Joke Collection Website - Mood Talk - Because there are so many series of this game, even the producers don't know how to name it.
Because there are so many series of this game, even the producers don't know how to name it.
However, for individual works, such as "Super Robot Wars" series, more than 60 generations of orthodox works have been released so far, which has caused the producers to have a headache about how to get the suffix of the game title, and even finally began to fly it themselves. So what Barley is going to tell you today is the development history of Super Robot Wars series and the interesting story behind this game.
1989, seeing that the market of shanzhai games could not go on, CORELAND, a subsidiary of Rong Feng Industry and Bandai, was reorganized and renamed as Banpresto, while Yukio Sugura, an employee of Bandai, was the original president of Rong Feng Industry. After the reorganization, Guangshe focused its business on the direction of adapting animation into games.
However, the parent company Bandai actually has a business line for changing games, which leads to the situation that subsidiaries may compete with the parent company. So President Sugiura Xingchang had a whim, why not put many characters in comics into the same game for a "big fight"? This not only avoids the competition with the parent company's pure game business, but also this game production method has never appeared in the market. Sugiyama Xingchang's idea was later borrowed by Nintendo, and his Nintendo All-Star Game was launched on 1999.
As a result, Yukio Sugura immediately began to personally visit major animation manufacturers to obtain their animation role copyright license. Although he hit a wall one after another, Yukio Sugura, who paid off his efforts, was authorized to use the characters of three Japanese national cartoons in the 1990 s, namely masked Superman, Gundam and Altman.
However, at this time, the first big fighting work launched by Guangshe is not the super robot series that players are later familiar with, but the SD wrestling sumo on FC platform. In this game, the player controls Gundam or Altman to hold a sumo contest on the sumo platform. Although it seems a bit strange now, at that time, thanks to the blessing of Japanese national animation and national sports sumo, the game got a very good response.
After that, the sequel "SD Heroes Finals" increased the number of optional characters for players to more than a dozen, but the gameplay changed from sumo to horizontal scroll action game. And this work has also been loved by players, so Guangshe successfully won the first pot of gold by relying on these two works, and also let more animation manufacturers see their own strength, laying a solid foundation for the later launch of Super Robot Wars.
After the success of the indiscriminate game of Guangshe, more and more animation manufacturers saw the potential of this company, but many took the initiative to find Guangshe for copyright cooperation. Since 1980s, the first mech animation of Magic Z has been popular in Japanese animation industry, so this time it was decided that all the most famous characters of mech animation at that time appeared in the new work of Guangshe, and the game was named Super Robot Wars. In addition to Gundam, there are also the big fiend in the famous magic god Z and Gaita in the Gaita robot.
The types of games are also very different from the previous action games, because the works of this generation will be placed on Nintendo's new handheld GameBoy, so the limitation of hardware functions makes Guangshe decide to make it a strategy board game, although many action games have appeared with the development of handheld performance. The game will be executed by Winky Soft, who once produced Weapons of Fire, and the optical club will be responsible for the sales. Therefore, players also find that the battle pictures in the first generation of Super Robot Wars are very similar to Weapons of Fire.
However, on the whole, Super Robot Wars, which just landed on the mobile phone, has achieved very good sales results, so Guangshe immediately put into the next sequel, and it took only half a year to launch the second work of this series, Super Robot Wars 2, with better performance on FC. This generation of games has almost become the framework of all subsequent super robot series. For example, in the follow-up games, you can carry the mothership of other bodies, repair the mecha of other characters, and map guns are all added by this generation.
But unfortunately, the sales of this generation of mechanical warfare are not satisfactory. Compared with the first generation, its sales really hit less than half of the glasses club team. The reason is largely because Nintendo's main host at that time was SFC platform, which greatly affected the game sales of FC platform, so Robot Wars II was also implicated.
However, excellent works are not easily buried by the times. The Optical Club has not given up this series. After the third Super Robot Wars and the fourth Super Robot Wars were launched one after another, the game content became more and more stable, and the team returned to the original GameBoy platform. This time, Takashi Terada, who is in charge of the second game test of Super Robot Wars in Nintendo, led the game production. He was deeply moved when he saw the game for the first time, so he applied to the optical club and gradually became a game producer in the company.
The first work he made was "The Second Super Robot Wars G" on the GameBoy platform. In an interview, he said: The reason why the English letter "G" is added at the back is because it represents the meaning of light, greatness and greatness, and also represents the greatest work of this platform. With such high hopes, the second Super Robot Wars G didn't disappoint the team. Compared with the last work on the GameBoy platform, the game sales directly doubled, which completely strengthened Guangshe's confidence in computer warfare IP, so the company's computer warfare series production has since been on the right track, and the production speed is almost two generations a year.
In this way, from the GameBoy platform of 199 1 to the present nearly 30 years, more than 60 works have been published in the computer warfare series. If we continue to use the naming rules of the N th robot war in the past, it will be almost the 60th super robot war.
However, this name is too serious, so we began to use English letters to distinguish each generation of works in the game suffix. However, relatively speaking, the letters in the title have some special meanings. For example, Super Robot Wars F, the follow-up work of the fourth Super Robot Wars, represents the fourth generation of reset on the one hand and the final/end on the other hand; In "Super Robot vs. Alpha" in 2000, alpha is the first Greek letter, symbolizing the "fresh start" of the series; On 20 10, NDS super robot fights L, where L is the last letter of K, indicating that this is the next work of Machine Wars K, and it also contains the meaning of "linking and fettering".
However, with more and more game algebra, the government itself has fallen into the naming problem. For example, Super Robot vs BX, which was launched on the 3DS platform on 20 15, declared that BX means "bright light illuminates the unknown". However, this explanation has little to do with the content of the game and seems far-fetched. In fact, it is just a name that everyone in the production team can barely accept. 17 Some netizens made a summary of the names of computer warfare series and found that the last 26 letters of computer warfare were all missing five letters.
Interestingly, due to more and more bodies appearing in the game, the importance of copyright becomes more and more prominent. For example, Super Robot Wars T, which was newly released on NS platform last year, is not allowed to take screen shots in the cutscene animation in order to protect the copyright of animators, but screen shots are directly prohibited after the eighth sentence of the game. It's a pity that some gorgeous fighting animations make it impossible for fans to record.
Although the mecha-style animation has gradually declined, and the quality of computer war chess games can't keep up with the times, as a war chess game with animation and nostalgic elements as its core, what he needs to do is constantly provide fans with their favorite content. Perhaps innovative means are not as rich as other types of games, but fan-oriented games have always been enough to serve core players.
When I think of the background music of the big fiend here, the soul of steel once burned in the hearts of players again, of course, accompanied by their wallets. After all, this fan-oriented Japanese game is really expensive!
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