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2003 CVG

Game Freak 谈宝可梦创作

杉森建 × 增田顺一 × 森本茂树

Game Freak 三位核心成员在电话会议中谈宝可梦的设计灵感、画面取舍、平衡与交流理念。

CVG 2003.05.30 约 10 分钟 原文 ↗

Contents 本篇 21 章
  1. 你们已经有300多只宝可梦了。我们想知道,你们创造每一只宝可梦时的灵感和点子都是从哪里来的?
  2. 你们有没有做过关于宝可梦的噩梦?因为我们知道,史克威尔发明《陆行鸟迷宫》的那个人就做噩梦,...
  3. 从Game Boy Color版跃升到GBA版,你们是否觉得在玩法上实现了一次进化式的飞跃?
  4. 当你们想创造新角色时,灵感来自哪里?电影,还是现实世界中的昆虫?
  5. 一旦你们选定了一种昆虫,你们会怎样改造它来创造一只宝可梦?
  6. 我的第一个问题是,你会如何描述让宝可梦概念如今在年轻人中如此广受欢迎的基本理念?
  7. 新的二对二战斗是玩法上的一大补充。为什么游戏里这种战斗这么少?
  8. 我想知道,宝可梦的创作者会不会让孩子来测试他们的游戏?他们有没有一个由孩子组成的测试群体,...
  9. 那你们怎么知道一款游戏对孩子来说是好游戏?
  10. 有哪些主要特色是你们本想加入新游戏,但最终因为时间、内存或其他原因而无法加入的?
  11. 从《红/蓝》到《金/银》,再到新的《红宝石/蓝宝石》,不同的宝可梦游戏之间主要的技术差异和...
  12. 我的第二个问题是,你们花了多少时间为《红宝石/蓝宝石》创作新的音乐和音效?
  13. 一开始,你们是从零开始绘制美术图,还是在某些情况下不得不改编已有的美术图?
  14. 在我们的杂志里,除了向孩子们介绍新的动画系列和电子游戏,我们还教孩子怎么手绘。你更喜欢用哪...
  15. 你们对GBA上的宝可梦未来有什么计划?比如说,《宝可梦 红宝石/蓝宝石》会不会也有类似《皮...
  16. 你们和电视、电影方面的合作有多紧密?最初是先有游戏,然后才有动画系列。现在看起来,游戏在日...
  17. 你是否预计宝可梦会和例如《游戏王》这样的游戏产生竞争?
  18. 在过去几年里,宝可梦不仅在电子游戏市场,在其他媒体上也产生了巨大影响。随着新一代游戏的推出...
  19. 你们是否能够把每只宝可梦都做成单一、定义清晰的个体?如果把新旧宝可梦的数值相互比较,每只怪...
  20. 我想知道Game Freak成员在新宝可梦中各自最喜欢的五只战斗型宝可梦和五只最好看的宝可...
  21. 我只是想了解,他们对宝可梦在儿童中取得的巨大成功感到满意吗?还是希望看到游戏拥有极强的易上...

It’s not often that creators behind huge, huge franchises offer themselves up for interview, but Game Freak has done just that. The team behind the insanely successful Pokemon recently gathered for a conference call that was attended by select members of the European press. Answering questions on its global phenomenon were Game Freak’s Mr Junichi Masuda, Mr Shigeki Morimoto and Mr Ken Sugimori.

大型系列作品的创作者很少会主动接受采访,但Game Freak就这么做了。这个打造出极其成功的宝可梦的团队最近聚在一起参加了一场电话会议,欧洲部分媒体受邀参加。就这一全球现象回答提问的是Game Freak的增田顺一先生、森本茂树先生和杉森建先生。

01

CVG

You have 300-plus Pokemon. We were just wondering where you get all of your inspiration and ideas for the creation of each Pokemon?

你们已经有300多只宝可梦了。我们想知道,你们创造每一只宝可梦时的灵感和点子都是从哪里来的?

杉森建

In many cases members of the design team get their inspiration and ideas from their experiences, or from insects and nature etc. But they also get ideas from their different perspectives.

很多时候,设计团队的成员从自己的经历、昆虫和自然等事物中获得灵感和点子。但他们也会从各自不同的视角中获得点子。

02

CVG

Do you have nightmares about Pokemon at all because we know the man who invented Chocobo Dungeon from Squaresoft has nightmares that giant Chocobos are attacking him?

你们有没有做过关于宝可梦的噩梦?因为我们知道,史克威尔发明《陆行鸟迷宫》的那个人就做噩梦,梦见巨大的陆行鸟攻击他。

增田顺一

I don’t actually have nightmares about Pokemon, but we do tend to have nightmares that systems will break down etc.

我其实没做过关于宝可梦的噩梦,但我们确实容易做系统崩溃之类的噩梦。

03

CVG

Do you feel that with the leap from the Game Boy Colour version onto the GBA you’ve made an evolutionary leap in terms of Game Play?

从Game Boy Color版跃升到GBA版,你们是否觉得在玩法上实现了一次进化式的飞跃?

增田顺一

What is new about the Game Boy Advance version is that it has made transmitting systems possible for four people all involved at one time. This means that four people can enjoy playing the game together at the same time. Also in Pokemon Ruby and Pokemon Sapphire the graphics are new, and in this game new aspects have been included such as the Pokemon contest.

Game Boy Advance版的新之处在于,它让四个人同时参与的传输系统成为可能。这意味着四个人可以同时一起享受游戏的乐趣。另外,在《宝可梦 红宝石》和《宝可梦 蓝宝石》中,画面是新的,游戏还加入了宝可梦竞赛等新内容。

04

CVG

When you want to create new characters, where does your inspiration come from? Movies or insects from the real world?

当你们想创造新角色时,灵感来自哪里?电影,还是现实世界中的昆虫?

杉森建

As I have answered previously, experiences the designers have from their childhood have become the main inspiration when creating Pokemon. Experiences they have along with cartoons and movies from their childhood have become the main source of their ideas. And also encyclopaedia insects have made an impact on the designers in order to create new Pokemon characters. They also recall memories of weird animals or animals from encyclopaedias and they get inspiration from that.

正如我之前回答的,设计师们童年时期的经历成了创造宝可梦时的主要灵感来源。他们童年时与卡通和电影相伴的经历成了他们点子的主要来源。此外,昆虫百科全书也对设计师们创造新的宝可梦角色产生了影响。他们还会回忆起百科全书中奇怪动物或动物的记忆,并从中获得灵感。

05

CVG

Once you have picked one insect how do you change it to create a Pokemon?

一旦你们选定了一种昆虫,你们会怎样改造它来创造一只宝可梦?

杉森建

First we select an insect and after that we add essential elements to the insects to make it more like Pokemon, such as adding some hard shape to it, to be more like steel.

首先我们选一种昆虫,然后给这种昆虫加上一些关键元素,让它更像宝可梦,比如给它加上一些坚硬的形状,让它更像钢铁。

杉森建

Just wanted to know if the Pokemon are still big with young people because it was a phenomenon at the end of the nineties, and do you think that it’s still a big game for young people now?

只是想知道宝可梦在年轻人中是否仍然很受欢迎,因为它在九十年代末是一种现象,你觉得它现在对年轻人来说仍然是一款大作吗?

杉森建

Many of the Pokemon characters first became loved because they were funny, that’s why many people have supported it. And I’m sure that younger people will still support the Pokemon because it’s funny. And in Japan, before Pokemon Ruby and Pokemon Sapphire was released, many of the mass media began rumours that the Pokemon had already down trended and the software would not become a big seller. But that wasn’t true and we still had support from fans, and I’m sure that we’ll still keep on getting this support. (Note: 4.4 million Pokemon Ruby and Saphire sold in Japan to date)

许多宝可梦角色最初受到喜爱是因为它们有趣,这也是很多人一直支持它的原因。我相信年轻人仍然会支持宝可梦,因为它有趣。在日本,《宝可梦 红宝石》和《宝可梦 蓝宝石》发售之前,许多大众媒体开始传言宝可梦已经走下坡路,这款软件不会大卖。但事实并非如此,我们仍然得到了粉丝的支持,我相信我们还会继续得到这种支持。(注:迄今为止《宝可梦 红宝石/蓝宝石》在日本售出440万份)

森本茂树

We have created this Pokemon software to be easy for young players to play. I’m sure that new generations will still enjoy this game.

我们制作这款宝可梦软件,是为了让年轻玩家容易上手。我相信新一代人仍然会喜欢这款游戏。

06

CVG

My first question is how would you describe the basic philosophy that makes the Pokemon concept so immensely popular among young people nowadays?

我的第一个问题是,你会如何描述让宝可梦概念如今在年轻人中如此广受欢迎的基本理念?

增田顺一

Communication is the basic philosophy behind Pokemon. We thought about how we communicate with friends and then realised that software could be a great way to communicate. If somebody connects this Game Boy Advance platform with software like Pokemon it can transform people. I would like to play the Pokemon with my friends and that is where our philosophy originates as we believed other people would like to communicate with friends through Pokemon too. Therefore communication was the key of this Pokemon game.

交流是宝可梦背后的基本理念。我们思考了如何与朋友交流,然后意识到软件可以成为一种很好的交流方式。如果有人把Game Boy Advance平台与宝可梦这样的软件连接起来,它就能改变人们。我想和朋友们一起玩宝可梦,这就是我们理念的起源,因为我们相信其他人也会想通过宝可梦与朋友交流。因此,交流是这款宝可梦游戏的关键。

07

CVG

The new two on two battles are a great addition to the Game play. Why are there so few of these battles in the game?

新的二对二战斗是玩法上的一大补充。为什么游戏里这种战斗这么少?

森本茂树

You have just mentioned the brand new feature in this Pokemon Ruby and Pokemon Sapphire game, but have not mentioned the one on one battles. It is one on one battles that we are mainly concerned with. The two on two battle was the new challenge that we have added to this new game, but the main game is with one battle. However if people say that the new two on two feature is nice then we might include this element in our next game also.

你刚才提到了这款《宝可梦 红宝石》和《宝可梦 蓝宝石》中的全新特色,但没有提到一对一战斗。我们主要关注的是一对一战斗。二对二战斗是我们为这款新游戏加入的新挑战,但主要玩法还是一对一战斗。不过,如果人们说新的二对二特色不错,那我们可能也会在下一款游戏里加入这个元素。

森本茂树

For an advanced game, Ruby and Sapphire doesn’t have spectacular graphics, it’s a little basic. Could you explain why you have chosen these kind of simple graphics?

作为一款进阶游戏,红宝石和蓝宝石的画面并不惊艳,有点基础。你能解释一下为什么选择这种简单的画面吗?

杉森建

Yes actually we had a reason for making these graphics simple this time. The basic graphics may simultaneously limit and enhance gameplay, for example if a map is very realistic, it might become more complicated, and then it would be hard for players to understand where to go next. However, an unrealistic map may not work as a good guide, so some of the realistic graphics may cause some limitations to the games. That’s why we have kept these graphics more simple this time, and also in the battle scenes, if we had made the back of the battle scenes more realistic, it might point out where the battle was and so when you draw, you have to be more precise. That’s why we didn’t make it complicated.

是的,其实这次我们把画面做得简单是有原因的。基础的画面可能同时限制和增强玩法,比如如果一张地图非常写实,它可能会变得更复杂,然后玩家就很难理解下一步该去哪里。然而,不写实的地图可能无法起到好的指引作用,所以一些写实的画面可能会给游戏带来一些限制。这就是为什么这次我们把画面保持得比较简单,而且在战斗场景中,如果我们把战斗场景的背景做得更写实,可能会指出战斗发生在哪里,所以绘制时就必须更精确。这就是为什么我们没有把它做得复杂。

08

CVG

I would like to know if the Pokemon creators test their games with children? Do they have a test audience amongst children to see what works and what doesn’t?

我想知道,宝可梦的创作者会不会让孩子来测试他们的游戏?他们有没有一个由孩子组成的测试群体,来看看哪些设计行得通、哪些行不通?

杉森建

No, we don’t test with children when we create new Pokemon games, but we do rely on childhood memories when we create Pokemon games.

不,我们在制作新的宝可梦游戏时不会让孩子来测试,但我们制作宝可梦游戏时确实会依靠童年的记忆。

09

CVG

How do you know then when a game is good for the kids?

那你们怎么知道一款游戏对孩子来说是好游戏?

杉森建

When I create these Pokemon games, I think if I were a kid I would enjoy this game, I am an adult and I enjoy the game, and I believe in that philosophy.

我制作这些宝可梦游戏时,会想如果我是个孩子,我会喜欢这款游戏;我是个成年人,我也喜欢这款游戏,我相信这个理念。

增田顺一

I would like you to explain to our readers how did you use the Pokemon be featured in Ruby and Sapphire? With a complete new set of Pokemon, why did you include some and not all of the previous Pokemon?

我想请你向我们的读者解释一下,你们是如何让宝可梦在《红宝石/蓝宝石》中登场的?既然是一整套全新的宝可梦,为什么你们只收录了之前部分宝可梦,而不是全部?

杉森建

We try to balance on that account. Numbers is the most important aspect in this game and it would be hard for players to collect all Pokemon, but if the players can’t really collect lower numbers of Pokemon, that makes the game more simple and not so interesting. So the number is very important. And in this new Pokemon game we wanted to add more new Pokemon, but there are many players who like all Pokemon from the previous games. So we try to balance on that also.

我们在这方面尽量取得平衡。数量是这款游戏最重要的方面,要让玩家收集所有宝可梦会很困难,但如果玩家能收集的宝可梦数量太少,游戏又会变得过于简单、不那么有趣。所以数量非常重要。在这款新的宝可梦游戏中,我们想加入更多新宝可梦,但也有很多玩家喜欢之前游戏里的所有宝可梦。所以我们也在这方面尽量取得平衡。

10

CVG

Which main features would you have liked to include in the new games, and for reasons of time, memory or any other reasons you cannot include finally?

有哪些主要特色是你们本想加入新游戏,但最终因为时间、内存或其他原因而无法加入的?

增田顺一

Because the memory programmes are limited we couldn’t add one aspect to this new game that we would have liked. We could not make one Pokemon make three sounds, for example we would have liked Pikachu to make two different kinds of sounds. When he is happy he may say “Pika”, but when he is feeling sad he makes a little sound “Pikachu”. We wanted to make more different sounds. We wanted a Pokemon to create many different kinds of sounds depending on the feelings that Pokemon is having.

因为程序内存有限,我们无法把本想加入这款新游戏的一个方面加进去。我们没法让一只宝可梦发出三种声音,比如我们本想让皮卡丘发出两种不同的声音。它高兴时可能会说“皮卡”,但难过时会发出一点“皮卡丘”的声音。我们想做出更多不同的声音。我们想让一只宝可梦根据它当时的感受发出许多种不同的声音。

11

CVG

What has been the main technical and playable differences between the different Pokemon games from Red and Blue through Gold and Silver and finally to the new Ruby and Sapphire?

从《红/蓝》到《金/银》,再到新的《红宝石/蓝宝石》,不同的宝可梦游戏之间主要的技术差异和可玩性差异是什么?

增田顺一

One of the main differences between the old Pokemon and this new Pokemon game is that it is on a new platform, the Game Boy Advance, and also that four players can link to each other at the same time. Four players can transmit data at one time. That is the most important difference here.

旧的宝可梦游戏和这款新的宝可梦游戏之间的主要差异之一,是它登陆了新平台Game Boy Advance,而且四名玩家可以同时互相连接。四名玩家可以同时传输数据。这是这里最重要的差异。

12

CVG

My second question is how much time did you spend on creating the new music and song effects for Ruby and Sapphire?

我的第二个问题是,你们花了多少时间为《红宝石/蓝宝石》创作新的音乐和音效?

增田顺一

We had two people working on music and sound effects when Pokemon Ruby and Sapphire was in development. It took about two years to finish all the work. We had to collect some older sounds, and also create some new Pokemon sounds, and also we had to do the music overall in the game, so it took about two years.

在《宝可梦 红宝石/蓝宝石》开发期间,我们有两个人负责音乐和音效。完成全部工作花了大约两年时间。我们必须收集一些旧的声音,还要制作一些新的宝可梦叫声,另外还要完成整个游戏中的音乐,所以花了大约两年。

13

CVG

In the beginning, did you start drawing artwork from scratch, or have you been forced to adapt existing artwork in certain circumstances?

一开始,你们是从零开始绘制美术图,还是在某些情况下不得不改编已有的美术图?

杉森建

Up until gold and silver, I had tried to make the image integrated from existing artwork, but for this new Ruby and Sapphire, I wanted to add a more unique design to this new Pokemon. But still I tried to maintain some integrating images from all Pokemon. And for the Ruby and Sapphire game I was sure that some of the fans were trying to get more of Pokemon, but I wanted to surprise all the fans and enjoy all the designs of Pokemon appearing in Ruby and Sapphire. But we still try to maintain the images and we didn’t try to go beyond the border line.

在《金/银》之前,我一直试图把已有的美术图整合成统一的形象,但在这部新的《红宝石/蓝宝石》中,我想为这些新宝可梦加入更独特的设计。不过我还是尽量保持所有宝可梦形象之间的一定统一性。对于《红宝石/蓝宝石》,我确信有些粉丝想要看到更多宝可梦,但我希望让所有粉丝都感到惊喜,并享受《红宝石/蓝宝石》中出现的所有宝可梦设计。不过我们仍然尽量保持形象统一,没有试图越过那条界线。

14

CVG

In our magazine, on top of informing kids about new animation series and videogames, we also teach kids how to make hand drawings. Which drawing technique do you prefer to draw and illustrate Pokemon, and which technique would you recommend to kids interested in drawing?

在我们的杂志里,除了向孩子们介绍新的动画系列和电子游戏,我们还教孩子怎么手绘。你更喜欢用哪种绘画技法来画宝可梦和做插画?对于有兴趣画画的孩子,你会推荐哪种技法?

杉森建

First I put white paper in front of me and draw a picture, and then I put film paper on top of it. Then I try to copy the pictures underneath, and try to make it more professional. And I do this over and over to practise, then try to make it satisfactory. I also try to adjust the picture by taking the size of eyes and stuff, and try to make the picture more perfect by doing it over and over.

首先我把白纸放在面前,画一幅图,然后把透明胶片纸盖在上面。接着我试着描摹下面的图,尽量让它更专业。我反复这样做来练习,直到自己满意为止。我也会通过调整眼睛大小之类的细节来修改画面,反复画,尽量让画面更完美。

15

CVG

What are your future plans for Pokemon on the GBA? Will there for example be something similar to the yellow edition or the crystal edition for Pokemon Ruby and Sapphire as well, or a GBA Pokemon Trading Card Game like we had it on the Game Boy Colours?

你们对GBA上的宝可梦未来有什么计划?比如说,《宝可梦 红宝石/蓝宝石》会不会也有类似《皮卡丘》版或《水晶》版的作品,或者像当年Game Boy Color上的《宝可梦集换式卡牌游戏》那样推出GBA版?

杉森建

There might be possibilities for that and we are still thinking about adding more interesting aspects to new possible games. That’s what we’re hunting for now.

这些都有可能,我们仍在考虑为可能的新游戏加入更多有趣的要素。这正是我们现在在探索的。

16

CVG

How close do you cooperate with the TV movies? So at first there was the game, and then there was the series. Now it seems as if the game is released at the same time as the new movies goes to cinemas in Japan.

你们和电视、电影方面的合作有多紧密?最初是先有游戏,然后才有动画系列。现在看起来,游戏在日本上映新电影的同时也会发售。

杉森建

Yes, game and animation is definitely related. The creators of the game and the animators are related and they try to work together. As you have mentioned, here in Japan the new Pokemon game and the movie were released at the same time. While the game creators were developing this new Pokemon game, the director of animation for the movie came and played the game beforehand and came back to them with his opinions on the animation. So he made some important opinions about what should be done to the movie and so on. So there was some cooperation between them. There was a collaboration between the games and animation, but actually the creators of games feedback to the directors of animation, rather than the other way around

是的,游戏和动画肯定是有联系的。游戏的创作者和动画师之间有联系,他们会尝试合作。正如你提到的,在日本,新的宝可梦游戏和电影是同时推出的。在游戏创作者开发这部新的宝可梦游戏时,电影的动画导演先来玩了这款游戏,然后带着他对动画的意见回来找他们。所以他就电影应该怎么做等提出了重要意见。因此他们之间有一些合作。游戏和动画之间有协作,但实际上更多是游戏创作者向动画导演反馈,而不是反过来。

17

CVG

Do you expect any rivalry between Pokemon and games like Yu-Gi-Oh for example?

你是否预计宝可梦会和例如《游戏王》这样的游戏产生竞争?

杉森建

Talking about card games, yes, it might be that Pokemon and Yu-Gi-Oh are similar, but we don’t consider them a rival.

说到卡牌游戏,是的,宝可梦和《游戏王》可能确实有相似之处,但我们并不把它们视为竞争对手。

18

CVG

In the past years Pokemon had a huge impact not only in the video games markets but in other media too. With the new generation of games, do you expect the same impact, and do you think the mass market is ready to accept more games, cartoons and merchandising of your particular characters?

在过去几年里,宝可梦不仅在电子游戏市场,在其他媒体上也产生了巨大影响。随着新一代游戏的推出,你预计会产生同样的影响吗?你认为大众市场准备好接受更多你们这些特定角色的游戏、动画和周边商品了吗?

增田顺一

We always try to create newer, fresher, more interesting games from the previous when we release new Pokemon games. We feel that the mass market accepts it and really likes it. The Pokemon market, such as card licenses is also increasing and I feel that the same will happen worldwide.

每当发售新的宝可梦游戏时,我们总是努力创造出比前作更新鲜、更有趣的游戏。我们觉得大众市场接受并真心喜欢它。宝可梦市场,比如卡牌授权,也在增长,我觉得全世界也会出现同样的情况。

19

CVG

Have you been able to make each Pokemon a single, well defined entity. Each monster is really well defined and somewhat unique if the stats are compared with the other ones, both old and new ones. So I would like to know if the balancing of those stats took a big share of time during the development or not?

你们是否能够把每只宝可梦都做成单一、定义清晰的个体?如果把新旧宝可梦的数值相互比较,每只怪物都定义得非常清晰,某种程度上是独一无二的。所以我想知道,在开发过程中,这些数值的平衡是否占用了很大一部分时间?

森本茂树

Yes the balancing of those characters takes time because once we capture a strong Pokemon we have to make a strong counter as well. It was hard to balance on that account. And also it was hard to balance in order to make this Pokemon game more interesting we shouldn’t have made extremely strong Pokemon in this game because if once we created extremely strong Pokemon in the game, if a player captured this Pokemon, the player can easily win the game. So in order not to make the player win the game so easily we had to balance the strength of Pokemon in the game. We have to work on this stuff in this matter.

是的,这些角色的平衡需要时间,因为一旦我们设计出一只强大的宝可梦,就必须同时设计出强大的克制手段。从这一点来说,平衡很难做。另外,为了让这款宝可梦游戏更有趣,平衡也很难做,我们不应该在游戏里做出极其强大的宝可梦,因为一旦我们在游戏里创造出极其强大的宝可梦,玩家捕获了这只宝可梦,就能轻易赢得游戏。所以为了不让玩家那么容易赢,我们必须平衡游戏里宝可梦的强度。我们必须在这方面下功夫。

20

CVG

I would like to know the five favourite warriors and the five favourite best looking monsters among the new ones for Game Freaks?

我想知道Game Freak成员在新宝可梦中各自最喜欢的五只战斗型宝可梦和五只最好看的宝可梦是哪些?

增田顺一

My favourite Pokemon is MAWILE and I also like AGGRON. Mr Sugimori’s favourite is TREECKO and also he likes GROUDON. And also from Mr Morimoto it would be KECLEON and ABSOL.

我最喜欢的宝可梦是大嘴娃,我也喜欢波士可多拉。杉森先生最喜欢的是木守宫,他也喜欢固拉多。还有森本先生,他会选变隐龙和阿勃梭鲁。

21

CVG

I just want to understand if they are happy with the big success among the children of Pokemon or would they like to see incredible accessibility of the game, the incredible complexity to appeal also to the older audiences?

我只是想了解,他们对宝可梦在儿童中取得的巨大成功感到满意吗?还是希望看到游戏拥有极强的易上手性和极强的复杂性,从而也吸引年龄更大的受众?

增田顺一

As a creator I wanted to focus only on children but we also tried to target the wider people so that’s what we are working on, and hoping. We want everyone from adults to children to enjoy this game. Whenever I see children around playing this new Pokemon game, I am very happy. So when I travelled to Europe, I was happy to see children playing this Pokemon game. And I am sure that the children in Europe will too enjoy this Pokemon new game, as children here in Japan enjoy it.

作为创作者,我本想只专注于儿童,但我们也尝试面向更广泛的人群,这就是我们正在努力并期望的方向。我们希望从成年人到儿童每个人都能享受这款游戏。每当我看到身边有孩子在玩这款新的宝可梦游戏,我都非常高兴。所以当我到欧洲旅行时,看到孩子们在玩宝可梦游戏,我很开心。我相信欧洲的孩子们也会像日本的孩子一样享受这款新的宝可梦游戏。

杉森建

I am very grateful that the products I have developed and created will be enjoyed not only in Japan but also in Europe, and I hope that in the future I can trade some Pokemon with the people in Europe and also I can battle with them.

我非常感激,我所开发和创作的产品不仅在日本,而且在欧洲也能被人们喜爱。我希望将来我能和欧洲的人们交换宝可梦,也能和他们战斗。

森本茂树

I directed Bat Wing, this Pokemon game, and have added many new essences to the battles this time, and I am sure I have made this interesting. So I hope that people in the world will enjoy the battle.

我担任了《Bat Wing》这款宝可梦游戏的导演,这次为战斗加入了许多新的要素,我相信我把它做得很有趣。所以我希望全世界的人们都能享受战斗。

增田顺一

Everyone in the world can trade the Pokemon through this new transmitting system and also battle. So I hope that everybody enjoys this despite the limitation of countries.

全世界的人都可以通过这个新的传输系统交换宝可梦,也可以进行战斗。所以我希望大家能跨越国界的限制,尽情享受。

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