Takayuki briefly glanced over the general content of the readers' letters. Among them, there were mostly positive responses, indicating that the story of "Dragon Quest" is quite appealing to readers.
The negative letters also expressed concerns, particularly about whether Tsuchiya Sanosuke could maintain his condition and whether the story might suddenly collapse midway.
However, it couldn't entirely be considered negative.
Such concerns seemed unnecessary to Takayuki and Ikeda Daigo.
Because Takayuki had already provided Tsuchiya Sanosuke with the complete story outline from the beginning.
As long as Tsuchiya Sanosuke didn't deviate from it, there would be no unexpected situations in the first installment of "Dragon Quest".
After reading it, Takayuki and Tsuchiya Sanosuke briefly discussed the storyline again, confirming that the story was about to reach a climax. The protagonist would enter the first cave to explore his own mysterious past.
With the unveiling of the protagonist's background, the entire world-building would also be fully revealed, increasing the attraction to readers.
It's just perfect timing to promote the game of the same name at the end of the manga when the protagonist's background is revealed. Those readers who are itching to know more about the storyline would probably not be able to resist experiencing the game immediately.
This would likely boost both the sales of the game console and the game itself to some extent.
However, Takayuki wasn't entirely sure how much it would boost.
After discussing the main points, the two chatted about various other things for a while, then bid farewell after finishing their coffee.
As the chief editor, Ikeda Daigo had some important tasks to attend to, while Takayuki could now relax a little.
However, he would probably get busy again tomorrow.
Previously, he only needed to guide one team to develop a game, but now it was three projects simultaneously.
There's the development of a new game console, a long-term one-year development for a game, and also the development of another short-term game.
Fortunately, the new employees adapted quite well and had already started to gradually get on track according to their guidance.
Over the next week, Takayuki mainly focused his energy on the team developing the game "Rocket Car", occasionally going to the other two teams to coordinate the work and determine the next development steps.
Because "Rocket Car" was a short-term project and relatively urgent, after Takayuki's initial guidance, they could handle it, although they occasionally encountered difficulties that required Takayuki's assistance, such as deciding the most perfect way to present a certain level.
With Takayuki's experience from various major games in the future, he could easily handle such tasks.
Meanwhile, the first-week sales figures for the eighth game, "Super Baseball Tournament," were finally released.
Total sales amounted to 74,242 units.
Equivalent to a daily sales figure starting from ten thousand.
When the employees in the company heard about this achievement, they were amazed.
What's the overall sales figure for the Nintendo Entertainment System now? It seems to be just around a hundred and ten thousand, right?
And the first-week sales figure for "Super Baseball Tournament" directly exceeded seventy thousand.
The sales data for other game software only matched this achievement with "Contra" and "Tetris".
And these two games took more than a month to achieve it.
But "Super Baseball Tournament" only took a week.
When these employees heard the news, they even forgot to cheer.
It wasn't until Takayuki told them that each person would be rewarded with two months' salary that they suddenly woke up and then cheered loudly.
That night, they found a karaoke bar and sang songs all night to celebrate.
Takayuki wasn't surprised at all by such sales figures.
As a national movement, Japan's fervor for baseball is unimaginable to outsiders.
At its peak, nearly eighty percent of the people in the public polls favored baseball as their favorite sport.
In the previous world, baseball games were also very popular in Japan, but as soon as they left the country, they would immediately lose their appeal, and sometimes the sales were not even enough to make up for a zero in Japan.
So from the beginning, Takayuki wasn't worried about the sales data of "Super Baseball Tournament" in Japan.
This is purely a cash grab, which just happens to provide ammunition for the company, lay the foundation for the upcoming game and game console development, and also boost the confidence of the employees.
Letting them know that their efforts have paid off.
However, this seventy thousand sales data is not the sales of a single store but an overall statistic.
So far, some electronic stores in the Tokyo metropolitan area have been willing to order game consoles and games for sale. However, they only dared to purchase in small quantities at the beginning. They ordered only two to three hundred units of the game console, and only about fifty boxes of each game, and they couldn't choose them separately. They had to purchase seven games bundled together with the game console, excluding the "Mario" that came with the game console.
But they didn't expect this thing to be so popular. As soon as they announced that they had game consoles for sale, many people would immediately rush to buy them.
Especially for some popular games, such as "Contra" and "Tetris", they would basically be sold out as soon as they were put on the shelves.
This made many stores regretful at first.
Regret why they didn't order some game consoles and game cartridges earlier.
However, when they wanted to negotiate with Gamestar Electronic Entertainment for large-scale purchases, the supply had already been distributed to more stores, and there wasn't much spare capacity left. They could only wait for the increase in production capacity.
This made these shop owners suddenly feel like they lost several billion yen.
The production of game consoles was adequately prepared from the beginning, with an initial order of one million mainboards. The rest was just assembly work. On the other hand, the production of game cartridges fell slightly behind.
Mainly because the chips required for cartridges were not mainstream products in the industry before. The manufacturing company had never mass-produced this product before.
It wasn't until the birth of the Nintendo Entertainment System that its products suddenly had a good market, catching the company off guard.
But now, the subcontractor factories had begun to prepare to expand their production lines to specialize in producing game cartridges for Takayuki's company.
There should be no more concerns about production capacity.
Apart from "Contra" and "Tetris", the sales of other games were also quite good. The worst one should be "Dragon Quest", and many stores now had at least four to five hundred boxes of stock piling up.
The stores hoped they could stop receiving "Dragon Quest" for the time being and receive more copies of other popular games. They wanted to negotiate.
But Gamestar Entertainment didn't care at all. Now, the sales of games were not up to your store's decision; it was up to our Gamestar Entertainment's decision.
And when Gamestar Entertainment made the decision, it was Takayuki's decision. He insisted that stores must purchase multiple games alongside "Dragon Quest". Otherwise, their sales authorization would be immediately revoked.
Some things could be negotiated, but some things couldn't be. This was Takayuki's long-term plan.
However, because the profits from the games were quite high, with a thirty percent profit margin for each game.
In such a situation where the games sold well and the profit margin was high, no store would dare to offend Gamestar Entertainment too much. Even if they might accumulate a lot of game inventory, they had to accept it.
However, they would secretly complain about Gamestar Entertainment's high-handedness.
They had only been a game company for just over a month, but they were so domineering. They had to force them to bundle the games. But for the money, they could only accept it.
In business, this was nothing serious. It was all for profit.
And time passed quickly, another month had passed, and "Rocket Car" was officially released after some promotion.
The popularity of racing games in Japan couldn't compare to baseball, so naturally, the sales volume couldn't be compared either.
The first-week sales were just over twenty thousand, which made the employees who were excited about the high sales of "Super Baseball Tournament" calm down. They realized that not all games would sell well. They had to be careful and meticulous in their production. It was a bit of a reality check, which was beneficial to them.
At the same time, the name of Gamestar Electronic Entertainment Co., Ltd. was also placed on the desk of a company president.
Suirui Electronics.
It was a large comprehensive multinational conglomerate spanning multiple fields in Japan.
The fields it covered included audiovisual, electronic communications, information technology, film and television industry, semiconductor research and development, etc., making it the true giant in the electronic field in Japan.
It was also among the top in many fields.
At this moment, the president of Suirui Electronics Co., Ltd., who controlled such a huge company, was studying a document with the basic information of Gamestar Electronic Entertainment Co., Ltd. printed on the cover.