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In Huaxia, the ga magazines sold quite well at first, becoming a trend for a while, but Takayuki was not very sure about their sales in Japan.

However, Takayuki vaguely rembered that after the rise of gas in Japan in the 1980s, ga strategy guides beca treasures for many people.

So highly popular gas even had separate strategy guidebooks.

If you asked him what the best-selling ga strategy guidebook was, he couldn't quite rember, but he did recall that one of his favorite gas, Final Fantasy 7, sold over thirteen million copies, and the ga strategy guidebook sold millions as well.

So, this might also be a good business, and it could indeed be one of the ans to increase player retention.

A magazine specifically for ga promotion, and with Takayuki's current prolific output, ga magazines seed to have real potential.

"Veteran gars are enthusiastic about collecting everything about gas, including behind-the-scenes stories, the latest ga news, and so on, so don't worry about no one reading it. Therefore, please provide the latest information to the Spring Magazine as much as possible. The Spring Magazine will do its best to help any third party joining Gastar Entertainnt, assisting in promotion to make more money and gain more popularity."

At this point, many people were already sowhat intrigued; evidently, this sounded quite reasonable.

So also rembered the key words in Takayuki's speech, such as Ishimura Mino.

"President Takayuki, did you just say that the ga magazine is just one part of the expansion plan?"

"Yes, besides this, there are other promotion channels, such as the internet. However, for now, this can only be placed behind the ga magazine, but in the future, this channel will definitely be crucial."

Ga magazines would eventually be phased out in the future, but the internet would undoubtedly dominate.

It was like staking out territory early, taking advantage of the internet's rise to establish a specialized ga recomndation channel, making things easier in the future.

It wasn't easy for him alone to build such a promotion platform because there were only so many gas, but with more people involved, it would be different.

This was another move by Takayuki to recruit more people and bolster the scene.

The internet?

Oh, that was indeed secondary for now.

At this point in ti, the internet was just starting to gain traction.

It hadn't fully matured yet, so they didn't pay much attention to it.

"In the future, the monthly magazine will focus on ga strategies, behind-the-scenes stories, and so exclusive insider news. Additionally, I plan to establish a new platform on the internet, mainly for releasing the latest gaplay footage of gas, allowing people to have a more intuitive experience of the ga's visuals and gaplay. There will also be so video interviews in the future. Our company has already set up the website for this webpage, waiting for you to provide useful information and data."

Having an additional new promotional channel was always good. The representatives from Kubomoki and Wada were quite interested.

After the eting ended, the representatives of the two companies stayed behind and shared so recent progress in ga developnt and "underground news" with Ikeda Daigo.

In the next one to two months, the magazine would plan to publish its first issue, scheduled to coincide with the Red and White Machine reaching a million in sales.

This was also a symbolic celebration, and to celebrate the million sales of the Red and White Machine, Takayuki had also made so special preparations.

That was The Legend of Zelda, the first generation.

Before this, he had created the first RPG ga, Dragon Quest.

Initially, it didn't receive a good response.

The main reason was that there weren't many people with the patience to get into it from the start. Most were drawn to gas that provided more sensory stimulation.

But over ti, players began to imrse themselves in the richer core of the ga, and the highlights of Dragon Quest gradually erged.

In addition to these, Takayuki also revamped the gaplay of Dragon Quest 1, adding more content without major modifications to the story, making it easier for players to imrse themselves.

Otherwise, with the slightly flawed gaplay of the first generation, it would be even harder to get players imrsed.

Dragon Quest 1 allowed players to experience the charm of role-playing, and this ti, Takayuki planned to let them experience another type of role-playing ga.

The pioneer of action RPGs, The Legend of Zelda.

These types of gas could also be called real-ti action RPGs, where monsters didn't attack you in turns, but interacted with you in real-ti. You needed to respond imdiately, or the monsters would defeat you, increasing the urgency of the ga.

Alternatively, you could think of it as Contra where you could level up and get equipnt continuously, but The Legend of Zelda wasn't played in a scroll-like manner.

Moreover, apart from these, The Legend of Zelda also added decryption gaplay, letting players search for puzzles themselves, solve the secrets of the current level, and experience the thrill of cracking puzzles.

This was similar to reading detective novels. If you could solve the current problem before the characters in the novel did, you would also feel a sense of satisfaction.

Takayuki had been busy with this lately. It wasn't particularly difficult to do, but he wanted to do it patiently and well.

It was to celebrate the million sales of the Red and White Machine and to better showcase the charm of The Legend of Zelda to the world.

And, it was also to respond to Suirei Electronics' strong offensive.

Just a few days after Takayuki and the seventeen teams finished their eting, Suirei Electronics had already taken action.

After a quiet period of three or four months, they spent a lot of money to launch a new offensive on television.

Fuji Kojin, CJK, Baide... More than ten Japanese companies with so reputation in the electronic software field collectively supported them, and they would release their electronic gas or audiovisual software on Suirei Electronics' PN ga console simultaneously.

Yes, if you wanted, PN could even be used as a karaoke machine.

Suirei Electronics was inspired by the gun-shaped controller from Takayuki Entertainnt, realizing that controllers didn't necessarily have to have a specific shape. Unique controllers could serve so special purposes.

Since they couldn't temporarily get the gun-shaped controller due to patent restrictions, they simply developed a microphone controller. Designed by industrial giants, the microphone was small and exquisite, and it looked quite nice.

If you bought this microphone controller, it even included a ga that was said to allow singing. In the TV comrcial, the famous singer Nakamura Kaoru held the microphone controller and sang her most famous song loudly, sounding very moving in the ad. After the famous singer's song ended, a perfect score of 100 appeared on the screen, followed by a burst of brilliant fireworks celebrating the songstress, who also flashed a smile that could captivate all beings at the sa ti.

Then the image of the songstress gradually dimd, and the full view of the microphone controller appeared on the TV screen, with big letters underneath saying: Officially on sale! Only 7000 yen to get the songstress's voice!

But that wasn't the end. After the advertisent for the microphone controller ended, suddenly another image appeared. Several products outlined with black borders were lined up from left to right, looping on the screen, while several big characters were written below the TV screen: Possess controllers with more infinite possibilities! Stay tuned!

This advertisent lasted a full three minutes, and there was not a single repetition in the three minutes, making it extrely high-capacity!

Takayuki was deeply impressed after watching this advertisent.

I didn't expect you, Suirei Electronics, to start selling controllers as peripherals? The train of thought at Suirei Electronics is quite intense!

Honestly, I hadn't thought of this route, at least not yet.

The people in this world truly lack no creativity and competitiveness.

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