Chapter 76 Global Simultaneous Sale
The so-called hardcore game basically means being insulated from the vast majority of players. It is not easy to make a hardcore game have a wider audience.
However, Wanhu's new work "The Tower of Magic" and "The Tower of Magic - Threesomes" learned how Konami's own hardcore game reduces the difficulty, which is the built-in secret.
In the history of video games, there are many legends that sound very beautiful. Even Konami's secrets are one of them, "up, down, down, left, and left, and left". This secret is familiar, and even in the days when people who rely on their feelings to make a living in the future, they even released special cultural shirts.
Most Chinese players know this secret, and most of them pass on word of mouth.
The game "Contra" is an unavoidable topic in the history of Chinese electronic game piracy. In addition to its excellent game quality, the popularity of "Contra" is also inseparable from the secret book "up, down, down, left, left, and left, and left".
“This game is too difficult!”
"Don't steal my man!"
"It seems like you can adjust people when you choose a level!"
"How to adjust?"
"Up up, down, left, right, right ab?"
"Where can be adjusted?"
"That's up and down, right and right! Anyway, I heard that these buttons are just these, let's try them all!"
After a series of arrangements and combinations, children who play with red and white machines can finally get upset happily in the hot summer with cicadas.
Many Chinese players believe that "Conra" is the source of this secret. Many children living in first-tier cities, who can play super red and white machines, and later they can come into contact with other Konami game works, such as "Castle of Demons" and "Heartbeat Memories" and other series. When you try it occasionally, you will find that in these difficult games, this secret can be used!
Over time, this has become the most famous secret in the history of video games. It has also become a business card of Konami.
As for the first red and white version of "Cruise Cruise", which appeared in the first place, it was the transplantation of programmers Hashimoto Kazuki, who thought the game was too difficult and could not complete the complete test work, so he had to open the back door for himself. After the game test was completed, he forgot to close the back door.
This is a marketing campaign of Konami, a small way to use to make a hardcore game like "Cruise Cruise" sell more copies.
You should know that when testing the action game of Wanhu, the most common use of invincible or countless people's cheating methods is used, rather than using a somewhat mysterious number setting such as thirty people.
Of course, it can also be less dark. I really think this is a mistake by Konami's programmers, and this mistake has been inherited as a tradition.
"Magic Tower - Threesomes" as the name suggests, the most players can control the characters on the field in a battle in the game.
The reason for three people is not because of Takahashi's level design and character design ability is not good. It is because of the functional reasons of gg handheld consoles. If you let too many of your own and local characters in a battle, it will cause obvious lag and frame drops, and it will affect the game experience.
Before finding suitable optimization methods and being able to squeeze more gg functions, "Magic Tower - Threesomes" can be said to have paid attention to the complexity of the game as much as possible while ensuring the smoothness of the game.
Of course, the complex game mechanism emphasizes tactical strategies and also makes it difficult to overcome difficulties. Moreover, because this game uses a multi-character design.
Any single player who controls a character will die if he has zero health in this game. When a character dies, the difficulty of the game becomes even more difficult. When the last player controls a character dies, the entire game will end and the game will be re-read at the extremely sparse save point.
Such a punishment mechanism will make players more thoughtful about no action.
However, this means that more players are rejected.
Therefore, Takahashi also added a secret to this game. After entering this secret, the task controlled by the player will not die after the health is zero, but will enter a dying state and temporarily exit. As long as this battle can still win. After exiting the battle interface, just take (harmony) drugs to resurrect the character with full vitality.
However, to distinguish it from players in normal games.
Players who use cheats will display the words "cheater" when the pause interface and when the level is most popular to pass.
Players who are confident in their own abilities or are ashamed to try secrets and see the words "cheater", they will choose a normal game to maintain an authentic game experience. They will experience the game experience that overcomes difficulties and produces huge pleasure impacts.
Most of the remaining gamers, who choose to play this game because they know the reputation of this game, can also pass the level in this mode. Although the game producer, the game production team led by Takahashi, is nailed to the pillar of shame. Due to the decrease in difficulties, the pleasure of overcoming difficulties has also been reduced.
However, it also avoids giving up choosing this game because it is too difficult to get started.
Perhaps, after using the secret book to pass the level several times, there will be some previous hard-working players who choose the normal mode to pass the level.
The emergence of secrets allows more players to enjoy the joy of the game. The main reason why there are fewer and fewer secrets in electronic games in the 21st century is that game manufacturers have discovered an existence that is simpler and more crude than secrets and more plug-in-the simple mode.
In this way, except for the secrets that are like spiritual totems, fewer and fewer shopping malls are using them and gradually disappearing.
Whether it is a reference or a plagiarism, tens of thousands of households use secrets, the little progress of the electronic game industry is actually inseparable from the reference and learning of peers.
At the beginning, everyone's learning skills may be too violent. It may be rough plagiarism and handling.
But when everyone explores their own game production methods and finds ways to make games by themselves, everyone's games ends like chaos carved out of a mold.
Even if it is the same game type, each company has its own characteristics.
Some people pay attention to screen performances, some pay attention to game plots, and some pay attention to level design.
In short, after more than 20 years of development, the electronic game market has gradually become a relatively mature industry. While the threshold for making games has been greatly improved, the game quality has also been guaranteed.
Chapter completed!