After the intense sales of Super Mario 3 in its first week, the Famicom once again attracted attention.
At this ti, players couldn't really say what kind of gaplay was fun and what wasn't. They only knew what could bring them joy.
So even now, the results of surveys are basically aningless.
Only in the future, after a truly systematic system, similar to the Hollywood blockbuster system, is established, can we really research what can beco popular and what will be unpopular.
In the second week, Super Mario 3 sales: 73424 copies.
In the third week, Super Mario 3 sales: 52342 copies.
Super Mario reached two hundred thousand sales in just three weeks.
No one would dislike such a rich gaming world.
And the programrs at Suri Electronics wanted to create sothing on the scale of Super Mario 3. With the current performance of ga consoles, it's simply not possible, at least another level of improvent is needed.
It's not that they can't create such a ga. Given a year or two, it's sowhat possible. But their bosses only gave them a month.
A month is simply not enough to create such a ga.
That's just not sothing humans can do.
You ask how Gastar Entertainnt did it?
I refuse to answer that question.
The sales record of the Famicom has also reached four hundred thousand units, and it has begun to spread to almost half of Japan's cities. More and more stores selling Famicom have erged.
This is a clearly visible money-making opportunity, and no one is willing to give it up. More and more electronics stores managers are competing to obtain Famicom sales authorization.
Especially in this already depressed era, the Famicom has beco a cheap and quick source of pleasure, much cheaper than partying and drinking.
When the ti ca to the third week of Super Mario sales, the first third-party ho console ga in the world was officially released.
The ga was developed by an independent production group nurtured by Gastar Entertainnt, with the producer being Kazuma Yumikage.
He was originally a person with little initiative, but when he first entered the world of creating gas, he experienced unprecedented joy.
The entire team consists of six people responsible for programming and planning. They were ford during the process of learning ga developnt and completed the first third-party ga in just over a month. It was determined by Gastar Entertainnt's evaluation criteria that it could be released on the Famicom platform.
The ga is called: Ninja Project.
Ninjas in Japan are a perennial topic, almost synonymous with warriors in Japan.
So just the word "ninja" alone attracted a lot of interest.
The gaplay of the ga is similar to Contra, both are side-scrolling platform gas. It also deliberately strengthened the story content of the ga, roughly speaking, there was a traitor in the ninja village, and the strongest ninja, the player, was sent out to capture the traitor, defeating enemies along the way and bringing back the traitor's head to report.
The price of this ga is only three thousand, considered a low-priced ga on the Famicom, and it has attracted a lot of attention just because of its low price. In the first week, sales reached more than twenty thousand, bringing in over twenty million yen in inco for this team in one go, proving that the efforts of six people for over a month were not in vain. And this is only in the first week.
Even if sales gradually decline in the future, their ga production this ti can be said to be a great success. The small group of six people also held a celebratory party, and they also visited Gastar Entertainnt to express their gratitude for their cultivation.
Then they began to prepare enthusiastically for the production of the next ga.
And this can truly be called the world's 'first' good ga.
The first good ga made by people in this world.
At the sa ti, the release of this third-party ga is just a good example for publicity.
Look, with just a few people making gas, you can get rich returns. As long as you have creativity and are willing to invest, even if you are busy, as long as you have free ti, Gastar Entertainnt will help you, of course, we will take a cut from it.
Everyone participating in Gastar Entertainnt's ga developnt course will sign an agreent. Ga developers can enjoy all the copyrights of the ga, but the first ga must be released on the Famicom. If the ga does not et the publishing standards of the Famicom, then the agreent can only be terminated after producing a ga that is qualified enough.
With the first successful example of independent ga developnt, more people have clearly started to participate in Gastar Entertainnt's ga developnt course.
At this point, many people have realized that the Famicom is not just a product made by a company.
It's more like a platform, a platform for everyone. As long as you have the ability, you can join in ga developnt and earn returns.
And it seems that only a few people can get started, which is quite different from the traditional film and television dia industry.
For a while, there was a steady stream of people wanting to participate in ga developnt.
When the Super Mario sales reached a month later, Gastar Entertainnt promptly released a brand new ga.
This ti it was a football ga in the sports category, simply called Soccer Kid, jointly developed by the new third and fourth production teams.
Because there was no Captain Tsubasa manga in this world, and football didn't bring much of a craze to Japan in a short ti, Gastar Entertainnt made this ga more to let the third and fourth teams familiarize themselves with the ga developnt process and to occupy a spot in the football category for future use.
Due to the lack of a football market, sales were significantly lower than the first-week sales of Super Baseball, also in the sports category. In the first week, Soccer Kid sold just over fourteen thousand copies.
Although it was only over ten thousand copies, the online reviews were good. So people seed to be enthusiastic football fans and even praised the professionalism of Soccer Kid, although it's just in comparison to that era.
Although the sales were low, the reviews were good, coupled with Gastar Entertainnt's encouragent, this made the third and fourth ga developnt teams feel that their efforts were not in vain. At least there were many people who supported and praised them, and there were not many negative reviews for a practice work, which was already pretty good. Sales were secondary.
Following this, the two teams split up and officially entered the ga developnt process.
For the four ga developnt teams, the first ga developnt team's developnt ti was set to one year.
And the production ti for the other three teams' gas was extended to three months per ga.
The production cycle of future gas will inevitably beco longer, eventually stabilizing at the rate of one ga per year to three years for an average studio. This is the normal output of gas, which can be guaranteed in terms of quality and quantity. The good gas of the past were also few, and it's not possible to endlessly squeeze. People in this world must create excellent gas themselves.
Things were booming on the Famicom side.
As for the ga developnt departnt of Suri Electronics.
It's not so good now.
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