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Chapter 37 Embarrassed

Takahashi is like a person who brings game competitions from the wilderness to modernization.

Before Takahashi, no one knew how to train the game to achieve results.

Most players who want to get a ranking are not much different from ordinary players, they just play more.

However, since Takahashi appeared, the group of players he brought out will have targeted contacts.

Wherever you can't make up for it.

Wherever you can't practice.

The consequence of traditional connections based on the game process is often that the later stages of the game are a bit weak.

It’s not because the game becomes difficult and it’s because the number of practices is too small.

An ordinary player may play the first game a thousand times, play the second level a hundred times, the third and ten times, and occasionally enter the fourth level.

The same is true for those specialized high-quality games.

The later the levels, the fewer and fewer contacts will be.

Even if they can pass the level with one's life, any small attempt will cost dozens of minutes of the previous game process for the second half of the game.

If you are not careful, you will have nothing to do before.

At such a serious price, the players naturally practice even less of the subsequent content of the game.

What Takahashi teaches starts with hardware.

If you want to practice the level, just adjust the game to the level.

Even in games like fighting games, each action has several frame delays from pressing commands to issuing attacks, and someone analyzes the hardware to get the results.

The contestants learned the results and then contacted them in reverse from the results.

You should know that a person's sense of touch is more sensitive than visual, although visually, it may not be possible to find slight differences in each frame.

But after countless contacts, the fingers can have muscle memory.

This kind of back panel is available in any game, such as fighting games, and in ever-changing games.

Not to mention music games like "Music Roulette".

As mentioned before, the difficulty of "Music Roulette" is very simple and crude, which means using more elements to fill the human reaction time and even reach or exceed the human reaction limit.

Hearing this, I think this game is anti-human, don’t you?

But in fact, even in the news, you can often see news that people have broken through human limits and achieved something.

This shows a problem: the limits of people are different. Even the limits of the same person can be improved through various methods.

The limit in "Music Roulette" refers to the limit of immediate reactions.

This limit is achieved through the following process.

First, content appears on the screen, the eyes accept the content, and the hands react to the movements.

This series of actions may take fifty milliseconds.

But what if you remember all the tap points of this song?

Just like reciting a text, I play this score in my mind.

Even, as long as the initial point of the timeline matches, someone will be able to play "Music Roulette" with his eyes closed and he will get a high score.

Don't think that this has not happened, but has actually happened.

The difficulty of "Music Roulette" is still limited. Through targeted practice, what kind of difficult-to-play game is this game?

So, an embarrassing situation occurred.

At the official competition held by Sega in "Music Roulette", the contestants closed their eyes and played the game because they felt that the game was too difficult.
Chapter completed!
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