This ti it's the real 3D Mario.
Mario 64 was also a groundbreaking ga, as it almost laid the foundation for the structure of 3D gas.
Through this ga, it showed the world the general approach to 3D third-person gas.
Then, with the arrival of The Legend of Zelda: Ocarina of Ti, it thoroughly established the rules of 3D gas, being the pioneer of almost all 3D third-person adventure gas.
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 ti, with the powerful capabilities of the GS1, our Mario enters the 3D world for the first ti. 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 ga, Mario entered Princess Peach's castle through a pipe.
This was the first ti 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 developnt team was capable enough, supported by the current technology to fully develop a ga.
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 cara angle. This control logic was very comfortable, much more comfortable than the dry movent of the cara angle with a mouse.
Mouse and keyboard controls might only be more advantageous in real-ti strategy and first-person shooter gas; in other gas, controllers were more popular.
The demonstration lasted for five minutes, covering the initial plot of Mario 64 roughly.
The players were already getting imrsed in it, starting to imagine the scenes when they played Mario 64 themselves.
After the demonstration of Mario 64 ended, the face-to-face eting ca to a close.
This face-to-face eting was exploding with content, even a bit overflowing.
And it's estimated that it would be difficult to have another face-to-face eting like this in the next five or six years.
Naturally, the players were very satisfied.
Because they had many new gas waiting for them to play, which was the happiest thing for players.
After the face-to-face eting ended, the community's discussion threads started growing explosively.
Those TV users who were srized by the live broadcast quickly poured into the community forums to discuss excitedly.
So 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 lilight.
While the players were happy, their peers were starting to feel imnse pressure.
Gastar's face-to-face eting this ti could be said to have raised the standard of ga developnt by a large margin.
Previous ga developnt could be considered as just dipping one's toes. Small teams of seven or eight people could start developing gas, and the developnt cycle usually didn't exceed half a year.
However, with the arrival of the 3D era, when GaStar Entertainnt's 3D gas were released, they truly realized that electronic gas seed to no longer be the small-scale business they used to be.
Among many peers, Hayakawa Ujito and all the mbers of his departnt watched this face-to-face eting at the company.
As soon as the face-to-face eting ended, Hayakawa Ujito called these people to the eting room for discussion.
The developers in the departnt could clearly see one thing: the difficulty of developing gas by GaStar Entertainnt had greatly increased compared to before.
From this, it could be seen that GaStar Entertainnt 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 so internal sources that GaStar Entertainnt planned to develop a 3D graphics ga console.
That should have been in 1995.
If we count from that ti, it took three years to develop the gaming console, followed by simultaneous developnt of multiple gas.
Now, Hayakawa Ujito suddenly rembered sothing.
That was when the SFC was about to be forcibly open-sourced by the United States, and so ga studios of GaStar Entertainnt quickly developed so fast-food-style gas.
Each ga had a small volu, with an average gaplay content of only ten to twenty hours, and of course, a low price.
Having been in the ga industry for several years, Hayakawa Ujito judged at that ti that the developnt speed of these gas would be very fast.
Especially with the technological strength and number of talents in GaStar Entertainnt, the speed would be even faster.
These fast-paced gas would not consu too much energy and would not lead to any overti work.
However, during that ti, the employees of GaStar Entertainnt began to work overti.
Outsiders all thought that GaStar Entertainnt was frantically producing so cheap fast-food gas, preparing to make a final profit.
But from his many years of dealing with them and GaStar Entertainnt, 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 ti, 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 GaStar Entertainnt before was all preparation for this outbreak.
For so reason, Hayakawa Ujito felt very happy when he saw such a strong competitor.
It ant that this industry had a brighter future.
So, as long as Sury Electronics developed steadily, electronic gas might beco one of the pillar industries of the company.
Now, as his father's retirent was approaching, what he needed to do was to try to establish his own team as quickly as possible.
Starting with electronic gas.
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.
So Arican peers were not feeling well at all after watching this face-to-face eting.
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 GaStar Entertainnt.
Seeing that GaStar Entertainnt seed to be really making a coback, it was truly uncomfortable.
Most importantly, the speed of GaStar Entertainnt's coback seed a bit too fast.
The new regulations had just been announced and settled, and GaStar Entertainnt imdiately followed with a big move, which was sowhat embarrassing for the US Departnt of Justice.
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