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鉴于街机游戏已成为视频游戏世界的一个脚注,人们很容易忘记它们曾经处于整个行业的最前沿。
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.
当年,街机游戏是视频游戏行业的顶峰,运行在最强大的硬件上,吸引着最优秀的开发人才。这些投币游戏在建立一些最受欢迎的视频游戏类型方面发挥了重要作用,并且在销售家庭系统时也是至关重要的工具,因为如果一款成功的街机游戏可以在您舒适的生活中玩,那么它必然会引起人们的兴趣房间。
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.
考虑到这一点,就很容易理解为什么街机转换在 80 年代和 90 年代的销售图表中占据主导地位。 《街头霸王 II》、《Final Fight》、《吃豆人》、《太空侵略者》、《真人快打》、《山脊赛车》、《OutRun》、《NBA Jam》等无数游戏在为世界各地的游乐场所带来了数百万美元的收入后,被移植到家用电脑、游戏机和掌上电脑上世界。
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,由于最新的投币游戏和当时的国内系统之间的处理能力存在明显的差距,“街机完美”这个词很少被使用——直到 Dreamcast 和 PS2 等游戏机出现之前,情况都是如此。
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.
家庭移植几乎总是不得不做出一些妥协,例如较弱的视觉和声音、削减内容或减少功能。一些街机端口也不是由原始开发商制作的,而是由无法访问原始源代码的外部公司制作的,这意味着他们实际上必须通过投币游戏进行游戏,并仅基于此来近似游戏的“感觉”。
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.
虽然游戏界已经看到了一些著名街机游戏的非常糟糕的移植,但有一些例子表明事实恰恰相反,并且主移植实际上塑造了(甚至改进了)原始的投币游戏。例如,世嘉在其 Mega Drive 转换中添加功能以增加其对家庭用户的价值已变得很常见,例如额外模式(Super Monaco GP、Super Hang-On)或附加级别(Golden Axe)。世嘉还经历了一个基于街机版本创建完全不同的游戏的阶段,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.
考虑到有些人会首先在家庭版中体验过这些移植版,他们可能更喜欢国内版而不是投币版,这是可以理解的——但也有一些真实的例子表明家庭版是两者中“更好”的一个。
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.
对我个人来说,Capcom 的 Strider 的 Mega Drive 端口(由世嘉自己处理)感觉像是更高级的产品。当然,它缺少了很酷的口语对话,整体看起来也不太好,但我更喜欢 Strider Hiryu 重新设计的精灵的外观,而且我的记忆与家乡港口有着不可分割的联系,因为我从未玩过街机版本观点。这只是一个例子,但在某些情况下,我个人更喜欢一个明显劣质的母港,而不是投币式港口,甚至纯粹的怀旧价值比其他任何东西都重要。
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.
其他例子则更简洁一些。例如,当《Soulcalibur》在本世纪末登陆 Dreamcast 时,它比其街机母版有了巨大的改进,因为世嘉的游戏机实际上比为投币游戏提供动力的 System 12 街机主板更强大。南梦宫还添加了大量内容,以支持游戏在家里玩时的长寿,从而导致了转换,随着时间的推移,它完全盖过了街机原版并成为游戏的“事实上的”版本——尽管发布时间晚了一年多。
Is there a home conversion you'd pick over the arcade original, given the chance? Let us know with a comment below.
如果有机会的话,您是否会选择家庭改造而不是街机原版?请在下面发表评论告诉我们。
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