In simple terms, the games produced by Kyuhonki Entertainment and those made by Surai Electronics are similar in terms of playability, but they definitely can't be considered fun. They are the kind that people would feel disappointed to pass the time with.
However, at least it can be seen that the trial productions are made with effort. Apart from not being fun, the foundation is okay, with no serious flaws or unbearable bugs.
Takayuki made a brief attempt and then tapped the desktop, saying, "Let me be straightforward about these games; they still have a long way to go before meeting the standards for landing on our platform."
Takayuki doesn't intend for every game on the Famicom to be a masterpiece, but at least they should be playable. The current trials fall short of this.
"What do you think could be improved?" Ishimura Mitsuno asked.
"If your company is genuinely interested, you can choose to join our training program. Of course, after completing our program, you'll need to sign an agreement."
"Does this mean we can't switch platforms until a game that meets the standards lands on your platform?"
"That's correct."
What Takayuki wants is binding.
Sometimes you have to be a bit domineering.
It's okay to come and learn, we can be good teachers, but you also have to leave something behind.
If people from Surai Electronics come to learn, he will accept them without hesitation, but after learning, they must work for our company, let me benefit first.
Surai Electronics was interested in Takayuki's training program before, but after seeing the agreement in the program, they didn't ask any more questions.
How can they stoop to working for a competitor?
Even headhunting with a high salary would be better than this.
But now the employees of Gamestar are very cohesive and are not willing to give up their current jobs easily. Even with a high salary, it might not be enough to lure them away completely.
One or two individuals won't make a difference, and the cost of dozens is a bit too high, it doesn't seem worth it.
"This condition is quite strict," Ishimura Mitsuno said thoughtfully.
He came today specifically for this, hoping to negotiate with this young president face to face, to see if they could compromise.
The agreement states that a qualified game must be developed and launched on the Famicom to terminate the agreement. But what if we never qualify? Do we have to waste manpower indefinitely? This is a bit unreasonable.
Ishimura Mitsuno believes that to meet Takayuki's standards for landing on the Famicom, it would probably have to be a game of the level of "Bomberman," a game he played for three days and three nights.
"Not so strict, because we can teach you how to make electronic games, which will help you avoid detours. But actually, I think in another year or two, the system will be established, and our teaching will be of little significance by then."
Takayuki's meaning is clear.
Learn with us now, and you can make money earlier and understand the key points of game development sooner.
If you don't follow us, you'll waste one or two years in transition.
Sometimes time is money. Today your company might be thriving, but one wrong decision could immediately put you in debt. Sometimes you can't easily miss out on good opportunities.
Even if this opportunity comes with some strings attached.
Actually, Takayuki thinks his conditions are already quite lenient. It's already quite good not to bind you directly to my chariot.
"Can't this point be negotiated?" Ishimura Mitsuno asked.
"It can't."
Ishimura Mitsuno had prepared many drafts; he wanted to emphasize his company's advantages in this area.
But Takayuki rejected their game from the start, cutting off his thoughts from the root.
He also had to admit that all the games on the Famicom were really fun. To make one, it seems you really need a unique mind and creativity, as well as time. Apart from Takayuki, there doesn't seem to be a second person who can lead a team to produce a high-quality game within a month.
So far, Ishimura Mitsuno still wants to make games quickly and hasn't thought about slowing down. At least one game per month, right?
They still just consider this as an industrial product.
But whether Ishimura Mitsuno can make the decision or not, it seems they don't have the right to refuse.
Now the Famicom holds the real dominance, and even if games land on the Famicom for a long time, it won't be a loss.
In the end, Ishimura Mitsuno agreed to the condition.
They will send professional staff to come and learn.
In fact, it's not difficult to make a game that meets Takayuki's standards.
There is one simple method, which is to make a new category of game before Gamestar Electronic Entertainment does.
Like music games, basketball games, first-person shooter games, etc., which Takayuki hasn't done yet.
The performance of the Famicom is relatively poor, but it's not impossible to make more types of games.
After all, "Doom" can run on an electronic pregnancy test, so what's impossible?
But these people seem to be limited to the game categories created by Takayuki. For the time being, they still can't break out of this circle, and there don't seem to be many people thinking about creating new categories.
In the next month, Surai Electronics suddenly stopped advertising, and the previous advertisements were gradually removed. Ad prices returned to average, and Takayuki decisively reinvested, expanding his influence.
At this time, sales of the Famicom also reached a period of explosion, selling at a rate of over 50,000 units per week, and game sales continued to rise.
Currently, "Super Mario Bros. 3" tops the list, followed by "Dragon Quest," and then "Contra" and "Tetris" are tied.
This month, Gamestar Electronic Entertainment released a Japanese chess game on the Famicom, filling in some of the gaps in the Famicom's game categories, and sales just managed to break even and make some profit.
At the same time, another third-party game also landed, a role-playing game made by another group formed during the training course.
At this time, role-playing games were very playable and popular among children. They usually had little pocket money, and they could only buy a limited number of games to play, so they would naturally choose games with more content and playability.
Priced at only 4,000 yen, it was a thousand yen cheaper than "Dragon Quest" and was on par with it in terms of content. It also added some of their own creative gameplay, earning additional praise.
The game sold over 40,000 copies in its first week, which was quite impressive. This made those who were hesitant more determined to participate.
Children really enjoy playing various heroes and adventurers. During the summer vacation, the streets are filled with children running around with wooden swords, playing the role of heroes. Playing as a superhero seems to be a thing of the past.
This is somewhat similar to the trend of crossing into different worlds in anime for a period of time in the future.
From now on, it seems that games on the Famicom are gradually showing signs of explosion.
Those who were initially taught how to make games have gradually formed their own teams, becoming little prospectors on the Famicom one by one.
Of course, the biggest beneficiary is Gamestar Electronic Entertainment. They don't need to put in any effort; just provide the cartridges and they can get 30% of the game's profit, their cash flow is extremely healthy.
And the Famicom seems to have an unstoppable momentum, sweeping across Japan at an increasingly fast pace.
Even the most remote areas of Japan have begun to see the presence of the Famicom.
The Famicom has also become a topic of conversation at people's dinner tables.
The most troubled ones now are probably the television stations.