Tokyo Video Game Tycoon.
Page 56
This is the first game to surpass 100,000 sales in its first week, and that's only within Tokyo and the surrounding area.
Because the sales network in other parts of the country has not been fully established, Super Mario Bros. 3 was completely sold out in the Kyoto area before it even had a chance to be sent there.
This is something to celebrate, as it represents a new milestone for the company.
Natsume Yasutaka was at a loss for words.
He had thought that the Red and White Machine would be in great danger under the strong siege of Surui Electronics.
But it seems like they broke the record again?
Suddenly he felt that the video game industry was full of uncertainty, and that unexpected things could happen.
At that moment, a trolley was slowly pushed over, and an enormous three-tiered cake appeared before everyone.
The cake is shaped like a palace, with Mario, Luigi, and Princess Peach at the top, along with Toads as supporting characters.
On a small platform below the palace lay Bowser lying unconscious on the ground, surrounded by a group of Bowser boys who seemed to be performing CPR on him.
The women in the company immediately brightened up.
The cake's appearance and design perfectly fulfilled their fantasies.
So this is what video game characters actually look like? They look so different from their video game counterparts, but they're so cute!
Airi Hayazawa was the first to rush forward, excitedly pointing at Princess Peach and saying, "Takeyuu, Takeyuu! I still remember that I made Princess Peach!"
When making the Super Mario 1 game, Yusei Take also had Airi Hayazawa try to learn programming, and he almost taught her how to create a character in the electronic world step by step.
The first character she created was Princess Peach.
This character has distinctive features, making it instantly recognizable even from a pixelated image.
Takeyusei smiled and nodded, then took a knife from the person next to him and cut Princess Peach out, handing it to Hayazawa Airi.
"This belongs to you. You created the first princess of the electronic world."
Then, he gave Luigi to Ota Masashi, who had rushed back to celebrate.
"We celebrate the success of our initial choice."
Of course, Takeyusei took Mario without hesitation; it was rightfully his, and no one objected.
As for the others, they can choose according to their order of joining the company.
To Takeyusei's slight surprise, Matsuhashi Minoru, a very serious woman, chose Bowser, the big boss.
Her focus on her work does indeed fit Bowser's personality; Bowser is the kind of person who is single-minded in pursuing his goals.
Everyone else also chose their own roles, and almost everyone could find all sorts of creatures on the cake.
The celebration was very joyful, and it was the first time that Yuxing Electronic Entertainment had ever held such a celebration, and of course, it certainly wouldn't be the last.
In the future, there will be records of 200,000, 300,000, and even more in the first week.
Chapter 73 The World's 'First' Good Game
After the strong sales of Super Mario Bros. 3 in its first week, the Famicom once again attracted a lot of attention.
At this point, players couldn't really say what kind of gameplay was fun or not; they only knew what brought them joy.
Therefore, even if we conduct surveys now, the results are basically useless.
Only when it becomes a truly systematic system in later generations, like a Hollywood blockbuster, will it be possible to truly research what will become popular and what will become unpopular.
Super Mario 3 sales in the second week: 73424 copies.
Super Mario 3 sales in the third week: 52342 copies.
Super Mario reached sales of 200,000 copies in just three weeks at a rapid pace.
No one could dislike such a rich game world.
The programmers at Surui Electronics wanted to create a game on the same scale as Super Mario Bros. 3, but with the current performance of game consoles, it was simply impossible; they would need to upgrade it by at least one level.
It's not that they can't create such a game; if given a year or two, it would be somewhat possible. But their boss only gave them one month.
A month is simply not enough time to create a game like this.
That's something no human could do.
You ask me how Youxing Electronic Entertainment was made?
I refuse to answer that question.
The Famicom's sales record reached 400,000 units, and it has begun to spread to almost half of Japan's cities, with more and more stores selling the Famicom.
This was a clear money-making opportunity, and no one was willing to give it up. More and more electronic speaker store owners began to vie for Famicom sales authorization.
Especially in this already depressed era, the Famicom has become a cheap and quick way to get a sense of satisfaction, much cheaper than indulging in lavish feasts and drinks.
Three weeks after the release of Super Mario, the world's first third-party home console game was officially launched.
The game was developed by an independent production team nurtured by Yusei Electronic Entertainment, with Kazuma Yumiki as the producer.
He was a person who didn't have much initiative, but when he first entered the world of creating games, he experienced unprecedented joy.
The team consists of six people, each responsible for program development and planning. They were formed while learning game production. After more than a month, they completed their first third-party game, which passed the evaluation criteria of Zhuyouxing and was deemed suitable for the Famicom platform.
The game is called: Ninja Project.
Ninjas have been a popular topic in Japan for a long time, and together with samurai, they form the basis of Japanese martial arts themes.
So the mere mention of the word "ninja" has already piqued the interest of many people.
The gameplay is similar to Contra, both being side-scrolling beat 'em up games. The game also features a more compelling storyline, where a traitor has appeared in a ninja village. To capture the traitor, the player is dispatched as the strongest ninja. The player then defeats enemies along the way, takes the traitor's head, and returns to report.
Priced at only 3,000 yen, this game is considered a low-priced game for the Famicom. Its low price alone attracted a lot of attention, and it sold more than 20,000 copies in its first week, bringing the team more than 20 million yen in revenue. This proved that the efforts of the six people over a month were not in vain, and this was only the first week.
Even if sales gradually decline in the future, their game production can still be considered a great success. The six-person team excitedly held a small celebration party and also visited Zhuyouxing to express their gratitude for his guidance and support.
Then they were full of energy again and began preparing to start the production of their next game.
And this can truly be called the world's 'first' good game.
The first good game made by the people of this world.
At the same time, this third-party game release can also be used as a promotional template.
Look, you can earn a lot of money by making a game with just a few people. As long as you have creativity and are willing to invest in it, even if you are very busy, you can do it in your spare time. Youxing Electronic Entertainment will help you. Of course, we will take a share of the profits.
Everyone who participates in the Game Development Course at Yuxing Electronic Entertainment will sign an agreement that grants the game creator all copyrights to the game, but the first game must be released on the Famicom. If the game does not meet the Famicom's release standards, the agreement can only be terminated after a game that meets the requirements is created.
With the first successful example of independently developing a game, the number of people participating in GameStar Electronic Entertainment's game development courses has noticeably increased.
It was only at this point that many people realized that the Famicom was not simply a product made by one company.
It's more like a platform, a platform open to everyone. As long as you have the ability, you can join in, create games, and then earn rewards.
Moreover, it seems that only a few people are needed to get started, which is quite different from the traditional film and television media industry.
Suddenly, people flocked to want to participate in the game's development.
A month after the release of Super Mario, Yuxing Electronic Entertainment released a brand new game on schedule.
This time it's a soccer game, simply called Soccer Boy, and it's being developed jointly by two new development teams, the third and fourth.
Because there is no Captain Tsubasa manga in this world, soccer did not generate much popularity in Japan in a short period of time. Takeyusei made this game more to let the third and fourth groups familiarize themselves with the game production process, and at the same time to reserve a spot in the soccer category, which might come in handy in the future.
Because there is no football market, sales are significantly lower than those of the Super Baseball League, which is also a sports category. Captain Tsubasa only sold a little over 14,000 copies in its first week.
Although there were only a little over 10,000 copies, the online reviews were quite positive. Some people seemed to be passionate football fans and praised the professionalism of the Captain Tsubasa game. Of course, this is only in comparison to that era.
Although sales were low, the reviews were very good. With the encouragement from Zhu Youxing, the Third and Fourth Game Development Team felt that their efforts had not been in vain. At least there were many people who supported and praised them. It was already quite good that there were not many negative reviews for a work that was just a practice project. Sales were secondary.
The two groups then separated and officially began the game development process.
There are four game development teams, and the first game development team has set a development time of one year.
The other three groups had their game development time extended to three months per game.
In the future, the production cycle of games will inevitably become longer and longer, eventually stabilizing at one to three years per game for a regular studio. This is the normal output of games, one that can guarantee both quality and quantity. The number of good games in the past is also limited, and it is impossible to exploit them indefinitely. People in this world need to be able to create excellent games on their own.
The Famicom area is thriving.
As for the game development department of Surui Electronics.
It's not so good now.
Chapter 74 I Need to Increase Investment
The better the Famicom was, the worse the Nexus console was next door.
In the month following the release, the game development team did indeed produce four more games, clearly aiming to win through quantity. Each game had a minimum price of 3000 yen, the same as Famicom games, as if they felt their games were worth 3000 yen as well.
Having gained some experience in game development this time, they didn't make any particularly basic mistakes, such as annoying screen flickering bugs.
But the game is still not fun enough.
There is no game industry system yet, and they have no clue how to make games. They are just feeling their way across the river.
They created four different types of games in one go: a role-playing game similar to Dragon Quest, a baseball game, a genre they developed themselves called a photography game where you play as a camera, capturing landscapes and occasional supernatural events around the world, and a jumping game similar to Mario.
All I can say is that these programmers are really amazing. Employees from big companies are all skilled, and they can still squeeze out four playable games in a month.
However, the sales figures have been far from satisfactory.
In the following month, the PN-type game console barely outperformed its first week's sales, selling just over 20,000 units, which can be considered a complete flop.
Players don't have money lying around. They won't hesitate to buy something that everyone agrees on. As for the PN game console, no one has been discussing it since Super Mario 3 came out, so it's obvious which one to buy.
No one is discussing this because they've been so captivated by the excellent games on the Famicom that they've forgotten to criticize how terrible PN games really are. Of course, there are still some criticisms online.
For example, there are those who didn't have much money to begin with, but gritted their teeth and bought a PN game console because they wanted to show it off.
They were quite happy when they bought it to play with, and felt it was a worthwhile purchase.
But this thing is afraid of comparison.
After experiencing the fun of the Famicom at a friend's or colleague's house, they had only one thought in their minds.
What was I thinking when I bought this thing?
They were so embarrassed that they wanted to throw the thing in the trash, and they were too ashamed to let their colleagues know that they had scrimped and saved to buy it.
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