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Chapter 105 Plan

There are many other contents discussed at this meeting, such as the post-production of "Fighting City" and the setting of "Real Estate Tycoon". However, these are not something that Jester needs to pay special attention to now. In his eyes, PC games can only be regarded as a means of training the team, and these two games must be transplanted to his home machine.

In addition to exercising your subordinates first, it is mainly for some other reasons.

For example, "City of Fierce War" was a temporary idea to promote game magazines, while "Real Estate Tycoon" was inspired by Jester when he saw his employees playing this popular tabletop game for decades after lunch. In fact, many games of this era were born in accidents. A very small number of them were like Jester who first identified a goal and then started to develop it after setting it.

Jester's R&D ideas are more like the way game companies make games in the future. They first do market research, see what games nowadays players like, and then plan and start formal research and development. After all, the complexity of the game at that time was no longer supported by a simple creativity.

However, these two games, Jester, are scheduled to be released during Christmas. There is no problem with seeing the speed of "City of Fighting". After all, it has been completed. The next step is to start a large-scale advertising coverage and inviting some players to conduct a larger range of tests. I have already conveyed this message through "GAME", and doing so will also help deepen the loyalty of fans in my company.

This is also the first time that Jester has recruited such test experience on a large scale after he proposed the principle that some players must have a test experience before being released.

You should know that in this era, you can experience game content before the game is released, and game companies may even modify the opinions you put forward. In the minds of many players, it is like they are personally involved in the production of this game.

This sense of accomplishment is indescribable.

Because "Real Estate Tycoon" is a new team, the progress is not very fast.

Although the core of this team completed "City of Fierce War" under his own leadership, the main purpose of making this game is to be yourself. In order to ensure speed and quality, I also mainly copy the content of the classic game of the same name that I remember in my mind. Therefore, in addition to letting them understand how a game should be made, the real improvement of these designers is not very great.

But this "Real Estate Tycoon" is completely different. Jester has decided to basically not participate in this game, and let them make it themselves, first to see how the real ability of this new team is, and secondly, because it has the original tabletop game as a reference, the original playability is already very good, and even if copied, it will be done well. Jester doesn't have to worry about the quality.

As for the arcade game "Sheriff Balotelli", Jest intends to release in November.

The team of Seifer Daberwater, Jester, also plans to lead himself for a while to start making the reel-type flight shooting game he wants to carefully prepare for his home console.

Although the game "Super Barlotley" is not very good in Jester's eyes, it does not think so in the eyes of others. This game has been secretly disclosed in the production and has not participated in the previous player trials, but the response in the internal trials of the company was very good, and most people have a high evaluation of this game.

There is no doubt about this. Although it is not the first time that the shooting clearance version of the level-passing game has appeared on the arcade, "Sir Balotelli" is indeed the best one produced, of course, so far.

However, what Jest compared before was that textbook-level masterpieces like "Conra" in similar games, so there are naturally many dissatisfactions.

To a certain extent, Jester even felt that this game did not understand the essence of this type of game.

So his evaluation of this game is just good.

As for Hu Weili, who came from China, because of language, Jester decided to let him conduct a language course for half a year first, and by the way, he went to the Teenage Mutant Ninja Turtles cartoon team to help during this period. After all, music is common, and it can also make him familiar with the work of Teenage Mutant Ninja Turtles. After half a year, it is time for him to start officially producing his own console board "Teenage Mutant Ninja Turtles".

Fu Zan's English is not a big problem. He has been in the United States for a week. Because he was hired by Jester himself, he did not arrange his specific work. He just asked him to follow the post-production of the game "Fighting City". He is also familiar with the game production process. He was very satisfied with this after hearing about it. Moreover, in the official version of "Fighting City", Fu Zan has a lot of understanding of this game in the future.

In other words, this game Jester plagiarized a lot of Fu Zan's creativity.

Sure enough, after Jester asked the person in charge of the post-processing of "City of Fierce War", the person in charge praised Fu Zan's performance, saying that Fu Zan had a deep understanding of it as soon as he came into contact with this game, and helped them solve a lot of troubles in post-processing.

This was also expected by Jester.

However, Jester did not intend to let Fu Zan continue to do post-processing in the scavenger. He planned to let Fu Zan join the R&D team he personally led to participate in a development from beginning to end, which would be very helpful for his growth. The same is true for Hiroshi Sakaguchi, who will arrive in the United States in a few days, but Jester Sakaguchi plans to take him for a while.

In his eyes, Hiroshi Sakaguchi is much more important than Fu Zan. Fu Zan is just a seed he wants to plant without intention. The harvest will happen more than ten or twenty years later. Hiroshi Sakaguchi is different. This is the biggest magic weapon for him to be able to fight against Nintendo and his lackey in Japanese RPG in the future, and it must not be lost.

As for the music rhythm games he thought of when he was bored in the mainland, after consulting his hardware department staff, they regretfully told Jester that his idea is difficult to implement at present, just like what he thought before. It is not difficult to use a sixteen-bit CPU to process music. The biggest problem is that the price of the hard drive is too expensive.

In the eyes of these hardware researchers, it is unwise to make such a game when the hard drive is so expensive.

Unfortunately, Jester could only give up this idea temporarily. In his impression, the significant improvement in the storage technology of hard disks was due to the giant magnetoresistance effect discovered a few years later. Jester is not a technology resident. He didn't know much about this. He just read a report about the Nobel Prize later, which introduced that two scientists who discovered the giant magnetoresistance effect won the Nobel Prize in Physics in 2007.

The person who wrote this article was a domestic scientific researcher who highly praised this discovery in the article. At that time, Jester still remembered the statement of this scientific researcher at that time.

“Look at how much your computer’s hard drive has storage capacity, you will know how much their contribution is.”

The problem was that Jester didn't remember at that time that it was the giant magnetoresistive effect discovered by those two scientists, so he had to wait slowly.

After the meeting, Jester returned to his room and took out the paper and pen again to sort out his plan from scratch, especially about his home game console.

First of all, the most important point is the name of the home host.

Marcus, the leader of the home machine research and development team, used X as the code name. Although many people in the company have given many names to this home game console in the final debugging stage, and there are nicknames like "Flying Saucer" based on the circular appearance designed by Jester for this console, but its official name is still not confirmed, and Jester did not want to give this name himself. What he thought of was an action when Microsoft launched XBOX.

Let players participate in the naming of the game.

Of course, Jester was more open than Microsoft was at that time. He decided to ask GAME magazine to collect the name of the game console, and everyone could write to them and say the name of the game console they wanted most. The final name will be announced at the CES exhibition when the new console debuted in front of the public for the first time.

And those selected will receive a specially customized game console with all the signatures of R&D personnel, and will also receive the first game cartridge signed by all game developers, and of course, there will be a bonus of 5,000 US dollars.

After thinking through the solution to this matter, Jester made a check mark behind it and continued to write the following questions.

About the first game.

This is actually a difficult thing to deal with and is difficult to decide. After all, its console is released one and a half years later than Nintendo's FC. In this year and a half, Nintendo and the game developers under FC have made a large number of games for the FC game console. When the US version of FC, that is, Nintendo will produce a large number of games without difficulty. In other words, when its game console is just released, it will definitely lag behind Nintendo in terms of number of games.

This can only be made up for the gap over time, so you should not compare the number of games with Nintendo, but the quality of games with them.

But the problem is, it is also very difficult.

Nintendo in this era is almost synonymous with high-quality products, and the games of their cooperative developers also need to be certified by Nintendo. Games that can pass Nintendo's quality certification will basically not be bad.

Of course, with the entry of the US market, some game manufacturers like the Rainbow Factory will inevitably enter Nintendo's R&D camp. This is also a concession that Nintendo had to make in order to expand the US market, but this was later.

But during the entire FC period, even the SFC period, Japanese manufacturers were the core of Nintendo's survival.

Can these games of my own really compete with those Japanese manufacturers of this era?

While thinking about it, Jester drew a question mark on the back of the question, and then he started writing on paper several games he was going to launch. He wrote it once before, but that time was in the early stage of his business. Many of his ideas were very immature. Now he thought about it and was a bit whimsical, so he could only be used as a reference.

For example, the "Contra" he planned to do at the beginning actually made this game by some people who have never made a shooting version of the game. Unless they took out the real "Contra" directly and let them do it, otherwise, it is difficult to explain the most core rhythm of the game "Contra" in words. It not only requires Jester to know what it feels like, but also requires all the personnel involved in the research and development to know what it feels like. Only after they personally make a shooting version of the game and let them understand this type of game more deeply, will they have the ability to make the "Contra".

These are a bit missed, but the games written by Jester this time are different from the last time.

First of all, it can be transplanted from the arcade game I completed before.

The ported game is simple to make and not expensive. Moreover, because of its previous reputation, sales will inevitably not be very low. Some games with high reputation will even show incredible vitality on new platforms. The most representative thing is that in the original history, Tetris can still sell 5 million copies on FC with an arcade version.

"American Cubes", "Bubble Dragon", "Zuma", and "Snowman Brothers" can all be transplanted for home machines. As for whether to transplant "Gem Maze", Jester hesitated. Before this game has no touch technology, you can't experience the pleasure of using the controller. It is precisely because of this that he designed the arcade frame with a weird shape and an arc-shaped mouse. However, if you make this game on your home machine, it means you need to add a mouse peripheral to your home machine.

Or is it done or not?

Jester hasn't decided yet, so he put a question mark on the back of the game, meaning that he won't make a decision at the moment, but this means that even if he really wants to do it in the future, the game will not be in the lineup of the starting game. After all, time is tight now and we have to race against time.

However, except for the "Snowman Brothers" game, these four transplanted games are considered to be of contemporary masterpieces, all of which can only be considered as skits and belong to the category of elimination. Although the quality of the game is very high and it is very likely to have good cassette sales, it is still impossible to compete with Nintendo. The most important thing is that the type is too single and cannot compete in all aspects.

This has a great impact on the sales of a game console. Not many people buy a game console just to play a type of game.

For example, Nintendo, their games and puzzles not only have their own "Donkey Kong", "Mario Brothers", Hudson's "Nuggets", "Bombman", and even Namco will be transplanted and released in November this year. Especially "Pac Man", this game has a huge audience that other arcade games are almost impossible to match. Jester remembers statistics done in later generations. "PAC-MAN" sold a total of 300,000 substrates, which is far more than the second-ranked game.

Even the four arcade games I have released now are not as much as Pac Man.

In sports, Nintendo has the top ten sales of "Motorcross" and "Baseball" in FC history, and a pseudo-3D racing game "F1 Racing" that they will release in November this year. This game has a very good sales in the United States, with more than one million sets, once again proving the rumor that Americans like brainless games, but they don't have any in sports games.

Thinking of this, Jester wrote down a movement on paper and then drew a zero on the back, which is an aspect that he must add.

So what kind of sports game should I make? Jester was a little confused. He really couldn't imagine how to do sports games in this era. It was impossible to rely on the simple computing power of the eight-bit computer CPU and the current image processing level to create characteristics that could reflect the competitive charm of sports games.

After thinking about it, he could only think of making a racing game that was similar to Nintendo, which is the best competitive game to make now.

There is also a sports game he once played on Nokia's Symbian system. It can be operated continuously based on the random buttons on the screen and judged the results obtained by the speed of pressing. For example, sprinting, the faster the pressing, the fewer mistakes are made, the faster the characters in it will run, the higher the score, and there are long jumps, javelins, and various types of operating systems. It is very interesting. At that time, Jester was very addicted to playing it himself, and now it should be liked by some players.

Jester will never give up on this kind of game. Even if it is not done well now, it is better to only accumulate technology. After all, it will be the three major cancers in the future.

There is also fighting games. This type of game has high hardware requirements. It is difficult to achieve high-quality fighting games on eight-bit CPUs. Korami's "Kung Fu" released next year is the originator of this type of game, and it is basically the pinnacle of this type of game in the eight-bit era. In the eyes of Jester, who has played countless fighting games in later generations, this game is simple and terrible. What restricts the development of this type of game is not how to make an excellent fighting game, but whether the fighting game I want to design can be completed under the current hardware.

For example, after having CPS1, Capcom almost simultaneously launched the "Street Fighter" that shocked the world.

So this type of game can be played first, or a game similar to "Kung Fu" to let the team become familiar with fighting games, and then after their sixteen-bit substrates are mature, they can directly produce a classic fighting game, but there is no need to hurry for this type of game now.
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