[访谈翻译] 初代概念美术整理 EN
档案记录
- Date
- 2014.03.19
- Source
- 初代概念美术整理 EN
- People
- Miyamoto, 杉森建, 田尻智
- Game / Work
- 宝可梦
- Page
- 未标注
- Language
- en
- Status
- done
原始资料
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图像作为阅读入口保留;正文仍以可检索、可对照的文字档案为主。
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QQ 新浪微博 Facebook Twitter Google+ Pinterest LinkedIn StumbleUpon Reddit Google书签 WordPress Tumblr Delicious Digg MySpace Yahoo书签 Bebo Mister-Wong App.net Wanelo Orkut XING Buffer Evernote WhatsApp Mendeley Pocket VK Pinboard Springpad Flipboard Arto AIM Yahoo Messenger Plurk Diaspora Blogger Post TypePad Post Box.net Kindle It 百度 Netlog CiteULike Jumptags FunP Instapaper PhoneFavs Xerpi Netvouz Diigo BibSonomy BlogMarks StartAid Khabbr Meneame Yoolink Bookmarks.fr Technotizie NewsVine FriendFeed Protopage Bookmarks Blinklist YiGG Webnews Segnalo Pusha YouMob Slashdot Fark Allvoices Jamespot Twiddla LinkaGoGo NowPublic LiveJournal Linkatopia BuddyMarks Viadeo Wists SiteJot DZone Care2 News Bitty Browser Odnoklassniki Mail.Ru Symbaloo Feeds Folkd NewsTrust Amazon心愿单 PrintFriendly Tuenti Email Rediff MyPage
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By AddToAny
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由AddToAny提供
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Chrono
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时空
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Chrono Cross
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时空之轮 穿越时空
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Chrono Trigger
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时空之轮
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Final Fantasy
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最终幻想
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Final Fantasy VII
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最终幻想VII
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Final Fantasy X
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最终幻想X
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Mario
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马里奥
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Super Mario Brothers
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超级马里奥兄弟
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Super Mario RPG
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超级马里奥RPG
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Pokémon
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宝可梦
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Gold & Silver
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宝可梦 金/银
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Red & Blue
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宝可梦 红/绿
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Zelda
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塞尔达传说
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A Link to the Past
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众神的三角力量
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Adventure of Link
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林克的冒险
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Ancient Stone Tablets
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古代石盘
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BS Legend of Zelda
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BS塞尔达传说
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Hyrule Historia
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海拉鲁编年史
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Link’s Awakening
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织梦岛
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Majora’s Mask
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姆吉拉的假面
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Ocarina of Time
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时之笛
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Oracle Series
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不可思议的果实系列
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Phantom Hourglass
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幻影沙漏
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Skyward Sword
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天空之剑
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The Legend of Zelda
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塞尔达传说
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The Wind Waker
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风之杖
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Twilight Princess
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黄昏公主
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Other Games
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其他游戏
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Faria
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法里亚
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Misc. Interviews
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杂项访谈
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Panzer Dragoon Saga
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铁甲飞龙RPG
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R-Type
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R-Type
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SaGa Frontier
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沙加开拓者
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Satellaview
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卫星接收器
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Shadow of the Colossus
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汪达与巨像
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Star Fox
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星际火狐
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Personal
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个人
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About Me
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关于我
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Lyrics
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歌词
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Music
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音乐
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Writing
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写作
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Early Concept Art
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早期概念艺术
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Posted By GlitterBerri at 1:15 PM on Wednesday May 29, 2013
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发布于2013年5月29日星期三下午1:15,作者:GlitterBerri
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The Title Page
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标题页
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Translator’s Notes
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译者注
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Let’s start by taking a glimpse at the title page of Capsule Monsters’ project proposal. These unfamiliar monsters may be early designs for existing Pokémon, many of whom went through significant redesigns. (More on that later.)
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让我们先来看看《胶囊怪兽》项目企划书的标题页。这些陌生的怪兽可能是现有宝可梦的早期设计,其中许多经历了重大的重新设计。(稍后详述。)
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Another possibility is that they are Pokémon that were not ultimately not included in the final games. Tajiri and Sugimori went into further detail about this aspect in an interview on Nintendo of Japan’s website. (Click the names to see the translated source for each quote.)
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另一种可能是,它们是最终未包含在正式游戏中的宝可梦。田尻智和杉森建在日本任天堂网站的一次采访中进一步详细说明了这一点。(点击名字查看每条引用的翻译来源。)
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“Memory capacity and deciding on a good number of characters became an issue. We actually wanted to have more. We designed around 1.5 times more characters than we actually used.”
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“内存容量和确定合适的角色数量成了问题。我们其实想要更多。我们设计的角色数量大约是实际使用数量的1.5倍。”
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We designed more than 200 Pokémon for the first games, then whittled them down to 150. The way we’ve approached things is to develop whatever we want without paying any heed to how much memory is available, cutting down on Pokémon we can’t fit in later on.
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我们为最初的游戏设计了200多只宝可梦,然后削减到150只。我们的做法是随心所欲地开发,不考虑内存有多少,之后再削减那些装不下的宝可梦。
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Now let’s take a peek at the second page, a preface which outlines what Sugimori and Tajiri were hoping for Pokémon to become.
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现在让我们看看第二页,这是一篇序言,概述了杉森建和田尻智对宝可梦未来的期望。
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Design Premise
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设计前提
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Caption: Pocket Monsters was named Capsule Monsters in the original planning documents. These include a prediction written by Tajiri in story-form regarding how the game would be received and played after its release.
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说明:宝可梦在最初的规划文件中被命名为“胶囊怪兽”。这些文件包括田尻智以故事形式撰写的预测,关于游戏发售后将如何被接受和游玩。
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A (Hypothetical) Story Set in the Not-So-Distant Future…
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一个(假设的)故事,设定在不久的将来……
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It’s been a month since the release of Capsule Monsters, a monster game that incorporates RPG elements into a dungeon-covered overworld. You know those vending machines that sit in front of candy stores and toy shops selling capsule toys called “gashapon”, right? I guess I could describe the game as being similar to the excitement you get from collecting those capsules.
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《胶囊怪兽》发售已经一个月了,这是一款将RPG元素融入布满地牢的广阔世界的怪兽游戏。你知道那些糖果店和玩具店前的自动售货机吗?它们出售叫做“扭蛋”的胶囊玩具。我想我可以把这款游戏描述为类似于收集那些胶囊时获得的兴奋感。
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In Capsule Monsters, 200 types of virtual monsters live in equally virtual underground dungeons on the Game Boy. The game’s hero can befriend these monsters and win them over to his side by increasing his Charisma, a game parameter not yet widely known among Japanese audiences. Charisma is featured in the Wizardry series, but it seems like Japanese games have yet to make use of it. Naturally, Capsule Monsters also allows you to capture creatures alive rather than defeating them in battle, as you’ve done in RPGs up till now.
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在《胶囊怪兽》中,200种虚拟怪兽生活在Game Boy上同样虚拟的地下迷宫中。游戏主角可以通过提升“魅力”这一属性来与这些怪兽成为朋友并争取它们加入自己的队伍,而“魅力”这一游戏参数在日本玩家中尚不广为人知。魅力值在《巫术》系列中有所体现,但日本游戏似乎尚未加以利用。当然,《胶囊怪兽》也允许你活捉生物,而不是像以往RPG那样在战斗中击败它们。
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The roster of over 200 types of monsters includes creatures that you won’t necessarily encounter, creatures who will choose not to ally with you, and creatures who you’ll miss the chance to encounter entirely, and thus never be able to catch. My friends and I call these “illusory monsters”.
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超过200种怪兽的名单中,包括你不一定会遇到的生物、选择不与你结盟的生物,以及你会完全错过遭遇机会、因此永远无法捕捉的生物。我和朋友们称这些为“幻之怪兽”。
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It just so happens that I have three Green Dragons, which only appear very rarely in the corner of an underground dungeon, four levels down. In order to catch just one of these illusory monsters, players of a certain level have to spend an average of 2 hours wandering around a particular area. My friend, Takuji, doesn’t have any Green Dragons, but he is allied with 2 Fireflies instead.
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碰巧我拥有三只绿龙,它们只非常罕见地出现在地下迷宫第四层的角落。为了捕捉一只这样的幻之怪兽,一定等级的玩家平均需要花费2小时在特定区域徘徊。我的朋友拓二没有绿龙,但他与两只萤火虫结盟了。
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In class, discussion about Capsule Monsters really heats up after the bell rings. Who has which illusory characters? How many? We’re not just bragging, exactly. Once my friends and I come to an agreement, we connect our Game Boys via Link Cable and then we can use it to trade monsters. That’s why we get excited, because we’re negotiating which monsters to trade for what, and how many.
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在课堂上,关于《胶囊怪兽》的讨论在下课后真正热烈起来。谁拥有哪些幻之角色?有多少?我们并不只是在炫耀。一旦我和朋友们达成协议,我们就通过连接线连接Game Boy,然后就可以用它交换怪兽。这就是我们兴奋的原因,因为我们在协商交换哪些怪兽、换什么、以及换多少。
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Takuji and I finally finished negotiating. He’d agreed to trade one of his Fireflies for two of my Green Dragons. But I still felt like our exchange was a little unbalanced. I asked if he wouldn’t mind adding 5 Powerkings, monsters with the strength you might expect to see in soldiers, and we finally struck a bargain. Powerkings have a high encounter rate, and you’ll quickly run into them if you wander around dungeons. They’re strong, though, and the theory is that, if you have a lot of them, you can put them to work as soldiers when you run into other monsters. Takuji and I hooked up the Link Cable and traded monsters. The Game Boy plays sound effects as the monster data is being transferred, so we could hear the monsters’ cries.
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拓二和我终于谈妥了。他同意用他的一只萤火虫换我的两只绿龙。但我仍然觉得我们的交换有点不平衡。我问他是否介意再加上5只力量王——那些拥有士兵般力量的怪兽——我们最终达成了交易。力量王的遭遇率很高,如果你在迷宫中徘徊,很快就会遇到它们。不过它们很强,理论是如果你有很多力量王,当遇到其他怪兽时,可以让它们充当士兵。拓二和我连接了连接线并交换了怪兽。Game Boy在传输怪兽数据时会播放音效,所以我们能听到怪兽的叫声。
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Word of mouth has turned Capsule Monsters into a hit. While I was riding the train to school, I discovered that students from other schools played too. I pulled my Link Cable out of my school bag as I addressed them. “Excuse me,” I said. “I have a Firefly and a Green Dragon. What do you guys have? How about a trade?”
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口碑使《胶囊怪兽》大受欢迎。在我乘火车上学时,我发现其他学校的学生也在玩。我从书包里拿出连接线,对他们说:“打扰一下,”我说,“我有一只萤火虫和一只绿龙。你们有什么?要不要交换?”
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Translator’s Notes
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译者注
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Regarding the type of gameplay that was intended for Capsule Monsters, Sugimori had this to say:
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关于《胶囊怪兽》原本打算采用的游戏类型,杉森建是这样说的:
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At first, the game was more RPG-like. It was only in the middle of development that the goal of the game became completing your Pokédex.
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起初,游戏更偏向RPG风格。直到开发中期,游戏的目标才变成完成你的宝可梦图鉴。
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You also may have noticed that the design proposal makes no mention of two separate versions. This is because the idea for the split originated later in development, on the recommendation of Miyamoto himself.
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你可能也注意到,设计提案中没有提到两个独立的版本。这是因为分版的想法是在开发后期,根据宫本茂本人的建议才产生的。
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In the beginning, the original Pokémon didn’t have different variations such as Red and Blue. I took the advice of Miyamoto and split it into two, something that was a first for us.
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起初,最初的宝可梦并没有像《红》和《蓝》这样的不同版本。我采纳了宫本茂的建议,将其分为两个版本,这对我们来说是第一次。
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As for Miyamoto’s reasons, well…
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至于宫本茂的理由,嗯……
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I didn’t suggest splitting the games because it would allow us to sell more copies of the same thing. I just thought it would be more fun for the players if, say, there were 3 siblings and they all owned something unique. That way, they’d be able to communicate. I didn’t want to release separate versions of the games just to increase the marketability.
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我建议分版并不是因为这样可以卖出更多份相同的游戏。我只是觉得,如果比如有三个兄弟姐妹,他们都拥有独特的东西,对玩家来说会更有趣。这样他们就能交流。我不想仅仅为了增加市场吸引力而发布不同版本的游戏。
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Index
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索引
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Page # Category Title Page 01 Intro Life Before Pokémon Page 02 Design Doc Tajiri’s Pokémon Vision Page 03 Concept Art Adventuring With Pokémon Page 04 Concept Art A Battle Between Trainers Page 05 Concept Art A Day in the Life Page 06 Concept Art A Battle Between Pokémon Page 07 Concept Art Trading Pokémon Page 08 Concept Art At the Pokémon Hotel Page 09 Concept Art Catching Pokémon Page 10 Concept Art At the Pokémart Page 11 Concept Art Status Screen Page 12 Concept Art Battle Screen Page 13 Concept Art Opening Sequence Page 14 Concept Art Overworld Page 15 Sprite Art Sprites Page 16 Outro A Brief Conclusion
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页码 类别 标题 第01页 引言 宝可梦之前的生活 第02页 设计文档 田尻智的宝可梦愿景 第03页 概念艺术 与宝可梦一起冒险 第04页 概念艺术 训练家之间的对战 第05页 概念艺术 日常生活 第06页 概念艺术 宝可梦之间的对战 第07页 概念艺术 交换宝可梦 第08页 概念艺术 在宝可梦旅馆 第09页 概念艺术 捕捉宝可梦 第10页 概念艺术 在宝可梦商店 第11页 概念艺术 状态画面 第12页 概念艺术 战斗画面 第13页 概念艺术 开场动画 第14页 概念艺术 地图画面 第15页 像素画 像素精灵 第16页 尾声 简短的结论
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Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
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页码:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
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Return to Pokémon Red & Blue Index
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返回《宝可梦 红/蓝》索引
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