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82.95% Video Game Tycoon in Tokyo / Chapter 404: The finalization of the new handheld gaming device

Chapter 404: The finalization of the new handheld gaming device

Through this experience, Takayuki received countless praises.

Many media outlets began to praise Takayuki's sense of social responsibility, believing that he successfully opened up a new path for electronic games with a mission.

Naturally, the Japanese government was even happier.

The linkage and adaptation of this movie and video game can be considered quite successful.

This could be counted as an achievement.

So they decided to push harder, urging other types of cultural products to continue this kind of adaptation.

Of course, whether the results will be as good as "Phoenix Wright: Ace Attorney" is hard to say.

Adaptation has always been a pitfall, and not everyone can achieve perfection.

Takayuki's collaboration in this adaptation forcibly brought together two different fields from the previous life, both of which were successful enough works, and added some social impact effects to achieve this result.

If it were someone else, they might not necessarily achieve such an effect.

But this wasn't something Takayuki needed to worry about.

Nowadays, he's quite a slacker; the rare thing every day is to play games and live an ordinary life.

Occasionally having such an event was quite nice.

During this period, another person quietly reappeared in people's sight.

That person was Kazuo Murakami.

Having become a college student again, he reestablished a new company.

This time he would be the sole proprietor, naturally not needing any capital intervention since he was already rich enough.

He could freely indulge in his love for electronic games.

Without considering any profit factors, as long as he could express his opinions on electronic games freely.

And the former Ichiro Games website had truly become a thing of the past.

Without Kazuo Murakami, the soul of that person, the website quickly declined.

Kazuo Murakami's father's ambition also completely failed.

To prevent Kazuo Murakami from repeating the same mistakes, Takayuki also placed some restrictions on Kazuo Murakami.

Next, Gamestar Entertainment would become Kazuo Murakami's long-term sponsor.

Kazuo Murakami was obliged to promote the games from Gamestar Entertainment first. Of course, if the games were rubbish and not fun, Kazuo Murakami could also criticize them, and Takayuki could ensure that he wouldn't hold it against him.

However, Gamestar Entertainment wouldn't directly participate in game awards anymore.

Because every time there was an award selection, Gamestar Entertainment almost always won first place without suspense.

Always winning first place would make other competitors despair.

In terms of sales alone, it was already enough to make people despair. If your game won best game every year and monopolized almost all other awards, it would be meaningless, and it wouldn't be good for the development of the gaming industry either.

When an industry develops to a certain extent, a more professional and fair award system is the inevitable path to take.

Takayuki didn't plan to be a participant anymore in the future, but rather a true judge. However, he wouldn't appear publicly; he would just give his opinion on some game awards.

Takayuki's ultimate goal was to see a variety of electronic games flourish in this world. Always playing old games from the previous life was somewhat boring; his biggest expectation was to be able to play high-quality games from this world.

Now that the game industry was basically mature, this was the seed he had personally planted, and now it was almost time to reap the rewards. This was one of the reasons why he had spent a lot of time slacking off recently.

He wanted to experience as many interesting games unique to this world as possible.

By the second half of 2001, the customization of the chips and the design of the latest handheld consoles had basically been finalized.

The appearance would be very similar to the PSP from the previous life.

There would be a five-inch front touchpad and the almost useless rear touchpad from the previous PSP would be removed.

At the same time, universal storage cards would be used.

The future of games belonged to the storage era, not the so-called discs. Takayuki was very clear about this, so he specifically requested the engineering development department to ensure that the storage space for games was large enough.

Next was the development of the latest game cartridges.

Thanks to the advanced technology level of this world, it was now possible to fit a 56GB capacity game into a cartridge the size of a thumb.

So, it was just right to develop smaller cartridges to facilitate players in storing and collecting physical cartridges.

In the past, cartridges were too large due to cost and other considerations, which hindered the portability of games. This time, Takayuki decided to solve these problems all at once.

These were all experiences of success from the future, and Takayuki avoided many pitfalls once again.

In addition to these, the game handheld console itself would be equipped with dual joysticks and shoulder buttons on each side.

At the same time, Takayuki also requested the engineering development department to reserve a position for a second shoulder button on top of the game handheld console.

This was equivalent to providing an interface for future games that required multiple buttons to play.

Making such an interface didn't cost much in itself; it was done incidentally.

So, the basic specifications of such a handheld console were completely determined.

The remaining task was to continuously test the compatibility of the prototypes in the remainder of this year to ensure that the prototypes were stable enough.

Takayuki didn't want his game console to have serious flaws like the "red ring of death" issue that plagued game consoles from the previous world; such things could really damage one's reputation.

Both Microsoft and Sony had suffered major setbacks in this regard in the previous world.

Then, when the new handheld console was almost tested in the second half of the year, it would be exhibited at the Consumer Electronics Show early next year.

This was a truly modern handheld console.

In the past, Takayuki had only made game consoles that lagged behind the technological era of this world.

After basically reaping the benefits of these outdated game consoles, Gamestar Entertainment finally became a behemoth in the gaming industry. At this point, Takayuki could finally do something bigger.

However, just as Takayuki continued to supervise the development of the new handheld console, a new round of attacks from competitors suddenly struck.

Suirui Electronics released their latest handheld and game consoles just before Christmas.

The handheld and consoles were released simultaneously, and Suirui Electronics even completely copied the format of Gamestar Entertainment's face-to-face meeting, broadcasting their own event on another large television network and online streaming platform.

Of course, Suirui Electronics' live broadcast wasn't called a face-to-face meeting; they called it a "Future Encounter", meaning to show players the future of gaming.

Unexpectedly, this was truly beyond Takayuki's expectations.

According to the usual routine, the release of new electronic products should be concentrated at large exhibitions.

Because the effect of product exhibitions during specific periods was the best; the effect of early exhibitions would be greatly reduced.

But early exhibitions also had another advantage: it caught competitors off guard.


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