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許多專業人士描述了他們知道自己擁有熱門產品的那一刻,而在中途創建了第一個真人快打遊戲的中途開發團隊也不例外。
The development team at Midway, who created the first Mortal Kombat game, are no exception. A number of professionals have described the moment they knew they had a hit product.
在中途創建了第一場《致命戰鬥機》遊戲的中途開發團隊也不例外。許多專業人士描述了他們知道自己擁有熱門產品的那一刻。
The first weekend test was where the team realized they had something special. There was a Street Fighter 2 machine just down the way, with a pack of players around it.
第一個週末測試是團隊意識到他們有一些特別之處。沿途有一台Street Fighter 2機器,周圍有一包玩家。
"I just remember thinking 'What are we doing here? How are we going to compete with this game?'" said John Tobias, co-creator of the original game.
“我只記得在想'我們在這裡做什麼?我們將如何與這款遊戲競爭?'
"They turned the Mortal Kombat machine on and there it sat alone with no one playing it, and then the first player walked over and put a token in, and then ran over and told his friend about the game," said Tobias. They were both playing it, and then slowly the crowd migrated over from Street Fighter 2.
托比亞斯說:“他們打開了凡人的庫巴特機器,那裡獨自一人坐著,沒有人玩它,然後第一個球員走過去,放了一個令牌,然後跑了過去,向他的朋友介紹了這場比賽。”他們倆都在玩它,然後慢慢地,人群從Street Fighter 2遷移到了2。
"That's when we realized there's gotta be something special about this game. We kind of felt that during development, people around the office were excited about it, but it was the first night [at the arcade] where we understood there was something special about the game," Tobias stated.
托比亞斯說:“那是當我們意識到這場比賽有一些特別之處。我們有點感覺到,在開發過程中,辦公室周圍的人們對此感到興奮,但這是[街機上]的第一個夜晚,我們了解到遊戲對遊戲有一些特別之處。”
"When we took the game away, the arcade was saying they were getting phone calls, asking when they were going to bring the Mortal Kombat game back," said series co-creator, Ed Boon.
系列聯合創作人埃德·鮑恩(Ed Boon)說:“當我們將游戲帶走時,街機上說他們正在接電話,詢問他們何時要把致命的戰隊遊戲帶回。”
"I remember watching the game and seeing where people's eyes lit up, or sometimes worse, where they were confused about something. While we were watching games on test, we would notate that and go back to the office, sometimes that very night, and make fixes," said former Midway employee, Sal DiVta.
“我記得看著比賽,看到人們的眼睛照亮了,有時甚至更糟,他們對某些事情感到困惑。當我們在測試中觀看遊戲時,我們會注意到這一點,然後回到辦公室,有時是那天晚上,並進行修復,”
"We'd study the people playing Mortal Kombat, and we weren't allowed to interfere either," said DiVita.
Divita說:“我們會研究玩《致命戰隊》的人們,我們也不允許干預。”
This all took place back in the early 1990s at a Chicago, Illinois arcade called Times Square that was located on Broadway Street.
這一切都發生在1990年代初在百老匯街上的伊利諾伊州芝加哥一座名為“時代廣場”。
Never know when something you're working on will blow up into a major thing, but when those moments happen, it's something truly special.
永遠不要知道您在做的事情何時會爆發成主要的事情,但是當這些時刻發生時,這確實是特別的。
If you want to go further, check out John Tobias and Ed Boon breaking down a cut Fatality that went too far, presumably for Mortal Kombat 2 and how Mortal Kombat is close to becoming a forever franchise, like Star Wars and Marvel.
如果您想進一步走,請查看約翰·托比亞斯(John Tobias)和埃德·鮑恩(Ed Boon)分解了一場過度的削減死亡,大概是《真人快打2》(Mortal Kombat 2),以及凡人康巴特(Mortal Kombat)如何成為一個永遠的專營權,例如《星球大戰》和《奇蹟》。
You can scope out the full discussion with Ed Boon, John Tobias, Sal DiVita and Kerri Hoskins in this video from Tabmok99.
您可以在TABMOK99的這段視頻中與Ed Boon,John Tobias,Sal Divita和Kerri Hoskins進行完整的討論。
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