1996–2001 · Early Web 黎明期 Nintendo Power 杂志第 134 期 2000年11月01日

[访谈翻译] Nintendo Power 专访 Game Freak 主创团队:《金·银》漫长开发与被舍弃的数百只宝可梦

原文:Nintendo Power 译者:Poke Amice Studio 受访:杉森建, 增田顺一, 石原恒和, 森本茂树, 太田健典, 一之濑刚
Archive record

档案记录

Date
2000.11.01
Source
Nintendo Power Vol. 134
People
杉森建, 增田顺一, 石原恒和, 森本茂树, 太田健典, 一之濑刚
Game / Work
未标注
Page
未标注
Language
en
Status
published
模式
氛围

2000 年 11 月《宝可梦 金·银》北美发售之际,Nintendo Power 专访了 Game Freak 与 Creatures 的全明星开发阵容。艺术总监杉森建首次透露团队为《金·银》设计了超过 300 只宝可梦,经过残酷筛选才最终定格为 100 只新宝可梦,并揭晓了咕咕等经典设计的灵感起源。

Source shelf

原始资料

杉森建与《宝可梦 金·银》废案与新宝可梦设计

任天堂力量官方对谈:主创团队谈《金·银》漫长开发与被舍弃的数百只废案宝可梦

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。

访谈阵容
Transcript / Parallel reading

逐段译读

杉森建与《宝可梦 金·银》废案与新宝可梦设计

任天堂力量官方对谈:主创团队谈《金·银》漫长开发与被舍弃的数百只废案宝可梦

《Nintendo Power》与宝可梦大佬们的对话

Nintendo Power Chats with Pokémon Bigwigs

提问 提问
3 提问

原文

The first Pokémon games came in three colors: Red, Blue and Yellow. Is there any reason you chose Gold and Silver for the new Pokémon games?

译文

最初的宝可梦游戏有红、蓝、黄三个版本。你们选择用“金”和“银”作为新游戏的名字,有什么特别的原因吗?

石原恒和 受访
4 石原恒和

原文

“We wanted it to be very different from the previous Pokémon games. Gold and Silver aren’t just colors, they’re also real, material things. Precious things.”

译文

“我们想让新作与之前的宝可梦游戏截然不同。金和银不仅仅是颜色,它们是真实存在的物质,是珍贵之物。”

提问 提问
5 提问

原文

How many people worked on Gold and Silver, and how long did it take?

译文

有多少人参与了《金》和《银》的开发?花了多长时间?

增田顺一 受访
6 增田顺一

原文

“Approximately 20 people, I think. We started three years ago, right after Red and Green (Blue in the U.S.) were finished. We developed the Japanese Blue version and the Yellow version after the original game, too, but we were developing Gold and Silver at the same time.”

译文

“我想大概有20人左右。我们是在三年前,也就是《红》和《绿》(在美国是《蓝》)完成后立即开始的。之后我们还开发了日本版的《蓝》和《黄》,但同时也在开发《金》和《银》。”

提问 提问
7 提问

原文

Could you tell us what’s new in Gold and Silver?

译文

能告诉我们《金》和《银》有哪些新内容吗?

增田顺一 受访
8 增田顺一

原文

“It’s the same Pokémon World as before, but there is a different story. You’ll see many new Pokémon. I can’t reveal anything more at this time.”

译文

“世界还是原来的宝可梦世界,但故事不同了。你会看到许多新的宝可梦。目前我还不能透露更多。”

背景:20世纪时间线

Context: 20th Century Timeline

受访
10

原文

Dr Lava’s notes: Let’s briefly review the early Pokemon timeline. In Japan, Red & Green debuted in February 1996, then were followed eight months later with an updated Blue version in October 1996. A now-infamous demo of Gold & Silver was exhibited at Spaceworld — a Nintendo-hosted trade show in Japan — in November 1997. A year later, Yellow launched in September 1998. So as Masuda just pointed out — yes, the development of Generations 1 and 2 overlapped quite a bit.

译文

Dr Lava的注释:让我们简要回顾一下早期宝可梦的时间线。在日本,《红》和《绿》于1996年2月首发,八个月后,即1996年10月,推出了更新版的《蓝》。1997年11月,在任天堂主办的日本贸易展Spaceworld上展出了如今臭名昭著的《金》和《银》的试玩版。一年后,即1998年9月,《黄》发售。所以正如增田刚才指出的——是的,第一世代和第二世代的开发确实有相当多的重叠。

受访
11

原文

But let’s not forget that Red & Blue didn’t arrive in North America until two weeks after Yellow released in Japan. That’s 2.5 years after Red & Green first launched in Japan. Yellow arrived a year late as well, in October 1999. Our friends across the pond had it even worse — European release dates typically lagged an additional 1-8 months behind North America.

译文

但别忘了,《红》和《蓝》直到日本《黄》发售两周后才登陆北美。这距离《红》和《绿》在日本首发已经过去了2.5年。《黄》也晚了一年,于1999年10月才在北美发售。我们大西洋彼岸的朋友们更惨——欧洲的发售日期通常比北美还要晚1到8个月。

受访
12

原文

In November 1999, Gold & Silver launched in Japan. About a year later, in October 2000, they hit store shelves in North America. This interview takes place about halfway between the Japanese and NA release dates. Back then, information traveled very slowly. Fans mostly received their gaming news in monthly magazines like Nintendo Power. All throughout this interview, you’ll see the developers repeatedly withholding information and keeping secrets — this is despite the games having released in Japan 7 months earlier. It’s truly bizarre to consider how slowly information traveled back then.

译文

1999年11月,《金》和《银》在日本发售。大约一年后,即2000年10月,它们登陆北美商店。本次采访发生在日本和北美发售日期的中间时段。当时信息传播非常缓慢。粉丝们主要通过《Nintendo Power》等月刊杂志获取游戏新闻。在整个采访中,你会看到开发者们反复隐瞒信息、保守秘密——尽管游戏在日本已经发售了7个月。想想当时信息传播之慢,真是令人匪夷所思。

回到采访

Back to the Interview

提问 提问
14 提问

原文

What was the hardest part of developing Gold and Silver?

译文

开发《金/银》时最困难的部分是什么?

石原恒和 受访
15 石原恒和

原文

“We designed Gold and Silver to be compatible with Red, Blue and Yellow, and making sure all the elements in all the versions worked together was a challenge. The debugging process was also tough.”

译文

“我们将《金/银》设计为与《红/绿/蓝》和《皮卡丘》兼容,确保所有版本中的元素协同工作是一项挑战。调试过程也很艰难。”

增田顺一 受访
16 增田顺一

原文

“Making the game easier to understand for everyone was the most difficult part for me. We looked at everything, even how to catch Pokémon. We thought Gold and Silver would be many people’s introduction to playing Pokémon, and we wanted to be prepared for that.”

译文

“对我来说,最难的部分是让游戏对每个人来说都更容易理解。我们审视了一切,甚至包括如何捕捉宝可梦。我们认为《金/银》会成为许多人接触宝可梦游戏的入门作品,因此我们希望为此做好准备。”

杉森建 受访
17 杉森建

原文

“Keeping the game fresh was a difficult thing for me. Lots of people have played Pokémon, and Gold and Silver need to stay fresh and interesting for them, too.”

译文

“对我来说,保持游戏的新鲜感是件困难的事。很多人已经玩过宝可梦,而《金/银》也需要对他们保持新鲜和有趣。”

森本茂树 受访
18 森本茂树

原文

“Keeping true to the feeling of the original Pokémon games while creating a brand-new game was my challenge. Everyone has a unique idea of what Pokémon is, and I didn’t want to betray that.”

译文

“在创造全新游戏的同时,保持原作宝可梦游戏的感觉是我的挑战。每个人对宝可梦都有独特的理解,我不想辜负这一点。”

一之濑刚 受访
19 一之濑刚

原文

“This is the first Pokémon game I have worked on, and it was a challenge for me to learn about and stay true to the atmosphere of the original Pokémon games.”

译文

“这是我参与的第一款宝可梦游戏,对我来说,学习和保持原作宝可梦游戏的氛围是一个挑战。”

太田健典 受访
20 太田健典

原文

“I was in charge of programming. I tried to make a programming system that was easier to use. I was able to make some changes, but not all, because we were under a very tight schedule.”

译文

“我负责编程。我试图让编程系统更易于使用。我能够做出一些更改,但并非全部,因为我们的日程非常紧张。”

编程问题

Problems with Programming

受访
22

原文

Dr Lava’s notes: Game Freak’s programming skills were notoriously lackluster back in the 90’s. They just didn’t know how to efficiently utilize the Gameboy hardware — which led to a lot of material going unused. As I noted in my YouTube video about Gen 1’s cut content, Pokemon’s creator Satoshi Tajiri has stated that upwards of 50 Pokemon had to be cut from Red & Green due to a lack of cartridge space.

译文

Dr Lava 的注释:GAME FREAK 在90年代的编程技能是出了名的平庸。他们就是不知道如何高效利用 Game Boy 硬件,导致大量素材未被使用。正如我在关于第一世代被删减内容的 YouTube 视频中指出的,宝可梦的创造者田尻智曾表示,由于卡带空间不足,有超过50只宝可梦不得不从《红/绿》中删除。

受访
23

原文

And as I explained in my video about Gen 2’s cut content, Satoru Iwata even volunteered to help Game Freak with their programming problems in Gold & Silver. This is despite the fact Iwata was actually president of HAL Laboratories at the time, not a member of Game Freak — he just helped out with their data compression issues for the fun of it.

译文

正如我在关于第二世代被删减内容的视频中所解释的,岩田聪甚至自愿帮助 GAME FREAK 解决《金/银》的编程问题。尽管事实上岩田聪当时是 HAL Laboratory 的社长,并非 GAME FREAK 的成员——他只是出于兴趣帮助他们解决数据压缩问题。

受访
24

原文

Shigeki Morimoto can actually be found as an NPC in Ultra Sun & Moon, where he tells the player about Iwata’s contribution to the series: “When we were having trouble fitting all the data in for Gold and Silver, and we were really in a pinch, this amazing guy came along and made a program for us that solved all our problems.”

译文

实际上,在《究极之日/究极之月》中,森本茂树可以作为 NPC 出现,他会告诉玩家岩田聪对系列的贡献:“当我们为《金/银》的数据存储而苦恼,真的陷入困境时,这位了不起的人出现了,为我们编写了一个程序,解决了我们所有的问题。”

回到访谈

Back to the Interview

提问 提问
26 提问

原文

Are there any new Pokémon like Mew in Gold and Silver?

译文

在《金·银》中会有像梦幻那样的新宝可梦吗?

杉森建 受访
27 杉森建

原文

“(Laughing) Maybe, maybe not.”

译文

“(笑)也许有,也许没有。”

提问 提问
28 提问

原文

How do you create new Pokémon?

译文

你们是如何创造新宝可梦的?

杉森建 受访
29 杉森建

原文

“There are several ways we come up with Pokémon. Some are inspired by a shape, figure or creature that already exists. For others, we tried to consider what kind of Pokémon would be interesting in game play. For example, in Gold and Silver, we’ll introduce new Pokémon types. Psychic Pokémon seemed to dominate in the previous Pokémon game, so we needed to come up with new Pokémon and types to make Gold and Silver more balanced. We came up with several hundred new Pokémon, but most of them got cut during development.”

译文

“我们构思宝可梦的方式有好几种。有些是受到已有形状、形象或生物的启发。另一些则是我们尝试思考什么样的宝可梦在游戏中会很有趣。例如,在《金·银》中,我们会引入新的宝可梦属性。在前作中,超能力属性的宝可梦似乎过于强势,所以我们需要设计新的宝可梦和属性,让《金·银》更加平衡。我们构思了几百只新宝可梦,但大部分在开发过程中被砍掉了。”

数百只宝可梦

Hundreds of Pokemon

受访
31

原文

Dr Lava’s notes: And here we have the interview’s most fascinating revelation about Gold & Silver’s development. As I mentioned earlier, an early build of G&S was exhibited at Spaceworld 1997. Eyewitness accounts spread rumors about Pokemon who were included in that 1997 demo, but didn’t appear in G&S’s release versions. Two decades went passed. Then in May 2018, the demo was leaked and we finally got a look at what was hidden inside — about 40 lost Pokemon, as well as about 30 who DID appear in G&S’s release versions, but with significant differences compared to their final designs.

译文

Dr Lava 的注释:这里我们看到了访谈中关于《金·银》开发最引人入胜的揭示。正如我之前提到的,一个早期版本的《金·银》曾在1997年的Spaceworld展会上展出。目击者的描述引发了关于一些宝可梦的传言,它们出现在1997年的演示中,但并未出现在《金·银》的正式版中。二十年过去了。然后在2018年5月,该演示被泄露,我们终于得以一窥其中隐藏的内容——大约40只失落的宝可梦,以及大约30只确实出现在《金·银》正式版中,但与最终设计有显著差异的宝可梦。

受访
32

原文

But here, Sugimori’s saying they created HUNDREDS of new Pokemon for Gen 2. Most of these Pokemon ended up getting scrapped, with only 100 making their way into the final product. We know at least 40-70 were cut from the Spaceworld build, but it sounds like an even larger number of Pokemon were cut either before Spaceworld, or after — in the two years between the Spaceworld ’97 demo and the games’ 1999 launch in Japan.

译文

但在这里,杉森表示他们为第二世代创造了数百只新宝可梦。这些宝可梦大部分最终被废弃,只有100只进入了最终产品。我们知道至少有40到70只从Spaceworld版本中被删除,但听起来还有更多数量的宝可梦在Spaceworld之前或之后被删除——即在1997年Spaceworld演示和1999年游戏在日本发售之间的两年里。

受访
33

原文

Only a handful of Pokemon cut from the Spaceworld demo ended up returning in later generations, like an early Lickitung evolution named Namēru. But even in these rare cases, these scrapped Spaceworld Pokemon were completely redesigned by the time they returned. In fact, depending on your perspective, you might consider a Pokemon like Namēru not as an early Lickilicky design, but as a completely different Pokemon.

译文

只有少数从Spaceworld演示中删除的宝可梦在后来的世代中回归,比如一个名为Namēru的大舌头的早期进化形态。但即使在这些罕见的情况下,这些被废弃的Spaceworld宝可梦在回归时也被完全重新设计了。事实上,取决于你的视角,你可能会认为像Namēru这样的宝可梦并不是大舌舔的早期设计,而是一只完全不同的宝可梦。

受访
34

原文

With that in mind, it seems unlikely any of these (probably 100+) still-unknown, non-Spaceworld Pokemon that Sugimori says were scrapped from Gen 2 ended up getting recycled into a later generation without us realizing it. In all likelihood, their artwork is gathering dust in Game Freak’s art vaults. Many of them probably have sprites in a computer somewhere.

译文

考虑到这一点,杉森所说的那些从第二世代废弃的、可能超过100只的、仍然未知且不属于Spaceworld的宝可梦,似乎不太可能在我们没有意识到的情况下被回收利用到后来的世代中。很可能,它们的画稿正尘封在GAME FREAK的美术档案室里。其中许多可能在某台电脑里存有精灵图。

受访
35

原文

So will we ever see any of them? There’s really only two ways that could happen — neither of which is unprecedented. The first possibility is that Game Freak purposely reveals artwork or sprites like they did in the 2018 manga, “Satoshi Tajiri: The Man Who Created Pokemon.” They’ve also exhibited artwork at live events, like they did with early Gen 3 designs at the Game On Expo in 2012. The second possibility is that a hacker gains access to Nintendo’s servers then leaks his ill-gotten goods to the public. After all, that’s how the Spaceworld demo was leaked… and if it happened once, it could happen again.

译文

那么,我们还有机会见到它们吗?实际上只有两种可能——这两种都不是没有先例的。第一种可能是GAME FREAK有意公开画稿或精灵图,就像他们在2018年的漫画《田尻智:创造宝可梦的男人》中所做的那样。他们还在现场活动中展出过画稿,比如2012年在Game On Expo上展出的早期第三世代设计。第二种可能是黑客入侵任天堂的服务器,然后将非法获取的资料泄露给公众。毕竟,Spaceworld演示就是这样泄露的……如果发生过一次,就可能再次发生。

受访
36

原文

To sum up my thoughts on the subject — in addition to the lost Spaceworld-era Pokemon, it sounds like there are somewhere around 100 more lost Gen 2 Pokemon that we still don’t know about. But one way or another, there’s still hope we might get a chance to see them someday. Then we can re-experience what happened with Spaceworld all over again — the pure joy of discovering lost Pokemon like Kotora and baby Meowth, up-voting their fan art on Reddit, then spamming Game Freak on Twitter, demanding they resurrect our favorites. Because that’s what it’s all about.

译文

总结一下我对这个主题的看法——除了失落的Spaceworld时代的宝可梦之外,听起来还有大约100多只我们仍然不知道的第二世代失落宝可梦。但无论如何,我们仍有希望有一天能见到它们。然后我们可以再次体验Spaceworld事件的重演——发现像小虎和喵喵宝宝这样的失落宝可梦的纯粹喜悦,在Reddit上为它们的同人画点赞,然后在Twitter上刷屏GAME FREAK,要求他们复活我们最喜欢的宝可梦。因为这才是这一切的意义所在。

受访
37

原文

Related Interview: Sugimori reveals Gen 5 Pokemon origin stories

译文

相关访谈:杉森建揭示第五世代宝可梦的起源故事

回到访谈

Back to the Interview

提问 提问
39 提问

原文

What is your favorite Pokémon?

译文

你最喜欢的宝可梦是什么?

石原恒和 受访
40 石原恒和

原文

“Exeggutor, because I have been using it for a long, long time.”

译文

“椰蛋树,因为我使用它已经很久很久了。”

增田顺一 受访
41 增田顺一

原文

“Psyduck. He looks funny.”

译文

“可达鸭。它看起来很有趣。”

杉森建 受访
42 杉森建

原文

“Hoothoot. It has only one leg. When I was a kid, I had a pet bird. One day, I was surprised to see my bird standing on only one leg. I’ve learned since that that was normal for that kind of bird, but it had already made a big impression on me and I couldn’t forget it. That inspired me to create Hoothoot.”

译文

“咕咕。它只有一条腿。小时候我养过一只鸟。有一天,我惊讶地发现我的鸟只用一条腿站着。后来我才知道那种鸟这样是正常的,但那一幕已经给我留下了深刻的印象,我无法忘怀。这启发我创造了咕咕。”

太田健典 受访
43 太田健典

原文

“Charmander. Fire-types are cool! I also like Cyndaquil, the new Fire-type Pokémon.”

译文

“小火龙。火属性很酷!我也喜欢火球鼠,新的火属性宝可梦。”

森本茂树 受访
44 森本茂树

原文

“Mew. I created Mew two weeks before we were finished developing the original Pokémon game. I owe a lot to Mew.”

译文

“梦幻。我在初代宝可梦游戏开发完成前两周创造了梦幻。我欠梦幻很多。”

梦幻的诞生

Creation of Mew

受访
46

原文

Dr Lava’s notes: In a 2010 Iwata Asks interview, Shigeki Morimoto explained how he inserted Mew into Red & Green at the last minute. Here’s a brief excerpt from that interview:

译文

Dr Lava 注:在2010年的“岩田聪问”访谈中,森本茂树解释了他是如何在最后一刻将梦幻插入《红/绿》的。以下是该访谈的节选:

森本茂树 受访
47 森本茂树

原文

“We put Mew in right at the very end. The cartridge was really full and there wasn’t room for much more on there. Then the debug features which weren’t going to be included in the final version of the game were removed, creating a minuscule 300 bytes of free space. So we thought that we could slot Mew in there. What we did would be unthinkable nowadays!”

译文

“我们是在最后关头才把梦幻加进去的。卡带当时已经装得很满,几乎没有多余空间。后来我们删除了不会出现在最终版本中的调试功能,腾出了微小的300字节空间。于是我们想,可以把梦幻塞进去。我们当时做的事,放到现在简直难以想象!”

石原恒和 受访
48 石原恒和

原文

“This is in spite of being told after debug ended that you weren’t to tamper with even a single bit! (laughs wryly)”

译文

“尽管调试结束后,我们被警告连一个比特都不能改动!(苦笑)”

回到访谈

Back to the Interview

提问 提问
50 提问

原文

We know that Pokémon Puzzle League and Hey You, Pikachu! will soon hit the US Market, as will Gold and Silver. What is the plan for Pokémon beyond that?

译文

我们知道《宝可梦益智联盟》和《嘿,皮卡丘!》即将登陆美国市场,《金》和《银》也一样。那么,宝可梦系列在那之后有什么计划呢?

石原恒和 受访
51 石原恒和

原文

“We are working on a new Pokémon game that will come out after Gold and Silver. We can’t say which platform it’s for at this time. I was thinking about the different language versions of Pokémon and how you can’t trade between them. If we can make them compatible with each other, they would be far more interesting. Pokémon users around the world would be able to communicate through the Pokémon game. A world without language barriers is possible in the Star Trek world (laughing), and if we could do the same thing in the Pokémon world, that would be great!”

译文

“我们正在开发一款继《金》和《银》之后推出的新宝可梦游戏。目前还不能透露它对应哪个平台。我一直在思考宝可梦的不同语言版本,以及它们之间无法进行交换的问题。如果我们能让它们彼此兼容,那将会更加有趣。世界各地的宝可梦用户就能通过宝可梦游戏进行交流。在《星际迷航》的世界里,一个没有语言障碍的世界是可能的(笑),如果我们能在宝可梦世界里也做到同样的事情,那就太棒了!”