Takayuki believes that the internet is definitely a great channel that he cannot easily give up. At the same time, it is also a gateway open to the world, making it easier to spread game consoles, which will be very effective for future global promotion.
Faced with the sudden appearance of a competitor, Takayuki's side at Gamestar Entertainment doesn't seem to have much of a reaction.
This instead puzzles Suiri Electronics.
They have already prepared to counterattack at any time, the legal department has assembled a team of lawyers, and a ton of documents have been prepared.
However, they found that the other party had not responded in any way to their claims of infringement, and they didn't know the reason.
Takayuki's side paid no attention to the other party, and he continued to do things at his own pace.
Their game console still has a month before release. Since there's no need to compete fiercely in terms of promotion, why not spend that time making a game?
So, Suiri Electronics started promoting their product vigorously, quickly capturing the attention of more people.
As for Takayuki, he set up a game development workshop in the company, recruiting those interested in game development to join and promising game developers a certain reward.
If a game made by them passes the review, they can manufacture ten thousand game cartridges at Gamestar Entertainment without paying any deposit. After deducting the cartridge production cost, Gamestar Entertainment will take a thirty percent cut of the cartridge sales, and the distribution channel will take another thirty percent, leaving the remaining forty percent for the game development team.
Gamestar Entertainment can earn thirty percent of the money without spending any costs, which may not seem like much for one or two development teams, but what about dozens or hundreds of them?
This is probably more profitable than making games themselves.
However, making money is not the purpose of setting up the workshop. People in this world are not short of ideas; they just lack the means to realize them in game development.
Takayuki still hopes that more people will get involved in game development. When they see that game development can also be profitable, this industry will also enter a virtuous cycle.
With the current capabilities of the Famicom, an average team of about five people can start creating games, without the need for a particularly complex personnel configuration.
At this time, programmers and artists can also handle both, only needing someone to design the game cover. Gamestar Entertainment's several professional artists can help, just paying them extra.
During the Atari era in his previous life, even just one programmer could make four or five games in a month, but the quality was questionable.
After the release of Red Fortress, Takayuki temporarily slowed down the pace of the second game development team and allocated their time to teach newcomers how to truly make a game.
They now have a lot of experience, so teaching others how to make games is not a problem, and it also allows for introspection, which is also beneficial for their future game development.
At the same time, there are two more game development departments that were recently established. Takayuki plans to let these two departments produce games of specific categories in the future, just like the first development department. Then, some classic series can be directly handed over to one of the two groups for long-term projects, such as The Legend of Zelda and Final Fantasy.
As for Takayuki himself, he has gone back to work on developing games again, but this time, he needs to bring more people along.
Compared to managing the company, he feels that he still prefers game development. Moreover, since competitors have emerged, he should at least counterattack with video games, truly teaching them a lesson.
In response to the opponent, the game he is preparing to make is Super Mario 3.
Super Mario 3 can be said to be a milestone in the gaming industry.
According to a survey conducted by a certain media outlet in Takayuki's previous life, no game developer had not played Super Mario 3.
This is one of Mario's peaks.
Takayuki originally wanted to wait a little longer, as this could be considered a big move for the Famicom, but it seems he has to start making it earlier.
Previously, the total capacity of both Mario games was about several tens of kilobytes.
While Takayuki and his team started working on it, the maximum cartridge capacity limit for the Famicom was 256KB.
This was also the initial limit of the Famicom's capabilities.
But the game capacity for Super Mario 3 is 384KB.
Clearly exceeding its own capacity limit.
However, programming has a kind of magical charm, and many game developers in the late 80s and 90s were called miracle masters.
They always managed to fill the limited capacity with fun stuff and no problems at all.
Now Takayuki is just replicating what the predecessors have done.
With several programmers transferred from the first game development team, they began a busy month-long period.
In fact, except for Takayuki himself, the other programmers are only assisting. Takayuki is the main force.
They simply complete the programming according to Takayuki's requirements, then Takayuki checks and compresses the capacity and writes it into the cartridge.
They watched Takayuki cram hundreds of KB of code written earlier into the limited-capacity cartridge, and the cartridge could still run perfectly, leaving them stunned, repeatedly exclaiming that they never knew this could be done.
The promotion of Super Mario Bros. 3 is also underway at the same time; it seems that this is the way to counter the competitor.
Using their own game to confront the opponent's game console, to see which is more important, the game or the game console.
When those kids who really liked Super Mario saw the sudden appearance of the third generation, they were all confused at first.
"Did we miss something? Why did Super Mario 3 suddenly appear? What about Super Mario 2?"
"I don't know. Could it be that the numbers don't represent the order of the games?"
"Forget it, who cares? Since Super Mario 3 is out, we must buy it!"
The kids quickly stopped worrying about the numerical issue. There's a new game coming out, and it's a sequel to Super Mario, which is great.
Anyone who owns a Famicom has played Super Mario.
On the one hand, because of the reasons associated with the game console itself, even if one is not interested, they will play a few rounds.
On the other hand, Super Mario itself is very interesting; adults may not be so keen, but children love it.
Now Super Mario has become the second most popular character in the hearts of children.
The first one is the protagonist of the world's special effects drama, Jiaziyuan Superman.
It seems to be a long way to go to shake the position of this special effect hero in the hearts of children.
As for the parents hearing this news, they are not too happy.
In the past, some of the games released were liked by children, and if they wanted to buy them, parents would issue blank checks, and the children would eventually forget about them.
But Super Mario 3 is different.
No matter what they say, parents must buy it. Everything else can be compromised, but not Super Mario 3.
Parents are distressed.
They are not even as good as a game.
However, such parents are actually in the minority.
Because most parents, upon seeing Super Mario 3, also want to play, let alone their children.
During the same period as the release of Super Mario 3, the first game made by someone other than Gamestar Entertainment also began its promotional campaign. However, its release date would be staggered with Super Mario 3's, otherwise, this first game made by outsiders might not even be recognized by others.
You can come after you're done dealing with Suirui Electronics.