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What are the unprecedented innovations in the history of games?
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It was just a summary of a few sentences, and I found that there were more and more things to write, and finally it became a code word ... What I am going to say next will not mention the source of information (basically what you can find in industry magazines in the past 20 years), nor will it guarantee that the content is absolutely true and reliable. You can take it as my personal nonsense, but if you are wrong, please correct me ~ ~ ~
1978, Tito released the space invaders. This seemingly crude shooting game program screen music was all arranged by Hiroshi Xijiao, but it caused a sensation in the industry at that time. In the previous game, although there was the concept of Hi-score, it was only a predefined score, and you can get a reward if you reach it; Space Invaders is the first game that can save players' high score records and encourage challenges (the sequel has even realized the function that players can sign on the high score list). In other shooting games at the same time, players can only shoot the target unilaterally without being countered by the enemy; Space invaders were the first to realize the concept of fighting enemy planes. The innovation of this work also includes the concept of three lives per currency, the concept of destructible bunker and so on.
The popularity of Space Invaders is a revolution, which directly changed the trend of the game industry from monotonous table tennis to action and shooting. This is a gold mine in the game industry. Shigeru Miyamoto said that he had never caught a cold before playing video games. Ren dog's first arcade is its cottage; After moving to Kenzo, he created the predecessor of the watch. ...
1980, Nanbiao became Pac-Man. The most interesting design is that the protagonist can become a soybean beep after eating super beans, which is also the earliest concept of protagonist upgrade (although it can only last for a short time). It is said that Pac-Man is the first animated game in history (1979 also has a story about Space Invaders 2), inspired by the fact that the protagonist of the missing pizza seems to be the first idol game character in history.
In the same year, hooligans came out. This game has an abstract screen composed of ASCII characters, and its biggest features are randomly generated dungeons, extremely open gameplay and harsh settings that players can only start from scratch when their characters die. Random maps inspired the later Diablo, and the high degree of freedom gave birth to sandbox games represented by radiation and GTA, and even the later American RPG was quite nonlinear. The profound influence of this game on American RPG is hard to describe in words, and the industry even simply calls Roguelike a game type, which shows its importance.
198 1 year, Ren Gou launched donkey kong, which is the first game with jumping keys in history and the originator of platform games. This is also Shigeru Miyamoto's first appearance. At that time, Mario's name was still Jumper. I don't know if anyone thought that this plumber, who was born as Popeye's spare tire at that time, later became a master mascot of a bully.
1982, Game &; Watches are on sale, and the dog's master Junping Yokoi invented the cross key. I won't say much about the breadth of the impact surface of this invention, just look down at the handle myself. The setting of the left direction key was born (it is said that it was influenced by the space invader arcade, but the space invader only controlled the horizontal movement, not the complete eight-way joystick. Personally, I think the tradition of putting the direction key on the left is still a dog's game &; Created by Watch).
1983, North American game developers invented the Atari Depression. The tragedy ended with thousands of tapes being transported to the landfill. More than 30 years later, in the spring, the busybodies dug them up again, and it was said that they would make a documentary to whip the bodies. In the list of "shit-like movie adaptation games", the worst ET buried in that incident may not be the first one, but it is undoubtedly the one with the greatest influence, thus creating the theorem that movie adaptation is absolutely not fun for future generations.
During the period of 1984, Pac-Man Mainland in Nanbiao was probably the first scroll game that integrated elements such as movement, platform jumping, enemies and time limit, and the multi-layer scroll technology used was also an innovation. Contrary to fate, the FC version of this book insists on the anti-human setting of the right hand direction, that is, using the B and A keys to control the left and right movement, and jumping with the direction keys, but this still does not prevent it from becoming the predecessor of Super Mario Bros., but the latter is of excellent quality and dazzling light. ...
In the same year, Tito's Shadow Legend adopted the design of four-way scroll, which is also a classic. Crazy jumping height and right-to-left level design are debatable.
In the same year, Ren Gou opened the third-party development authority and invented the royalty system. This kind of behavior was praised as tyranny, and later it was unceremoniously imitated by all host manufacturers. Royalty system is one of the most important innovations in the history of game industry. The business model of the whole home mainframe in the past 30 years is based on this. Other manufacturers even came up with the idea of reselling the mainframe and pumping water from the game to make money. However, granddaddy's job as a dog is to stick to the profit of the mainframe and keep the myth that he will not lose money until the Wii era with the support of super-hard first-party software.
1985, the dog owner Shigeru Miyamoto introduced the Super Mario Brothers. A well-deserved masterpiece, this game is not one or two innovative problems. On the basis of Pac-Man, some settings are added, such as water pipe transmission system, different layouts of above ground/underground/sky/underwater/magic capital, transformation system, hidden reward, stampede attack, maze and gold coin reward (at the same time, 1up = a concept of life reward), which perfectly combines all elements. The design is completely oriented to home computers, so that the game will not be dragged down by the rate of eating coins and the difficulty requirements, and you can have fun regardless of the level (please compare Ka Biao's works at the same time, and you will find how happy it is to jump and twist in the air). Super Mario Bros. is the quality benchmark of platform action games. It is a blue pill for the revival of the game industry after Atari's Great Depression. It's a textbook for game programming. Its world sales record was not broken until more than 20 years later by games tied to its own game console.
In the same year, Tetris was born (or transplanted PC). If the above paragraph is to help people realize the Excellence of Super Mario Bros., you don't need any nonsense compared with the greatness of Tetris, you know.
In the same year, Ke Biao released the space cruiser, and its unique weapon upgrade system made it stand out from many shooting games. Up, down, left, right, left, the BA secret skill was first used in the FC transplant version of the following year, and was later brought to its various games by Ke Biao, and players called it Konami code. The sequel Shaloman Snake has made more breakthroughs on the basis of the original work, realizing the switch between horizontal and vertical versions and the mode of cooperation between two people. It also created a precedent for shooting games to encourage players to recite versions.
1986, Technos invented an eight-way mobile horizontal action game (hardcore), and added the concept of scene depth to the platform. As the pioneering work of the blood series, this work seems a bit unacceptable to young players who play sequels first because it is different from the well-known sequels on FC. In fact, Iron Man is a masterpiece in the history of act and even FTG. It not only increases the depth movement, but also defines the mode that a scene/room is only one or two screen sizes, and enters the next scene/room after destroying the enemy. Invented the operation of pushing the rocker twice in the same direction (forward and backward); Most importantly, this book created the concept of continuous skills in an epoch-making way. After being hit by the protagonist's attack, the enemy will be in a hard and straight state, and then the protagonist can continue to carry out more powerful additional attacks. The following year, the double Duan Long evolved from this model quickly became popular. Later, Kabiao copied this setting and made a bunch of arcade game (Final Battle, Devouring Heaven and Earth II, Battle of Red Cliffs, Cadillac and Dinosaur, Famous Players, Punishers, etc. ). Many post-80s China grew up playing with these knockoffs, but they are still knockoffs in the face of hardcore and double Duan Long.
In the same year, the legend of zelda, another god who was a dog, came out, the first ARPG in the world, 10 years earlier than Diablo. Prop collection, puzzle solving and map instant fighting, I almost forgot to mention that this is the first home computer game that can be archived, although the battery life of the cassette is limited. ...
In the same year, the brave fought against the dragon for sale. It is not the first RPG in the history of video games, but it rewrote the future of all Japanese RPGs and became a Japanese national RPG. The template influenced all the latecomers, including Final Fantasy, and even the American RPG was inspired to some extent.
In the same year, Demon City was listed. Compared with the platform game of punching, kicking and shooting, the whip was quite new as a weapon at that time. At the same time, the added sub-weapon system is also quite creative (later works such as ninja dragon sword biography also copied this system). Flying knives, flying axes, holy water, crosses and pocket watches have different performances. Players need to make choices in the background and destroy candles to get the energy to use props. The value system of life is also one of the characteristics of this game. When the hero is attacked by the enemy, he is injured rather than killed by one blow, unless he falls off a cliff. This game may be one of the earliest platform action games that introduced the injury and retreat system. When the protagonist is injured, he will take a small step backward in a hard and straight state, unable to accept any control, and the setting of unavoidable in the air is so common that the tragedy of being hit by the enemy in the ditch is so common that the Japanese version of FC transplantation has joined the relaxed mode without retreat.
Rich scenes and high-quality music (and perhaps disgusting operations) make ghost city widely acclaimed, thus becoming one of the top bitches.
One of the cash cows.
1987, Kabiao invented a fighting game with a killer system, or street fighter. In addition to command input skills, the standards established in this game include physical strength slot, time limit, light and heavy attacks and so on. In short, the arcade industry will hold up half the sky with this type of game in the next decade.
(It is pointed out that the earliest fighting game with physical strength trough was Ke Biao's kung fu, which is true. But Kung Fu has no fighting function, and 2P only challenges the computer in turn. )
In the same year, Kabiao introduced Lok Man, which also played a very important role in the history of platform action games. Different from the traditional linear customs clearance mode, Locke people creatively allow players to freely choose the customs clearance order. More interestingly, they can gain corresponding abilities after defeating boss, and there is a correlation between different abilities and different boss.
In the same year, Shishe released Final Fantasy. At that time, it was considered to be one of the knockoffs of many brave people fighting against dragons, but it was also quite distinctive. "Final Fantasy" is not only more fashionable and more in line with the sci-fi theme of European and American tastes, but also the first Japanese RPG with professional differentiation. Different occupations can use different equipment and magic. In the battle scene, the four-person team of the protagonist will be displayed on the screen, which is completely different from the main perspective of the brave fighting the dragon. The vehicle system has also been welcomed by players.
It can be said that the brave fought against the dragon, created JRPG, and finally fantasized about carrying JRPG to the world. These two game series will be the two pillars of JRPG in the future. In the heyday of the 1990s, countless players dreamed that the two clubs were invincible in the world, but it became a reality in 2 1 century. Unfortunately, the reality is not so beautiful.
In the same year, Ke Biao's metal equipment went on the market. This is a grand game to promote petty theft. Although the production is green, the concept is very creative. Ten years later, every time PS, a large number of obscene scenes are added, 3d has become a successful platinum masterpiece, creating an excellent tradition of listening to the radio and watching animations so that you can play once or twice occasionally.
In the same year, NEC introduced the host PC-E with great foresight. As the first host that can use CD carrier, this model later became the best platform for 18 banned games, which was widely welcomed by Japanese players.
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(Blank five years, during which manufacturers strive to fulfill the Matthew effect. With the release of MD, GB, SFC and other platforms, mix is getting better and better, while mix is getting worse. )
During this period, it is worth mentioning that:
1989, which may be one of the earliest sand table building games (a pure free building game without plot, ending and purpose). Another great significance of The Sims lies in its subsequent masterpieces, including The Sims, a PC game that once became the best seller.
Street Fighter 2, released at 199 1, is the first fighting game that allows two players to choose their roles freely (the first generation of characters is fixed, 1P can only use dragons, and 2P can only use Ken). This work is a milestone in the history of fighting games with beautiful pictures and beautiful music. In order to prevent lawsuits, it swapped the names of characters in the international version, and also played a big joke on the players (why did the names of characters in different regional versions of Street Fighter swap? )。
"Street Fighter 2" not only introduces continuous technology, but also introduces the concept of super cancellation into fighting games for the first time. This is actually not intentional design, but an unexpected pregnancy. When testing the car crash game, the planner found that it could grasp the key opportunity faster than usual. He thought it was a small probability bug, so he left it alone. After the game went on the market, players quickly discovered the skills of continuous technology and super cancellation, which played a positive role in the promotion of the game.
With the fanaticism of Street Fighter 2, players with certain hacking ability began to crack and modify it enthusiastically, and various abnormal versions were once rampant (including folk inventions such as air killing skills were later copied into sequels by Kabiao officials). In order to deal with the piracy problem, Kabiao trial-produced the official accelerated version the following year. Ka Biao found that the accelerated version had a good response, so he unscrupulously launched various super-accelerated versions, complete versions, evolutionary versions, final versions and final versions. The demand for the final version has never changed, opening up a new way to cheat money. 1993 in Super Street Fighter 2, the game officially recognized the existence of continuous skills, named combo and added the function of displaying combo times, which quickly became the standard of fighting games.
In the same year, Sega made a hedgehog to fight against Mario's idol effect. Sonik is tailor-made to show off MD's reel function. No matter how fast it moves, it will not leak gas, whether it is a large circle or a high-speed pipeline, a spring or an accelerator. In addition to the high-speed exciting racial concept, the interesting highlight of this game is the design of the gold ring. Unlike the gold coins in Mario, Sonik won't die as long as he has a gold ring, which ensures the fluency of the game.
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1992, id assassination of Hitler 3D became the first first-person perspective design game released by * * *. In addition to introducing the demo-unlocked sales model into the game industry, this company, or Kamak, redefined FPS in various ways in the next decade. Of course, I have also done such a small thing as inventing a 3D engine and holding a formal competition to send Ferrari. This company may be irrelevant in game design innovation, but it has contributed new business MODels, promoted open source and mod package gameplay, achieved many technological breakthroughs, and led the development direction of 3D display technology. ...
In the same year, Ximu invented the real-time strategy game (Dune 2). I can't count how many creative settings it has, regardless of good or bad, such as the slow coitus speed of mine cars, uncomfortable floor tiles for building houses, etc ... In short, there is no doubt that it is Grandpa who jumped the ticket and later competed for hegemony.
In the same year, SNK Biao's fighting game followed closely and was named Dragon Tiger Boxing. Compared with the hand feeling and balance that should be paid more attention to in fighting games, S Biao puts more energy into strange places, such as the triangular jump on the side of the version, for example, the lens will zoom with the distance between the two sides (this system will be applied to serving the soul), for example, the character will be disfigured if it is beaten too much, for example, the female character will explode her clothes if she is defeated by killing skills ... But this work is not without its merits, and it has made great contributions to fighting games, that is, the invention of the empty slot system and super killing. The so-called super-killing skill is a secondary killing skill that is more powerful than the killing skill, with stricter restrictions and more complicated input instructions. This setting was later adopted by most fighting games and even fed back street fighters. It takes gas to use Nirvana in the game, and the more powerful the super Nirvana, the more gas it consumes. If there is enough residual blood, it can also send out hidden super nirvana. Provocative actions are also initiated by Dragon and Tiger Boxing. In order to emphasize the importance of empty slots, the game also specially set up a provocation button, which will make a provocation to buckle the opponent's anger after being pressed. Later, the S card was torn by two bitches, and the street fighter specially added a weak chicken character Dan. Robert's face, Sakazaki's superb posture and provocation are used to make fun of Dragon and Tiger Boxing. This is another story.
In the same year, Jingshe invented the game of love formation (peers). This is a highlight in the history of abandoned houses in Japan.
1994, Sega released SUPER 32X-CD, one of the most hard-core peripherals in history. The creativity of this device is comparable to that of some kimchi family living rooms with three televisions side by side. The only game hardware that can compete with it is Sega's six-battery, five-battery and half-hour GG, and VR Boy, which forced Master Junping Yokoi to resign with excellent stunning effect. I can't think of any language that can comment on this system without malice. You can see how innovative it is by watching the video.
1995, Warcraft 2 was released, and the concept of fog of war quickly became the standard of real-time strategy games.
1996, Pant Demon innovated the practice of integrating the chest-shaking engine into 3D fighting games (death or life) like a god possessed. Although the early 2D fighting games were also very popular, this is really the first time to develop a system specifically for chest shaking. The producer's later deeds prove that not only can there be no moral integrity in game development.
In the same year, Kabiao zombies turned back. Resident Evil is a lucky work, but some of its main shortcomings amplify the degree of horror and make the game more successful-for example, the third person's perspective is fixed but it matches the wonderful setting of subjective operation mode; For example, reading the disk is slow, so it is accompanied by gloomy opening of the door, animation on the stairs and so on. My personal favorite of this series is Paul's gambling incident on Wednesday a few years later. You didn't discuss that smart bitch.
In the same year, Ganpura electronic chicken was born. A few years later, the trend of electronic pets swept through China. This is a very sad and lonely invention. Nintendo and LovePlus, which are popular in the future, are basically the continuation of this model.
In the same year, Ren dog Pikachu was born. The masterpiece that really carries forward the game of changing sets is divided into two versions: red and green, and the design of cheating money is a model of commercial success.
In the same year, Tiao Pixue Diablo cooperated with Battle.net. This book combines many popular elements, such as random dungeon generation, random treasure dropping and so on. Combining these elements with real-time combat system has created a precedent for brushing machines. The setting that magic equipment needs to be certified also increases the interest. The greatest significance of this work is that there are many people surfing the Internet in Battle.net. The so-called solo music is not as good as public music, and only by keeping up with the game can we have motivation.
In the same year, the real god released the Duke of Destruction 3D, and the full-screen mosaic could not resist the player's pornographic impulse. After being carried away by money, Apogee announced the launch of the Duke of Eternal Destruction in the second year, which is forever. By the time the game is actually released, the children born that year have reached the age of opening EVA.
1998, Ke Biao invented the dancing machine ... Since then, the game not only educates justice, but also shoulders the heavy responsibility of keeping fit and opens up a new way to attract gold. Collaborate with DJ, guitar, drums, etc. In the same period, this kind of game indirectly extended the life of arcade for several years.
In the same year, Sega introduced a mosquito-repellent incense machine with many magical ideas, such as the integrated dial-up internet access of the host computer, such as a big ugly handle with a screen. The consequences were gratifying. After three years, it announced that it would stop production and completely quit the mainframe industry. Since then, it has never recovered.
In the same year, since someone mentioned it in the comments, let's talk about metal gear S, who is a bitch. Add an s and it will be high in an instant. Really? The next generation is finally strong enough to realize their dreams, isn't it? Finally, we can play a game, where we can peek at women in ventilation ducts and cartons, hide behind walls, and flirt with diaosi under the bed. Although everyone complains that Xiao Bing has only 5 meters of vision and 7 seconds of memory, it has finally become a very interesting game! The details of this game are outrageous, such as the setting that the sniper rifle will shake hands; Such as the boss; Who keeps yelling at the contents of your memory card and doesn't play invincible without using the 2P handle; For example, the radar map that has been played to death. Of course, there are also background stories of incest of each protagonist; Boss; He must make a speech before he dies until he is satisfied; And the filing frequency printed on the packaging box, so as to realize the anti-theft version like an ostrich ... There are too many slots to say more.
1999, Silent Hill in Ke Biao turned the white fog with poor function into a prop, creating a horrible atmosphere and a beautiful talk. Whether you are blind or not, the fog is there. Coupled with the precedent of Majie Village and Resident Evil, everyone seems to understand that the trick of horror games is to make them difficult to play.
In 2000, the gem puzzle was born, and all kinds of parents and grandparents were eliminated.
Let's stop here. In fact, the three-elimination game has a long history, such as the magic gem on FC 1990 (falling type, allowing oblique elimination), Dr. Mario (falling type, four-elimination) in the same year, and the bubble dragon on 1994 (playing type, honeycomb arrangement) and so on. However, in recent years, when it comes to San Xiao, games are all based on gem puzzles (or, in penguin's words, collisions). Different from the traditional elimination game, the main features are: the game control mode is to exchange adjacent squares in one step, and if the exchange result is three consecutive matches of the same color, it will be eliminated, otherwise the movement will fail (traditional games generally control the position of falling/hitting); The opening is a full screen of squares, and the eliminated squares are constantly supplemented during the game (traditional games usually end when the screen is full or piled to the top). This game mode is the first in the Gem Labyrinth, and the early imitators with high quality include the flash game City Zoo.
Information from: Zhihu
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