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63.44% Video Game Tycoon in Tokyo / Chapter 309: Face-to-face encounter: A behavior of humiliation or embarrassment

Chapter 309: Face-to-face encounter: A behavior of humiliation or embarrassment

This time it's the real 3D Mario.

Mario 64 was also a groundbreaking game, as it almost laid the foundation for the structure of 3D games.

Through this game, it showed the world the general approach to 3D third-person games.

Then, with the arrival of The Legend of Zelda: Ocarina of Time, it thoroughly established the rules of 3D games, being the pioneer of almost all 3D third-person adventure games.

Of course, the players in this world don't know these things yet. They are currently fully focused on watching Takayuki play the latest Mario 64 on the television.

"This time, with the powerful capabilities of the GS1, our Mario enters the 3D world for the first time. In this world, Mario has more room for expansion, and there are more diverse ways to play."

Takayuki explained to everyone as he played.

In the game, Mario entered Princess Peach's castle through a pipe.

This was the first time the castle was presented in 3D before everyone.

Compared to the Mario 64 from the previous world, the graphical quality of Takayuki's version was noticeably better. After all, the performance of the gaming console itself was already strong enough, and the development team was capable enough, supported by the current technology to fully develop a game.

Through the controller's operation, people finally understood the function of this joystick.

By manipulating the joystick, characters in 3D scenes could move and change perspectives in a smoother and freer manner.

The left joystick moved the character, and the right joystick moved the camera angle. This control logic was very comfortable, much more comfortable than the dry movement of the camera angle with a mouse.

Mouse and keyboard controls might only be more advantageous in real-time strategy and first-person shooter games; in other games, controllers were more popular.

The demonstration lasted for five minutes, covering the initial plot of Mario 64 roughly.

The players were already getting immersed in it, starting to imagine the scenes when they played Mario 64 themselves.

After the demonstration of Mario 64 ended, the face-to-face meeting came to a close.

This face-to-face meeting was exploding with content, even a bit overflowing.

And it's estimated that it would be difficult to have another face-to-face meeting like this in the next five or six years.

Naturally, the players were very satisfied.

Because they had many new games waiting for them to play, which was the happiest thing for players.

After the face-to-face meeting ended, the community's discussion threads started growing explosively.

Those TV users who were mesmerized by the live broadcast quickly poured into the community forums to discuss excitedly.

Some were discussing Need for Speed, while others were discussing Mario 64.

Interestingly, discussions about the GBA were relatively scarce.

Because the new GS1 console stole all the limelight.

While the players were happy, their peers were starting to feel immense pressure.

Gamestar's face-to-face meeting this time could be said to have raised the standard of game development by a large margin.

Previous game development could be considered as just dipping one's toes. Small teams of seven or eight people could start developing games, and the development cycle usually didn't exceed half a year.

However, with the arrival of the 3D era, when GameStar Entertainment's 3D games were released, they truly realized that electronic games seemed to no longer be the small-scale business they used to be.

Among many peers, Hayakawa Ujito and all the members of his department watched this face-to-face meeting at the company.

As soon as the face-to-face meeting ended, Hayakawa Ujito called these people to the meeting room for discussion.

The developers in the department could clearly see one thing: the difficulty of developing games by GameStar Entertainment had greatly increased compared to before.

From this, it could be seen that GameStar Entertainment had probably been preparing for this for many years, perhaps even earlier than people imagined.

In this regard, Hayakawa Ujito was obviously clearer.

Shortly after the SFC was released, he had learned from some internal sources that GameStar Entertainment planned to develop a 3D graphics game console.

That should have been in 1995.

If we count from that time, it took three years to develop the gaming console, followed by simultaneous development of multiple games.

Now, Hayakawa Ujito suddenly remembered something.

That was when the SFC was about to be forcibly open-sourced by the United States, and some game studios of GameStar Entertainment quickly developed some fast-food-style games.

Each game had a small volume, with an average gameplay content of only ten to twenty hours, and of course, a low price.

Having been in the game industry for several years, Hayakawa Ujito judged at that time that the development speed of these games would be very fast.

Especially with the technological strength and number of talents in GameStar Entertainment, the speed would be even faster.

These fast-paced games would not consume too much energy and would not lead to any overtime work.

However, during that time, the employees of GameStar Entertainment began to work overtime.

Outsiders all thought that GameStar Entertainment was frantically producing some cheap fast-food games, preparing to make a final profit.

But from his many years of dealing with them and GameStar Entertainment, Hayakawa Ujito was very clear that the pursuit of the young president, Takayuki, would definitely not be so perfunctory.

It's just that at that time, he only had a vague premonition, but because he didn't get any substantial information, he didn't dare to draw any conclusions.

But now, he could be sure that the busy period of GameStar Entertainment before was all preparation for this outbreak.

For some reason, Hayakawa Ujito felt very happy when he saw such a strong competitor.

It meant that this industry had a brighter future.

So, as long as Sury Electronics developed steadily, electronic games might become one of the pillar industries of the company.

Now, as his father's retirement was approaching, what he needed to do was to try to establish his own team as quickly as possible.

Starting with electronic games.

He needed to find ways to obtain more financial support. Now, he decided to take a gamble, investing more funds regardless of the cost. Success or failure depended on this move.

And Takayuki gave him great confidence; he was confident that his gamble would not fail.

Some American peers were not feeling well at all after watching this face-to-face meeting.

They watched the live broadcast during the day, which directly led to their emotions being very bad throughout the day.

These were the guys who had previously targeted GameStar Entertainment.

Seeing that GameStar Entertainment seemed to be really making a comeback, it was truly uncomfortable.

Most importantly, the speed of GameStar Entertainment's comeback seemed a bit too fast.

The new regulations had just been announced and settled, and GameStar Entertainment immediately followed with a big move, which was somewhat embarrassing for the US Department of Justice.


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