and behind-the-scenes footage, the exhibition showcases the technological innovations, boundary-pushing storytelling and cultural impact of Midway’s arcade era.

克萊夫·卡尼藝術博物館(Cleve Carney Art Museum)的“插入硬幣:內部的街機革命”探索了Midway Games的遺產,Midway Games是位於芝加哥的工作室,背後是Mortal Kombat,NBA JAM和Cruis' n USA等標誌性街機。通過一系列可玩的遊戲,檔案材料和幕後錄像,展覽展示了中途街機時代的技術創新,邊界播音故事和文化影響。

Ahead of the exhibition’s closing on February 16, Newcity spoke with Kinkley, Tsui and Witte to explore what visitors can expect, from behind-the-scenes insights into the curation process to why Midway’s rebellious approach to game design still resonates today.

在展覽於2月16日結束之前,NewCity與Kinkley,Tsui和Witte進行了交談,以探索訪客可以期望的,從幕後對策展過程的見解到為什麼中途叛逆的遊戲設計方法今天仍然引起共鳴。

This conversation has been condensed and edited for clarity.

為了清楚起見,這次對話已被凝結和編輯。

What drew you to focus on Midway’s legacy for this exhibition?

是什麼吸引您專注於中途這次展覽的遺產?

Jonathan Kinkley: Josh Tsui’s colorful, electronic 2020 documentary “Insert Coin” rightly hailed Midway—and Chicago—as the world leader in coin-operated arcade entertainment in the 1990s. At Gamespace, we tell the most important histories in video games, and especially champion Chicago-made games. I approached Josh about adapting his hit documentary into an exhibition format, and he was into the idea—but we needed a bigger exhibition space to properly present the show. Thankfully, Justin at Cleve Carney Museum of Art felt this aligned with the mission and CCMA became an incredible partner in realizing the project.  

喬納森·金克利(Jonathan Kinkley):喬什·托伊(Josh Tsui)的豐富多彩,電子紀錄片《插入硬幣》(Insert Coin)在中途和芝加哥(Chicago)和芝加哥(Chicago),是1990年代硬幣操作的Arcade Entertainment的世界領導者。在Gamespace,我們講述了視頻遊戲中最重要的歷史,尤其是冠軍芝加哥製作的遊戲。我與喬希(Josh)聯繫起來,將他的熱門紀錄片改編成展覽形式,他對此進行了介紹,但是我們需要更大的展覽空間才能正確展示展覽。值得慶幸的是,克萊夫·卡尼(Cleve Carney)藝術博物館的賈斯汀(Justin)認為這與任務保持一致,而CCMA成為實現該項目的令人難以置信的合作夥伴。

Joshua Tsui: Ironically, as a former game developer, I envisioned a version of the documentary as an engaging VR experience where viewers could interact with the games in a virtual space. So, with that already in my head, an exhibit about arcade games felt like a natural fit. What made Midway unique was that ultimately it was a combination of three major companies coming together to become one of the biggest video-game companies of the nineties. The format of an interactive museum really lent itself well to the journey this company had.

Joshua Tsui:具有諷刺意味的是,作為前遊戲開發人員,我設想了該紀錄片的版本是一種引人入勝的VR體驗,觀眾可以在虛擬空間中與遊戲互動。因此,有了我的腦海,一個關於街機遊戲的展覽感覺就像是一種自然的合適。使中途與眾不同的是,最終,這是三家主要公司組成的結合,成為90年代最大的視頻遊戲公司之一。互動博物館的格式確實非常適合這家公司的旅程。

“Insert Coin” highlights Midway’s impact on gaming history. What do you think made Midway’s approach to design and storytelling so groundbreaking? 

“插入硬幣”強調了中途對遊戲歷史的影響。您如何看待中途設計和講故事的方法如此開創性?

Kinkley: Few works were uniquely suited to the counterculture of the 1990s and could capture the mood of a generation. Yet the upstart rebels at Midway broke rules and made boundary-pushing games that did exactly that. To the disaffected youth of those days, games like Mortal Kombat and its dark, violent subject matter—with snappy gameplay—suited their jaded worldviews. It was the right people making the right games at the right moment.      

金克利:很少有作品獨特地適合1990年代的反文化,並且可以捕捉一代人的心情。然而,中途的新貴叛軍違反了規則,並製作了界限的比賽。對於那些時代不滿的年輕人來說,諸如Mortal Kombat及其黑暗,暴力主題(帶有活潑的遊戲玩法)的遊戲為他們疲憊不堪的世界觀提供了。在正確的時刻,這是合適的人。

Tsui: What made Midway really unique was the personalities who made the games—particularly the nineties output with games like Narc, Mortal Kombat and NBA Jam. You can see the gonzo, punk rock-like attitude of the designers and their desire to innovate in both technology and design. During that era, coin-op video games were not in great shape. Pinball was vastly more popular then, so the management at Midway allowed the video-game teams to do whatever they wanted.

TSUI:使中途獨特的是製作遊戲的個性,尤其是90年代的輸出,其中包括NARC,Mortal Kombat和NBA Jam之類的遊戲。您可以看到設計師的奇聞奇語,朋克搖滾般的態度以及他們在技術和設計方面進行創新的願望。在那個時代,硬幣 - 視頻遊戲的狀況不佳。那時,彈球更受歡迎,因此中途的管理層使視頻遊戲團隊可以做他們想做的一切。

Justin Witte: I was probably the person with the least knowledge about video games and gaming history, but what stood out to me was the Midway Games designers’ constant drive to push boundaries. This is evident not only in their introduction of realistic graphics and effects in games like Terminator and Mortal Kombat but also in how they reimagined gaming concepts. For instance, their ability to transform an existing product like the NBA into a completely new experience with NBA Jam has, in my opinion, made it one of the most influential games ever. It directly paved the way for massive gaming franchises like Madden, EA Sports FC and others.

賈斯汀·維特(Justin Witte):我可能是對視頻遊戲和遊戲歷史知識最少的人,但是對我來說,這是中途遊戲設計師不斷地推動界限的人。這不僅在終結者和真人快打等遊戲中引入現實的圖形和效果,而且在它們重新構想遊戲概念方面也很明顯。例如,在我看來,他們將現有產品像NBA這樣的現有產品變成了全新的體驗的能力,使其成為有史以來最有影響力的遊戲之一。它直接為Madden,EA Sports FC等大型遊戲專營權鋪平了道路。

Can you share any behind-the- scenes insights into the process of curating this exhibition? Were there any surprising discoveries about Midway’s games or development process? 

您能否分享有關策劃該展覽的過程的任何幕後洞察力?關於中途遊戲或開發過程是否有令人驚訝的發現?

Kinkley: Chicago is often called the city that works and Midway certainly espoused this ethos. Evidence of Midway’s scrappy DIY approach and long hours of hard work manifests time and time again. For example, when game technology made digitized photo and video possible—a far cry from its 8-bit origins—Midway didn’t invest in a professional film studio as one might imagine. Developer Eugene Jarvis literally just bought a camcorder at Target, and next thing you know, they made Narc, the game that brought all the software and hardware technology together into the proof of concept that made Mortal Kombat, NBA Jam, Terminator 2 and other games possible. Another highlight was discovering that the Midway sign that used to hang outside of the 2727 West Roscoe location had been rescued from

金克利(Kinkley):芝加哥通常被稱為工作的城市,中途肯定擁護這種精神。 Midway的DIY方法和長時間的辛勤工作的證據一次又一次地表現出來。例如,當遊戲技術使數字化的照片和視頻成為可能(與其8位起源相去甚遠)時,Midway並沒有像人們想像的那樣投資於專業的電影工作室。開發人員尤金·賈維斯(Eugene Jarvis)從字面上購買了攝錄機,接下來您知道,他們製作了NARC,這是將所有軟件和硬件技術融合在一起的遊戲,成為概念驗證,使Mortal Kombat,NBA Jam,Terminator 2和其他遊戲可能的。另一個亮點是發現曾經懸掛在2727 West Roscoe位置外的中途標誌已從

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