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闭上眼睛,想象自己走进一个充满幽深森林、高耸群山、宁静湖泊和古老城堡的奇幻世界。
Close your eyes and imagine stepping into a fantasy world filled with deep forests, tall mountains, quiet lakes, and ancient castles.
你是一位英雄,正踏上旅程,探索隐秘的小径和秘密的洞穴。
You are a hero on a journey exploring hidden paths and secret caves.
一路上,你发现了魔法药水、强大的武器、闪亮的盔甲,还有挡在你面前的奇异生物。
Along the way, you discover magical potions, powerful weapons, shining armor, and strange creatures that stand in your way.
在这片土地的某个地方,一位公主失踪了,唯有勇气与好奇心才能找到她。
Somewhere in this land, a princess is missing, and only courage and curiosity can help find her.
你能猜出这是什么吗?
Can you guess what this is?
这就是《塞尔达传说》中的海拉鲁世界。
This is the world of Hyrule from The Legend of Zelda.
这是一个充满神秘、危险与奇迹的地方,每个角落都藏着新的惊喜。
It is a place full of mystery, danger, and wonder, where every corner hides a new surprise.
接下来,让我们一起探索《塞尔达传说》是如何诞生的。
Follow along as we explore how The Legend of Zelda was created.
这是一个由想象力、辛勤努力和对冒险的热爱塑造的故事,激励了无数玩家。
A story shaped by imagination, hard work, and a deep love for adventure that has inspired players for generations.
《塞尔达传说》是由游戏设计师宫本茂创作的。
The Legend of Zelda was created by a game designer named Shigeru Miyamoto.
宫本茂小时候在日本长大,特别喜欢在自家附近户外玩耍。
When Miyamoto was a child growing up in Japan, he loved spending time outdoors near his home.
他常常在田野、森林和山丘间漫无目的地探索,从不带地图。
He explored fields, forests, and hills, often wandering without a map.
有时他会发现一些小洞穴或安静的地方,心里既兴奋又有点紧张。
Sometimes he discovered small caves or quiet places and felt a mix of excitement and a little fear.
他从不知道接下来会遇到什么,正是这种未知让探索变得像一场真实的冒险。
He did not always know what he would find, and that mystery made exploring feel like a real adventure.
这些经历让他学会了好奇、勇敢和耐心。
These moments taught him to be curious, brave, and patient.
随着年龄增长,那些童年的回忆一直留在他心中。
As Miyamoto grew older, those childhood memories stayed with him.
他记得第一次踏入未知之地时,那种揣测前方可能藏着什么的感觉。
He remembered how it felt to step into an unknown place and imagine what might be hiding there.
当他开始做电子游戏时,他就想让玩家也体会到这种探索的惊喜。
When he began making video games, he wanted players to feel that same feeling of discovery.
他不希望游戏只是告诉玩家该做什么。
He did not want games to just tell players what to do.
他希望玩家能自己去探索、迷路,然后通过尝试来学习。
He wanted them to explore, get lost, and learn by trying things on their own.
在二十世纪八十年代初,电子游戏还非常简单。
In the early nineteen eighties, video games were very simple.
很多游戏就是冲高分或者通关一个短小的关卡。
Many games were about getting a high score or finishing a short level.
宫本茂当时在任天堂工作,参与创作了《大金刚》和《超级马里奥兄弟》这些热门游戏。
Miyamoto worked for Nintendo and helped created popular games such as Donkey Kong and Super Mario Brothers.
但他的下一款游戏,他想做出点不一样的东西。
But with his next game, Miyamoto wanted to make something different.
他想做一款游戏,让玩家能探索广阔的世界,体验故事,发现隐藏的物品,并自由决定去往何方,就像他童年时最爱探索的那个世界。
He wanted a game where players could explore a large world, experience a story, find hidden items, and choose where to go, Much like the world he loved exploring as a child.
这些想法最终成了第一款《塞尔达传说》游戏。
These ideas became the first Legend of Zelda game.
第一款《塞尔达传说》于1986年发布。
The first Legend of Zelda game was released in 1986.
它是在任天堂娱乐系统上运行的,也就是大家常说的NES。
It was made for the Nintendo Entertainment System, also called the NES.
游戏发生在一个名叫海拉鲁的奇幻世界里。
The game took place in a fantasy land called Hyrule.
玩家操控一位名叫林克的年轻英雄。
Players controlled a young hero named Link.
林克并不张扬,也不爱出风头。
Link was not loud or flashy.
他话不多,但勇敢又善良,一心只想帮助别人。
He did not talk much, but he was brave and kind, and he wanted to help others.
在游戏中,林克需要救出塞尔达公主,并阻止一个叫加农的反派。
In the game, Link had to rescue Princess Zelda and stop a villain named Ganon.
为此,玩家要探索这片土地,进入地牢,击败怪物,解开谜题。
To do this, players explored the land, entered dungeons, fought monsters, and solved puzzles.
这款游戏特别的一点是,它不会明确告诉玩家该做什么。
One special thing about the game was that it did not tell players exactly what to do.
玩家得自己去探索、去发现。
Players had to explore and learn on their own.
这让游戏感觉像一场真正的冒险。
This made the game feel like a real adventure.
《塞尔达传说》初代的另一个创新是存档功能。
Another new idea in the first Zelda game was saving progress.
很多老游戏必须一次玩完,中途不能停。
Many older games had to be finished in one sitting.
《塞尔达传说》允许玩家保存进度,以后再继续玩。
The Legend of Zelda let players save their game and come back later.
这让故事变得更大、更长了。
This allowed for a much bigger and longer story.
也让玩家更能感受到林克和他的冒险旅程。
It also helped players feel more connected to Link and his journey.
这款游戏取得了巨大的成功。
The game was a huge success.
孩子们都在讨论自己发现的秘密。
Kids talked about secrets they found.
朋友们互相分享地图和攻略。
Friends shared maps and tips.
游戏充满了神秘感和刺激感。
The game felt mysterious and exciting.
正因为这种成功,任天堂决定继续推出更多塞尔达游戏。
Because of this success, Nintendo decided to make more Zelda games.
1987年,《塞尔达传说2:林克的冒险》发布了。
In 1987, Zelda two, The Adventure of Link was released.
它和第一部有点不一样。
It was a little different from the first game.
动作更多了,还加入了侧视角的场景。
It had more action and side view scenes.
有些玩家喜欢这个变化,也有人觉得更难了,但这也说明制作团队愿意尝试新点子。
Some players liked the change and some found it harder, but it showed that the creators were willing to try new ideas.
1991年,超级任天堂上推出了《塞尔达传说:众神的三角力量》。
In 1991, a game called The Legend of Zelda, A Link to the Past came out on the Super Nintendo.
很多粉丝认为这是塞尔达系列中最棒的作品之一。
Many fans say this is one of the best Zelda games ever made.
它重新回归了俯视角,还加入了一个更深刻的故事。
It brought back the top down view and added a deeper story.
游戏里首次出现了两个世界:光明世界和黑暗世界。
It introduced two versions of the world, a light world and a dark world.
这让整个游戏显得更加宏大,也更刺激了。
This made the game feel bigger and more exciting.
随着技术进步,塞尔达游戏也越来越出色。
As technology improved, so did Zelda games.
1998年,《塞尔达传说:时之笛》在任天堂64上发布。
In 1998, The Legend of Zelda Ocarina of Time was released for the Nintendo 64.
这款游戏彻底改变了电子游戏的面貌。
This game changed video games forever.
它是最早以如此流畅方式运用3D图形的冒险游戏之一。
It was one of the first adventure games to use three d graphics in such a smooth way.
玩家可以奔跑穿越原野、骑马,自由环顾四周。
Players could run across fields, ride a horse, and look around freely.
《时之笛》还把音乐融入了核心玩法。
Ocarina of Time also added music as an important part of gameplay.
林克通过吹奏竖笛演奏乐曲来解谜和穿越时空。
Link played songs on an ocarina to solve puzzles and travel through time.
故事讲述了林克从孩童到成年的成长历程,展现了他每一步行动带来的深远影响。
The story followed Link as both a child and an adult, showing how his actions mattered as he grew.
很多人至今仍称这款游戏为有史以来最伟大的电子游戏之一。
Many people still call this game one of the greatest video games of all time.
之后,任天堂持续推出新的塞尔达游戏,每一部都有独特的风格。
After that, Nintendo kept making new Zelda games, each with its own style.
《风之杖》色彩明亮,画风像卡通一样。
The Wind Waker had bright colors and a cartoon look.
起初有些粉丝对它持保留态度,但后来很多人爱上了它明快的艺术风格和航海冒险。
At first, some fans were unsure about it, but many later loved its joyful art and sea adventures.
《黄昏公主》画风较暗,着重于神秘感与勇气的主题。
Twilight Princess had a darker look and focused on mystery and courage.
2017年,任天堂推出了《塞尔达传说:旷野之息》。
In 2017, Nintendo released The Legend of Zelda Breath of the Wild.
这款游戏再次改变了整个系列的格局。
This game changed the series again.
玩家不再被固定路线限制,从一开始就能自由探索几乎任何地方。
Instead of following a set path, players could go almost anywhere from the start.
山都能爬上去。
Mountains could be climbed.
天气会影响你的玩法。
Weather affected how you played.
同一个问题有好多解决办法。
There were many ways to solve the same problem.
这种自由让玩家感觉自己真是个探险家。
This freedom made players feel like true explorers.
《塞尔达传说:旷野之息》在孩子、成年人,甚至从没玩过塞尔达的人当中都大受欢迎。
Breath of the Wild became very popular with kids, adults, and even people who had never played Zelda before.
它证明了这个系列既能进化,又依然充满魔力。
It showed that the series could grow and still feel magical.
《塞尔达传说》能长久受欢迎,原因之一在于它的角色。
One reason The Legend of Zelda has stayed popular for so long is its characters.
林克是个谁都能代入的英雄。
Link is a hero anyone can imagine being.
他从不开口说话,这让玩家能轻易代入他的角色。
He does not speak, so players can put themselves in his place.
塞尔达公主不只是一个等待救援的角色。
Princess Zelda is not just someone who needs help.
在很多游戏里,她聪明、勇敢,是拯救世界的关键人物。
In many games, she is wise, brave, and important to saving the world.
像加农这样的反派令人畏惧,但也承载着关于平衡与力量的深层故事。
Villains like Ganon are scary, but also part of a larger story about balance and power.
塞尔达系列成功的另一个原因,在于它的音乐。
Another reason for Zelda's success is its music.
旋律简单,却极具感染力。
The songs are simple but powerful.
很多人只要听上几个音符,就能认出这是塞尔达的主题曲。
Many people can recognize a Zelda song after just a few notes.
音乐能根据玩家所处的场景,带来平静、兴奋或勇气的感觉。
The music helps players feel calm, excited, or brave, depending on where they are in the game.
塞尔达游戏还在不知不觉中传递了许多道理。
The Zelda games also teach lessons without being obvious.
它们表明,勇气并不是没有恐惧。
They show that courage does not mean being fearless.
而是即使害怕,依然选择做正确的事。
It means doing the right thing even when you are scared.
它们展现了一件事:帮助他人很重要。
They show that helping others matters.
它们还奖励耐心、思考和好奇心。
They also reward patience, thinking, and curiosity.
《塞尔达传说》也影响了众多其他游戏。
The Legend of Zelda has also influenced many other games.
全球的游戏设计师都从它的谜题、探索和叙事中学到了很多。
Game designers around the world have learned from its puzzles, exploration, and storytelling.
直到今天,新的冒险游戏依然在借鉴塞尔达很久以前就用过的创意。
Even today, new adventure games borrow ideas that Zelda used long ago.
这个系列的影响早已超越了游戏本身。
The series has grown beyond games too.
市面上有大量以塞尔达为灵感的书籍、玩具、音乐会和艺术作品。
There are books, toys, concerts, and artwork inspired by Zelda.
现在甚至还有一部塞尔达电影正在制作中,计划于2027年上映。
There's even a Zelda movie now in the works and planned to be released in 2027.
还有那些忠实的粉丝,他们分享着绘画、故事和回忆。
Then there's the loyal fans who share drawings, stories, and memories.
小时候玩过塞尔达的父母,现在又和自己的孩子一起玩。
Parents who played Zelda as kids now play it with their own children.
从一个男孩在森林中探索的简单灵感出发,《塞尔达传说》成为了历史上最受欢迎的游戏系列之一。
From a simple idea inspired by a boy exploring the woods, The Legend of Zelda became one of the most loved game series in history.
它随着时代不断演变,但核心始终未变。
It has changed with time but kept its heart the same.
每一部新作都在邀请玩家踏入海拉鲁,拿起剑,开启一段新的旅程。
Each new game invites players to step into Hyrule, pick up a sword, and begin a journey.
《塞尔达传说》提醒我们,冒险其实无处不在。
The Legend of Zelda reminds us that adventure can be found anywhere.
有时它在森林里,有时在游戏里,有时就在我们的想象中。
Sometimes it is in a forest, sometimes it is in a game, and sometimes it is in our own imagination.
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