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From the latest role-playing ga produced by Takayuki.

Hayasaka Kazuma was still looking forward to it.

But based on his previous observation of the first ga developnt group, he felt that this role-playing ga should just replace the first-person perspective with a third-person perspective, then add more complex gaplay chanisms to make the ga content more extensive.

He looked forward to seeing Takayuki develop more amazing gaplay, making the entire adventure world more dynamic, just like Super Mario.

However, he was thinking too simplistically.

The Legend of Zelda was not simply replacing the first-person perspective of Dragon Quest with a third-person perspective.

The size of the ga world itself actually decreased.

Dragon Quest 1 had many cities, and the plot was very convoluted and bizarre.

The Legend of Zelda, on the other hand, didn't have as many fancy elents.

It was very pure.

Combat, adventure, and a whole new gaplay chanism, level puzzles.

More importantly, this ti the monsters no longer followed the pattern of "you hit , then I hit you."

This was later called a turn-based system, but the term didn't exist yet, and Hayasaka Kazuma couldn't accurately describe it.

The Legend of Zelda was real-ti.

You needed to actively attack monsters and could dodge their attacks based on your own flexible movents, which was very interesting.

No, it was super interesting!

Real-ti gas required players to constantly pay attention to their distance from enemies, to react more quickly, without much hesitation.

Otherwise, monsters would hit you and cause damage, adding a sense of urgency to the ga.

After defeating monsters, you would receive gemstone or heart rewards. The forr could be used to exchange for certain treasures and weapon equipnt in the future, while the latter could restore your health.

This ti, you couldn't play leisurely anymore; you had to be focused.

The difficulty of the ga also noticeably increased.

Whether turn-based or real-ti gas were more fun depended on the individual, but from Hayasaka Kazuma's perspective, this new mode made his brain feel pleasure.

He liked challenges, and he didn't consider turn-based Dragon Quest too difficult.

Facing monsters that would attack you at any mont as the green-hatted adventurer Link, the pace of the ga beca even more tense.

The gaplay experience was completely different from Dragon Quest.

After completing the entire ga, he felt refreshed, as if he had returned to the excitent he felt when he first played Dragon Quest.

Could role-playing gas really be made like this?

Damn it! If only I had done the sa! Takayuki is truly a genius. He has created another completely new role-playing mode. I thought Dragon Quest 2 was the biggest innovation, but it turns out that was just one of them!

Many people had the sa thought as Hayasaka Kazuma at this mont.

Almost all those who bought The Legend of Zelda at the first opportunity were avid role-playing ga players.

They broke free from the traditional turn-based role-playing ga format and entered this completely new real-ti ga, experiencing a completely different feeling.

Moreover, they occasionally discovered so mysterious areas on the map.

For example, using a bomb in a certain place would blow open a wall, or killing a specific monster in a certain place would open up a winding path.

This feeling was exactly like exploring mysterious areas in Super Mario, making people curious and eager to find more such areas.

Although the entire ga process wasn't long, it was actually much shorter than Dragon Quest, but the hidden content had increased like crazy, reaching an overflowing level once again.

Adding these things also made The Legend of Zelda reach a capacity of over 300KB, the first generation of The Legend of Zelda improved by Takayuki.

After Hayasaka Kazuma completed the ga in twenty hours, he still felt sowhat unsatisfied.

The story of the first part of The Legend of Zelda was actually not much to talk about. The plot didn't seem as rich and exciting as Dragon Quest; it seed like just a backdrop for the ga process.

But Hayasaka Kazuma didn't think this was a flaw; instead, it was an advantage. It allowed players to focus more on the rich and exciting gaplay.

Just as Hayasaka Kazuma was about to quit the ga and get so sleep, the ending screen on the TV suddenly went black, followed by a slowly erging text with a hint of crimson.

"Adventurer, it seems you truly won. That's great. Continue to imrse yourself in your splendid dream, hehe..."

Below the text, there was an option: Wake up.

Hayasaka Kazuma was slightly stunned when he saw this sentence.

Huh? Didn't I already rescue the princess and defeat Ganon? What's this about waking up?

Hayasaka Kazuma inexplicably picked up the controller again and clicked the attack button. The text "Wake up" slowly brightened on the screen, followed by a burst of golden light.

The princess Zelda, who had just been rescued, appeared on the screen in a golden form.

"Link, I don't have much ti. The Ganon you just defeated was actually fake. It deliberately made you think you had defeated it, trapping you in a permanent illusion. To let you know this, I can only use my last bit of strength to awaken you. Please don't be fooled by Ganon again. Take up your weapon again and restore peace to the world. Thank you for everything you've done for the land of Hyrule. Please... help again..."

Then, the screen began to rewind, from Link defeating Ganon, back to Link standing in front of Ganon, constantly reversing, constantly reversing.

Finally, it returned to the very beginning of everything.

Hayasaka Kazuma was dumbfounded.

This... why did it start over again?

No... wait, all my equipnt is still there, and my health is still at maximum. This isn't the beginning.

Suddenly, he felt a bit numb.

The whole story seed like a pre-set trap, and rescuing the princess just now wasn't the end, but the beginning of another adventure!

Hayasaka Kazuma suddenly felt energized.

He had felt a bit tired just now, but now he wasn't tired at all.

He had thought the ga's story wasn't much to talk about, but now it seed he had underestimated the ga, underestimated Takayuki. As the current top ga producer, how could he have any shortcomings?

So the story didn't end!

Excited, he picked up the controller again, his eyes fixed on the TV screen like copper bells.

He manipulated the adventurer Link to walk out of the initial cave again, only to find that the entire ga world had changed.

"Inside Zelda"

A few red letters gradually appeared and then slowly disappeared.

This land of Hyrule in Inside Zelda no longer looked as quiet and peaceful as it did before.

Now, within this Inside Zelda, the land of Hyrule appeared very barren. As soon as he stepped out, powerful monsters appeared in front of him. Caught off guard, he was directly hit by a third of his health.

In a panic, he hurried back to the initial cave again, avoiding the fatal blow from those monsters.

"That was close! I almost died, but doesn't this also an that the difficulty has increased, and it's more challenging?"

Hayasaka Kazuma's eyes glead.

It turned out that the previous process was only half of the entire ga. He felt the completion just now was a bit short.

You are reading Video Game Tycoon in Tokyo Chapter 84: You’ve only played half of it on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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