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23.81% Video Game Tycoon in Tokyo / Chapter 116: Explosive sales

Capítulo 116: Explosive sales

The overall image of Tamagotchi and the effect of its promotion are quite good. 

Girls with sweet smiles, coupled with those vivid and cute creatures, girls are hard to resist cute things.

And perhaps it's some kind of natural maternal instinct, cultivating and nurturing this kind of game also has a fatal attraction to them.

Moreover, this thing can also be a decoration.

On the second day, many shops that stocked Tamagotchi were selling very hot.

Two thousand yen, the price itself is not expensive, a primary school student can afford it with a little saving.

This thing itself doesn't have much technical content, the cost is low to the extreme. Even with packaging, producing one million units would average only five hundred yen each. After subtracting the costs of advertising, transportation, and retailer profits, the average cost would still be around five hundred yen. So a Tamagotchi sold for two thousand yen would double the profit, which is one thousand yen.

On the day Tamagotchi was released, sales briefly exceeded fifty thousand units.

The sales on the second day did not decrease at all, continuing to maintain at fifty thousand.

After a week, the weekly sales exceeded three hundred thousand.

This is much faster than the Famicom.

The fact that the price is affordable is the biggest help. Two thousand yen is almost affordable for any family, and they don't mind buying such a toy for their children.

This is not like a game console, where you have to buy games after buying it. Tamagotchi doesn't need to buy any additional products.

Of course, if you want to take care of it, buying a protective case or something is also normal, but then this thing is even less expensive.

With sales of three hundred thousand in the first week, Takayuki immediately signed a contract for two million units with their long-term manufacturing partner.

Selling Tamagotchi is part of Takayuki's plan to expand its player base.

Attracting more people who have never played games through cheap products.

Even though Tamagotchi is very different from real electronic games.

Even if people who like Tamagotchi may not necessarily like other electronic games, converting about ten percent is still a big profit.

Moreover, Tamagotchi itself is already making crazy money.

In just one month, Tamagotchi has become completely popular among children.

Girls often proudly show off their babies to others.

"Hey! Your little mouse at home is so cute!"

"Your big-eared rabbit is also very cute!"

"Shall we get married?"

"Okay, okay!"

As the first release location, Tokyo, it's not to say that every girl has a Tamagotchi, but it's almost there.

As the first to buy Tamagotchi, Kaoru Sakurai has become the most popular among her peers.

Because she always completes the nurturing of babies ahead of other children, she has more experience in nurturing Tamagotchi than other children.

And people with enough experience, like a living strategy guide, will be greeted politely by anyone.

Kaoru Sakurai also felt the feeling of being popular for the first time, and it was really wonderful.

Sales of Tamagotchi exceeded seven hundred thousand in a month.

If this is considered a game console, it has broken the record held by the Famicom.

And this momentum has not diminished at all.

Boys who admire girls will also work to buy Tamagotchi as a gift for the girls they admire.

Sometimes it leads to girls having several Tamagotchis in their hands, and girls are also worried about taking care of so many babies at the same time, feeling a bit tired.

But... it feels fulfilling.

Through the sales of Tamagotchi, as Takayuki expected, some girls gradually began to contact electronic games.

Originally, they were not very interested in electronic games because most electronic games are specifically designed for boys, and there are not many games for girls.

In order to make these girls accept electronic games, Takayuki released games exclusively for girls for two consecutive months.

One of them is a dress-up game, which is simply changing into various outfits. Takayuki randomly assembled a game development team, and it took less than a month to complete the game.

Even without Takayuki's intervention, they could handle all the game content and even conduct related tests.

Another game for women is a relatively simple side-scrolling jumping game.

There are more than fifty game characters in total, all familiar small animals from Tamagotchi.

On the Famicom, these small animals look more vivid and lively, jumping up and down on the screen, constantly passing levels.

Several programmers who had experience developing Super Mario Bros. 3 were responsible for making this game. For them, this was a piece of cake, and they didn't even need to fully understand the functions of the Famicom.

With these two electronic games specially designed for girls, the sales of Famicom, which were slowly decreasing, increased again to around one hundred thousand units per week.

For other gaming companies that participated, they never expected that Takayuki could play like this, and under the premise of already having an overwhelming advantage, it once again greatly increased their sales.

This is already more than Takayuki surpassing them by a lot.

Takayuki has thrown them a round of distance in the race, and the wheels have rolled over their faces.

At first, these people only thought that electronic games were for boys.

They didn't consider girls' issues.

Because they also can't figure out what kind of games girls would like.

But now Takayuki has given the answer.

You don't know, do you? Then let me, the godfather of electronic games, tell you the answer.

And expand the biggest market by another half.

In addition to these, Takayuki also knows that girls' money is the easiest to earn.

Most boys pursue gameplay, exquisite graphics, whether the story touches them, and so on.

But most girls don't require that much, as long as the game is cute and beautiful enough, it can attract their attention.

This is not something that Takayuki calculated, but the result summarized by mature electronic games in previous lives after countless years.

Of course, there will definitely be some exceptions, and there will really be girls who like games that are fun enough. In Takayuki, there is a special case, Usagi Tsukino.

She is rather disdainful of this Tamagotchi.

Because in her opinion, it has no technical content and cannot prove one's strength.


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