Katamari Damacy

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Katamari Damacy
Asali
Mahalicci Keita Takahashi (en) Fassara
Lokacin bugawa 2004
Ƙasar asali Japan
Bugawa Bandai Namco Entertainment (en) Fassara
Distribution format (en) Fassara DVD (en) Fassara
Characteristics
Genre (en) Fassara puzzle video game (en) Fassara
Game mode (en) Fassara multiplayer video game (en) Fassara da single-player video game (en) Fassara
Platform (en) Fassara PlayStation 2 (en) Fassara
Input device (en) Fassara gamepad (en) Fassara
Wuri
Tari Museum of Modern Art (en) Fassara
Direction and screenplay
Darekta Keita Takahashi (en) Fassara
Samar
Designer (en) Fassara Keita Takahashi (en) Fassara
Other works
Mai rubuta kiɗa Yū Miyake (en) Fassara
Tarihi
katamaridamacy.jp

(lit. 'Clump Spirit') wasa ne na bidiyo na mutum na uku wanda Namco ta haɓaka kuma ta buga don PlayStation 2. An sake shi a Japan a watan Maris na shekara ta 2004 kuma daga baya a Arewacin Amurka a watan Satumba. Mai zane Keita Takahashi ya yi gwagwarmaya don gabatar da wasan ga shugabannin Namco, daga ƙarshe ya nemi taimakon ɗalibai daga Namco Digital Hollywood Game Laboratory don haɓaka aikin ƙasa da dala miliyan 1. A matsayinsa na darektan, Takahashi ya jaddada ra'ayoyin sabon abu, sauƙin fahimta, da jin daɗi.

Makircin wasan ya shafi wani karamin yarima a kan manufa don sake gina taurari, taurari, da Wata, waɗanda mahaifinsa, Sarkin Duk Cosmos ya lalata ba tare da saninsa ba. Ana samun wannan ta hanyar mirgina kwallon sihiri, mai mannewa sosai da ake kira katamari a wurare daban-daban, tattara abubuwa masu girma, daga yatsun hannu zuwa mutane zuwa duwatsu, har sai kwallon ya girma ya zama tauraro. Labarin Katamari Damacy, saituna da haruffa suna da salo sosai kuma suna da ban mamaki, sau da yawa suna murna da kuma ba'a da bangarorin al'adun Japan.

Katamari Damacy an karɓa da kyau a Japan da Arewacin Amurka, ya zama abin mamaki kuma ya lashe kyaututtuka da yawa. Nasarar da ta samu ta haifar da kirkirar babbar ikon mallakar Katamari, kuma ta yi wahayi zuwa ga wasannin da suka biyo baya da yawa da ke kwaikwayon kyawawan halaye. Wasu masu sukar sun yaba da shi a matsayin al'ada mai mahimmanci kuma daya daga cikin manyan wasannin bidiyo na kowane lokaci, suna yabon wasan kwaikwayonsa, darajar sake kunnawa, ban dariya, asali, da sauti na shibuya-kei. An sake sake fasalin wasan Katamari Damacy Reroll, a kan Windows da Nintendo Switch a watan Disamba na 2018, a kan PlayStation 4 da Xbox One a watan Nuwamba 2020, kuma a kan Google Stadia a watan Satumbar 2021.

Bayani game da shi[gyara sashe | gyara masomin]

A cikin maye, wani abu mai kama da allah wanda ake kira Sarkin Duk Cosmos ya lalata dukkan taurari, Wata ta Duniya da sauran irin waɗannan abubuwa na sama a sararin samaniya, sai dai Duniya kanta. Duk da yarda da kuskurensa, Sarki ya caje ɗansa mai tsayi biyar, Yarima, ya je Duniya tare da "katamari" - kwallon sihiri wanda ke ba da damar wani abu da ya fi shi ya tsaya a ciki kuma ya sa ya girma - kuma ya tattara isasshen kayan don ya sake gina taurari da Wata. Yarima ya ci nasara, kuma sararin samaniya ya koma yadda yake.

Labari na gefe ya biyo bayan iyalin Hoshino yayin da Yarima ke aiki a ayyukansa. Mahaifin, ɗan sararin samaniya, ba zai iya zuwa wata ba bayan Sarki ya shafe shi, kuma 'yar, wanda sunansa Michiru, "tana jin" aikin Yarima - tana iya jin lokacin da kowane tauraron ya dawo sama. Daga ƙarshe, dangin, tare da gidansu da garinsu, an mirgine su a cikin katamari wanda ake amfani da shi don sake fasalin wata.[1]

Wasanni[gyara sashe | gyara masomin]

File:Kata27.jpg
Yanayin "Make A Star" a cikin 'katamari Damacy shine yanayin farko, inda mai kunnawa dole ne ya girma katamari zuwa takamaiman girman (diamita) a cikin iyakantaccen lokaci

Mai kunnawa yana sarrafa Yarima yayin da yake mirgina katamari a kusa da gidaje, lambuna, da garuruwa don saduwa da wasu sigogi da Sarki na Duk Cosmos ya kafa. Mai kunnawa Yaƙi amfani da sanduna biyu na analog a kan mai kula da DualShock a cikin hanyar da ta yi kama da wasan kwaikwayo na Battlezone don sarrafa jagorancin katamari. Sauran sarrafawa na iya haifar da mai kunnawa don samun saurin fashewa, juyar da Yarima zuwa wancan gefen katamari da ƙari.

Abubuwan da suka fi karami fiye da katamari za su manne da shi lokacin da mai kunnawa ya shiga hulɗa da su, yayin da abubuwa masu girma zasu iya zama cikas; haɗuwa da sauri tare da kowane na iya haifar da abubuwa su fadi daga katamari, suna jinkirta ci gaban mai kunnawa. Wasan yana amfani da girman, nauyi, da kuma yankin farfajiyar don sanin ko wani abu zai tsaya a katamari. Wannan yana ba da damar abubuwa masu laushi, kamar fensir, waɗanda suka fi tsayi fiye da katamari yana da faɗi, don a ɗauke su, kuma waɗannan za su canza yadda katamari ke juyawa har sai an ɗauke wasu abubuwa. Dabbobi kamar cats za su bi katamari, suna buga abubuwa daga ciki, amma da zarar katamari ya isa, zai tsoratar da dabbobi, kuma ana iya mirgine su da zarar an bi su. Yayin da abubuwa ke mannewa da katamari, katamari zai girma, a ƙarshe yana ba da izinin abubuwan da suka kasance cikas a karɓa, da kuma samar da damar zuwa wuraren da aka toshe a baya. Ta wannan hanyar, mai kunnawa na iya fara wasan ta hanyar karɓar yatsun hannu da tururuwa, kuma a hankali ya yi aiki har zuwa inda katamari ke karɓar gine-gine, duwatsu, da girgije.[1]

Aikin da Sarki na Duk Cosmos ya bayar shine yanayin "Make a Star", inda mai kunnawa ke buƙatar haɓaka katamari zuwa takamaiman girman a cikin lokacin da aka ba shi. Sauran manufofi suna da takamaiman ka'idojin tattarawa, kamar tattara abubuwa da yawa (swans, crabs, nau'i-nau'i) kamar yadda zai yiwu a cikin wani lokaci, ko tattara mafi girman abu mai yiwuwa (kamar saniya ko bear). [1] Mai kunnawa na iya ƙoƙarin yin amfani da yanayin kai farmaki don kowane matakin, inda burin shine yin katamari mafi girma a lokacin da aka ba shi. Wasu matakan na iya buɗe "yanayin har abada" ta hanyar ƙirƙirar babban katamari. A cikin yanayin har abada, mai kunnawa na iya bincika matakin ba tare da iyakar lokaci ba.[2]

Kowane matakin yana da abubuwa biyu na sirri waɗanda za a iya samun su. Abu na farko kyauta ce ta sarauta wacce ta ƙunshi wani abu da Yarima zai iya sawa. Yawancin kyaututtuka ba sa aiki, amma ɗayan ya haɗa da kyamara da za a iya amfani da ita don ɗaukar hotunan allo a cikin wasan.[2] A cikin yanayin mai kunnawa biyu, mai kunnawa na iya zaɓar yin wasa a matsayin Yarima ko ɗaya daga cikin 'yan uwansa da yawa. An rabuwa allon tsaye; mai kunnawa daya a hagu kuma mai kunnawa biyu a dama. 'Yan wasan suna gasa a lokaci guda a cikin karamin filin wasa don tattara mafi yawan abubuwa a cikin minti uku. Ana cika filin wasa da sababbin abubuwa lokaci-lokaci. 'Yan wasan na iya shiga cikin juna, suna buga abubuwa daga katamaris na abokan hamayyarsu, kuma idan mai kunnawa ɗaya ya jagoranci da adadi mai kyau, to yana yiwuwa a mirgine katamari na abokin hamayyar.[1][2]

Ci gaba[gyara sashe | gyara masomin]

Takahashi a cikin shekara ta 2005, tare da fasalin Yarima daga wasan

Keita Takahashi ta yi karatun fasaha kuma ta shiga Jami'ar Fasaha ta Musashino don nazarin zane-zane a shekarar 1995. A lokacin karatunsa, ya zo ga falsafar da fasaharsa ke buƙatar haɗa abubuwa masu amfani tare da ɗan burgewa da ban dariya. Bayan kammala karatunsa, Takahashi ba shi da sha'awar bin zane-zane a matsayin cikakken aiki, kuma ya ga yiwuwar shiga cikin wasannin bidiyo a matsayin hanyar ci gaba da sha'awa ta fasaha a cikin matsakaici mafi girma.[1] Ya shiga Namco a matsayin mai zane a kusa da 1999, Takahashi ya yi aiki a kan ƙananan ayyukan da yawa ga mai bugawa. Ɗaya daga cikin waɗannan ana kiransa Action Drive, wanda Crazy Taxi ya yi wahayi zuwa gare shi amma tare da ƙarin abubuwan leken asiri a saman wasan motsa jiki. A lokacin wannan, Takahashi ya zo da ra'ayoyin haruffa waɗanda za su kasance tsakiya ga Katamari Damacy: Sarki, Sarauniya, da Yarima na duk Cosmos. Ra'ayinsa zai kasance cewa jami'ai a Duniya sun sace sarauniyar, kuma Sarki mai laushi ya aika Yarima don ceto ta. Don yin wannan, mai kunnawa zai yi amfani da ƙaramin Yarima, wanda aka tsara kamar guduma, don ya gigice mutane, bayan haka Yarima zai "yi amfani" da mutane ta hanyar sanya motar motsa jiki a bayan kan mutum. Takahashi ya ji cewa wannan zai haifar da wasan kwaikwayo mai ban sha'awa da kirkirar abubuwa, yana bawa mai kunnawa damar haifar da rikice-rikice yayin da Yarima ya bi shawarwarin da ba daidai ba daga Sarki, amma jagoran aikin ya ki amincewa da ra'ayin. A ƙarshe an soke Action Drive.[1][3]

Yayinda yake aiki a kan wasu ayyukan, Takahashi ya ci gaba da ƙoƙarin yin tunani game da ra'ayoyin wasan, yana neman girma fiye da kasancewa mai zane kawai ga Namco. Takahashi ya ambaci ra'ayoyi biyu da suka haifar da wahayi na Katamari Damacy . Na farko shine samfurin da Sony Computer Entertainment ta nuna wanda ake kira Densen (Jafananci don "layin wutar lantarki") wanda ke da mai kunnawa a matsayin yarinya ta ratsa tsibirai masu iyo na gidaje daban-daban da aka haɗa da layin wutar lantarki. Wasan, ko da yake ba a sake shi ba, ya ba Takahashi ra'ayin cewa duniya ta yau da kullun za a iya zama mai ban sha'awa tare da ƙananan canje-canje ga fahimta, kuma cewa wasan na iya zama mai nishaɗi ba tare da buƙatar haifar da tashin hankali ba. Ra'ayin na biyu ya fito ne daga wasan tamakorogashi da aka buga a makarantar undōkai ko kwanakin wasanni ta Japan. A cikin tamakorogashi, ɗalibai suna ƙoƙari su tura babban ball zuwatamakorogashi Dukkanin waɗannan ra'ayoyin sun kai shi ga tunanin wasan inda jujjuya kwallon zai mirgine abubuwa na yau da kullun a ciki, yana sa kwallon ya fi girma da girma a tsawon lokaci. Da maraice da ya yi tunanin wannan ra'ayin, ya yi magana da aboki, ɗaya daga cikin masu zanen wasan a Namco, don ganin idan ya yi kyakkyawan ra'ayin wasan, wanda ya yarda yana da damar. Kashegari, ya yi magana da tsohon shugabansa, Mitsutoshi Ozaki, game da manufar, ya kara da hanyar sake amfani da haruffa na Sarki da Yarima da ya gabatar a baya, wanda kuma ya amince cewa zai zama babban wasa.[4]

Koyaya, kamar yadda Takahashi ke cikin sashen fasaha na Namco kuma ba a cikin ƙirar wasan ba, babu wata hanya mai sauƙi a gare shi don gabatar da wannan ra'ayin ga shugabannin Namco. Ozaki ya ba da shawarar sabon tsari ga Takahashi ta hanyar Namco Digital Hollywood Game Laboratory. A wannan lokacin, Namco ya bi a cikin samfurin da Konami ya yi amfani da shi a cikin 1997: Konami ya kafa Konami Computer Entertainment School don taimakawa wajen ilimantar da sabbin masu haɓaka wasan da aka hayar su a Konami, kuma da yawa daga cikin ra'ayoyin gwaji da Makarantar ta kafa a wannan lokacin sun zama samfuran a cikin Konami Games & Music Division (daga baya, Bemani) waɗanda suka ci nasara sosai, gami, GuitarFreaks, da Dance Revolution. Namco ya yi fatan cewa Digital Hollywood Game Laboratory zai bi irin wannan hanyar. A lokacin, Masaya Nakamura shine shugaban wannan makarantar, kuma ya kula da babban aji inda ake horar da dalibai a kan samfurin 3D don samar da samfurin wasan tare da taimakon wasu ma'aikatan Namco, wanda za'a iya sanya shi cikin cikakken wasa. Ozaki ya ba da shawarar ga Takahashi cewa zai iya sa ɗaliban wannan aji su ƙirƙiri abubuwan 3D da ake buƙata don cika duniyar wasansa.[5]

Takahashi ya ɗauki shawarar Ozaki, ya shiga aikin don taimakawa samar da samfurin don wasan sa. Tare da kimanin dalibai goma daga shirin Digital Hollywood, ya sami damar samun wasu masu zane-zane na gani daga Namco don taimakawa tare da samfurin amma yana da wahala wajen samun kowane injiniyan ci gaban wasan, saboda ƙananan fifiko na makarantar. Ya yi sa'a ya gano cewa wasu daga cikin injiniyoyi daga ƙungiyar wasan kwaikwayo ta Namco za a kore su, kuma ya sami damar shawo kan uku daga cikinsu su shiga tawagarsa don riƙe ayyukansu a cikin Namco.

Ɗaya daga cikin matsalolin farko da suka fuskanta wajen haɓaka samfurin shine zaɓin dandamali, PlayStation 2. A lokacin da aikin ya fara, Sony kawai ta sanar da ƙayyadaddun bayanai don na'urar wasan kwaikwayo, wanda aka gina daga ƙasa don tallafawa zane-zane na 3D ta hanyar Injin Motsin rai. Koyaya, Sony ba ta samar da kayan haɓaka software ba, ta yi imanin cewa masu haɓakawa za su iya gano kayan aikin. A sakamakon haka, na'urar ta kasance da wahala a bunkasa a lokacin da aka ƙaddamar da ita. Sabanin haka, Nintendo kwanan nan ta sanar da GameCube kuma za ta samar da ƙarin fasalulluka masu kyau da suka bambanta da na'urar wasan Nintendo 64 ta baya. Don haka, ƙungiyar Takahashi ta yanke shawarar haɓaka don GameCube don samfurin su duk da cewa ana sa ran wasan karshe zai zama PlayStation 2.[1] A cikin ƙirƙirar samfurin, Takahashi ya yi la'akari da cewa yayin da kwallon da mai kunnawa ya mirgine zai girma yayin da suke mirginewa a kan abubuwa, zai kuma ragu idan sun haɗu da cikas kuma sun rasa abubuwa daga gare ta. Wannan zai kasance a ɗaure shi da waƙar kiɗa mai ma'amala, wanda zai fara da sauƙi tare da ƙaramin ball kuma ya zama mafi rikitarwa da cikawa yayin da ya fi girma. A zahiri, ƙungiyar ta gano cewa ba za su iya aiwatar da wannan ƙarancin injiniya ba saboda iyakancewar ƙwaƙwalwar ajiya, kuma sun ci gaba da gano cewa tare da ra'ayin kiɗa na mu'amala, ba abin farin ciki ba ne a rage shi kuma a ji komawar kiɗa zuwa wani nau'i mai sauƙi. An watsar da ra'ayin raguwa da kuma tsarin kiɗa na mu'amala daga baya.[1] An kammala samfurin a cikin kimanin watanni shida, a lokacin bikin Japan Media Arts na shekara don baje kolin. Takahashi ya kuma gabatar da wasan don bita na ciki, wanda ya jagoranci Namco zuwa haske mai haske game da cikakken ci gaban wasan.[1][4]

Cikakken aiki a kan Katamari Damacy ya fara ne a ƙarshen shekara ta 2001. Namco ya sanya Now Production, wanda ke zaune a Osaka, don taimakawa kawo wasan zuwa PlayStation 2. Takahashi da farko ya damu da yin aiki tare da ɗakin karatu na waje a wani wuri daban, amma ya gano cewa ƙungiyoyin Namco da Now Production sun yi aiki tare sosai. Cikakken ƙungiyar ta ƙunshi kusan mambobi ashirin tsakanin kamfanonin biyu, kuma Namco ta ware kasafin kuɗi kusan ¥ 100 miliyan (kimanin US$650,000–800,000 a lokacin samarwa) don wasan; wannan kusan kashi ɗaya cikin goma ne na farashin kasafin kuɗi da aka ware don lakabin Namco kamar Ridge Racer ko Soulcalibur. [6] Cikakken wasan ya ɗauki shekara daya da rabi don bunkasa, tare da watanni takwas na samfurin daga sigar Digital Hollywood.[7]

Takahashi ya ce tawagar tana da niyyar samun mahimman bayanai huɗu wajen bunkasa wasan: sabon abu, sauƙin fahimta, jin daɗi, da kuma ban dariya.[8] Iwatani ya kwatanta wasan da Pac-Man na Namco, wanda ya mayar da hankali kan sauƙi da kirkire-kirkire kuma ya zama samfurin don wasannin gaba daga kamfanin.[6] A wani lokaci a lokacin ci gaba, Takahashi "ya yi watsi da shawarar" daga Namco don kara rikitarwa na wasan.[1][8]

Manazarta[gyara sashe | gyara masomin]

  1. 1.0 1.1 Davis, Ryan (September 20, 2004). "Katamari Damacy Review". GameSpot. Archived from the original on September 17, 2009. Retrieved 2014-03-24. Cite error: Invalid <ref> tag; name "gamespot review" defined multiple times with different content
  2. 2.0 2.1 2.2 Parish, Jeremy (2004-09-20). "Katamari Damacy (PS2)". 1UP. Archived from the original on 2015-07-21. Retrieved 2014-09-08. Cite error: Invalid <ref> tag; name "1up review" defined multiple times with different content
  3. Cite error: Invalid <ref> tag; no text was provided for refs named bfb ch3
  4. 4.0 4.1 Cite error: Invalid <ref> tag; no text was provided for refs named bfb ch4
  5. "The Singular Design of Katamari Damacy". Game Developer Magazine. December 2004. Archived from the original on 2009-07-16. Retrieved 2014-04-27.
  6. 6.0 6.1 Kent, Steven (2004-04-08). "Katamari Damashii: The Snowball Effect (PS2)". GameSpy. Archived from the original on July 20, 2008. Retrieved 2008-08-13. Cite error: Invalid <ref> tag; name "gamespy iwatani" defined multiple times with different content
  7. Sheffield, Brandon (2005-03-11). "Rolling the Dice: The Risks and Rewards of Developing Katamari Damacy". Gamasutra. Archived from the original on 2008-06-24. Retrieved 2008-08-13.
  8. 8.0 8.1 Theobald, Phil (2005-03-10). "Keita Takahashi talks Katamari Damacy". GameSpy. Archived from the original on July 18, 2008. Retrieved 2008-08-13.