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2008年11月4日星期二

大明宫词·皮影戏对白

贺兰:野花迎风飘摆,好像是在倾诉衷肠,绿草凄凄抖动,无尽的缠绵依恋,初绿的柳枝折入幽幽的碧水,搅乱了芳心,柔情荡漾。
 
唐高宗:离家别国,整整三年,为了梦想中金碧辉煌的长安,都市里充满了神奇的历险,满足一个男儿宏伟的心愿,现在终于锦衣还乡,又遇上了这故人般熟识的春天。看这一江春水,看这满溪桃花,看这如黛青山,都没有丝毫改变,也不知我新婚一夜就别离的妻子是否依旧红颜,对面来的是谁家的女子?生得满面春光,美丽非凡,这位姑娘,请你停下美丽的脚步,你可知自己犯下了什么样的错误?
   
贺兰:这位官人,明明是你的马蹄踢翻了我的竹篮,你看,这宽阔的道路直通蓝天,而你,却让这可恶的畜牲溅起我满身的泥点,怎么,怎么反倒怪罪是我的错误?
   
唐高宗:你的错误就是美若天仙,你婀娜的身姿让我的手不听使唤,你蓬松的乌发涨满了我的眼帘,看不见道路山川,只是漆黑一片,你明艳的面颊,让我胯下的这头畜生倾倒,忘记了他的主人是多么威严。
   
贺兰:啊,快快走远点吧,你这轻浮的汉子,你可知,你调戏的是怎样一个多情的女子?她为了只见过一面的丈夫已经虚掷三年,把锦色青春都抛入无尽的苦等,把少女柔情都交给了夜夜空梦。快快走远点吧,你这邪恶的使臣,当空虚与幽怨已经把她击倒,你就想为堕落再加一把刀,把她的贞洁彻底打翻,你这样做不怕遭到上天的报应吗?
   
唐高宗:上天只报应觊觎的蠢人,我已连遭了三年的报应,为了有名无实的妻子,为了虚妄的利禄功名,看你这满目春光,看这比春光还要柔媚千倍的姑娘,想起长安三年的凄风苦雨,恰如在地狱深渊里爬行,看野花缠绕,看野蝶双双追逐,只为了凌虚中那点点转瞬依恋,春光一过,它似就陷入那命定中永远的黑暗,人生怎能逃出同样的机缘。
   
贺兰:你虽貌似天神,心却比铁石还僵硬,双目比天池还幽深。看鲜花缠绵,我比它们还要柔弱,看野蝶迎风飞舞,我比它们还要纷忙迷乱,看在上天的份上,别再开启,你那饱满生动的双唇,哪怕,再有一丝你那呼唤般的微风,我也要跌入你的深渊,快快走远点吧,别再把我这可怜的女子纠缠。
  
唐高宗:随我走吧。

Palindrome of ancient china






2008年10月12日星期日

The Popcap® Way

At PopCap, game development is all about "iterate, iterate, iterate." We'll start with a core game concept, build a quick prototype, and then spend months refining and refining and refining it until it's super fun and polished.

Every iteration adds more of the perfect touches that set a PopCap game apart: Extremely fun and intuitive game play. Simple learning curves and user interfaces. Beautiful visuals and exciting sound effects. New goals, increased challenges, and sparkly things to collect as players get better.

“We may experiment with different genres, but our goal is always to make games that literally anyone can play. That's what we do best.-- Jason Kapalka, PopCap founder”

We test all our games with our employees, our moms (really!), our significant others and friends, and of course our beta forum. All these sources provide invaluable insights into every detail of a game's makeup, and we use their feedback to fine-tune each game before launch.

We typically spend twice as long finishing a casual game as anyone else in the industry. And although we're always pushing the envelope in production quality and depth of game play, the core activity must be truly fun for a game to make it out the door. Otherwise, we'll shelve the game - no matter how long we've worked on it. In fact, we pursue dozens of game ideas for every title that ends up shipping.

While a typical video gaming company may have three to five flops for every success, PopCap Games has yet to have a failure thanks to this fervent approach to development. And for these developers who share our passion for excellence, we also provide our development framework for free.

“We are willing to kill a game at any stage if we don't think it's working out - even ones we've been working on for months. -- John Vechey, PopCap founder ”