喜歡紅白機chess不需要理由

Famichess : When the famicom Meets Chess

1983年日本任天堂在日本推出的FC家用遊戲機,俗稱「紅白機」,對電子遊戲有十分深遠的影響,並奠定了任天堂在當今遊戲界的地位。本組-「喜歡紅白機chess不需要理由」以紅白機結合世界上最流行的二人對弈棋盤遊戲-西洋棋(Chess),讓實體的遊戲和電子遊戲碰撞與重組,西洋棋成為電子遊戲裡的角色,在我們所創造的虛擬世界中遊戲,運作過程中西洋棋會由原始樣貌經過重重關卡後在紅白機中重生與活躍。
西洋棋化身為本組「喜歡紅白機chess不需要理由」的主視覺,而西洋棋與紅白機結合,創造出全新的視覺體驗,跨界融合不僅激發創意,還賦予傳統元素新的生命力。融入紅白機遊戲,使其看起來彷彿從遊戲世界中走出一般,讓人們在懷舊與創新、藝術與遊戲之間找到平衡,讓人們在熟悉的元素中發現新的樂趣與價值。

Famichess : When the famicom Meets Chess

In 1983, Nintendo released the Family Computer (commonly known as the Famicom) in Japan, a console that had a profound impact on the video game industry and established Nintendo’s position in the gaming world. Our project, “Loving Famicom Chess Needs No Reason,” combines the Famicom with one of the world’s most popular two-player board games—chess. This fusion brings together physical board games and electronic gaming, transforming chess pieces into characters within a virtual world we have created. Through a series of challenges, the traditional chess pieces undergo transformations, eventually being reborn and revitalized within the Famicom system.

Chess becomes the central visual theme of “Loving Famicom Chess Needs No Reason.” By merging chess with the Famicom, we create a completely new visual experience, where cross-disciplinary fusion not only sparks creativity but also breathes new life into traditional elements. Integrating chess into Famicom-style games makes it appear as if it has stepped out of the digital world into reality, allowing people to find a balance between nostalgia and innovation, art and gaming. Through familiar elements, we invite people to discover new excitement and value in this unique blend of the past and the future.

作品編號 #45 作品名稱 喜歡紅白機chess不需要理由 作品分類 數位多媒體與遊戲設計類創意數位影片組 學校科系 實踐大學高雄校區 時尚設計學系 設計師 蔡詠竹
實踐大學高雄校區 時尚設計系
(四年級)

謝承霖
實踐大學高雄校區 時尚設計系
(四年級)

劉奕辰
實踐大學高雄校區 時尚設計系
(四年級)

林珈羽
實踐大學高雄校區 時尚設計系
(四年級)
指導老師 林恒正