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Chapter 15 The next plan

Jester took Carmack, who had finished his meal, to open a new room at the hotel where he stayed, and asked Carmack to check in, and made a flight ticket to Kansas tomorrow for him in advance.

Although Carmak is a naughty child who doesn’t care much about other people’s feelings, the more he is, the more he is, and he knows that the grace of a drop of water should be repaid with a spring.

Carmak, who had experienced the lonely life brought to him by his parents' divorce for two years, saw that someone could be so kind to him and was a person who just met him. It was false to say that he was not moved in his heart.

Just as Jester settled a bed for Carmack and was about to leave his room.

Carmak suddenly called him.

"When I become an adult, will I go to work in your company?"

Jester was secretly happy, but he still said with a serious face: "You have a good rest. The employees recruited by my game company are all elites and must be outstanding in any aspect. If you are confident, when you become an adult, you can come to Costa Mesa to find a company called Mars Entertainment. If you have high level, you can naturally enter my company."

Jester cheated under the guise of his non-existent company, and he planned to register immediately after he went back.

After hearing this, Carmack just curled his lips disdainfully and muttered in his mouth: "You can see the level of your company from your "American Square"..."

Jester, who returned to his room, couldn't sleep. He first called home to explain that everything was going well in Los Angeles. By the way, he heard that Mark Seney was also going well in San Francisco. His father told him that the remaining ten salesmen he was looking for were also selected, and several of them were well-known salesmen in other companies in Costa Mesa.

After they saw the rewards issued on Jester's notice, they came to the interview without saying a word.

Moreover, the overhaul of one of the production lines of the Atari arcade factory has been completed and production will start tomorrow. That afternoon, the ten people can set off for the remaining ten cities with the arcade equipped with "American Cubes".

Hearing this, Jester felt relieved. As long as these ten people built the momentum of "American Cubes" in these ten California cities, he could guarantee that those dealers would definitely come to find their own.

As businessmen, they are born for profit, and face is worthless to them.

The Taishi Gong two thousand years ago saw it clearly. The world is bustling with people, all for profit; the world is bustling with people, all for profit.

He was not afraid that those dealers would not submit.

After hanging up the phone, Jester began to think about his next plan.

It is certain to go back to register a company, and it is certain to recruit enough personnel, but it has to wait until those dealers come to find them and get a lot of funds before starting.

Atari is now laying off major employees, and there is definitely no shortage of R&D personnel if he wants to find R&D. It’s okay to say that software R&D is there, after all, it’s own, but hardware R&D is its weakness.

It can even be said that my next plan is entirely based on hardware. If the hardware research and development cannot keep up, there will be no place for the games I made.

When he arrived at the table, Jester pulled out a stack of letter paper from the side, picked up a pen, and began to write and draw on the paper.

He used Chinese.

The first thing I wrote about is hardware, and then I wrote about handheld machines, arcade machines, and home machines at the back.

He was not very afraid of arcades. If it were only eight arcades, his father would be able to take on this important task, but it would not be so easy to develop a 16-bit arcade general motherboard.

He didn't know much about arcade hardware, but only knew that in the near future, arcades would be the first to enter the sixteenth era.

Two Japanese companies will defeat Sega in one fell swoop with two powerful sixteen-bit substrates and become the overlord of the arcade market.

Of course, Sega just lost the market for small arcades, and Sega would still dominate those super-large consoles.

Jester did not want to compete with Sega, which has a deep foundation in large arcades. What he wanted was the market share of those small arcades, and these were the real big heads of the arcade market.

But when Jester thinks of those two super powerful substrates, he becomes a little troubled.

Capcom's CPS1 (CAPCOM-PLAY-SYSTEM-1), a substrate that took two years and cost 1 billion yen to research and development costs, has shocked countless players with its extremely powerful graphics processing capabilities and its bright colors of up to 4096 colors, and has also laid the foundation for Capcom's position as the king of action in the entire 1990s. Well, basically, almost all the classic Qing version of the level-through game you can think of are running on this substrate.

For example, "The Great Demon World Village", "Famous Generals", "The Three Kingdoms 2: The Devour of Heaven and Earth", "The Flash Tornado", "Cadillac: The New Age of Dinosaurs", "Dragon King Warrior", "Knight of the Round Table", "Punisher", etc.

Moreover, this substrate is not only good at handling clear-cut action games. Although it is not as good as another legendary substrate, it is also excellent enough.

The most profitable and most sales fighting game in the history of world games, "Street Fighter II" is equipped on CPS1.

The other one is even more terrifying. This is a legendary substrate known as the "Banhuang". Its vitality is incredibly tenacious, and its ability to process pictures is even more powerful. In about two thousand years, arcades have evolved to the era of 32 or even 64. However, this substrate is not at all inferior to the processing of fighting games compared to the 32-bit arcades of the same era.

This substrate is the famous MVS (Multi-Video-System), and some people like to call it with its home model ‘Neo-Geo’. The company that developed this substrate was SNK, the well-deserved overlord in fighting games throughout the 1990s.

Of course, they are still a small company called New Japan Project. It was not until 1986 that they would change to SNK, which is known to the world, and start their legendary journey.

The three letters SNK are also the abbreviation of the Roman pronunciation of the New Japan Project.

As for the game on this substrate, it is even more familiar.

The classic "Alloy Scepter" in China is called "The Battle of Vietnam"; the same classic "Legend of Hungry Wolf" is also the foreplay of the epic masterpiece that follows; it is still the classic "Dragon and Tiger Fist", which also lays the foundation for the epic masterpiece that follows. It is worth mentioning that this is also the first game in the history of the game to introduce a super kill (super secret meaning); then, the classic "Samurai Soul" and "Moonhua Swordsman"; finally, the epic masterpiece "King of Fighting" made its debut.

This is a fighting game that does not require words to describe its status. If Street Fighter created a trend in fighting games, then "The King of Fighters" is the pinnacle of such games.

The "King of Fighting" series, a game that dominated the arcade market in the 1990s, is not an exaggeration to him with any praise.

Jester looked at the names of the two substrates he wrote on paper and frowned tightly.

He may be able to solve the game problem, but he doesn't know if he can develop an excellent enough arcade motherboard.

My opponent is too strong.

After the two words arcade, he put a big question mark, and then he turned his attention to the handheld machine.

"well!"

Jester looked at the word "handheld" and sighed, and couldn't help feeling bored in his heart.

Because his opponent is Yokoi Junhei!

Yokoi Junhei, who is respected by players as the God of Hardware and is called the Hand of God by his peers!

If Shigeru Miyamoto is the core of Renhei software development, then Yokoi Junhei is the soul of Renhei hardware development.

The designer of the world's first handheld console, GAMEWATCH, the designer of the legendary game console FC, the designer of the SFC, the designer of GAMEBOY, the inventor of the cross key, and the designer of WONDERSWAN.

Regarding Yokoi Junhei's historical status, I have a story like this that may be expressed in one or two.

On February 20, 2003, at the annual awards ceremony held by the International Developers Conference in San Francisco, the organizers of the conference announced that the "LifeTimeAward" of the special lifetime achievement award for the gaming industry will be awarded to the late inventor Yokoi Kohei, the late inventor of GAMEBOY and the Cross Key.

When Yokoi's eldest son walked to the prize hall to take over the shield-shaped medal and expressed his gratitude, the humble and innocent smile of the former great man was immediately displayed on the huge screen behind him. The venue that accommodated thousands of industry elites suddenly burst into endless thunder and applause, and the heartfelt praise completely crossed the barriers of business competition and fun hobbies.

The vast majority of people in the entire venue burst into tears. These people were not limited to the Japanese, but also those European and American people who also spent their wonderful childhood together with GAMEBOY.

A young reporter couldn't help but be infected by the strong atmosphere in the venue. After he returned to China, he mentioned it in an article in a media outlet.

"At that moment, I truly realized Mr. Yokoi Junhei's lofty status in this industry field, and his creations are absolutely indelible to consumers around the world!"

Facing such a powerful opponent, Jester cannot feel the pressure.

Indeed, he knew that no hosting platform relies on the host's functions to divide its market share, and the most important thing is to rely on games!

The 3DS-perfect PSV is indeed due to games rather than functions.

But if you look at what kind of game is on 3DS, let’s talk about the first party, just talk about the masterpiece of action hunting like MH4. Although this is not exclusive to 3DS, the problem is that until Jester travels through time, the PSV version has not been launched.

On PSV, except for a few niche games, the other so-called masterpieces are all crooked things. It would be great if So Ni was not angry to death.

A traitor like Kabit, Jester has decided in this life that he will never let it go. Let the player play the mosaic MH4. This is a crime against every MH player. It can never be forgiven and absolutely not tolerated.

This is the unshirkable responsibility of every MH player.

Although I can indeed make those classic games in advance to attract players, how can those manufacturers who can already make classic games not be able to make classic games in this world?

If they think they can't make good games in advance, that's really a big ridiculous thing!

They have technology, ideas, capabilities, platforms, and markets. Why can't they succeed?

In this world, no one knows better than himself how powerful the R&D capabilities of Nintendo's intelligence development headquarters and the six major game giants under their command are. No one knows better than him that there are many genius designers who are still unknown now and will surely shock the world in the future.

If Jester is still confident in the research and development of arcade machines, he has no confidence in the research and development of handheld machines.

Jester frowned hard, constantly thinking about countermeasures.

Since the hardware may be inferior to Ren Hell in terms of functionality, he must regain this weakness in the game.

Then Jester breathed a sigh of relief, he still knew about several masterpieces of handheld machines.

For example, PM.

He added a question mark on the letter paper and behind the two words on the handheld machine. However, after he finished writing the question mark, his eyebrows suddenly loosened, the corners of his mouth cracked, and a smile appeared.

He kept writing, quickly adding a big exclamation mark to the question mark on the handheld machine, and then he felt dissatisfied. He continued to write seven or eight exclamation marks in succession, and one exclamation mark was larger than the other.

"How could I forget this artifact?"

Then he wrote four words on the letter paper.
Chapter completed!
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