Tokyo Video Game Tycoon

Chapter 445 Stunning Open World

There is a built-in storage capacity of 16GB in the GSL handheld.

This storage capacity is simply not enough in the eyes of later generations.

But compared with the average game capacity of the current handhelds, which does not exceed 1GB, it seems very sufficient.

However, Su Rui Electronics did not use built-in storage, but used its own unique memory card as an additional storage device.

Because Su Rui Electronics has great ambitions, they really want to launch their own standards in many fields.

Memory card standards, high-definition playback format standards, high-definition cable standards, etc.

As long as the standard is established, the harvest is a huge amount of money.

Five games specially designed for people to experience the new function of touch have been installed in the GSL's built-in storage at this time.

Angry birds, baby crocodiles love to take a bath, cut the rope, fruit ninja, and a very simple pet game.

Ueto Hayakawa directly ignored these games. He thought they were just used by Zhu Yuxing to make up the numbers, and what he really needed to care about were those first-party works.

He inserted the New Super Mario Bros. cartridge into the handheld and started playing.

After playing it, Ueto Hayakawa can only sigh that the Super Mario series has become popular.

This work has reached the limit in the gameplay of jumping, and it is also ceiling-level in this category.

Listening to employees describe his purchases of games and consoles on the spot, almost everyone who buys will buy at least one New Super Mario game, followed by The Legend of Zelda Ocarina of Time.

Even if Mario keeps the game quality at the current level, countless people will still buy it. This is the influence of the series, and it is also the effect of making a category to the extreme.

But even so, that guy Zhu Youxing still tried every means to add new ways to play Mario, and that Mario 64 has always made him miss it.

This time, the new Super Mario has added several touch functions on the basis of the original platform jumping. Of course, in order to facilitate future game porting, the touch functions can also be replaced by other operations.

An opponent with such horror game development capabilities is really disappointing. Fortunately, the creativity of a company is limited after all, and it cannot meet all the needs of hundreds of millions of players. Otherwise, other game companies probably don’t have to mess around .

"President, I think you should play with this."

Just when Ueto Hayakawa was seriously experiencing the Kung Fu of New Super Mario Bros., one of the employees handed Ueto Hayakawa another handheld very seriously.

Hayakawa Ueto took a closer look and found that it was The Legend of Zelda.

This is also one of the works released this time, and it is also another work that needs the most attention.

"What? Is this game fun?"

"Not only is it fun, it's also very comfortable."

"Comfortable?"

Ueto Hayakawa didn't quite understand.

This employee seems to be a little reluctant, but he is also working now, and must share his game experience with the president at any time.

Ueto Hayakawa then brought the handheld over, along with a cassette box for The Legend of Zelda's Ocarina of Time.

There is another text like this on the cassette box.

This is a fantasy tale of dangerous mazes, powerful weapons and time travel.

Time travel?

This is similar to the original Zelda works that FC landed on.

But that's not exactly time travel.

The first generation of The Legend of Zelda produced by Zhu Youxing is more like an enhanced version of the second week.

However, through the way of the plot, people feel that it is an inner world, a brand new adventure, but in fact, the monsters are only enhanced, and then the plot is added.

This method of increasing the playing time was also followed by many game producers later, launching multi-week stories of the game to extend the playing time and give players a better experience.

Most players who play role-playing games are also very happy with multi-weeks, especially the rewards of multiple endings under multi-weeks.

Players with obsessive-compulsive disorder will definitely try to play all the endings.

Su Rui Electronics' own Sun Knight series has learned this strength, and then blazed its own path under the multi-week gameplay.

But this time is different. This time, the element of time travel has been incorporated into the main storyline. Time travel has gradually become a familiar gameplay. Dragon Quest 3, which was as early as Zhuyouxing, did this. The two works of Dragon Quest 2 and 3 of the original world are fused together through the drama of time travel.

However, the story is easy to tell, and their Sun Knight drama is also well-received.

Ueto Hayakawa is confident that the plot of his own works is no worse than that of Zhu Yuxing.

Well, the overall play is still very fun and very comfortable, and it is exactly as the employee said.

The left joystick is to move, and the right joystick is to adjust the viewing angle, which is as amazing as the Mario 64 made by Zhuyouxing.

Their latest Sun Knight title intends to do the same, so that players can actually see the sky and the earth in the virtual world, as well as the real horizon.

The vision also looks good, but there is a high probability that they are all game textures. This time, The Legend of Zelda may have made a world gameplay similar to Mario 64, completing the plot through adventures one by one.

Ueto Hayakawa played with his head down seriously.

So the next step is to prepare to go to a certain level, right?

Huh? Wait, is this guide telling me to go over the hill ahead?

But behind the hill in front should be a texture and air wall, right?

Ueto Hayakawa was a little dazed, but he still followed the instructions to control Searle... Oh no, he controlled Link to browse the hills.

In the Mario 64 game, in order to make the whole game more realistic, fences, hills and other terrain and objects that block the line of sight are deliberately made.

Beyond these terrains and items that block the line of sight, there is nothingness. This is also one of the means to save the performance consumption of the game console, and the experience for the players will not be reduced in the slightest.

But this time Zhu Youxing didn't do that, and took the initiative to guide the player over the hill.

What is this...

Ueto Hayakawa was thinking while manipulating Link to climb over the hill, and then his eyes gradually widened.

Behind the hills... is a walled city? !

Wait a minute, isn't there a texture behind it?

There's another city there, isn't it...

With an expression of disbelief, he manipulated Link to the gate of the city surrounded by city walls.

Then a white light flashed, and a city with medieval architectural style was completely displayed in front of him.

This is a vast world.

And it is really a world made with full 3D terrain.

There are mountains, rivers, lakes and seas here.

This is different from the little garden-style world in Mario 64.

In Mario 64, each world is a level. After playing, you have to go back to the main castle and go to the next level for adventure.

But in Ocarina of Time, it's a very large world.

You can go from one end of the world to the other.

Of course, there are still reading nodes one by one, which is not a real seamless super-large map of later generations, because Zhuyouxing devoted more performance of the game machine to the details of the picture at that time. If the details of the picture are sacrificed, it can be truly seamless map, but that doesn't really make much sense.

For players of this era, such an open world is enough to amaze them.

The current Hayakawa Ueto has this amazing feeling.

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