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发表于 2012-9-7 14:32 · 四川
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Development
Director and story writer Hironobu Sakaguchi, designer Hiromichi Tanaka, character designer Yoshitaka Amano, scenario writer Kenji Terada, and music composer Nobuo Uematsu returned from the two previous Final Fantasy games to contribute to the development of Final Fantasy III.[1][13] As with the previous two installments of the series, Final Fantasy III was programmed for the Famicom by Nasir Gebelli. It was the last original Final Fantasy title worked on by Gebelli.[14] Midway through the development of the game, Gebelli was forced to return to Sacramento, California from Japan due to an expired work visa. The rest of the development staff followed him to Sacramento with needed materials and equipment and finished production of the game there.[15] The finished game was one of the largest ever released for the Famicom/NES at 512k.[16] Like many console role-playing games of the era, Final Fantasy III is noted for its diffi***y.[16]
Square developed and released Final Fantasy III during the same period that Nintendo released its 16-bit Super Famicom console, intended as the successor to the original 8-bit Famicom. Designer Hiromichi Tanaka said that the original game was never released outside of Japan because Square was focused on developing for Nintendo's new console.
“ Nowadays we know that when you've got a platform like PlayStation, you'll have PlayStation 2 and then PlayStation 3, and where you've got Xbox, you move on to Xbox 360 - you can sort of assume what's going to happen in the future. But back then, that was the first time that we'd seen a new generation of consoles, and it was really diffi*** to predict what was going to happen. At that time, then, we were working so hard to catch up on the new technology that we didn't have enough manpower to work on an English version of Final Fantasy III. ”
—Hiromichi Tanaka[16]
In addition to Square's preoccupation with the SNES, an English-language translation of FF III would have required nearly a megabyte of ROM space and wasn't cost-effective.
Cancelled WonderSwan Color remake
Bandai unveiled their WonderSwan Color handheld system in 2000 and had immediately headed up a deal with Square Co. to release enhanced remakes of their first three Final Fantasy titles on the new console.[17] Although Final Fantasy and Final Fantasy II were both released within a year of the announcement, Final Fantasy III was ultimately delayed from its late 2001 release date, even after Bandai picked up the game's publishing rights.[18] While a port of Final Fantasy IV was eventually released for the WonderSwan Color, Square remained silent regarding Final Fantasy III. Although the game was never formally cancelled, the official website was taken offline once production of the WonderSwan Color consoles ceased in 2002.[19]
In 2007, Hiromichi Tanaka explained in an interview that the WonderSwan Color remake had been abandoned because the size and structure of the coding of the original Famicom game was too diffi*** to recreate on the WonderSwan Color:
“ When we developed FF3, the volume of content in the game was so huge that the cartridge was completely full, and when new platforms emerged, there simply wasn't enough storage space available for an update of FF3, because that would have required new graphics, music and other content. There was also a diffi***y with how much manpower it would take to remake all of that content. ”
—Hiromichi Tanaka[16]
来看看SQUARE官方的说法,压根没说过源代码丢失。
对于WSC上的FF3最后取消的原因,田中 弘道说当时开发FF3时几乎把FC卡带容量填满了,做一个2D提升重制版的FF3“空间不够”,“不知需要多大人力”
他说这段话的意思不是很清晰,我的理解是:所有WSC 2散装光盘的FF重制,即FF1、2,都是运用了异构平台上的FC模拟器技术,在不扩容原FC ROM的容量下,运用原ROM的空余空间提升2D画面的细节,增加新的音乐及新的游戏内容,而FF3因为原ROM容量没有空余,没办法提升,又不能以1:1原味模拟发售,所以就搁浅了。
(WSC移植的FF4,画面比原SFC版更精美细腻)
而后来PS版的FF1、2、4、5、6及CT的移植就简单了,FF1、2模拟的WSC版,FF4、5、6及CT直接1:1原味模拟SFC版,每作再新增些CG就发售了,至于PS版的FF3...连WSC版都没有,那就也没有了...再后来GBA移植FF潮中,继续没有FF3...
直到最后没办法只好放弃2D重制FF3的念头,直接3D重制,等于开发一款新游戏,平台也变为了NDS,再衍生出PSP版、IOS版。
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