1 00:00:01,070 --> 00:00:02,770 1986年 2 00:00:02,770 --> 00:00:06,520 任天堂在NES上推出《银河战士1》 3 00:00:06,520 --> 00:00:09,200 它与任天堂的其它游戏截然不同 4 00:00:09,200 --> 00:00:12,620 没有绚丽可爱的画面和欢快音乐 5 00:00:12,620 --> 00:00:14,950 它充满了黑暗氛围 6 00:00:14,950 --> 00:00:18,420 赏金猎人萨姆斯·阿兰孤身一人 7 00:00:18,420 --> 00:00:22,520 探索着绵延无尽、阴冷的异形巢穴 8 00:00:22,520 --> 00:00:24,220 那感觉棒极了 9 00:00:24,220 --> 00:00:25,500 但并不完美 10 00:00:25,500 --> 00:00:27,770 你太容易迷路 11 00:00:27,770 --> 00:00:32,700 关卡看着都一个样,许多秘密被藏在墙后 12 00:00:32,700 --> 00:00:34,650 《银河战士1》是个好的开端 13 00:00:34,650 --> 00:00:36,300 但还需要改进 14 00:00:36,300 --> 00:00:40,300 1991年GB上的续作《银河战士2:萨姆斯归来》 15 00:00:40,300 --> 00:00:41,920 并没帮什么忙 16 00:00:41,920 --> 00:00:46,970 虽然黑暗可怕的氛围不减,富有冲击力的结局也令人惊叹 17 00:00:46,970 --> 00:00:50,320 但单色显示效果让玩家更难寻路 18 00:00:50,320 --> 00:00:54,270 哪怕续作流程比前作线性得多 19 00:00:54,270 --> 00:00:57,120 于是我们只好再等了几年 20 00:00:57,120 --> 00:00:59,220 终于,有了答案 21 00:00:59,220 --> 00:01:00,750 1994年 22 00:01:00,750 --> 00:01:04,300 任天堂在SNES上推出《超级银河战士》 23 00:01:04,300 --> 00:01:08,300 《银河战士1》背后的想法终于得到完美诠释 24 00:01:08,300 --> 00:01:12,450 游戏再次让萨姆斯降落Zebes星球,但这次 25 00:01:12,450 --> 00:01:14,970 探索游戏不再需要手绘地图 26 00:01:14,970 --> 00:01:16,050 炸遍每面墙壁 27 00:01:16,050 --> 00:01:18,420 或买一期《任天堂力量》 28 00:01:18,420 --> 00:01:20,520 游戏结构变化不大 29 00:01:20,520 --> 00:01:24,070 跟《银河战士1》一样,你要暗暗记住障碍位置 30 00:01:24,070 --> 00:01:25,550 找到新技能 31 00:01:25,550 --> 00:01:30,570 再回到障碍前,要么收获道具,要么推进游戏 32 00:01:30,570 --> 00:01:32,800 但这次,一切有所不同 33 00:01:32,800 --> 00:01:34,470 游戏世界大了许多 34 00:01:34,470 --> 00:01:36,620 技能变得更有趣 35 00:01:36,620 --> 00:01:38,400 Boss战更多样化 36 00:01:38,400 --> 00:01:42,670 设计师也在引导你闯关时扮演更积极角色 37 00:01:42,670 --> 00:01:48,020 但远比矫枉过正的初代重制版《零点任务》巧妙得多 38 00:01:48,300 --> 00:01:49,700 他们是怎么做的? 39 00:01:49,700 --> 00:01:53,750 说真的,深入《超级银河战士》的唯一办法 40 00:01:53,750 --> 00:01:56,520 就是带你一步步领略它 41 00:01:56,520 --> 00:01:59,370 这就是本期节目的内容 42 00:01:59,370 --> 00:02:02,000 让我们再次踏上Zebes星球 43 00:02:02,000 --> 00:02:06,470 开启Boss Keys第二季,第二集 44 00:02:08,500 --> 00:02:09,870 与《银河战士1》一样 45 00:02:09,870 --> 00:02:14,100 《超级银河战士》用开头几幕暗示了游戏设定 46 00:02:14,100 --> 00:02:16,000 在最初的Zebes坑道里 47 00:02:16,000 --> 00:02:18,950 我们会经过一堆无法通过的门 48 00:02:18,950 --> 00:02:20,950 粉色门会反弹子弹 49 00:02:20,950 --> 00:02:23,570 小缺口又挤不进去 50 00:02:23,570 --> 00:02:26,220 我们最终会进入Old Brinstar 51 00:02:26,220 --> 00:02:29,870 《银河战士1》的起点和终点区域 52 00:02:29,870 --> 00:02:33,000 我们会找到“变形球”和“导弹” 53 00:02:33,000 --> 00:02:34,450 因为无处可去 54 00:02:34,450 --> 00:02:36,670 我们只能原路返回 55 00:02:36,670 --> 00:02:39,770 但这些区域现在布满太空海盗 56 00:02:39,770 --> 00:02:42,820 所以我们知道自己走对了 57 00:02:43,120 --> 00:02:44,820 于是凭借开头几幕 58 00:02:44,820 --> 00:02:46,050 《超级银河战士》告诉你 59 00:02:46,050 --> 00:02:48,520 这个世界有许多岔路 60 00:02:48,520 --> 00:02:52,220 但在获得相应能力前,很多都是死路 61 00:02:52,220 --> 00:02:53,450 而且通常 62 00:02:53,450 --> 00:02:56,170 前进的道路,其实在你身后 63 00:02:57,070 --> 00:03:00,000 所以我们用“导弹”开门捡“炸弹”,然后… 64 00:03:00,000 --> 00:03:00,920 哇噢 65 00:03:00,920 --> 00:03:04,820 呵,很好地提醒你这游戏充满惊喜 66 00:03:05,100 --> 00:03:06,620 现在Torizo已死 67 00:03:05,100 --> 00:03:06,620 (鸟人族机器人) 68 00:03:06,620 --> 00:03:09,500 是时候用“炸弹”开辟新路了 69 00:03:09,500 --> 00:03:11,070 如果不知该炸哪 70 00:03:11,070 --> 00:03:13,220 你会很快明白地图的用处 71 00:03:13,220 --> 00:03:16,300 哦对了,《超级银河战士》终于加了地图界面 72 00:03:16,300 --> 00:03:17,920 和地图终端 73 00:03:17,920 --> 00:03:21,100 地图终端出现于五个主要区域 74 00:03:21,100 --> 00:03:21,970 75 00:03:22,000 --> 00:03:22,720 76 00:03:22,720 --> 00:03:23,620 77 00:03:23,620 --> 00:03:24,400 78 00:03:24,400 --> 00:03:25,450 以及Wrecked Ship 79 00:03:25,450 --> 00:03:28,250 终端会在地图上揭示一些房间 80 00:03:28,250 --> 00:03:32,270 尤其是显示某些藏在墙后的房间 81 00:03:32,270 --> 00:03:35,770 所以找地图室就跟找新技能一样重要 82 00:03:35,770 --> 00:03:40,720 《超级银河战士》因此远比《银河战士1》考虑周到、易于上手 83 00:03:40,720 --> 00:03:44,750 却不像《零点任务》那样过分体贴 84 00:03:44,750 --> 00:03:47,670 地图更新后显示左侧还有房间 85 00:03:47,670 --> 00:03:50,700 暗示你能炸开墙壁继续探索 86 00:03:50,700 --> 00:03:53,620 我们会在这找到Crateria最后的秘密 87 00:03:53,620 --> 00:03:55,570 在漫长诡异的隧道尽头 88 00:03:55,570 --> 00:03:59,050 有座金色雕像描绘了四只奇异怪兽 89 00:03:59,050 --> 00:04:01,550 我们在序幕见识过其一 90 00:04:01,550 --> 00:04:04,250 这个稍后再谈 91 00:04:04,250 --> 00:04:04,970 现在 92 00:04:04,970 --> 00:04:07,320 让我们跳上电梯,一路向下 93 00:04:07,320 --> 00:04:08,800 进入Upper Brinstar 94 00:04:10,250 --> 00:04:10,870 那么 95 00:04:10,870 --> 00:04:15,570 我们喘口气,先描绘一下《超级银河战士》的结构 96 00:04:15,570 --> 00:04:18,300 我们要画的是一幅依赖图 97 00:04:18,300 --> 00:04:21,700 这是我在第一季Boss Keys中提出的 98 00:04:21,700 --> 00:04:22,800 在这张图上 99 00:04:22,800 --> 00:04:25,770 菱形表示萨姆斯的技能 100 00:04:25,770 --> 00:04:30,370 方形表示需要相应技能才能克服的障碍 101 00:04:30,370 --> 00:04:34,820 对于这张图,我还用三角形表示非必需物品,比如 102 00:04:34,820 --> 00:04:36,820 导弹罐和地图室 103 00:04:36,820 --> 00:04:38,720 但并非包括所有物品 104 00:04:38,720 --> 00:04:41,370 只包含在探索中显而易见 105 00:04:41,370 --> 00:04:44,720 或直接藏在障碍后的物品 106 00:04:45,000 --> 00:04:47,450 那么这些技能、障碍和物品 107 00:04:47,450 --> 00:04:49,570 沿水平线逐级往下 108 00:04:49,570 --> 00:04:52,570 表现目前所有能进入的区域 109 00:04:52,570 --> 00:04:55,170 再让“障碍”位置低于“技能” 110 00:04:55,170 --> 00:04:58,420 我还标了目前无法通过的障碍 111 00:04:58,420 --> 00:05:01,770 比如Crateria某些高台,需要“空间跳” 112 00:05:01,770 --> 00:05:04,250 以及一扇绿门,需要“超级导弹” 113 00:05:04,250 --> 00:05:07,970 我用虚线表示这些无法通过的障碍 114 00:05:07,970 --> 00:05:10,520 所以整张图长这样 115 00:05:10,520 --> 00:05:12,500 暂时看着挺简单 116 00:05:12,500 --> 00:05:13,520 咱们继续 117 00:05:14,400 --> 00:05:17,710 进入Brinstar后,我们会碰到很多死路 118 00:05:17,710 --> 00:05:19,870 一间太慢无法通过的房间 119 00:05:19,870 --> 00:05:21,760 头顶一些古怪符号 120 00:05:21,760 --> 00:05:23,750 一扇纹丝不动的黄色门 121 00:05:23,750 --> 00:05:25,500 和一扇绿色门 122 00:05:25,500 --> 00:05:27,870 还有炸不开的地板块 123 00:05:27,870 --> 00:05:33,220 但地板会显示一些技能图标,暗示此处需要新技能 124 00:05:33,220 --> 00:05:36,440 这儿的岔路很多,但全是死路 125 00:05:36,440 --> 00:05:38,820 仿佛在说:你还不够强 126 00:05:38,820 --> 00:05:41,800 记得后面回来看看 127 00:05:41,800 --> 00:05:44,010 不过我们能做两件事 128 00:05:44,010 --> 00:05:47,200 我们能打掉第一个小Boss:Spore Spawn 129 00:05:47,200 --> 00:05:48,820 拿到“超级导弹” 130 00:05:49,250 --> 00:05:51,400 还能拿到“蓄力枪” 131 00:05:51,700 --> 00:05:53,170 它藏在这下面 132 00:05:53,170 --> 00:05:54,400 虽然是隐藏的 133 00:05:54,400 --> 00:05:59,200 但有两块明显不同的石砖,和微微显露的天花板 134 00:05:59,200 --> 00:06:00,520 贯穿游戏始终 135 00:06:00,520 --> 00:06:04,820 这类隐藏区会被许多线索暗示出来 136 00:06:04,820 --> 00:06:08,100 你无需像《银河战士1》那样到处炸墙 137 00:06:08,100 --> 00:06:12,750 “蓄力枪”也是《超级银河战士》诸多可选技能之一 138 00:06:12,750 --> 00:06:15,100 这些额外武器,比如“蓄力枪” 139 00:06:15,100 --> 00:06:15,700 “强化激光枪” 140 00:06:15,700 --> 00:06:16,850 和“离子枪” 141 00:06:16,850 --> 00:06:18,670 以及强化技能,如“弹跳球” 142 00:06:18,670 --> 00:06:22,850 和能探查隐藏通道的“X射线透视仪” 143 00:06:22,850 --> 00:06:25,250 并非通关所必需 144 00:06:25,250 --> 00:06:27,300 但它们依然有用 145 00:06:27,300 --> 00:06:30,350 它们不受流程束缚,让体验更开放 146 00:06:30,350 --> 00:06:34,550 它们也可能被玩家错过,就像真正的宝藏 147 00:06:35,000 --> 00:06:37,220 我们来更新下依赖图 148 00:06:37,220 --> 00:06:39,150 现在多了很多死路 149 00:06:39,150 --> 00:06:41,570 我们能做的寥寥可数 150 00:06:41,570 --> 00:06:44,770 至此,《超级银河战士》仍然很简单 151 00:06:44,950 --> 00:06:48,620 当你用“超级导弹”打开绿色门后 152 00:06:48,620 --> 00:06:50,300 你会进入这间房 153 00:06:50,300 --> 00:06:52,520 你会射击这个蓝色按钮开门 154 00:06:52,520 --> 00:06:54,420 进入下一间房 155 00:06:54,420 --> 00:06:56,120 但你没想到 156 00:06:56,120 --> 00:06:58,100 门在身后关上了 157 00:06:58,100 --> 00:07:01,850 而你现在的技能没法穿墙打中蓝色按钮 158 00:07:01,850 --> 00:07:06,300 通往之前区域的道路被完全切断 159 00:07:06,300 --> 00:07:09,680 这里有两个重要原因 160 00:07:09,680 --> 00:07:14,610 一是下个房间要求用上你可能一直不熟悉的能力 161 00:07:14,610 --> 00:07:15,650 跑 162 00:07:15,650 --> 00:07:19,720 任天堂不想让你觉得自己缺了什么新技能 163 00:07:19,720 --> 00:07:22,900 然后回头尝试另寻出路 164 00:07:22,900 --> 00:07:25,770 不,你就被困在这想办法 165 00:07:25,770 --> 00:07:27,270 看看说明书什么的 166 00:07:27,650 --> 00:07:29,440 另一个重要原因? 167 00:07:29,440 --> 00:07:32,750 通过这房间不久,好戏再次上演 168 00:07:32,750 --> 00:07:35,950 你会掉入这深坑,然后上不去了 169 00:07:35,950 --> 00:07:39,100 你又一次被切断后路 170 00:07:39,100 --> 00:07:43,920 至于Brinstar那些黄色门、趣味符号和炸不开的地板? 171 00:07:43,920 --> 00:07:45,650 你可回不去了 172 00:07:45,650 --> 00:07:46,870 这样一来 173 00:07:46,870 --> 00:07:50,750 《超级银河战士》就能避免你被太多岔路淹没 174 00:07:51,070 --> 00:07:55,410 还记得玩《银河战士1》的痛苦吗?你因为有太多地方可去 175 00:07:55,410 --> 00:07:57,650 被找路搞得晕头转向 176 00:07:57,650 --> 00:07:58,970 这里不会了 177 00:07:58,970 --> 00:08:01,220 因为你身后没有退路 178 00:08:01,220 --> 00:08:05,000 你只能向前探索Zebes的一小块 179 00:08:05,920 --> 00:08:08,500 没错,我们身处Lower Brinstar 180 00:08:08,500 --> 00:08:12,450 首先,你可能发现地图上有份礼物 181 00:08:12,450 --> 00:08:15,750 一个秘密房间,就在电梯右侧 182 00:08:15,750 --> 00:08:17,000 不幸的是 183 00:08:17,000 --> 00:08:20,500 进入房间后,你发现自己跳不上去 184 00:08:20,500 --> 00:08:22,560 但瞧瞧那张可怕的脸 185 00:08:22,560 --> 00:08:26,320 习得新技能后,绝对值得一去 186 00:08:26,320 --> 00:08:31,320 这是个经典例子,用独特的视觉元素做地标 187 00:08:31,320 --> 00:08:36,500 让你一旦掌握新技能就会想起这儿 188 00:08:36,500 --> 00:08:39,720 Ridley巢穴也用了点相似技巧 189 00:08:39,720 --> 00:08:42,370 Tourian的入口则堪称典范 190 00:08:42,370 --> 00:08:46,520 不过现在,你只能一路向下进入Norfair 191 00:08:46,520 --> 00:08:50,620 你会在这碰到更多死路,比如太慢无法通过的房间 192 00:08:50,620 --> 00:08:52,750 太热无法逗留的房间 193 00:08:52,750 --> 00:08:54,770 你还会找到新技能 194 00:08:54,770 --> 00:08:56,270 “高跳靴” 195 00:08:56,270 --> 00:08:57,650 噢对了 196 00:08:57,650 --> 00:08:59,350 现在你能回到这 197 00:08:59,350 --> 00:09:01,250 干掉第一个Boss Kraid 198 00:09:01,250 --> 00:09:03,570 拿到隔热的“强化服” 199 00:09:03,570 --> 00:09:05,470 没错,我刚刚说了“隔热” 200 00:09:05,470 --> 00:09:08,620 所以,现在你能进高温房间 201 00:09:08,620 --> 00:09:10,270 并拿到“加速跑” 202 00:09:10,270 --> 00:09:14,670 然后你能通过第一个房间,拿到“冰冻枪” 203 00:09:14,670 --> 00:09:18,700 通过在Norfair和Lower Brinstar来回跑 204 00:09:18,700 --> 00:09:22,870 《超级银河战士》让你明白前进方向并不总在附近 205 00:09:22,870 --> 00:09:24,850 不一定像之前那样 206 00:09:24,850 --> 00:09:28,550 有时你得折返好一段路,甚至回到前面区域 207 00:09:28,550 --> 00:09:31,100 才能向前探索 208 00:09:31,100 --> 00:09:32,770 又到了画图时间 209 00:09:32,770 --> 00:09:35,550 这儿是Lower Brinstar和Norfair 210 00:09:35,550 --> 00:09:38,600 你可能记得Upper Brinstar还有些障碍 211 00:09:38,600 --> 00:09:42,450 现在我们能用新技能解决,比如“加速跑” 212 00:09:42,450 --> 00:09:43,670 但别忘了 213 00:09:43,670 --> 00:09:47,220 它们仍然被深坑和单向门隔绝着 214 00:09:47,220 --> 00:09:52,050 我们没法回去,所以它们依然要被虚线连着 215 00:09:52,050 --> 00:09:55,750 《超级银河战士》似乎又一次显示出关卡结构的直白 216 00:09:55,750 --> 00:09:58,450 和地图尺寸的紧凑 217 00:09:58,450 --> 00:09:59,600 不过请记住 218 00:09:59,600 --> 00:10:02,850 《超级银河战士》会在需要时抓紧你的手 219 00:10:02,850 --> 00:10:05,000 也会在需要时放手 220 00:10:05,000 --> 00:10:07,970 一开始,游戏紧紧抓住你的手 221 00:10:07,970 --> 00:10:11,570 这些初期体验让你专注于很小的区域 222 00:10:11,570 --> 00:10:16,150 并用单向路径将你限制在少数几间房中 223 00:10:16,150 --> 00:10:18,220 每次获得新技能 224 00:10:18,220 --> 00:10:21,420 它们只能在少数地点派上用场 225 00:10:21,420 --> 00:10:22,920 获得“强化服”后 226 00:10:22,920 --> 00:10:25,550 你只能用它探索高温房 227 00:10:25,550 --> 00:10:29,250 获得“加速跑”后,只有一个房间供你施展 228 00:10:29,250 --> 00:10:31,200 获得“炸弹”和“超级导弹”后 229 00:10:31,200 --> 00:10:35,150 只有寥寥几处障碍让你克服,等等 230 00:10:35,150 --> 00:10:37,000 如果《超级银河战士》一直这样 231 00:10:37,000 --> 00:10:40,500 它肯定会过分简单、令人厌倦 232 00:10:40,500 --> 00:10:41,900 但事实并非如此 233 00:10:41,900 --> 00:10:46,870 因为现在,《超级银河战士》要变样了 234 00:10:48,420 --> 00:10:50,020 现在你刚拿到“冰冻枪” 235 00:10:50,020 --> 00:10:52,900 几乎每次获得新技能 236 00:10:52,900 --> 00:10:56,520 游戏都会将你困在必须用新技能脱身的地方 237 00:10:56,520 --> 00:10:59,600 方便你学习技能用法 238 00:10:59,600 --> 00:11:00,570 但同时 239 00:11:00,570 --> 00:11:04,620 那里会暗示接下来可以在哪运用技能 240 00:11:04,620 --> 00:11:06,400 比如获得“冰冻枪”后 241 00:11:06,400 --> 00:11:09,000 你得冻住这个敌人跳过去 242 00:11:09,000 --> 00:11:11,150 你还在哪见过它们? 243 00:11:11,150 --> 00:11:13,000 噢对了,这里 244 00:11:13,000 --> 00:11:16,350 那个让你掉进Norfair的深坑 245 00:11:16,350 --> 00:11:19,350 现在,你终于能回去了 246 00:11:19,350 --> 00:11:24,100 然后你能用高跳来到这,拿到“超级炸弹” 247 00:11:24,100 --> 00:11:28,320 从这开始,任天堂放手了 248 00:11:28,320 --> 00:11:31,220 如果一路向前,你会来到这 249 00:11:31,220 --> 00:11:33,600 跳下这平台,你会意识到 250 00:11:33,600 --> 00:11:36,570 嘿,这回到了游戏起点! 251 00:11:36,570 --> 00:11:39,100 你在Zebes兜了一大圈 252 00:11:39,100 --> 00:11:41,150 但情况不太一样了 253 00:11:41,150 --> 00:11:43,520 那氛围可怕的音乐… 254 00:11:44,450 --> 00:11:47,800 变成了英勇激昂的调子 255 00:11:48,970 --> 00:11:52,500 萨姆斯如今穿着象征性的橙色“强化服” 256 00:11:52,500 --> 00:11:54,550 前方的道路… 257 00:11:54,550 --> 00:11:57,570 呃,不太确定了 258 00:11:57,570 --> 00:12:01,400 因为此刻,你可以探索巨大的Zebes 259 00:12:01,400 --> 00:12:05,900 包括所有曾被单向门隔离的旧区域 260 00:12:05,900 --> 00:12:09,250 还有大量已经能轻松克服的障碍 261 00:12:09,250 --> 00:12:12,500 我数了数,现在有七个能用“超级炸弹”的地方 262 00:12:12,500 --> 00:12:14,500 两个能“加速跑”的房间 263 00:12:14,500 --> 00:12:16,520 一个能“高跳”上去的平台 264 00:12:16,520 --> 00:12:20,520 而它们无一长得像你接下来必去的地方 265 00:12:20,520 --> 00:12:24,520 所以在一段直白的引导式体验后 266 00:12:24,520 --> 00:12:27,950 《超级银河战士》说,现在请自行探索吧 267 00:12:27,950 --> 00:12:30,100 有时你会找到好东西 268 00:12:30,100 --> 00:12:32,770 还记得需要“加速跑”的Brinstar房间吗? 269 00:12:32,770 --> 00:12:35,800 你现在能去那拿“储能罐” 270 00:12:35,800 --> 00:12:37,600 有时你会碰到死路 271 00:12:37,600 --> 00:12:40,520 比如拿到“光电索”之前没法通过这间房 272 00:12:40,520 --> 00:12:42,870 有时你会碰到古怪的动物 273 00:12:42,870 --> 00:12:44,170 后面还有呢 274 00:12:44,170 --> 00:12:46,650 最终,你会找到前进的路 275 00:12:46,650 --> 00:12:48,970 就在Norfair这下方 276 00:12:48,970 --> 00:12:50,370 我很喜欢这样 277 00:12:50,370 --> 00:12:53,600 还记得《零点任务》最后的物品收集吗? 278 00:12:53,600 --> 00:12:56,050 虽然有趣,但有点尴尬 279 00:12:56,050 --> 00:12:59,420 你基本是到了游戏最后才偏离主路线 280 00:12:59,420 --> 00:13:03,000 绕一大圈进行Zebes的胜利巡游 281 00:13:03,000 --> 00:13:06,880 而这在《超级银河战士》中途就开始了 282 00:13:06,880 --> 00:13:11,170 你拿不准去哪,所以到处闲逛看能发现什么 283 00:13:11,170 --> 00:13:15,350 游戏打破线性流程,让你自由探索一段时间 284 00:13:15,350 --> 00:13:19,750 然后你偶然发现下一区域,一种惊喜涌上心头 285 00:13:19,750 --> 00:13:24,000 这是“银河恶魔城”游戏令人难忘的感觉 286 00:13:24,000 --> 00:13:29,600 这种感觉在于不经意发现充满未知事物的全新区域 287 00:13:29,600 --> 00:13:32,700 我们在之前的Boss Keys中见过这个 288 00:13:32,700 --> 00:13:37,720 第二季后面的节目也肯定会再次谈到这话题 289 00:13:37,720 --> 00:13:40,270 噢,在探索Zebes时 290 00:13:40,270 --> 00:13:44,720 你可能会重访这间房,发现一座雕像变灰了 291 00:13:44,720 --> 00:13:48,000 于是你明白终极目标是干掉四个Boss 292 00:13:48,000 --> 00:13:49,200 好吧,三个 293 00:13:49,200 --> 00:13:51,630 然后回到这,通关游戏 294 00:13:52,800 --> 00:13:54,550 接下来要干掉Crocomire 295 00:13:54,550 --> 00:13:57,070 它有着最死亡金属风的BGM 296 00:13:57,070 --> 00:13:59,070 接着,拿到“光电索” 297 00:13:59,070 --> 00:14:01,450 这个道具很有趣 298 00:14:01,450 --> 00:14:05,500 然后你会见识游戏关卡设计中的漂亮回路 299 00:14:05,500 --> 00:14:08,850 游戏没让你枯燥地原路返回 300 00:14:08,850 --> 00:14:11,520 而是给了新房间让你抄个近道 301 00:14:11,520 --> 00:14:14,770 正好回到Norfair的电梯 302 00:14:14,770 --> 00:14:18,170 此时,游戏再次让你自由探索 303 00:14:18,170 --> 00:14:21,370 大约有七个地方需要用“光电索” 304 00:14:21,370 --> 00:14:23,270 它们散落Zebes各处 305 00:14:23,270 --> 00:14:26,600 某些地方藏着新技能,比如“波动枪”和“X射线透视仪” 306 00:14:26,600 --> 00:14:29,730 某些地方藏着导弹和能量罐 307 00:14:29,730 --> 00:14:31,800 还有一处指向Wrecked Ship 308 00:14:31,800 --> 00:14:33,570 你的前进方向 309 00:14:34,000 --> 00:14:37,450 你将在这面对第二个Boss:Phantoon 310 00:14:37,450 --> 00:14:40,320 战胜Boss后,游戏变得有点隐晦 311 00:14:40,320 --> 00:14:43,980 有了更多《银河战士1》风格的秘密墙 312 00:14:43,980 --> 00:14:45,670 比如要拿到“重力服” 313 00:14:45,670 --> 00:14:47,320 你得炸穿这里 314 00:14:47,320 --> 00:14:50,500 为了到达Maridia,你得钻进这个小洞 315 00:14:50,500 --> 00:14:52,320 为了真正进入Maridia 316 00:14:52,320 --> 00:14:55,460 你得在这玻璃管中扔个“超级炸弹” 317 00:14:56,270 --> 00:14:59,420 平心而论,所有这些都有暗示 318 00:14:59,420 --> 00:15:02,500 拿到“重力服”前,你会看到下面有间房 319 00:15:02,500 --> 00:15:05,370 所以肯定有条路通向那 320 00:15:05,370 --> 00:15:07,670 敌人会从下面钻出来 321 00:15:07,670 --> 00:15:09,420 暗示这里有洞 322 00:15:09,420 --> 00:15:11,270 而这条被炸断的管子 323 00:15:11,270 --> 00:15:14,820 希望让你想到这儿的玻璃管也能炸 324 00:15:14,820 --> 00:15:16,300 但上述这些设计 325 00:15:16,300 --> 00:15:19,600 以及游戏后期那些容易错过的密道 326 00:15:19,600 --> 00:15:23,000 可能会让某些玩家误以为进了死胡同 327 00:15:23,000 --> 00:15:24,920 然后另寻他处 328 00:15:24,920 --> 00:15:30,150 《超级银河战士》的不少玩家就在这时开始迷茫受挫 329 00:15:30,150 --> 00:15:30,650 话说回来 330 00:15:30,650 --> 00:15:34,870 Maridia的水下世界有点像迷宫,但也相当封闭 331 00:15:34,870 --> 00:15:38,770 用“超级炸弹”和“光电索”探索Zebes各处后 332 00:15:38,770 --> 00:15:40,670 你会一直待在这 333 00:15:40,670 --> 00:15:44,150 直到干掉游戏第三个Boss:Draygon 334 00:15:44,150 --> 00:15:47,350 就像《塞尔达传说:众神的三角力量》和《黑暗之魂》 335 00:15:47,350 --> 00:15:49,420 《超级银河战士》也有交织的结构 336 00:15:49,420 --> 00:15:52,470 游戏有时让你一路往前冲 337 00:15:52,470 --> 00:15:55,720 有时让你来一场开放的自由探索 338 00:15:55,720 --> 00:15:57,300 现在也是如此 339 00:15:57,300 --> 00:15:58,750 拿到“空间跳”后 340 00:15:58,750 --> 00:16:01,400 会有一堆地方等你探索,比如 341 00:16:01,400 --> 00:16:04,070 去Maridia拿“弹跳球”和“离子枪” 342 00:16:04,070 --> 00:16:05,970 或去Crateria捡补给 343 00:16:05,970 --> 00:16:08,920 但它真正派上用场的地方在Norfair 344 00:16:08,920 --> 00:16:10,870 Ridley巢穴的入口 345 00:16:10,870 --> 00:16:13,540 其实这个入口有点怪 346 00:16:13,540 --> 00:16:16,270 一是因为它有三道难关 347 00:16:16,270 --> 00:16:18,050 首先用“超级炸弹”开路 348 00:16:18,050 --> 00:16:20,550 然后用“强化服”抵御岩浆 349 00:16:20,550 --> 00:16:23,220 最后才用“空间跳”跳上去 350 00:16:23,220 --> 00:16:26,350 如果每次获得新技能都跑回来看看 351 00:16:26,350 --> 00:16:28,800 你会失望而归… 两次 352 00:16:28,800 --> 00:16:29,520 另外 353 00:16:29,520 --> 00:16:33,770 这个脑袋作为地标独特壮观、令人难忘 354 00:16:33,770 --> 00:16:36,270 只要你探索Norfair能找到这 355 00:16:36,270 --> 00:16:39,650 但这地方藏在一扇不起眼的黄色门后 356 00:16:39,650 --> 00:16:44,170 你很难在脑海对这门有鲜明记忆 357 00:16:44,170 --> 00:16:45,600 话说回来 358 00:16:45,600 --> 00:16:47,350 你探索着Lower Norfair 359 00:16:47,350 --> 00:16:49,050 找到了不起眼的入口 360 00:16:49,050 --> 00:16:51,900 噢我们现在能穿墙了?好吧 361 00:16:51,900 --> 00:16:53,670 你拿到最后的“旋转攻击” 362 00:16:53,670 --> 00:16:55,320 干掉Ridley 363 00:16:56,870 --> 00:16:59,620 随着第四个Boss被解决 364 00:16:59,620 --> 00:17:03,350 是时候回到Crateria那个诡异的房间 365 00:17:03,350 --> 00:17:06,000 进入游戏的最终区域 366 00:17:06,000 --> 00:17:08,420 这跟《银河战士1》几乎一样 367 00:17:08,420 --> 00:17:11,070 只是Boss从两个变成四个 368 00:17:11,070 --> 00:17:13,350 游戏剩下的流程也令人熟悉 369 00:17:13,350 --> 00:17:16,110 我们用“冰冻枪”和“导弹”杀死密特罗德 370 00:17:16,110 --> 00:17:18,150 我们消灭罐中的“母脑” 371 00:17:18,150 --> 00:17:19,050 我们… 噢 372 00:17:19,050 --> 00:17:20,800 这里有点不同… 好吧 373 00:17:20,800 --> 00:17:23,420 我们要上演大逃亡,别忘了救小动物! 374 00:17:23,420 --> 00:17:26,550 我们驾飞船逃离爆炸的Zebes 375 00:17:26,550 --> 00:17:27,470 结束 376 00:17:27,470 --> 00:17:28,770 任务完成 377 00:17:28,770 --> 00:17:29,720 搞定 378 00:17:29,720 --> 00:17:31,580 类型被奠定 379 00:17:32,170 --> 00:17:35,070 那么我们再来看看依赖图 380 00:17:35,070 --> 00:17:39,720 如果在游戏让我们重回起点的地方画一条红线 381 00:17:39,720 --> 00:17:42,270 我们会看到一场大转变 382 00:17:42,270 --> 00:17:44,820 突然,游戏流程变得宽广 383 00:17:44,820 --> 00:17:47,350 我们能在很多地方运用新技能 384 00:17:47,350 --> 00:17:49,870 能重游Zebes每一处 385 00:17:49,870 --> 00:17:53,950 我认为将《超级银河战士》划成截然不同的两段 386 00:17:53,950 --> 00:17:55,320 是很棒的设计 387 00:17:55,320 --> 00:17:58,000 第一段几乎就像教程 388 00:17:58,000 --> 00:18:01,320 然后,当游戏觉得我们已经上手 389 00:18:01,320 --> 00:18:05,100 缰绳被撤去,我们得靠自己了 390 00:18:05,100 --> 00:18:08,320 但我认为游戏第二段还是有些不足 391 00:18:08,970 --> 00:18:11,870 《超级银河战士》的Zebes其实相当复杂 392 00:18:11,870 --> 00:18:14,800 细长的坑道和有点迷惑人的布局 393 00:18:14,800 --> 00:18:18,300 让你的赶路过程略显乏味 394 00:18:18,300 --> 00:18:22,100 此外,Norfair只有一处入口:电梯 395 00:18:22,100 --> 00:18:25,050 哪怕流程要求你一次次回到那 396 00:18:25,050 --> 00:18:27,920 你的冒险不得不为此绕远路 397 00:18:27,920 --> 00:18:28,360 噢 398 00:18:28,360 --> 00:18:32,800 只有找到“波动枪”,你才能从另一侧打开蓝色按钮门 399 00:18:32,800 --> 00:18:37,220 否则你都要因为烦人的单向路径绕着走 400 00:18:37,220 --> 00:18:41,670 不过好的方面在于,每个电梯房会通向几个不同区域 401 00:18:41,670 --> 00:18:45,370 相当于让你快速转移的枢纽系统 402 00:18:45,370 --> 00:18:49,600 此外,游戏几乎每个房间都会有点特色 403 00:18:49,600 --> 00:18:51,670 让你更容易记住地图布局 404 00:18:51,670 --> 00:18:55,320 这比处处雷同的《银河战士1》强太多 405 00:18:55,320 --> 00:18:59,320 游戏另一个不足在于地图有时帮不上忙 406 00:18:59,320 --> 00:19:01,350 你看不见门口位置 407 00:19:01,350 --> 00:19:04,200 所以相邻两个房间可能并不连通 408 00:19:04,200 --> 00:19:06,270 有颜色的门未被标记 409 00:19:06,270 --> 00:19:09,400 你也看不出秘密房间是否已去过 410 00:19:09,400 --> 00:19:12,870 而且,你只能看见当前区域的地图 411 00:19:12,870 --> 00:19:16,870 上述问题后来都在GBA版本被修复 412 00:19:16,870 --> 00:19:17,670 另外 413 00:19:17,670 --> 00:19:22,770 我觉得《超级银河战士》仍有一段流程过于线性 414 00:19:22,770 --> 00:19:25,800 这段流程本应让玩家自由选择 415 00:19:25,800 --> 00:19:29,350 按任意顺序杀死剩下三个Boss 416 00:19:29,350 --> 00:19:32,450 但游戏还是让你先杀Phantoon,再杀Draygon 417 00:19:32,450 --> 00:19:34,070 最后才是Ridley 418 00:19:34,070 --> 00:19:35,520 这不是致命问题 419 00:19:35,520 --> 00:19:39,950 虽然有些人不认同,但我觉得线性流程不一定是坏事 420 00:19:39,950 --> 00:19:41,670 只是有点可惜 421 00:19:41,670 --> 00:19:44,720 而且开放流程会帮助那些迷路的玩家 422 00:19:44,720 --> 00:19:48,420 他们可以就近探索、取得进展 423 00:19:48,650 --> 00:19:51,970 其实,你可以打破顺序 424 00:19:51,970 --> 00:19:54,070 你可以换个次序打Boss 425 00:19:54,070 --> 00:19:56,050 提前获得道具 426 00:19:56,050 --> 00:19:58,400 并完全略过某些技能 427 00:19:58,400 --> 00:19:59,420 怎么做? 428 00:19:59,420 --> 00:20:02,050 那么,当你自由探索时 429 00:20:02,050 --> 00:20:04,620 你很可能碰到这些家伙 430 00:20:04,620 --> 00:20:08,820 一群小动物,为萨姆斯示范高阶技巧 431 00:20:08,820 --> 00:20:10,670 一个教你墙上反弹 432 00:20:10,670 --> 00:20:13,270 另一个教你拼命加速跑 433 00:20:13,270 --> 00:20:16,320 然后将动能转为一飞冲天 434 00:20:16,320 --> 00:20:18,520 这很有趣,因为 435 00:20:18,520 --> 00:20:22,350 它们不是“冰冻枪”或“变形球”这类技能 436 00:20:22,350 --> 00:20:26,370 它们是萨姆斯一直都具备的高阶技巧 437 00:20:26,370 --> 00:20:27,970 只是你不知道罢了 438 00:20:27,970 --> 00:20:31,000 所以下次你就能用上这些技巧了,比如 439 00:20:31,000 --> 00:20:32,970 不用“高跳靴”跳到这 440 00:20:32,970 --> 00:20:35,220 或不用“光电索”冲过这 441 00:20:35,620 --> 00:20:38,920 可惜,你不能过分打破顺序 442 00:20:38,920 --> 00:20:43,020 除非用上更隐秘的游戏Bug和速通技巧 443 00:20:43,020 --> 00:20:45,570 比如“伪球冲刺”和“炸弹跳” 444 00:20:45,570 --> 00:20:48,700 但那仍然让游戏后期更有趣 445 00:20:48,700 --> 00:20:50,450 这是“银河战士”的强项 446 00:20:50,450 --> 00:20:54,870 也是许多“银河恶魔城”游戏所缺乏的 447 00:20:56,870 --> 00:20:59,200 如果“银河恶魔城”设计师的目标 448 00:20:59,200 --> 00:21:02,470 是既希望玩家能自由探索 449 00:21:02,470 --> 00:21:05,500 又不让他们太迷茫受挫 450 00:21:05,500 --> 00:21:08,300 那么《超级银河战士》堪称一流 451 00:21:08,300 --> 00:21:11,900 游戏用简单的结构和单向路径引你入门 452 00:21:11,900 --> 00:21:15,820 等你轻车驾熟后再让你自由探索 453 00:21:15,820 --> 00:21:19,920 游戏用强力的视觉地标帮你在脑海建立地图 454 00:21:19,920 --> 00:21:23,620 还用了很多小技巧微妙地指路 455 00:21:23,620 --> 00:21:27,500 游戏也带来“银河恶魔城”最令人激动的感觉 456 00:21:27,500 --> 00:21:29,950 它不会总把道路摆在你面前 457 00:21:29,950 --> 00:21:34,110 而是让你体会不经意发现新大陆的惊喜 458 00:21:34,110 --> 00:21:38,100 你能理解这款游戏为何影响深远 459 00:21:38,100 --> 00:21:40,820 虽然它被无数独立开发者争相模仿 460 00:21:40,820 --> 00:21:45,370 让评论家赞不绝口,还被奉为史上最佳游戏之一 461 00:21:45,370 --> 00:21:48,050 但它当时销量平平 462 00:21:48,050 --> 00:21:51,600 “银河战士”这个IP也被就此雪藏 463 00:21:51,600 --> 00:21:55,950 我们得等上八年才能盼到系列回归 464 00:21:55,950 --> 00:21:57,220 在GameCube上 465 00:21:58,570 --> 00:22:02,370 幸运的是,一款非常相似的作品诞生了 466 00:22:02,370 --> 00:22:03,000 没错! 467 00:22:03,000 --> 00:22:06,400 下一集Boss Keys,我们将补上“银河恶魔城”的后缀 468 00:22:06,400 --> 00:22:09,470 奔向德古拉城堡,探究那个世界的设计 469 00:22:09,470 --> 00:22:13,320 《恶魔城X:月下夜想曲》