After the intense sales of Super Mario 3 in its first week, the Famicom once again attracted attention.
At this time, players couldn't really say what kind of gameplay was fun and what wasn't. They only knew what could bring them joy.
So even now, the results of surveys are basically meaningless.
Only in the future, after a truly systematic system, similar to the Hollywood blockbuster system, is established, can we really research what can become 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 programmers at Suri Electronics wanted to create something on the scale of Super Mario 3. With the current performance of game consoles, it's simply not possible, at least another level of improvement is needed.
It's not that they can't create such a game. Given a year or two, it's somewhat possible. But their bosses only gave them a month.
A month is simply not enough to create such a game.
That's just not something humans can do.
You ask me how Gamestar Entertainment 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 emerged.
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 become a cheap and quick source of pleasure, much cheaper than partying and drinking.
When the time came to the third week of Super Mario sales, the first third-party home console game in the world was officially released.
The game was developed by an independent production group nurtured by Gamestar Entertainment, with the producer being Kazuma Yumikage.
He was originally a person with little initiative, but when he first entered the world of creating games, he experienced unprecedented joy.
The entire team consists of six people responsible for programming and planning. They were formed during the process of learning game development and completed the first third-party game in just over a month. It was determined by Gamestar Entertainment's evaluation criteria that it could be released on the Famicom platform.
The game 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 gameplay of the game is similar to Contra, both are side-scrolling platform games. It also deliberately strengthened the story content of the game, 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 game is only three thousand, considered a low-priced game 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 income 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 game production this time can be said to be a great success. The small group of six people also held a celebratory party, and they also visited Gamestar Entertainment to express their gratitude for their cultivation.
Then they began to prepare enthusiastically for the production of the next game.
And this can truly be called the world's 'first' good game.
The first good game made by people in this world.
At the same time, the release of this third-party game is just a good example for publicity.
Look, with just a few people making games, 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 time, Gamestar Entertainment will help you, of course, we will take a cut from it.
Everyone participating in Gamestar Entertainment's game development course will sign an agreement. Game developers can enjoy all the copyrights of the game, but the first game must be released on the Famicom. If the game does not meet the publishing standards of the Famicom, then the agreement can only be terminated after producing a game that is qualified enough.
With the first successful example of independent game development, more people have clearly started to participate in Gamestar Entertainment's game development 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 game development and earn returns.
And it seems that only a few people can get started, which is quite different from the traditional film and television media industry.
For a while, there was a steady stream of people wanting to participate in game development.
When the Super Mario sales reached a month later, Gamestar Entertainment promptly released a brand new game.
This time it was a football game 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 time, Gamestar Entertainment made this game more to let the third and fourth teams familiarize themselves with the game development 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. Some people seemed 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 Gamestar Entertainment's encouragement, this made the third and fourth game development 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 game development process.
For the four game development teams, the first game development team's development time was set to one year.
And the production time for the other three teams' games was extended to three months per game.
The production cycle of future games will inevitably become longer, eventually stabilizing at the rate of one game per year to three years for an average studio. This is the normal output of games, which can be guaranteed in terms of quality and quantity. The good games of the past were also few, and it's not possible to endlessly squeeze. People in this world must create excellent games themselves.
Things were booming on the Famicom side.
As for the game development department of Suri Electronics.
It's not so good now.