Takayuki believes that the internet is definitely a great channel that he cannot easily give up. At the sa ti, it is also a gateway open to the world, making it easier to spread ga consoles, which will be very effective for future global promotion.
Faced with the sudden appearance of a competitor, Takayuki's side at Gastar Entertainnt doesn't seem to have much of a reaction.
This instead puzzles Suiri Electronics.
They have already prepared to counterattack at any ti, the legal departnt has assembled a team of lawyers, and a ton of docunts have been prepared.
However, they found that the other party had not responded in any way to their claims of infringent, 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 ga console still has a month before release. Since there's no need to compete fiercely in terms of promotion, why not spend that ti making a ga?
So, Suiri Electronics started promoting their product vigorously, quickly capturing the attention of more people.
As for Takayuki, he set up a ga developnt workshop in the company, recruiting those interested in ga developnt to join and promising ga developers a certain reward.
If a ga made by them passes the review, they can manufacture ten thousand ga cartridges at Gastar Entertainnt without paying any deposit. After deducting the cartridge production cost, Gastar Entertainnt 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 ga developnt team.
Gastar Entertainnt can earn thirty percent of the money without spending any costs, which may not seem like much for one or two developnt teams, but what about dozens or hundreds of them?
This is probably more profitable than making gas 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 ans to realize them in ga developnt.
Takayuki still hopes that more people will get involved in ga developnt. When they see that ga developnt 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 gas, without the need for a particularly complex personnel configuration.
At this ti, programrs and artists can also handle both, only needing soone to design the ga cover. Gastar Entertainnt's several professional artists can help, just paying them extra.
During the Atari era in his previous life, even just one programr could make four or five gas in a month, but the quality was questionable.
After the release of Red Fortress, Takayuki temporarily slowed down the pace of the second ga developnt team and allocated their ti to teach newcors how to truly make a ga.
They now have a lot of experience, so teaching others how to make gas is not a problem, and it also allows for introspection, which is also beneficial for their future ga developnt.
At the sa ti, there are two more ga developnt departnts that were recently established. Takayuki plans to let these two departnts produce gas of specific categories in the future, just like the first developnt departnt. Then, so 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 gas again, but this ti, he needs to bring more people along.
Compared to managing the company, he feels that he still prefers ga developnt. Moreover, since competitors have erged, he should at least counterattack with video gas, truly teaching them a lesson.
In response to the opponent, the ga 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 dia outlet in Takayuki's previous life, no ga 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 gas 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 ga capacity for Super Mario 3 is 384KB.
Clearly exceeding its own capacity limit.
However, programming has a kind of magical charm, and many ga 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 programrs transferred from the first ga developnt team, they began a busy month-long period.
In fact, except for Takayuki himself, the other programrs are only assisting. Takayuki is the main force.
They simply complete the programming according to Takayuki's requirents, 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 sa ti; it seems that this is the way to counter the competitor.
Using their own ga to confront the opponent's ga console, to see which is more important, the ga or the ga 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 sothing? 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 gas?"
"Forget it, who cares? Since Super Mario 3 is out, we must buy it!"
The kids quickly stopped worrying about the nurical issue. There's a new ga 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 ga 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 beco 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, so of the gas 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 ga.
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 sa period as the release of Super Mario 3, the first ga made by soone other than Gastar Entertainnt also began its promotional campaign. However, its release date would be staggered with Super Mario 3's, otherwise, this first ga made by outsiders might not even be recognized by others.
You can co after you're done dealing with Suirui Electronics.
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