茶杯头（游戏）

游戏宣传海报

**《茶杯头》**（***Cuphead***），全名**《茶杯头主演：别和恶魔做交易》**（***Cuphead in: Don't Deal With The Devil***），是一款由MDHR工作室开发并发行的跑动射击独立视频游戏。游戏在2013年宣布制作，2017年9月29日发布于微软Windows与Xbox One，2018年10月19日发行于MacOS，2019年4月18日发行于任天堂Switch，2020年7月28日发行于PS4。游戏灵感来源于20世纪30年代，由弗莱舍工作室与迪士尼动画工作室等制作的“橡胶管”风格动画片，并试图模仿其颠覆性与超现实主义的特点。

《茶杯头》允许一到两名玩家控制动画角色茶杯头与其弟弟马克杯人，在若干战斗中击败关卡头目，从而向魔鬼还债。游戏以其美术风格与高难度而出名。它在评论界与商业上都取得了成功，赢得了数个奖项，并截至2019年7月已卖出超过400万份。网飞改编了游戏，成为动画系列《茶杯头秀!》。

情节
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在虚构的墨池群岛中，茶杯头与弟弟马克杯人是两个喜欢玩乐的孩子，他们生活在水壶公公的照看之下。两兄弟无视公公的警告，进入了魔鬼的赌场，开始玩双骰游戏。当他们开始赢到手痒时，魔鬼本人抬高了筹码。如果茶杯头和马克杯人能再赢一局，他们就能得到赌场里所有的钱；否则，魔鬼将拿走他们的灵魂。利欲熏心的茶杯头只掷出了蛇眼（两点），不得不和马克杯人一起请求宽恕。魔鬼和他们约定好：在第二天午夜之前，从所有逃债人那里收集到标志着灵魂归属的“灵魂契约”，他便可能让两兄弟继续拥有其灵魂。两兄弟去找到了水壶公公，后者给了他们一瓶能让他们从指尖射出子弹的药剂，以帮助他们冒险，但也警告他们，逃债者会为了阻止他们而千变万化。

两兄弟走遍了墨池群岛，对战那些已经把灵魂输给恶魔的居民，以获得他们的契约。在进入第二个岛时，水壶公公告诉他们要在再次面对魔鬼时“做正确的事”。在获得所有契约后，他们回到了魔鬼的赌场，但被赌场经理骰子王拦住了去路。骰子王在与魔鬼打的关于茶杯头与马克杯人能否完成任务的赌上赌输了，便强制他们对战自己的手下，最终面对他自己。两兄弟打败骰子王后，魔鬼让他们交出契约并加入他。决定权来到了玩家这里。若玩家选是，则魔鬼将茶杯头与马克杯人变成了他的恶魔走狗，游戏结束。若玩家拒绝，魔鬼会对两兄弟拒绝尊重他们的交易而大发雷霆，并亲自对他们动手。茶杯头与马克杯人取得了胜利，烧掉了契约，跑回了家。那些前逃债者得知他们无需再畏惧魔鬼，便对两兄弟表达了最崇高的谢意。

描述
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全卡通的魔幻奇妙游戏！

《茶杯头》是一款经典跑动射击动作游戏，以头目战为重中之重。以20世纪30年代卡通为灵感，游戏的视觉效果与音效均以那个时代的工艺精心创作，还有传统的手绘赛璐珞动画、水彩背景，以及原创爵士音乐。

以茶杯头或马克杯人的身份（单人游戏或本地联机）穿过陌生的世界，获得新武器，学会强力的超级招式，及在努力向魔鬼还债时发现隐藏的秘密！

## 游戏性

《茶杯头》的游戏性基于频繁的头目战，夹杂着一些跑图关卡。游戏同样包含角色扮演要素，以及可选关卡顺序。茶杯头拥有无限条命，死亡后会保留所有装备。玩家可以使用从跑图关卡中收集的金币，从商店里购买武器与“护符”（特殊能力）。玩家角色有着格挡拍击这一特殊动作，来与特定的粉色物体互动，达到多种效果；而最重要的效果就是涨一格“必杀计量条”，玩家可以使用它来放出强力攻击。

完成一个关卡后，玩家会被依据其表现被评级，影响因素包括清关时间、受到伤害量、格挡攻击数。关卡可以通过一个俯视大地图进入，地图本身也有秘密区域。游戏可以单人选人与本地双人联机，使玩家也能玩马克杯人。

开发
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《茶杯头》是MDHR工作室的第一款游戏，该工作室是一个加拿大独立游戏开发工作室，由查德与杰瑞德·摩登豪尔兄弟组成。杰克·克拉克（Jake Clark）负责动画工作，埃里克·比灵斯利（Eric Billingsley）负责编程。《茶杯头》的开发工作早在2010年，就由两兄弟使用Unity引擎开始，并在他们在安大略省的奥克维尔及萨斯喀彻温省的里贾纳的家中各自开发。这款游戏启发自弗莱舍与沃尔特·迪斯尼动画工作室，以及像乌布·伊沃克斯、格里姆·奈特威克（Grim Natwick）、威拉德·鲍斯基（Willard Bowsky）等动画师的卡通动画。查德·摩登豪尔称弗莱舍工作室为自己“艺术风格的北磁极”，并特别努力试图模仿这些“颠覆性和超现实主义”的元素。

摩登豪尔兄弟在幼时观看了这些20世纪30年代的卡通片，查德将此描述为完全碰巧之事，因为他们的礼物，VHS录影带里有这么一出。在众多孩子中，两兄弟有着共同的美学口味，并都喜欢打游戏。他们早在2000年就试图做一个类《茶杯头》游戏，但是缺少继续的工具。2010年，独立游戏《超级食肉男孩》的成功激励着两兄弟紧随潮流。茶杯头的角色原型来自于一部1936年的政治宣传动画电影，一个长着茶杯脑袋的角色变形成了一辆坦克。两兄弟感觉这个变形动画挺怪的，就模拟重现了这一段。在将茶杯头选为主角前，两兄弟设计了约莫150个角色，包括戴帽子的字母K，甚至是盘子头、叉子头之类的。

《茶杯头》使用的动画技术与20世纪30年代卡通类似。负责画面设计的查德·摩登豪尔，使用手绘动画，并使用水彩描绘背景，再用Photoshop上色。而相对于动画播放时的24帧每秒的电影标准，游戏需要以每秒60帧运行。查德还将自己对不完美的人形设计作为对像素艺术的完美主义的一种呼应。杰瑞德·摩登豪尔负责游戏的其它方面，不过他们经常一起讨论游戏设计的方方面面。他们的工作室聘用了一位罗马尼亚开发者，一位布鲁克林的动画师，和一位安大略的爵士作曲师来协助游戏工程的进度。他们也使用了类似那个年代的录制技术。

摩登豪尔兄弟将《茶杯头》描述为以困难、怀旧为核心的游戏，重视可玩性大于剧情。《*Kill Screen*》杂志将开发者们的行为描述为“着迷于动画、探究与碰撞箱”等跑动射击基本元素。在开发过程中，他们复习了很多游戏性元素的功课，包括站在平台边缘时的游戏动作体验与玩家受伤后应有多长时间硬直等。他们准备了多种游戏难度，并放弃了老套的救公主剧情，转为茶杯头自找麻烦。设计者们还凭借着满共36个首领而得到了同一跑动射击游戏中最多首领战的吉尼斯世界纪录。游戏的视觉设计与完成，还有有限的游戏开发人员数量，是拦在MDHR工作室前最大的绊脚石。摩登豪尔兄弟为此不得不付出更多的努力，甚至抵押了房子来换取资金，才得以完成了游戏的开发。

### 宣传与发售

在2014年E3的Xbox新闻发布会上，《茶杯头》就被展示并得到了观众的认可，但由于此时游戏仅仅完成了约莫40%，故并没有提供试玩。《茶杯头》原本是准备通过发布扩展包的形式增加游戏内容，每个包包括10到15个首领，并有着类似自《索尼克与纳克》后《索尼克》系列的标配首领战模式，即关卡第一部分+小首领+第二部分+普通首领的模式。

2017年9月29日，茶杯头于微软商店和Xbox One上发售，之后又发行了Mac版，预期还会发行Linux版。作为一款Xbox首发的游戏，茶杯头支持Xbox Play Anywhere政策。

King Features Syndicate企业拥有《茶杯头》商品及其他杂项物品的许可权。

游戏的DLC，其标题为《甜蜜终章（The Delicious Last Course）》，于2019年的E3展上被首次揭晓。然而，为了不给制作团队过大的压力并提供更充足的制作时间，该DLC的发售被延期至2020年。

《茶杯头》的MacOS官方移植版于2018年10月19日发行，并附带了一个名为《松脆的苹果（Crisp Apples）》的动画短片。

任天堂Switch移植版于2018年4月18日发售。

2019年6月，特斯拉CEO伊隆·马斯克宣布了《茶杯头》将被移植到由其公司生产的某些车辆上，并向游戏的开发者表示了感谢。由于汽车的机能限制，玩家只能玩到游戏的第一个岛。

### DLC

本游戏的DLC正在计划发售。

* ***Cuphead: The Delicious Last Course***: *The Delicious Last Course* features the introduction of two new characters, Ms. Chalice and Chef Saltbaker, new levels, and bosses. It is planned for release on 2020.

音轨
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*主页面：Cuphead Original Soundtrack*

成就
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*主页面：成就*

## 版本历史

*主页面：List of patches*

反响
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Ben Kuchera of Polygon wrote that Cuphead was one of the five most interesting reveals at Microsoft's E3 2014 press conference, even though he knew little about the game apart from its aesthetic. He said it "stood out immediately" and that everyone in the website's press room viscerally reacted to the trailer. Cuphead won the IGN Best Xbox One game at E3 award in 2015, and also won the award for "Best Indie Game" at the Gamescom 2015 Awards. It was also nominated as "Best Independent Game" at the E3 2016 Game Critics Awards.

Cuphead received "generally favorable" reviews, according to review aggregator Metacritic. The game has also been noted for its difficulty by several media outlets. Destructoid's Brett Makedonski welcomed the high difficulty, which he noted as "tough but fair". Based on "exhaustive" pattern recognition, he said it ultimately relied on muscle memory, rather than reaction. He thought structuring the game around boss battles was well executed, and that each boss encounter held "different and special and memorable" traits. Praising the 1930s aesthetics as cohesive, Makedonski found the jazz-based soundtrack to be "similarly fabulous". Despite dying 188 times in his playthrough, Ray Carsillo at EGMNow felt no frustration from the difficulty, but rather motivation to "dig my heels in deeper". Carsillo lauded the "gorgeous" hand-drawn visuals, asserting that the only thing surpassing the artwork was the gameplay, which he said went "beyond pattern recognition". Peter Brown of GameSpot opined that combatting enemies provided a considerably rewarding experience. He described the cartoon aesthetic as charming, adding that it infused "color and expression" to the game. Further, he saw Cuphead as a "true recreation" of hand-drawn cel animation. Brown also relished how quick loading times proved beneficial to trial and error tactics.

Lucas Sullivan at GamesRadar+ wrote that Cuphead "stands tall among the best 2D shooters of all time", and agreed the gameplay challenges demanded patient pattern recognition to be accomplished, from which he said players would be rewarded "tenfold". Sullivan called the animation adorable, noting the wealth of detail present in the watercolor backdrops, and said it worked well with the gameplay. Like Carsillo, Sullivan claimed never to be frustrated with the difficulty. Giant Bomb's Ben Pack remarked that playing the game yielded one of his most enjoyable experiences with video games, citing the combination of "brutal" platforming and an "exceptionally well realized" art style. Writing for IGN, Joe Skrebels declared every scene a "masterwork" and commended the sound work, calling it an "ideal match" to the aesthetics. Platforming battles were seen as the most imaginative part of the game, and having no health bars for enemies its "smartest" and "most devilish" addition. Like Brown and Sullivan, Skrebels found the battles to be rewarding as well as "one of Cuphead's greatest strengths". Chris Schilling of PC Gamer expressed approval of the controls, saying that their "reliable jump and dash" led to more "nimble and responsive" handling. Disagreeing with Makedonski, Schilling explained that certain random elements meant "you can't simply learn patterns by rote and rely entirely on muscle memory". Chris Plante at Polygon commented that, at its best, the game serves to educate the player in strategy through trial and error. He enjoyed the parrying system more so than the various attacks, as it proved to be a "crucial" and "relatively forgiving" mechanic. Colm Ahern of VideoGamer.com wrote in his verdict, "Cuphead will best most games in how it looks and sounds, and defeating that boss that you once deemed unbeatable is glorious".

Conversely, Makedonski said the "eight-direction firing radius" was his least favorite system in the game, calling it "clunky and awkward". Even though Brown saw "the fear of the unexpected" as part of what made Cuphead thrilling, he disparaged the game's failure to identify progress and capability. Skrebels thought that the "run 'n' gun, left-to-right platforming" lacked inventiveness, while also subjecting the "parry system" and control scheme to criticism. Plante complained that the final bosses made Cuphead's greatest features less effective, and mentioned that the difficulty "eventually goes too far". Ahern agreed with Plante in his reproval of the final bosses, also saying that the challenge was "a step too far".

Unwinnable writer Yussef Cole wrote an essay titled "Cuphead and the Racist Spectre of Fleischer Animation", in which he thought that by using the rubber hose animation style, Studio MDHR also brought up the "bigotry and prejudice" which had a strong influence on early animation, thinking that Studio MDHR ignored the context and history of the aesthetic it "so faithfully" replicated. Cole identifies that much of the imagery that Studio MDHR took from the Fleischer style effectively carried the racial stereotypes of the 1930s Harlem and minstrel shows that the animation style was built on. Chad and Jared Moldenhauer had stated prior to release that they wanted to make an animation style that harkened back to 1930s cartoons without getting ties to racism or minstrel shows in them. Maja Moldenhauer further stated that all they wanted from the Fleischers was the animation style and visuals, and that anything else happening "in that era we're not versed in it". In response to Cole's essay, Brandon Orselli of Niche Gamer defended the game as a tribute to that art style, writing that it was not meant to deliver narratives, or "go anywhere beyond where it needs to go in terms of its basic and child-like storytelling". Mike Mood, the creator of the episodic horror survival game "Bendy and the Ink Machine," which also uses rubber hose animation, has discussed wanting to make a cross over with Cuphead.

In the two first weeks of release, Cuphead sold over one million copies worldwide, which had risen to three million by August 2018.

### 奖赏

Entertainment Weekly placed Cuphead fifth on the list of its "Best Games of 2017", while GamesRadar ranked it ninth on their list of the 25 Best Games of 2017", and Polygon ranked it 14th on their list of the "50 best games of 2017". In Game Informer's Reader's Choice Best of 2017 Awards, the game won the "Best Microsoft Game" and "Best Co-op Multiplayer" categories, while it came in third place for "Best Action Game". The website also gave it the awards for "Best Microsoft Exclusive" in their "Best of 2017 Awards", and for "Best Bosses" in their 2017 Action Game of the Year Awards. EGMNow ranked the game at #2 on their list of the 25 best games of 2017, while Ben "Yahtzee" Croshaw of Zero Punctuation ranked it third on his list of the Best Games of 2017. The Verge named it one of their 15 best video games of 2017.

Cuphead was nominated for "Breakout Game of the Year" in PC Gamer's 2017 Game of the Year Awards, and won the award for "Best Xbox One Game" in Destructoid's Game of the Year Awards 2017. It also won the award for "Best Xbox One Game" and "Best Art Direction" in IGN's Best of 2017 Awards, whereas its other nominations were for "Game of the Year", "Best PC Game", "Best Platformer", "Best Original Music", and "Best Multiplayer". The game also won the award for "Best Looking Game" and "Best Style", in addition to being runner-up for "Best Shopkeeper" for the character Porkrind, "Best Music", "Best Debut", and "Game of the Year" at Giant Bomb's Game of the Year 2017 Awards.

## 其它媒体

### 电视剧集

*主页面：The Cuphead Show!*

In July 2019, Netflix announced *The Cuphead Show!*, an animated series based on the game. It will feature adventures of Cuphead and Mugman across Inkwell Isle, exploring areas and characters beyond those in the video game. While the series will be targeted for children, StudioMDHR also antipicated that they will include humor and gags for adult audience appreciation. The series will be animated, but will not be as meticulously done as the video game using traditional pen-and-paper methods, as it would take far too long to complete, but will still feature hand-drawn characters and movement but with aid of a digital medium. Chad and Jared Moldenhauer from StudioMDHR will be executive producers along with CJ Kettler from King Features Syndicate. Dave Wasson and Cosmo Segurson will co-executive produce, while Clay Morrow and Adam Paloian will be supervising directors.

画廊
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### 包装盒/封面图

Steam封面另一个Steam封面在线Game Code封面GOG封面Xbox One/Windows 10 数字版封面Xbox One封面
### 广告

Mac系统宣发广告Steam新年促销广告NS宣发广告特斯拉宣发广告茶杯头PS4版宣发广告
### 其它

2014年E3海报宣传海报
音效
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## 冷知识

* 《茶杯头》最初的情节与最终版本区别很大。被砍掉的概念情节包括茶杯头使用最后的十分钱进入了一场锦标赛，需要打败8个头目以获胜，而可选择的武器也较少。
	+ 这个版本的信息很少，只能从游戏文件、早期采访与预告片中获得。
		- 早期预告图中，康乃馨·卡格尼位于屏幕左边，并且默认动画会做出“正面上我啊”的动作。
		- 伟大的古比会在教程结束后立刻与茶杯头对战。
		- 在游戏文件与早期宣传片中可找到许多未使用的武器。
	+ 早期演示版中，敌人在被攻击时会闪烁红色。
		- 这点很有可能因为照顾光敏性癫痫患者而改掉了。