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A short cartoon reveals the history of the birth of the Yuanzu "Locke people"

2025-02-14 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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This article comes from the official account of Wechat: ID:chuappgame, author: NemoTheCaptain

A legend nurtured from FC's little cassette.

Capcom launched the all-Chinese "Locke EXE Collection" on April 14, bringing the long-silent brand back to the eyes of the broad masses of players. This article will take the Yuanzu "Locke people" as the starting point, sort out the origin and context of the birth of all kinds of Locke people, and give players a panoramic perspective.

When the biological father and adoptive father worked for Capcom, Capcom often referred to the rice boat as the "father of the Locke people". However, the rice boat also clarified many times that he was only the adoptive father of the Locke people. The most famous speech came from TGS in 2007, Inaga said: "before I joined Capcom, my predecessor had already designed the basic concept of the 'Yuanzu Locke people'. I just perfected his design."

The predecessor of Keiji Inagawa was called Beicun Ling. The original Locke Man on the FC mainframe was released in 1987, and the sequel Locke 2 was released in 1988. Kitamura Ling laid the foundation for the design, plot and hurdles of these two works. During the development of Locke 3 in 1990, Beicun Ling left Capcom and left the gaming world a few years later.

The elder Kitamura Ling Capcom didn't want players to know that Locke's biological father had already left, so he pushed Inagawa's adoptive father to the foreground. Inagawa Keiji himself has always had respect for his predecessors, and he did not erase the achievements of his predecessors. As early as 1994, Inaga Keiji gave a detailed account of the development stories of "the Locke people" and "the Locke people 2" to the cartoonist Youhe, giving birth to a short cartoon, the Legend of the birth of the Locke people.

The Rice Boat left Capcom on the cover of the Legend of the birth of the Locke people in 2010, and Youhe and Kitamura published a supplementary interview about the short cartoon in 2011. Beicun recognizes the rice boat as the successor, and the relationship between the two is harmonious, which makes Capcom seem embarrassed. Since then, Capcom has done cold treatment to Beicun and Daoyao. In 2017, an author said that he wanted to add more information about Beicun in the setting set, but it was rejected by Capcom.

Youhe and others have recorded four developers under pseudonyms in the cartoons, and three of them have been identified by their real names: the planner "God" is Beicun Ling, the fine art "Quan Jianer" is Inaga Jing er, and the composer "Tao Nei" is really Naimi before Matsuki. The only person who did not disclose his real name was the programmer Bendo, who recorded the pseudonym HMD in the game. At that time, Capcom had no director position in the strict sense, and Beicun Ling, who contributed the most among the four people, was equivalent to today's director.

The four developers in the cartoon introduce themselves that Beicun Ling used to work for a graphic design company, because of this experience, Beicun joined the Capcom when the job is art, but he wants to participate in more planning work. Beicun Ling was placed in the second planning room of Capcom, headed by Takashi Nishiyama, a department whose main business is arcade games. Nishiyama herself was the director of the original Street Fighter.

The sideline of the second planning room is to transplant arcade games to FC mainframes, but the developers of FC are not satisfied with simple migration. Beicun Ling served as the planner of the FC version of "Section Z". The operation and levels of the game did not copy the arcade version, and his innovative character has begun to emerge.

The FC version of "Z Base" and the FC version of "Z Base" was completed in April 1987, and then Kitamura Ling, inspired by "Astro Boy," envisioned a "new robot that sets a new standard for action games." the idea eventually became "Locke Man." The first character conceived by Beicun was not a Locke man, but a scissors man. He hoped to develop an arcade game with the scissors man as the protagonist, but the arcade team rejected the idea, and Beicun's new work could only be transferred to the lower-performance FC platform.

In the early days of development, the game used FC disks as the carrier, but the disk reading speed was much slower than the cassette. In order to shorten the disk reading time, Kitamura tried to get rid of miscellaneous warfare and turn the game into a pure Boss Rush game. The protagonist changes from scissors to Locke at this stage, because the Locke can acquire a new weapon after defeating a Boss. The image of the Locke man is modified on the basis of the scissors man, so the two have similar movements and contours. After Kitamura Ling conceived several Boss roles, Capcom said that other FC cassette tapes originally scheduled for sale at the end of 1987 had been postponed, so a batch of production capacity had been vacated, so Kitamura Ling could abandon the disk and choose the cassette. After the carrier change, the team needs to add miscellaneous soldiers to the game, and Inaga joined the project during this period.

The rice boat that players are most familiar with is that the rice boat, the adoptive father of the Locke people, came into contact with the game earlier. Before the advent of FC, the rice boat, which was a primary school student, had been infatuated with arcade games such as "beating bricks". However, in the early years, rice boat was more interested in comics than games. Rice boat had already created its own cartoons in primary school, but self-entertainment and formal work could not be generalized. Rice boat gradually realized that the competition in the Japanese cartoon industry was too fierce, and he did not have the confidence to win, so he chose the second place and became a game art.

After joining Capcom, Rice Boat drew several avatars for the original "Street Fighter" and then joined the "Locke people" team. Kitamura's attack for the Locke is similar to that of Iron Man, firing shells through a small hole in the palm, while the rice boat adds an Astro Boy-like morph handgun to the Locke. However, the Locke people on the cover of the cassette are still in the position of opening their palms, which is a remnant of early design.

Rice Boat's first new character was the Boss Electric Man, who masked the Electric Man with reference to Wolverine, and then designed several more soldiers. As an art artist, Rice Boat also needs to draw pixel matrices and magazine promotional pictures for characters designed by others.

The cassette cover of "the Rocks"

The draft set-up map of the electric man drawn by the rice boat put together ideas. At that time, Beicun was only an expert in graphic design, and he was still a novice in the game world, making up computer knowledge while developing games every day. Despite the lack of professional skills, Beicun early grasped the essence of game development-teamwork. Unlike today's giant teams of hundreds of thousands of people, the development of FC games is very small. Beicun admits that his professional knowledge is not comprehensive, that the development of games is not simply drawing, and that the team needs to consider both program and music, so he hopes that everyone can give advice, and programmers can also come up with ideas in planning. and vice versa.

The free gate selection system of "Locke people" does not come from Beicun, but is suggested by programmer HMD. In the arcade hall, HMD saw a lot of people get stuck in the first level repeatedly while playing the game, and then gave up. This experience is very boring. HMD suggests adding a gate selection system to allow players to choose the order of previous levels at will, so that people who are not good at action games can also experience richer levels.

HMD put forward the suggestion of free selection. HMD had previously worked in a factory, programming for industrial machinery, and this experience made him extremely rigorous about the program. Kitamura said that the Bug in the "Locke people" are all their own mistakes as planners, and have nothing to do with the program. At first, Beicun hoped that the Locke people could easily defeat a large number of miscellaneous soldiers, but HMD's program scanned and determined the operation all the time, greatly reducing the number of miscellaneous soldiers on the same screen. Beicun had to change direction, and he had to consider how to design the level when the number of miscellaneous soldiers was limited.

Today's planners can easily find design formulas in all kinds of development materials, but there was no such convenient summary material at that time, and developers must sum up their own experience. Beicun takes "Alcatraz" as a reference, analyzes the levels again and again, and personally summarizes the design rules of miscellaneous soldiers in action games: the same kind of miscellaneous soldiers need to appear about 3 times in a row and use the same attack mode. avoid appearing at the same time with other kinds of miscellaneous soldiers, reduce interference elements, let players be familiar with the movements of miscellaneous soldiers, and gradually increase the difficulty.

These rules were laid down by the Super Mario Brothers in 1985 and have been used in the industry ever since. At that time, they were also the tacit public secrets of all action game developers. On the basis of these, Beicun summed up an additional law: the terrain difficulty of the miscellaneous battle in the same pass gradually increased, but the difficulty of the last mixed battle did not rise but decreased.

The seemingly random level design of "Locke Man" has in fact been deliberately arranged in Beicun, hoping that "Locke Man" will become a game with an average clearance time of 60 minutes and can be played many times. A more difficult game, even if the quality is good, players do not necessarily have the desire to replay, if they recall the process of the game can only think of those difficult terrain, players will give up the idea of replaying. The Lockman reduced the difficulty of the last scuffle before Boss in order to give players the illusion that "my operation is becoming more and more skilled, and these battles are not difficult", adding more sense of achievement rather than frustration to their memories.

In order to accurately control the process within an hour, when Beicun draws the level structure with pen and paper, the movement speed of the Locke people has been taken into account, and the process length of each level is more average. These levels have been perfected on paper, and almost no adjustment is needed after entering the program, so HMD exclaimed that Kitamura is a genius who "built the barrier directly in pen and paper and in his mind."

Inagawa Keiji established the restraint of stone scissors and paper when designing the Boss: the Locke can acquire a new weapon after defeating the Boss, and then use the new weapon to restrain another Boss, reducing the difficulty of the game. "Locke Man" was originally scheduled to include 8 initial Boss, conceived 7 midway, and finally installed only 6, canceling a Boss called Glue Man.

These cuts are related to time and capacity issues for the 7th Boss glue man designed by Inagawa Keiji. The cartridge capacity of "Locke Man" is 128K Byte (bytes), and there is only a small amount of 16Byte left, so there is really no room for anything. Kitamura said that there was also a problem with the idea of weapon restraint at that time, and the team wrote the restraint relationship into the setting of Boss, and the glue man's weapon could stick to each other, so who could control the glue? The chain of weapons restraint is broken here, and the team that does not have time to continue to think about it has to give up, so the 8th Boss does not even exist and there are no supporting levels. The sequel "Locke 2" uses the movement laws of weapons and Boss as a restrained relationship, with a higher degree of flexibility.

The leading actor Rockman and heroine Roll are named after Rock and Roll, which is a well-known official name. The team has previously considered tentative names such as Mighty Kid, Knuckle Kid, Battle Kid, Miracle Kid, and Rainbow Warrior.

With regard to the morphological changes of the Locke people, Kitamura Ling plans to refer to the special TV series "Ninja Captor," in which the square on the Locke's forehead shows different patterns after being equipped with different weapons. HMD said he could not achieve this plan, and as an alternative, he asked the Locks to change their colors while changing their weapons, hence the tentative name Rainbow Warrior.

Different abilities in "Ninja Catcher" will be reflected on the helmet, taking into account the discoloration function. Kitamura hopes to set the basic color of the Locke people to white. After the experiment, the white Locke people look like Deep-Fried Glutinous Rice Cake Stuffed with Bean Paste on the screen, which is not beautiful. The Locke people in Beicun are a low-key and lonely character, so he finally chooses the basic color of the Locke people as blue. Because of the poor quality of the RF interface of the early FC, the colors on the screen were often mixed. In order to make the outline of the protagonist on the TV clearer, the Locke people added a black tick to the pixel matrix.

The story of the first generation of melancholy blues, the Locke Man, is set in the 21st century, when the robotics industry is in a state of rapid development, but two robotics authorities, Dr. Wright and Dr. Willie, clash, and Willie secretly modifies six of Wright's industrial robots to turn them into weapons. In desperation, Wright transformed his home robot Locke into a fighting Locke, and finally defeated Willie.

In the story of the Locke Man, the two robot experts, Dr. Wright and Dr. Willie, are antagonistic. Locke was originally Wright's work assistant and accepted the transformation of combat ability in order to defeat Willie. In the heart of Beicun, the Locke people are a melancholy character who loves peace but is forced to fight. Deep down, the Locke people have long been tired of fighting between robots, but have been sent to the battlefield again and again.

On the other hand, Willie is not a laughingstock clown, and his evil relationship with Wright has always been buried in his heart. Willie's real goal is not to conquer the world, but simply to surpass Wright. The old age styling of the two doctors comes from historical celebrities, Wright referred to Edison and Willie referred to Einstein. Wright and Willie were once friendly classmates at Harvard, but later parted ways for a variety of reasons, and this core setting was also written by Beicun.

According to this core setting, Youhe and others depict Wright and Willie who struggled together when they were young. If they do not have a bad relationship, the two geniuses can work together to make human science and technology develop by leaps and bounds, but the final result is played by fate.

In cartoons such as he, young Wright and Willie are the biological fathers of Astro Boy. Tezuka does not think that Astro Boy's world is flawless and that there must be a war between humans and robots. Tezuka wanted to take the topic of Astro Boy to a deeper level, but he repeatedly hit a brick wall for various commercial reasons, and it was not until many years after his death that several younger creators realized this wish.

Faced with a similar situation, Beicun Ling had better luck. Beicun Ling left Capcom a long time ago, but the internal settings he left behind were well remembered by the younger generation, and the Locke people completed the leap in depth of the plot before Astro Boy. In spite of this, the source of everything still comes from the great idea of Tezuka to control insects. In honor of the cartoon god, Capcom held a joint exhibition with Tezuka Production in 2020, and the audience was saddened by Astro Boy's historic handshake with Locke.

Astro Boy shakes hands with Locke the composer of "the Rocks" is a student of science and has been practicing the piano from primary school to college. Her favorite FC games are RPG, such as "the Warrior fight the Dragon", and she is not good at action games. Nevertheless, when Capcom hired musicians, she recorded two original piano songs on tape as audition tapes, and if she lost, she was going to be a piano teacher, and she was selected.

Matsuki first wrote a soundtrack for the FC version of "Wisuke mahjong", and then she joined the "Locke people" team. Matsuzai didn't care about FC's limited channels. She played Bach's "tuning the right Keyboard" (Das Wohltemperierte Clavier) countless times in college, an experience that taught her how to compose music under limited conditions. Matsushita's headache is not composition, but how to convert the written score into the MML (Music Macro Language, music macro language) format used by FC. She knows nothing about computers and can only learn from scratch.

Piano master Matsumoto Matsumi "Locke people" has been developed for 6 months, Matsumi joined the team in the last 3 months, when the game level is half done, Matsuzaki has a general understanding of the style of the work. The Locke action reminds her of Astro Boy, who imitates Astro Boy's vibrant soundtrack in the animation to compose the game.

Because the Lockman team is very small and there are no dedicated testers, every developer needs to test the game himself. In order to ensure that there is no Bug in the music, Matsuqian also picked up the handle, but fell into the cliff again and again in the hurdle between the powerful man and the frozen man, with no hope of customs clearance at all. Programmer HMD can only write her a special version that won't get hurt or fall off a cliff, and Matsushita used this version to complete the test.

In fact, HMD is not good at action games, he thinks that the difficulty of this work is too high, but Beicun Ling and Inagawa Keiji have achieved skilled clearance in the tests over and over again, these two are in charge of the core design of the game, so the difficulty of this work is stereotyped. Capcom's marketing department is not positive about this book, and although the picture and music of "Locke people" are good, the marketing department believes that the game is too difficult and too simple, which lowers sales expectations.

Lockman's mediocre title picture, Locke Man, went on sale in Japan and the United States in December 1987, and the first cassette sold out quickly because Capcom underestimated sales, but the second cassette took a long time to produce, and the replenishment interval affected subsequent sales. In the end, Lockman sold more than expected, but it wasn't a big hit, at least less than a million worldwide.

At this time, Takashi Nishiyama has moved from Capcom to SNK, and Beicun Ling's immediate boss has become Tokuhiro Fujiwara, the father of "Devil's Village". The marketing department apologized to Beicun for underestimating the sales of "Locke people". They proposed to Fujiwara to develop "Locke people 2", but Fujiwara did not approve it.

Frustrated, Kitamura secretly found Akio Sakai, then commander-in-chief of Capcom development. Sakai told Fujiwara: "Kitamura has done a good job on the Locke project. Give him another chance." Akio Sakai was second only to President Sakai in Capcom at that time, so Tokuhiro Fujiwara could only give the green light to "Locke 2".

Why does Akio Sakai of the Locke people take a different view of the "Locke people"? Several parties did not give an answer. From Sakai's career, perhaps we can find a glimmer of possibility. Sakai is familiar with the negotiation of adaptation rights for movies and comics, and he talks about the game adaptation rights for works such as "devour Heaven and Earth" and "Sweet Home" to Capcom.

Therefore, Sakai may be praising the "Locke people" from the perspective of IP rather than games. Considering that Lockman is Capcom's first original game in the console industry, the blue boy has a good chance of becoming the company's mascot. The tone of the comic style of "Locke people" also provides room for future magazine linkage, which will be the key to the turnaround of "Locke Man 2".

Although Tokuhiro Fujiwara approved "Locke Man 2", the team has long been separated by him into other projects, and he requires developers to develop "Locke Man 2" on the premise of completing other games. as a result, the actual development cycle of "Locke Man 2" is only three months. During these three months, developers have fallen into a desperate pace of working 20 hours a day. They know that this is the most crucial battle: if it succeeds, the series can last forever; if it fails, a potential blue hero will be lost in the long river of history. This sense of mission is unforgettable for every developer who participated in "Locke 2" for the rest of his life.

Although the development cycle is only half that of the previous one, Beicun Ling says the production process of "Locke Man 2" is smoother. After the baptism of the previous work, the team has evolved from a rookie to an old bird. The framework of the previous work is very solid and almost infinitely malleable. This work only needs to fill in the content. The cassette capacity of "Rockman 2" has been increased from 128KB to 256KB, and the initial number of Boss levels has finally reached 8. Some of the previous designs that were cut down due to capacity and time issues have also been returned in this work, such as the Boss mechanical dragon.

The mechanical dragon abandoned by the previous work has been able to return to Kitamura that the way of playing "Locke Man 2" does not need much innovation, and he needs to change his propaganda thinking to ensure sales. Beicun not only conceived a sound world outlook for the former, but also typesetted the materials in the manual himself. However, Lockman is an action game, not RPG. After buying the cassette, most players will not read the settings in the manual carefully, but insert the card directly into the game. In this case, Beicun put more of the plot in the cassette of "Locke 2".

Locke Man 2 briefly reviews the previous plot in the opening animation, showing players how the protagonist takes off his helmet. The subtitle "the Mystery of Dr. Willie" gives players advance notice of the suspense of the final Boss war. In this way, people who do not read the instructions can appreciate the plot atmosphere of the game.

Before the release of the title picture of "Locke Man 2," the Japanese magazine published a Boss design campaign entitled "you are Dr. Willie", which selected eight winning drawings from all Japanese readers as a reference for the initial Boss. A total of 8370 contributions were collected, greatly raising the popularity of the game and laying a successful foundation for sales.

Kitamura, an event published in a Japanese magazine, admits that this is a common practice in Japanese TV dramas, but it is still new in the gaming world. Special TV dramas such as the Mask Knight often engage in activities in magazines to turn readers' contributions into enemy designs, forming a win-win virtuous circle. Considering that the development cycle of Rockman 2 is only three months, it is impossible for the team to design a Boss from scratch based on readers' contributions. In fact, the general design of the eight Boss has long been formed in the minds of the team, and readers' contribution is just a process of looking for clues.

For example, the team has long planned to add an underwater level to the game, and then they look for six alternative contributions that match the underwater theme from readers, and Keiji Inagawa redraws the messy contributions into six clear set maps with a unified style. finally, the final winner is selected. All eight Boss have gone through the process of selecting the best among the best. The team only looks at the creativity, not the painter, because the rice boat is responsible for redrawing the set map, no matter how rough the reader's painter is, as long as he is creative enough, he can win. This event has become a national carnival for Japanese readers.

The soundtrack of the six foam people redrawn by the rice boat is regarded by many players as the strongest work in the series, and such an excellent melody has also been guided by Beicun Ling. The previous soundtrack, Minami, was transferred to develop the arcade game "War Zone 88". The soundtrack of this work was replaced by another newcomer, Lishi Hsiao.

Lishi Hsiao worked as a keyboard player in the band when he was in college. He majored in economics in college. After graduation, he initially worked for an advertising agency, and then decided to change jobs after seeing the recruitment of Capcom. Lishi Xiao has no FC mainframe, is a pure arcade player, he has played "Devil World Village" and other Capcom arcade games. When applying for the job, Capcom said that in principle they only accept musicians with professional background, but if the audition tape is good enough, the company will also consider making an exception. As a result, Lishi Hsiao's audition tape was selected by Capcom.

Lishi Xiaoli, the composer of "Locke 2", first practiced the arcade game "Mad Gear" and later joined the "Locke 2" team. Li Shixiao has great respect for the previous work Nakamatsu Mae Naimi's soundtrack, he hopes to maintain the same style, and then several pieces of music were rejected by Kitamura Ling.

Beicun Ling said that the soundtrack of the previous work is of a high standard, but it is essentially the music of the protagonist of the Locke people. He hopes that the soundtrack of this work will more reflect the characteristics of the eight Boss and levels. In accordance with the new requirements, Lishi Xiao came up with a soundtrack that was more in line with the details, and the rhythm was highly synchronized with the checkpoint process, which achieved the effect of approaching the step point and won unanimous praise.

Li Shi Hsiao felt that the trickiest soundtrack was the Air Man checkpoint. After two days of meditation, he was still uninspired. At this time, Matsuzumi was sitting next to him, and the two sides exchanged jobs. Matsuzumi composed music for the Air Man checkpoint, while Lishi wrote a soundtrack for the arcade game "War Zone 88." the final result was satisfactory.

After three months of hard development, the Rockman 2 team ushered in the best Christmas Eve. On December 24, 1988, the day when the Japanese version of "Locke 2" was released, there were snowflakes in the sky. The team went to the Electric Street of Nippon Bridge in Osaka City and watched one customer after another buy the "Locke 2" card home. This is the best Christmas present, and the team of "Rockman 2" has become the Santa Claus in the hearts of players.

The scene of Christmas Eve on the day of the release of the Japanese version of "Locke 2" was recorded by Youhe and others in the comic book the Legend of the birth of the Locke Man. How different is this cartoon from the real history? Youhe and others said that the editorial department asked him to simplify the story to a certain extent, so there was no Tokuhara Fujiwara and Takashi Riishiko in the cartoon, only Takashi Nishiyama and True Naimi before Matsuji. On the whole, the story of this cartoon is indeed consistent with the dictation of most of the parties concerned, and Beicun Ling also admits that the plot of the cartoon is very close to the truth.

Going their separate ways, the cumulative global sales of "Locke people 2" reached 1.5 million, and the future of the series was guaranteed. Beicun Ling left Capcom. The disagreement between Tokuhiro Fujiwara and Beicun Ling did not dissipate with the big sale of "Locke people 2", but intensified. Kitamura first moved to SNK, which is also in Osaka, and then went to Takeru, a new company in Tokyo. Kitamura Ling developed two "Lockman"-style FC games "Cocoron" and "Little Samson" at Takeru, both of which had a good reputation but failed to sell. Takeru was shut down in 1994 and has since faded out of the game world.

It is worth mentioning that the Wizarding World provides custom character features that are very advanced for FC, including 8 heads, 8 bodies and 8 weapons. Players can assemble the characters they want at will, inspired by the "Lockman", but the final product is more complex.

The "Wizarding World" buried by sales although several members of the Locke team said Kitamura Ling was a genius, other Capcom team developers said Kitamura Ling had a strange personality. In 2017, Beicun Ling started a blog under the pseudonym of "Heibu Zhaoda". Netizens soon found out his true identity, and then Beicun Ling shut down her blog. From this point of view, it seems that Beicun Ling's character is really strange.

Lishi Hsiao once joined Takeru with Beicun Ling, playing music for the Wizarding World. At first he thought small companies could write music freely, but then he found that Takeru was unstable and he needed to find a bigger company, so he joined Konami as a songwriter for "memories of the Heart". Later, when the composer of Konami entered a state of too fierce competition, Lishi Hsiao was transformed into a recording director. The last game he played on Konami was "Fantasy Outlaws of the Marsh 3". As a project manager, Rishixiao was reprimanded by Konami and demoted to the network infrastructure department because of the postponement of the game's release date. Lishi decided to resign from Konami and set up his own recording company to shift his focus to the animation and music industries.

Matsuki left Capcom to become a freelance musician in Tokyo, where her experience with the original "Locke" made her highly respected for her electronic music, and she is often invited as a composer in various retro games, including "Shovel Knight" and "Locke 10."

Akio Sakai later signed more game adaptation contracts for Capcom, but his movie version of Street Fighter failed. Akio Sakai and Hiroshi Okamoto clashed because of their different ideas, and Sakai moved to Square from Capcom in about 1996. Sakai came to Square with both successful investments and failures such as the movie final Fantasy: the depths of the Soul. Sakai died of illness in about 2008, and Bole, who blessed the Locke people, left the gaming world forever.

After Beicun Ling left Capcom, Inaga Keiji became the helm of the "Locke" series. Beicun put forward the ideas of Lacey, the robot dog, and Bruce, the brother of the Locke people, for FC's "Locke people 3". The blues is modelled by Saburo, who whistles, wears sunglasses and a scarf in the TV series Kikaider. According to Beicun's instructions, Rice Boat completed "Locke Man 3", and then the work is the free play of Rice Boat.

Bruce's character still comes from Beicun Ling's creativity "Locke 4", "Locke 5" and "Locke 6" remain on the FC platform and have not changed much. Released on SFC in 1993, Rockman X was set for the 22nd century, and its picture, music, operation and plot have evolved by leaps and bounds compared to FC games. As a result, Capcom turned the more fashionable "Locke X" series into the main force, while the previous "Yuanzu Locke" series took a back seat.

Locke 7 didn't arrive late on SFC until 1995, when Freddy, the Locke's strongest rival, made its debut, and the Boss design event received a record 220,000 contributions. Capcom only gave the work three months to develop, the team still completed the task, and some developers later set up a new company, Inti Creates, to participate in the development of a number of "Locke people" games.

"Locke Man 8" was released on Sony PS and Sega Saturn in 1996. The capacity of the CD far exceeds that of the cassette, and this work has been able to add a lot of voice and animation.

The Battle against Frody in Locke 7

Carrier into CD-ROM "Locke 8" 2008 "Locke 9" and 2010 "Locke 10" outsourced to Inti Creates development, the style of these two works return to the FC era, but the plot gradually closer to the "Locke X" series, discussing the issue of robot retirement and robot virus.

When Keiji Inaga left Capcom after the release of Locke 10, players feared that Capcom would give up the series, and the 2018 release of Locke 11 finally dispelled players' concerns. With the best pictures, the most up-to-date systems and the lowest difficulty in the "Yuanzu Locke" series, "Locke 11" has become a work that can be recommended to all players.

Keiji Inagi, who is the friendliest to the newcomers, has said that he hopes the "Yuanzu Locke" series will remain relatively simple in terms of system and plot, while the more complex systems and plots will be handed over to the "Locke X" series. In terms of the complexity of the worldview, "Rockman X" does reach the limits of horizontal action games, but this is another story.

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