America: The Godfather of Game Development

Chapter 198 I couldn't control my hands!



Chapter 198 I couldn't control my hands!

Chapter 198 I couldn't control my hands!

The curtain was only half the height of the entrance, but it blocked out most of the light.

In the dark room, the screen in front of Spielberg clearly displayed the colors.

"Such a large CRT monitor? Interesting—"

He quickly estimated the diagonal length and concluded that it was likely a 43-inch CRT monitor.

It's quite rare to see this level of display used in an arcade machine.

However, aside from its size, what truly surprised Spielberg was the way the screen was positioned; it was rotated 90 degrees and placed vertically.

This makes the entire screen appear as a vertically elongated shape, about 100 centimeters high and only about 60 centimeters wide.

"Vertical scrolling game? Could it be a shoot 'em up?"

This design is not uncommon in flight shooting arcade games.

Spielberg looked at the image on the screen.

It was a temple.

The yellowed stone bricks were piled up, and moss had grown in the gaps between them.

The overall texture is very rough compared to that of a movie, and the low-resolution textures detract from what was originally a somewhat stunning 3D experience.

The visuals were a bit lacking.

Inside the dark entrance to the temple, a character dressed as an adventurer stood holding a golden skull in his hands.

This is clearly a tribute to the tomb raiding elements of "Indiana Jones".

At the bottom of the screen is a line of small, constantly floating text.

Press any key to start the game. There are four directional keys: up, down, left, and right. Without much hesitation, Spielberg sat up straight and immediately pressed the button to start the game.

But the moment he pressed the button, the two speakers behind him suddenly emitted several sharp, piercing monkey cries.

Then came the sound of rapidly approaching footsteps, as if something was indeed closing in quickly behind them.

At that moment, the protagonist on the screen suddenly stuffed the golden head into his pocket and strode out of the temple gate.

The next moment, a large horde of unknown creatures surged out of the temple, almost immediately following the character.

After a dazzling 3D perspective shift, the view finally locks onto the perspective of someone closely following the protagonist.

Before us stretched a bridge that extended to the horizon.

Looking at the dark green, venom-like swamp, it was clear that if the protagonist fell in, he would surely die.

Hearing the approaching footsteps from the speakers behind him, and seeing the pursuers peeking out from behind the characters every now and then, he suddenly felt a tightness in his chest and began to feel genuinely nervous.

It was as if he would really be torn to pieces by these baboons if he lost.

"Um?"

Spielberg suddenly realized something was wrong.

He hadn't pressed any buttons yet, but the protagonist had already started running forward continuously.

He had initially thought this was a gameplay video, a common feature in arcade games, which is usually played on a loop before players insert coins to showcase the game's content.

But this one in front of us is clearly not.

Because every time he presses the up key, the character will nimbly jump up and fall down.

Pressing the down key will initiate a slide tackle.

Before long, a section of old tree root, growing wildly and lying across the road, appeared at the edge of the field of vision.

It was only at this moment that he suddenly realized why they had adopted this vertical design.

This gave him a much wider field of vision, allowing him to anticipate obstacles ahead much earlier.

Almost instinctively, he immediately pressed the up button, and sure enough, the character jumped up and dodged it.

One minute later.

Spielberg skillfully maneuvered his character with a slide tackle, narrowly gliding through a gap beneath a tree trunk spanning the bridge.

At the same time, he managed to collect all the gold coins along the way.

The gameplay was much simpler than he had imagined.

Rather, it's more accurate to say that it's too simplistic.

Its operation really only uses four keys: up, down, left, and right.

Aside from dodging obstacles and collecting as many coins as possible, the game doesn't have any other objective.

This level of content depth is far inferior even to GAMENOVA's earlier titles, such as "1942" and "Tetris".

This is an extremely simple game with no depth whatsoever.

But strangely enough, Spielberg found himself unable to stop.

It's not that my brain can't stop, it's that my hands can't stop.

He clearly understood the game completely, but somehow whenever a new obstacle appeared in front of him, his hands would move automatically, completely out of his control.

The simple and straightforward loop creates a design that offers the purest form of fun.

The more you play, the less you can stop; the more you play, the less you can control your hands.

This is really strange.

However, his actions weren't always perfectly executed.

It's unclear whether Lin Lixin's actions were deliberate or if he was simply unlucky.

Suddenly, a deadly formation consisting of multiple obstacles appeared ahead.

You must make precise and quick decisions about whether to slide or jump to overcome several obstacles that are getting closer and closer together.

If a certain action is interrupted by a backswing and there is not enough time to proceed to the next action, it will directly crash into an obstacle.

Spielberg, who was still lost in thought, obviously didn't react.

After barely clearing the first tree root, he jumped too late, leaving him with extremely short reaction time and no time to jump again.

Bang"

"Aww—ah!"

The expected Game Over screen did not appear after the fall.

Instead, the screen suddenly jolted, and several sharp baboon cries immediately came from the speakers, followed by the sound of footsteps getting closer.

It was as if those terrifying pursuers had become excited after seeing him make a mistake.

This sudden turn of events startled him so much that he shuddered on the spot and dared not lose focus any longer, concentrating entirely on the game.

"When do you think Steven will come out?"

In the lounge, Lucas picked up his coffee cup, took a sip, and looked at the arcade machine not far away.

It's been about half an hour since Spielberg went in.

When will this guy ever stop?

What happened to not trusting video games?

What happened to your promise to absolutely not approve?

Does critical play really take half an hour?

Lin Lixin shrugged and grinned.

Mobile games, a fast-paced, mobile gaming era, are a game-changer for the current arcade scene.

A product designed by designers for an era of addictive cycles is far more complex than it appears on the surface, both in terms of design philosophy and attention to detail.

The simpler something is, the more complex it becomes.

A game that loops endlessly, has dynamic difficulty adjustments, and has no points that allow players to stop, essentially constitutes a closed addictive framework.

This is why Spielberg couldn't control his hands and would always keep playing.

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