For Takayuki, this is a challenge.
But for the sixty people temporarily reassigned, it's a great opportunity to learn from a master.
In their eyes, Takayuki is truly a gaming deity.
Several employees even have Takayuki's photos at home, and their level of admiration has reached the point where they donate money every day to worship him.
Apart from being employees of Gamestar Electronic Entertainment, they are also die-hard gamers, especially since all the games coordinated by Takayuki are their favorites.
Being able to personally work with Takayuki to develop a game is an extremely rare opportunity, and none of them want to waste it.
Takayuki actually has a lot of confidence in this game development.
The current team is different from before.
Now the team is a powerful game development legion, where each person does their job almost perfectly.
Especially in terms of game mechanics, with the vast amount of action data continuously provided by Street Fighter, it's easier to make character actions more beautiful and cool.
Even the action in the previous Metroid 3 can't compare to what they're preparing now.
So, not much time was wasted on developing the game mechanics and framework, and the overall framework was quickly established.
This process took about a month.
In September, Lirlda officially released their second-generation game console in the US, a console capable of running 3D games called Lirlda 3600. They also developed their own unique game controller, adding joystick functionality to the controller, resembling a fighter jet's single-handed joystick control, bearing a striking resemblance to Atari's original controller from the previous life.
The games they released included several 3D adventure and racing games.
Now, racing games are guaranteed money-makers, and it seems like every manufacturer wants to cash in on this category. Players are willing to spend money on racing games, especially with the success of games like Need for Speed and Suuri Electronics' 3D racing, which have greatly expanded the audience for this category. Some professional racers even voluntarily promote these games, not as advertisements but as genuine recommendations.
So, other game developers are also loudly announcing their plans to develop racing games through various channels.
On the other hand, Gamestar Electronic Entertainment has been calm as usual, continually iterating on different games and releasing new generations of games.
Relying on the advantage of their series games, Gamestar Electronic Entertainment can even sell sequels like hotcakes, making other game developers envious.
Watching Gamestar Electronic Entertainment remain unchanged for over half a year, many people begin to speculate that perhaps Gamestar Electronic Entertainment is truly preparing for retirement. They have already made a lot of money, seemingly lacking the motivation to continue developing further. Moreover, now that Gamestar Electronic Entertainment is at the peak, there are no opponents to challenge them, so maybe they've become complacent.
Even Takahiro Hayakawa thinks so. He believes this might be a good opportunity, so he immediately arranges to accelerate the pace and speed of game development, hoping to expand his own scale while Gamestar Electronic Entertainment is complacent.
As for Takayuki himself, he no longer pays attention to external dynamics, focusing single-mindedly on game development.
Industry dynamics are indeed worth checking every day.
However, the game itself is ultimately the most important thing.
Checking industry dynamics every day won't change anything; you still have to start with the game itself.
This is a belief held by game developers themselves and is also the only faith of gamers themselves.
Takayuki has never changed this belief until now.
After a month, the game entered the stage of optimizing the graphics.
Most of the previous time was spent building the basic structure of the game.
Besides wanting to develop a sequel, Takayuki also has his own ambitions. He doesn't want to just replicate the old path but wants to further enhance the technical strength of the game itself.
At the same time, he wants to make the game as stable as possible during the foundational phase.
If any serious bugs appear due to initial negligence, it would waste too much time to find and fix them later.
So, it wasn't until a month later that Takayuki entered the stage of perfecting the game's graphics.
This time, in addition to using their in-house artists for graphic design, Takayuki also hired several people from animation companies under Tokyo TV to help.
Their in-house artists would determine the style, and the others would help with coloring and refining.
Takayuki's requirements this time were very high. Even though these artists were already quite talented, they were still somewhat tortured by Takayuki's various demands.
It's not that Takayuki's demands were unreasonable; he just wanted the graphics to be as perfect as possible.
Firstly, on the basis of the performance limitations of the SFC console itself, he wanted to achieve almost perfection, draining the console's performance directly. For this reason, Takayuki also plans to add additional storage chips and cores to the cartridge to forcefully enhance the SFC console's performance limitations.
Of course, this would also lead to an increase in the cost of the cartridge.
If this game were to be sold, the estimated price in Japan would be at least 7,000 to 9,000 yen.
In the US, it would have to be over $99.
This is actually quite frightening.
This price is not something ordinary players would be willing to bear.
However, based on various statistics and data from before, Takayuki believes it's worth taking the risk.
To make the game a groundbreaking pinnacle.
In the previous life, the third generation of Metroid was a groundbreaking game; he wants to go further.
About another month has passed, and by October 1995, other peers have also begun to release their own games of various types one after another.
Nowadays, the electronic game industry is truly flourishing, with the number of electronic games released worldwide each month exceeding five hundred, including personal computers.
Among them, there are four or more big-budget games, from several well-known game developers. Three of them are exclusive to the SFC console, further consolidating the position of the SFC. The other one is a multi-platform game, but the sales statistics show that it sells better on the SFC.
There is also a brand-new adventure game released by Suuri Electronics, a truly fun side-scrolling game, but not the type of game like Metroid, more like a simpler side-scrolling adventure game.