[访谈翻译] Junichi Masuda & Takeshi Kawachimaru Talk 'Pokemon Platinum', Particle Physics, Bridges, And More!
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- 2013.01.11
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- Junichi Masuda & Takeshi Kawachimaru Talk 'Pokemon Platinum', Particle Physics, Bridges, And More!
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- G4TV, 增田顺一, 川知丸武
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Junichi Masuda & Takeshi Kawachimaru Talk ‘Pokemon Platinum’, Particle Physics, Bridges, And More! - G4tv.com
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增田顺一与河内丸武史畅谈《宝可梦 白金》、粒子物理、桥梁等话题! - G4tv.com
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Junichi Masuda & Takeshi Kawachimaru Talk ‘Pokemon Platinum’, Particle Physics, Bridges, And More!
译文
增田顺一与河内武志畅谈《宝可梦 白金》、粒子物理学、桥梁及更多!
原文
Junichi Masuda & Takeshi Kawachimaru Talk ‘Pokemon Platinum’, Particle Physics, Bridges, And More!
译文
增田顺一与河内武志畅谈《宝可梦 白金》、粒子物理学、桥梁及更多!
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38 Comments
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38条评论
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Posted March 17, 2009 - By r_pad
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发布于2009年3月17日 - 作者:r_pad
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Although I’m honored that I get to meet some of the most phenomenal game developers in the world, I’ve been covering games long enough that I rarely get nervous meeting “famous” game designers. Don’t get my wrong, I’m still excited and thrilled that I get to chat with people like Chris Taylor , Todd Hollenshead , etc., but, to use a wrestling term, I seldom “mark out” when I get to meet people such as these big players. Yesterday was one of those rare exceptions.
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尽管我很荣幸能见到世界上一些最杰出的游戏开发者,但我在游戏报道领域已经浸淫多年,很少会因为见到“著名”游戏设计师而紧张。别误会,我依然很兴奋、很激动能与克里斯·泰勒、托德·霍伦斯海德等人交谈,但用摔角术语来说,我很少在见到这些大人物时“失控”。昨天就是那些罕见的例外之一。
原文
You see, yesterday, I went to Nintendo’s office to chat with GameFreak director Junicihi Masuda and game designer Takeshi Kawachimaru. Masuda-san has been with the company since its inception, working on the original Pokemon role-playing games. He’s one of the big reasons I’ve lost hundreds (thousands?) of hours of my life to Pokemon . Kawachimaru has also been contributing to Pokemon games for a long time, as well getting the spotlight in Pokemon Platinum (due out next week!). I chatted with the two about Platinum , particle physics, the Pokemon phenomenon, the surprising complexity of the series, future Pokemon games, and Masuda-san’s fascination with bridges. I also turned into a total fan, asking them to sign some of my Pokemon goods and pose with some of my Pokemon toys. Here’s my interview with these distinguished gentlemen from GameFreak.
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你看,昨天我去了任天堂的办公室,与Game Freak董事增田顺一和游戏设计师河内武志进行了交谈。增田先生自公司成立之初便在此工作,参与了最初的宝可梦角色扮演游戏制作。他是我在宝可梦上浪费了数百(数千?)小时生命的主要原因之一。河内先生也为宝可梦游戏贡献了很长时间,并且在《宝可梦 白金》(下周发售!)中备受瞩目。我与他们聊了《白金》、粒子物理学、宝可梦现象、该系列惊人的复杂性、未来的宝可梦游戏,以及增田先生对桥梁的痴迷。我还变成了一个彻底的粉丝,请他们在我的宝可梦周边上签名,并和我的宝可梦玩具合影。以下是我对这两位来自Game Freak的杰出先生的采访。
原文
Pokemon Platinum’s concept is based on some heady things like Einstein’s theory of relativity, matter, and antimatter. Would you kindly expand on that for the G4 audience?
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《宝可梦 白金》的概念基于一些深奥的理论,如爱因斯坦的相对论、物质和反物质。您能否为G4的观众详细阐述一下?
原文
I was the one that set the direction for Platinum. Mr. Masuda came to me and explained the original concept for the Pokemon Giratina. He mentioned anti-matter as something – it’s there, but it’s something you can’t see. Mr. Masuda gave me a lot of key concepts to design around – matter, antimatter, Einstein’s theory of relativity. I was the one that had to make those concepts a realization in a Pokemon game – both visually and implementing certain tricks into the gameplay to give the player a sense of bipolarity.
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我是为《白金》设定方向的人。增田先生来找我,解释了宝可梦骑拉帝纳的原始概念。他提到反物质是一种存在但看不见的东西。增田先生给了我很多关键概念来围绕设计——物质、反物质、爱因斯坦的相对论。我负责在宝可梦游戏中实现这些概念——既要在视觉上呈现,也要在玩法中加入某些技巧,让玩家感受到两极对立。
原文
There’s a concept in particle, in physics called CP violation. It helps explain the relationship between matter and antimatter. The relationship is bipolar. The reality is that anti-matter is something that’s very, very fragile. This concept weighs heavily in how we came up with Pokemon Platinum’s Distortion World.
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在粒子物理学中有一个概念叫CP破坏。它有助于解释物质和反物质之间的关系。这种关系是两极对立的。现实是反物质非常非常脆弱。这个概念在我们构思《宝可梦 白金》的毁坏的世界时起到了重要作用。
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G4 : How are some of these concepts realized? What will gamers see and feel when they’re in Distortion World?
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G4:这些概念是如何实现的?当玩家身处毁坏的世界时,他们会看到什么,感受到什么?
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TK : One of the things I, along with the other designers, wanted to focus on in Distortion World is creating a place that’s very similar to Sinnoh [the world of Pokemon Diamond/Pearl ], but very different. It’s definitely a real world, but as soon as the player enters Distortion World, I want to make sure they know that it’s different. For example, the sky is a little bit darker in Distortion World than it is in Sinnoh. The player will see lots of plants that they’ve never seen before. Waterfalls will have water flowing in strange directions. There are many similar elements between the real world and Distortion World – whether it’s movement, shape, or color – but we want to make sure the player feels that they’re in a distinct and opposite world.
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TK:我和其他设计师在毁坏的世界中想要专注的事情之一,就是创造一个与神奥地区(《宝可梦 钻石/珍珠》的世界)非常相似但又截然不同的地方。这绝对是一个真实的世界,但当玩家一进入毁坏的世界,我就想让他们知道这里与众不同。例如,毁坏的世界的天空比神奥地区稍微暗一些。玩家会看到许多从未见过的植物。瀑布的水会向奇怪的方向流动。现实世界与毁坏的世界之间有许多相似的元素——无论是移动方式、形状还是颜色——但我们希望确保玩家感觉自己身处一个独特且对立的世界。
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G4 : Along with millions of competitive players, I’m personally looking forward to Battle Frontier. Would you tell G4 readers what they can expect in Battle Frontier?
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G4:和数百万好胜玩家一样,我个人也很期待对战开拓区。您能告诉G4的读者,他们在对战开拓区可以期待什么吗?
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TK : The kind of battling you do in Battle Frontier is very different from the battling you do throughout the game’s storyline. There are different rules. You’ll want to use different strategies. You’ll want to raise Pokemon differently. You’ll need extensive knowledge of Pokemon and their moves to confront the trainers in Battle Frontier. When you play the storyline, you pretty much play alone and complete the game. In Battle Frontier, you work with friends, siblings, parents, or children. You can play together. We wanted to create an opportunity for communication, so that families and friends can talk about the different strategies they can employ.
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TK:在对战开拓区进行的对战与游戏主线剧情中的对战非常不同。那里有不同的规则。你会想要使用不同的策略。你会想要以不同的方式培育宝可梦。你需要对宝可梦及其招式有广泛的了解,才能与对战开拓区的训练家们对抗。当你游玩主线剧情时,你基本上是独自游玩并完成游戏。而在对战开拓区,你可以与朋友、兄弟姐妹、父母或孩子一起合作。你们可以一起玩。我们想创造一个交流的机会,让家人和朋友可以讨论他们可以采用的不同策略。
原文
G4 : Legendary Pokemon have been getting more powerful since gamers encountered Articuno, Moltres, and Zapdos in Kanto. Giratina, the cover Pokemon for Platinum , is ridiculously powerful. Arceus is like the god of all Pokemon. Will there be anything more powerful than Arceus in future games?
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G4:自从玩家在关都地区遇到急冻鸟、火焰鸟和闪电鸟以来,传说中的宝可梦变得越来越强大。骑拉帝纳是《白金》的封面宝可梦,其实力强大得离谱。阿尔宙斯就像是所有宝可梦的神。在未来的游戏中,会有比阿尔宙斯更强大的存在吗?
原文
Junichi Masuda : In Diamond and Pearl you have Dialga and Palkia. In Platinum you have Giratina. There are three legendary Pokemon and there’s a relationship between the three. From there we have a story to move onto with other legendary Pokemon, but at this point that’s all I can share.
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增田顺一:在《钻石/珍珠》中有帝牙卢卡和帕路奇亚。在《白金》中有骑拉帝纳。这三只传说中的宝可梦之间存在关联。基于此,我们有一个涉及其他传说宝可梦的故事要展开,但目前我只能透露这些。
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G4 : A lot of G4 readers love the Pokemon series, but want to see a proper Pokemon role-playing game on a home console, or even a Pokemon MMO. Do you see that ever happening?
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G4:许多G4读者喜爱宝可梦系列,但希望在家用游戏机上看到正统的宝可梦角色扮演游戏,甚至是一款宝可梦MMO。您认为这有可能实现吗?
原文
JM : One of the core concepts of the Pokemon games is trading. You can trade within the game, but you can also go out and meet with your friends to trade. You can talk with your family and friends as you play Pokemon . For this concept, the most suitable hardware is portable, like the Nintendo DS. That’s why we focus on portable game systems.
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JM:宝可梦游戏的核心概念之一是交换。你可以在游戏内进行交换,但也可以出门与朋友见面交换。你在玩宝可梦时可以与家人和朋友交谈。对于这一概念,最合适的硬件是便携式设备,比如任天堂DS。这就是我们专注于掌上游戏机的原因。
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G4 : How about a Pokemon game similar to Capcom’s Monster Hunter . That’s one of the biggest gaming phenomenons in Japan. Surely the popularity of Pokemon can dwarf Monster Hunter if it’s used in a similar game.
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G4:那么,制作一款类似卡普空《怪物猎人》的宝可梦游戏怎么样?《怪物猎人》是日本最大的游戏现象之一。如果宝可梦被用于类似的游戏,其人气肯定能让《怪物猎人》相形见绌。
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JM : I believe that even though there are some similarities between Pokemon and Monster Hunter , the games are very different. They’re two entirely different worlds and the gameplay is very different. Our focus is making Pokemon role-playing games for portable game systems.
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JM:我认为尽管宝可梦和《怪物猎人》有一些相似之处,但这两款游戏非常不同。它们是两个完全不同的世界,玩法也截然不同。我们的重点是为掌上游戏机打造宝可梦角色扮演游戏。
原文
G4 : Masusda-san, you’ve said that you like Pokemon characters that are “well thought out” and used Pichu as an example. Pichu seems to have a special place in your heart. Why is that?
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G4:增田先生,您曾说过您喜欢“精心设计”的宝可梦角色,并以皮丘为例。皮丘似乎在您心中有着特殊的地位。这是为什么呢?
原文
JM : Our art director, Ken Sugimori and I spend a lot of time talking about Pokemon. Since Pikachu is very popular, we wanted to create a Pokemon that was as cute as Pikachu, but we were having a very difficult time. Pikachu is so popular that it was hard to come up with something just as appealing. So we talked a lot and decided to come up with a Pokemon that would eventually evolve into Pikachu. We spent a lot of time designing Pichu and that’s why I have a special love for this Pokemon.
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JM:我们的艺术总监杉森建和我花了很多时间讨论宝可梦。由于皮卡丘非常受欢迎,我们想创造一只和皮卡丘一样可爱的宝可梦,但过程非常艰难。皮卡丘太受欢迎了,很难想出同样吸引人的东西。所以我们讨论了很多,最终决定创造一只最终会进化成皮卡丘的宝可梦。我们花了大量时间设计皮丘,这就是为什么我对这只宝可梦情有独钟。
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G4 : What other Pokemon do you feel are “well thought out”?
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G4:您觉得还有哪些宝可梦是“精心设计”的?
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JM : Spinda comes to mind. It has very specific patterns on its ears and face. It’s very unique. If you encounter and catch this Pokemon, you’ll find that each one has a different pattern. At first we were concerned if this was technically possible, so we discussed this for a long time and made it happen. That’s one Pokemon that’s well thought out.
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JM:我想到的是晃晃斑。它的耳朵和脸上有非常独特的斑纹。它非常独特。如果你遇到并捕捉这只宝可梦,你会发现每一只的斑纹都不同。起初我们担心这在技术上是否可行,所以我们讨论了很长时间并最终实现了。这就是一只精心设计的宝可梦。
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G4 : Metal Gear Solid creator Hideo Kojima once told me that his favorite Pokemon is Ditto. How does it make you feel to hear that other famous game directors have a favorite Pokemon?
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G4:《合金装备》的创作者小岛秀夫曾告诉我,他最喜欢的宝可梦是百变怪。听到其他著名游戏总监也有自己喜欢的宝可梦,您有何感想?
原文
JM : That’s great. I’m very happy to hear that.
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那太好了。听到这个我非常高兴。
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G4 : Do you know what if Miyamoto-san and Iwata-san have favorite Pokemon?
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你知道宫本茂先生和岩田聪先生是否有最喜欢的宝可梦吗?
原文
JM : [Laughs] I don’t know. You’ll have to ask them for me.
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[笑]我不知道。你得替我去问他们。
原文
G4 : Many people erroneously think that Pokemon games are just for children, but there are many complex features in the game like IVs, EV training, Hidden Power, and more. How did these features come about?
译文
很多人错误地认为宝可梦游戏只是给孩子们玩的,但游戏中有许多复杂的特性,比如个体值、努力值训练、觉醒力量等等。这些特性是如何产生的?
原文
JM : The reason why we put things like IVs and EVs into the game is because we wanted to give players that are really into Pokemon battles much more to work with and much more to enjoy. We have a team that’s dedicated to constantly enhancing and evolving the battle system. They have so many ideas and such a willingness to enhance the game. They’re always thinking of ways to make battles more interesting. One example from this generation is that they separated moves into physical attacks and special attacks, which adds more versatility and strategy to both offense and defense. They always listen to player feedback and they battle a lot themselves. This team is the reason why Pokemon has such a rich battle system that’s always evolving.
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我们把个体值和努力值等加入游戏,是因为我们想给那些真正热衷于宝可梦对战的玩家提供更多可钻研的内容和乐趣。我们有一个专门负责不断强化和进化对战系统的团队。他们有很多想法,也非常愿意改进游戏。他们总是在思考如何让对战更有趣。这一代的一个例子是,他们将招式分为物理攻击和特殊攻击,这为进攻和防守都增加了更多的多样性和策略性。他们总是听取玩家的反馈,而且他们自己也经常对战。正是这个团队,让宝可梦拥有如此丰富且不断进化的对战系统。
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G4 : Some G4 readers dismiss Pokemon as being just for kids. Do you have a message for them? Anything that might attract them to the game?
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一些G4的读者认为宝可梦只是给小孩玩的。你有什么想对他们说的吗?有什么可能吸引他们入坑的东西吗?
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TK : I recommend that your readers try Battle Frontier in Pokemon Platinum . Although you can battle trainers and wild Pokemon in the storyline, Battle Frontier is the ultimate place for battling – the place where people can enjoy the complexity of battles the most. One of the more complex parts of the game is raising Pokemon for battling, like you mentioned with IVs and EVs. Battle Frontier is the best place to enjoy that high level of battling and get the most out of the Pokemon you train.
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我建议你们的读者尝试《宝可梦 白金》中的对战开拓区。虽然在主线剧情中你可以与训练家和野生宝可梦对战,但对战开拓区是对战的终极场所——人们可以在那里尽情享受对战的复杂性。游戏中最复杂的部分之一就是培养用于对战的宝可梦,就像你提到的个体值和努力值。对战开拓区是享受那种高水平对战并充分利用你所培养的宝可梦的最佳地点。
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G4 : Masuda-san, I read on your blog that you’re excited to see the Golden Gate Bridge. Why are you fascinated with bridges?
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增田先生,我在你的博客上看到你很期待看到金门大桥。你为什么对桥梁着迷?
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JM : [Laughs and shows me a photo that he took of the Golden Gate Bridge.] I love bridges and seeing different types of bridges. Each element of a bridge is very simple, but they all come together to become this huge and strong thing. That’s why I’m fascinated with bridges like the Golden Gate Bridge. Bridges like that have to be strong to hold all the iron, concrete, cars, but at the same time they have to be flexible so that they can withstand heavy winds or an earthquake. The Golden Gate Bridge is very beautiful with its bright-red coloring. Just thinking about all the different components that go into building this one beautiful bridge – that fascinates me.
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[笑着给我看他拍的金门大桥照片]我喜欢桥梁,也喜欢看不同类型的桥。桥的每个元素都很简单,但它们组合在一起就变成了一个巨大而坚固的东西。这就是为什么我对金门大桥这样的桥梁着迷。这样的桥必须坚固才能承受所有的钢铁、混凝土和汽车,但同时它们也必须具有灵活性,以抵御强风或地震。金门大桥以其鲜红色而非常美丽。光是想想建造这座美丽桥梁所需的各种不同部件——就让我着迷。
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Bridges look very simple, but if you look closely and see all the different elements – it’s a very complicated matter.
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桥梁看起来很简单,但如果你仔细观察并看到所有不同的元素——这是一个非常复杂的事情。
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G4 : And really, that’s the perfect metaphor for Pokemon , isn’t it?
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确实,这用来比喻宝可梦再合适不过了,不是吗?
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JM : Yes, I agree.
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是的,我同意。
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Tags: Nintendo DS , Videogames
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标签:任天堂DS,电子游戏
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Junichi Masuda & Takeshi Kawachimaru Talk ‘Pokemon Platinum’, Particle Physics, Bridges, And More!
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增田顺一与河内丸武史畅谈《宝可梦 白金》、粒子物理、桥梁等更多话题!
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http://www.g4tv.com/thefeed/blog/post/694081/junichi-masuda-takeshi-kawachimaru-talk-pokemon-platinum-particle-physics-bridges-and-more/
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http://www.g4tv.com/thefeed/blog/post/694081/junichi-masuda-takeshi-kawachimaru-talk-pokemon-platinum-particle-physics-bridges-and-more/
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http://files.g4tv.com/ImageDb3/139991_S/Junichi-Masuda–Takeshi-Kawachimaru-Talk-Pokemon-Platinum-Particle-Physics-Bridges-And-More.jpg
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http://files.g4tv.com/ImageDb3/139991_S/Junichi-Masuda–Takeshi-Kawachimaru-Talk-Pokemon-Platinum-Particle-Physics-Bridges-And-More.jpg
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