In May, the PN2 game console was officially released at a price of $299 per unit.
This was the world's first 32-bit game console, the first one capable of running 3D graphics games.
As for the launch titles, they included a 3D graphics racing game and Su Ray Electronics' flagship role-playing game, Sun Knight 3D.
If players bundled the purchase of both launch titles with the PN2 game console, they could receive a discount, costing around $400 for everything.
Unlike the Need for Speed on the SFC, the racing game rendered in 3D graphics truly gave players a realistic feeling, as if they were driving a real car.
And this game was also developed by the American employees recruited by Su Ray Electronics' North American branch.
When they first joined the ranks of game development, they fell in love with the process and immediately produced satisfactory results for Su Ray Electronics.
The realistic racing game was based on rally racing, which was relatively more popular in the United States. In what seemed like a move to compete with Yasu Electronic Entertainment, Su Ray Electronics spared no effort, inviting over twenty different car brands from various countries for authorization, making their lineup much larger than that of Takayuki's side.
The initial impression of this game among players was quite good.
On the day of the PN2 game console's release, it caused a small sensation, after all, it was the world's first console capable of running 3D games, and the two 3D graphics games were indeed very attractive, especially the racing game.
As for Sun Knight 3D, it was a bit rougher because Su Ray Electronics couldn't yet imagine how to make a truly 3D game.
And the 3D racing game was simply created following the old methods of game development, as the basic rules for making racing games on 16-bit consoles had already been established, so it wasn't particularly difficult to make.
The first-week sales of the PN2 game console immediately reached two hundred thousand, with over a hundred thousand users purchasing the bundle, resulting in sales of over eighty million dollars in the first week, which was quite impressive.
Many players were loyal followers who had started playing the PN1 game console from the beginning.
Due to Su Ray Electronics' early entry into the American market, many players were initially more inclined towards Su Ray Electronics.
Even if the quality of the electronic games was slightly inferior, they were still enjoyable enough.
At worst, players could buy an SFC game console to play, after all, as long as they bought the game, it was playable. American players could afford to buy several games or even a dozen or more, unlike the relatively more conservative Japanese market.
This achievement also slightly satisfied Su Ray Electronics' top management, so they relaxed the tightening policy towards Hayakawa Ujito somewhat, giving him more budget to develop more and better electronic games.
And once a industry has money, the speed of development will definitely not be slow.
Just after the first-week sales ended, Su Ray Electronics immediately announced the establishment of three game studios, each dedicated to producing different types of games, including one studio specializing in baseball, soccer, basketball, and football games.
There was also a studio planning to emulate Gamestar Electronic Entertainment's Street Fighter with an action game.
And a creative studio for exploring more types of games.
The news delighted American players even more, and the momentum continued into the second week, with console sales maintaining at around a hundred and seventy thousand.
They loved high-tech things the most, and sometimes fun games could boost sales, while excellent graphics could also boost sales.
However, fun games often remained popular for a long time, while games with excellent graphics could only reap one or two waves of profits before showing signs of fatigue.
In addition to Su Ray Electronics, Lilith, a company based in the United States, also announced that they were developing their own 32-bit game console and promised to release it by Christmas, seemingly wanting to quickly jump on the bandwagon and make some quick money.
Two weeks with sales figures in the hundreds of millions of dollars was already a number not to be ignored.
Although the actual money that would reach the manufacturers might be only about a third at most, it was still quite astonishing.
Converted into yen, the profits would also be in the billions.
Manufacturers in Japan were also somewhat shocked.
They had just realized that Su Ray Electronics seemed to be a good choice as well.
They were also quite competitive in the United States now, although they were still slightly inferior to Gamestar Electronic Entertainment.
As for Gamestar Electronic Entertainment, they seemed to be calm.
Because Takayuki had been busy expanding his company's staff for some time.
With the development of electronic games, it was no longer feasible to rely on the old model of a few people working together in a small workshop.
Now, 16-bit game consoles could barely support a team of a dozen or so people developing games.
But once they entered the era of 3D games, the development team for a game easily needed hundreds or even thousands of people.
However, Su Ray Electronics and several other companies seemed to be unaware of this.
They were simply using the most basic programming methods to write 3D graphics games.
The workload was incomparable to that of 2D games in the past, but they were now only thinking about speeding up game development as much as possible, and recruiting staff was relegated to a secondary position. Hayakawa Ujito seemed to have some foresight, as he had been continuously posting recruitment notices in the United States, hiring employees, but the frequency of recruitment was also not high.
On the other hand, at Takayuki's company, the number of employees almost doubled every month.
Takayuki had to start planning for the future.
When the true 3D era arrived in the future, thinking about recruiting a sufficient number of employees would only incur training costs and greatly slow down their game development progress.
Time was far more important than money.
From the first to the tenth game development team, new employees joined every day, and senior employees would teach and guide them to become proficient in the game development process as much as possible.
And the two teams dedicated to developing game hardware had also expanded to four, with each team expanding to over fifty people.
But the four teams were still led by a unified person, that was Sayuri, who could faithfully convey Takayuki's intentions and ensure that the development of game hardware wouldn't go astray. Takayuki didn't trust anyone else in Takayuki's company, only Saeyuri could handle such a job.