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Many people across continental Europe shared the sa sense of obsession with Super Soccer Tournant as Carson did.

In the first week, however, sales of Super Soccer Tournant in Europe weren't particularly high.

Most players had already been drawn in by the earlier release of FIFA, and many didn't yet have the ti or impulse to try another soccer ga, even if they were curious.

Especially considering that playing this new ga also required buying a new console, which made early adopters even rarer.

As a result, Super Soccer Tournant only just crossed 500,000 units in its first week in Europe.

At that ti, the install base for the GS1 console in Europe was only around two million.

So based on attach rate, the ga reached about 25% of all GS1 users—a remarkable achievent for any ga's first week.

...

...

anwhile, Surei Electronics had an advantage as they'd launched earlier, capturing market share first.

Their ho console had already sold over six million units in Europe—an impressive number.

This was exactly why Hayakawa Ueto was thrilled.

With FIFA gaining rapid traction in Europe, he even applied for exclusive privileges from FIFA, securing a more favorable revenue share.

Previously it was a 70-30 split, but now YOO could take over 80% of the sales.

For digital sales, the cut could reach 90%. A clear show of FIFA's strong commitnt to YOO.

It was a win-win situation for both sides.

Nagao A finally had a mont to bask in glory.

Especially after Gaster Electronic Entertainnt launched Super Soccer Tournant, and though there were no official sales reports, Nagao managed to estimate the first-week numbers through various channels.

He concluded: it definitely didn't exceed one million.

That only made him more excited.

He couldn't resist hopping onto social dia, arrogantly proclaiming that the European market now belonged to YOO, and Gaster Electronic Entertainnt should just back off.

In the realm of football gas, he, Nagao A, would reign as king.

"President, we shouldn't get complacent. In terms of gaplay experience... Super Soccer Tournant is actually better than ours."

While Nagao was gleefully taunting Gaster on social dia, the head of his dev team approached him with clear concern.

He was a veteran developer who had once attended Gaster's ga developnt workshops.

That made him part of the first generation of true ga developers.

Later, he joined an independent studio, beca a lead dev, and when YOO acquired their company, the original founder cashed out, leaving him in charge of the team.

His experience was unquestionable—more than qualified to lead a project—and his judgnt of gas was just as sharp.

When he finished developing their FIFA football ga, he had been genuinely proud. It was the first ti he'd built sothing entirely with his own hands, without external help. His ga.

Without any competition at the ti, he thought it set the bar for football gas.

He even believed that Gaster wouldn't surpass them.

But when Super Soccer Tournant finally dropped, he realized how naïve he'd been.

As a developer, he could feel the real difference between gas. On the surface, they looked similar—but once you played, the gap was enormous.

So the mont he played Super Soccer Tournant, he ca straight to Nagao.

But Nagao wasn't pleased.

What's with this guy? Did I treat him poorly or sothing? Why co at with this now?

You helped develop our ga too—shouldn't you be hyping it up, not singing praises for the competitor?

Nagao frowned and said, "We've already achieved success in sales. The data speaks for itself. Doesn't that an we've won?"

They had hit one million in their first week.

Gaster? Less than a million.

That was a conservative estimate. Based on various collected figures, their team guessed it was around 500,000.

That was a full 2x difference.

If Super Soccer Tournant was so good, why weren't people playing it?

"President, first-week sales only reflect user retention and marketing montum. They don't fully determine a ga's quality. Sotis, huge launch numbers are simply the result of aggressive promotion—like with our FIFA. We had a huge marketing advantage. That doesn't an the ga is unbeatable."

This opinion actually ca from one of Takayuki's lectures back during a ga dev workshop.

In his past life, Takayuki had seen countless gas with explosive launches crash and burn quickly afterward.

So titles were fundantally flawed but sold well thanks to studio reputation and marketing.

But the truth?

The gas were awful.

After buying them, players felt cheated. Their faith in the ga—and the company—would plumt.

Now, their FIFA ga wasn't that bad. It was solid, even polished. But compared to Super Soccer Tournant, it felt like a ga from a different era.

That ga was a clean dinsional cut above.

"?"

Nagao blinked, question marks filling his head.

Why won't this guy shut up?

He got even more annoyed.

"What kind of nonsense is that? Where'd you hear it? Sales data is proof enough. Our player feedback has been overwhelmingly positive too, hasn't it?"

The lead dev replied patiently, "True, feedback has been good. And if we didn't have real competition, I'd be fine saying we're the best. But now we're clearly outmatched. I believe we should—"

Nagao cut him off with a wave.

"Enough. I don't want to hear any more. You're clearly still green when it cos to marketing. Just focus on developing the gas. Leave the rest to others."

All he wanted now was to keep dunking on Gaster Electronic Entertainnt online.

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