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鑑於街機遊戲已成為電玩世界的一個腳註,人們很容易忘記它們曾經處於整個行業的最前沿。
Back in the day, arcade games were the pinnacle of the video game industry, running on the most powerful hardware and attracting the best development talent. These coin-op titles were instrumental in establishing some of video gaming's most popular genres and were also vital tools when it came to selling home systems, as a successful arcade title was bound to generate interest if it could be played in the comfort of your living room.
當年,街機遊戲是電玩產業的頂峰,運行在最強大的硬體上,吸引最優秀的開發人才。這些投幣遊戲在建立一些最受歡迎的視頻遊戲類型方面發揮了重要作用,並且在銷售家庭系統時也是至關重要的工具,因為如果一款成功的街機遊戲可以在您舒適的生活中玩,那麼它必然會引起人們的興趣房間。
With this in mind, it's easy to see why arcade conversions dominated the sales charts in the '80s and '90s. Games like Street Fighter II, Final Fight, Pac-Man, Space Invaders, Mortal Kombat, Ridge Racer, OutRun, NBA Jam and countless others were ported to home computers, consoles and handhelds after generating millions of dollars of revenue in amusement arcades all over the world.
考慮到這一點,很容易理解為什麼街機轉換在 80 年代和 90 年代的銷售圖表中佔據主導地位。 《街頭霸王II》、《Final Fight》、《吃豆人》、《太空侵略者》、《真人快打》、《山脊賽車》、《OutRun》、《NBA Jam》等無數遊戲在為世界各地的在遊樂場帶來了數百萬美元的收入後,被移植到家用電腦、遊戲機和掌上型電腦上世界。
However, due to the clear gulf in processing power between the latest coin-ops and the domestic systems of the era, the term "arcade perfect" was rarely used – and that was the case until consoles like the Dreamcast and PS2 came along.
然而,由於最新的投幣遊戲和當時的國內系統之間的處理能力存在明顯的差距,「街機完美」這個詞很少被使用——直到 Dreamcast 和 PS2 等遊戲機出現之前,情況都是如此。
Home ports almost always had to make some compromises, such as weaker visuals and sound, cut content or reduced features. Some arcade ports were also made not by the original developer but by external companies who lacked access to the original source code, which meant they literally had to play through the coin-op and approximate the "feel" of the game based solely on that.
家庭移植幾乎總是必須做出一些妥協,例如較弱的視覺和聲音、削減內容或減少功能。一些街機端口也不是由原始開發商製作的,而是由無法訪問原始源代碼的外部公司製作的,這意味著他們實際上必須通過投幣遊戲進行遊戲,並僅基於此來近似遊戲的“感覺」。
While gaming has seen some pretty abysmal ports of famous arcade games, there are a few examples where the opposite is true and the home port actually shapes up (or even improves upon) the original coin-op. It became common, for example, for Sega to add features to its Mega Drive conversions to increase their value for home users, such as extra modes (Super Monaco GP, Super Hang-On) or additional levels (Golden Axe). Sega also went through a phase of creating entirely different games based on arcade releases, such as ESWAT and Shadow Dancer.
雖然遊戲界已經看到了一些著名街機遊戲的非常糟糕的移植,但有一些例子表明事實恰恰相反,並且主移植實際上塑造了(甚至改進了)原始的投幣遊戲。例如,世嘉在其 Mega Drive 轉換中添加功能以增加其對家庭用戶的價值已變得很常見,例如額外模式(Super Monaco GP、Super Hang-On)或附加等級(Golden Axe)。世嘉也經歷了一個基於街機版本創建完全不同的遊戲的階段,例如《ESWAT》和《Shadow Dancer》。
Given that some people will have experienced these ports in their home format first, it's understandable that they might prefer the domestic edition to the coin-op version – but there are some genuine examples of the home version being the "better" of the two.
考慮到有些人會先在家庭版中體驗過這些移植版,他們可能更喜歡國內版而不是投幣版,這是可以理解的——但也有一些真實的例子表明家庭版是兩者中「更好」的一個。
For me personally, the Mega Drive port of Capcom's Strider – handled by Sega itself – feels like the superior offering. Sure, it's missing the cool spoken dialogue and doesn't look quite as good overall, but I prefer the way Strider Hiryu's redesigned sprite looks, and my memories are inexorably linked to the home port as I'd never played the arcade version at that point. This is just one example, but there are cases where I personally prefer a clearly inferior home port over the coin-op down to pure nostalgic value than anything else.
對我個人來說,Capcom 的 Strider 的 Mega Drive 端口(由世嘉自己處理)感覺像是更高級的產品。當然,它缺少了很酷的口語對話,整體看起來也不太好,但我更喜歡Strider Hiryu 重新設計的精靈的外觀,而且我的記憶與家鄉港口有著不可分割的聯繫,因為我從未玩過街機版本觀點。這只是一個例子,但在某些情況下,我個人更喜歡明顯劣質的母港,而不是投幣式港口,甚至純粹的懷舊價值勝過其他任何東西。
Other examples are a little more clean-cut; for example, when Soulcalibur hit the Dreamcast at the end of the decade, it was massively improved over its arcade parent because Sega's console was actually more powerful than the System 12 arcade board that powered the coin-op. Namco also added in loads of content to support the game's longevity when played at home, resulting in a conversion which, over time, has completely overshadowed the arcade original and become the 'de facto' version of the game – despite launching over a year later.
其他例子則更清晰一些。例如,當《Soulcalibur》在本世紀末登陸 Dreamcast 時,它比其街機母版有了巨大的改進,因為世嘉的遊戲機實際上比為投幣遊戲提供動力的 System 12 街機主機板更強大。南夢宮還添加了大量內容,以支持遊戲在家裡玩時的長壽,從而導致了轉換,隨著時間的推移,它完全蓋過了街機原版,成為遊戲的「事實上的」版本——儘管發佈時間晚了一年多。
Is there a home conversion you'd pick over the arcade original, given the chance? Let us know with a comment below.
如果有機會的話,您是否會選擇家庭改造而不是街機原版?請在下面發表評論告訴我們。
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