Game Market 1983

EP. 16: Morita and Hayashi. (2)

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A few days later, I took Morita and Hayashi to Tokyo's Pentagon Soft.

“Sir? Where am I? ”

“Pentagon Soft by Final Frontier. ”

“No, I get that. Why are we here?”

“Well, the Pentagon Soft is currently being run by Kawaguchi, who made the Final Frontier, and he wanted to meet you. ”

“Yes?”

Dalk. Opening the Pentagon Soft door and stepping inside reveals the game development room of the clean interior. First of all, Hayashi seems to really like the Pentagon Soft's development room.

“Th-that's neat. ”

Hayashi's personality is that she can't see the dirt around her.

Anyone else who can't sleep because he cares even if he flips one book upside down on the bookshelf. Hayashi's personality was right with Sakaguchi.

At that time, Kawaguchi, who was discussing with the Won writer Amano Yoshitaka, welcomed me.

“Hello, Joon-Hyuk. Hello?”

Then Morita, who was next to me, called out in an excited voice.

“Ah, Mr. Amano!! ”

“Oh, Morita, it's been a long time!! ”

Hmm? What, did you two know each other? As soon as Morita saw Amano, she hurried to hold his hand and said.

“I became a character designer, as you said. ”

“Yes, I saw it, too. When I saw the game called Psychic Battle, I knew for sure that you drew it. Your fingertips were still alive!! ”

Oh, you two were priests? I'm surprised.

According to the situation, Morita used to work part-time as Amano's student in high school.

Amano admires Maurita's talent for attracting attention using certain points from women, and suggests that she has shown him the way of a character designer. But here's another amazing fact.

“But do you know how Satoshi is these days? ”

“He just rented an illustration house and recently came from a company called Lovecall. The company that made the console game for PC-FX... was it Desaiya? Anyway, they said they took him from you. ”

Desaiya is famous for her swordsmanship, Langritsa!? So, Satoshi...?

I ended up interfering with their conversation, not being curious.

“Is that Mr. Morita talking about Satoshi Yoshihara Satoshi? ”

Do you know Satoshi? ”

“Oh, I didn't know that firsthand, but I've seen his illustrations.”

“He is also a genius at drawing female characters. Somehow, I thought the eyes of the deputy commander who recognized my painting were unusual, and he knew Satoshi's shadow. ”

Haha... You guys really know each other from across the bridge, though this industry is narrow... Ugh... I'm sorry about Maurita, but she was an illustrator with a very strong sense of female character.

Satoshi, who drew the illustration of the Swordsword Langrissa series with a bright and smooth skin expression, would later gain a considerable reputation as a 19-gold illustrator.

Somehow I thought Morita's paintings felt like Satoshi sometimes. I knew we were having a pot of rice...

Shortly after, I introduced Hayashi and Maurita to Kawaguchi.

Kawaguchi, who was very short-handed at the end of Final Frontier 2, was impressed with Hayashi's coding skills.

“Your coding is very clean. I also like to mark plugs between coding. We at Pentagon Soft are also coding a set of rules between programmers. ”

As expected, Hayashi and Kawaguchi fit together nicely. Hayashi had also enjoyed the final frontier made by Kawaguchi, and they were both living together and receiving compliments, and Morita had a pleasant chat with her teacher.

I looked inside the Pentagon Soft while drinking the coffee the staff brought me from one table.

With the success of the Final Frontier, I shared the entire second floor of the building that Pentagon Soft is renting with the development room and the staff rest room.

The development team was separated into 1 and 2 teams, but only one development room was currently operating as a last-minute work on Final Frontier 2.

I looked around at the Development Team 2 with no one in mind for a moment.

1988 was the year when countless masterpieces poured out to lead the content of the game.

Starting with Dragon Warrior 3 which was released earlier this year, the Iss series of Calcom was also very popular and was about to launch a sequel soon, and Final Frontier 2 in Pentagon Soft and Super Maridge 3 in Shigei were also being developed with the goal of launching year-end.

And not long ago, Toriyama's dragon bowl, a super-popular writer, was announced as a gamification, and I almost cheered for it without knowing it.

When I was a kid, I used to play a card game called 'Disgraceful Prizer’ because I suddenly remembered it.

At this point, a great game was pouring out every month that the family felt bad about moving on to the next generation.

Even more so, Chairman Kamachi could not easily discard the loyalty of the family cartridge.

“Even so, I can't give my new book back to Mintendo.”

In fact, I was no longer willing to create and launch a game under Mintendo.

It might be the first and last gift that Psychic Battle gave to Mintendo.

It takes a lot of time and effort to create one game. However, when the game is released, the company takes away all copyrights to the game and paints its own logo.

It may be a stigma.

Because if the director who created the game later moved the company, it's impossible to create a sequel with the same name.

If I wasn't going to root in Mintendo forever like Shige-seed, the more I played the game, the more I lost.

“If Mauritata and Hayashi decide, should we make a new game here? ”

First of all, there were several genres that emerged from Mauritan's character disposition.

Leaving the character illustration on the main and picking up land to expand your realm bit by bit.

A brother named NANPA.EXE, famous for his executables.

Or a scary princess-making game where you raised a cute little girl and got married.

(Even though I'm not my own daughter, it's only when I realize it's a little too much that I'm an adult...)

“No. No matter how many great games you have in your head, you can't make them the same. ”

Until now, I have created dragon emblems and psychic battles, but I have not created the same games as the original creations.

Even though the choice of the genre was advanced, it was because I thought we should keep it.

I took the water fan off the white board and started writing something down in the empty development room.

First of all, Genre, the first mimicry game I've ever known, was the first of its kind by Class X students to appear on PCs in the '90s.

Taking this system from Fox Soft was a game called "Brainy Memorial," where a high school protagonist picked out his favorite female character, went through a specific event for three years of high school, and when she blew up the Paleolithic, she was OK, and she lived happily ever after. The story ends with.

Other reminiscent romance simulation games include "Sentimental Graffiti," which has been sowing seeds all over Japan, and "Piacarot," which once sparked a family restaurant's part-time boom in Japan.

There's more to think about, but let's put it this way...

I was knocking and thinking about the whiteboard.

This is roughly the flow of a beauty romance simulation.

A very reckless protagonist was kind to all women like a faggot and had a crappy story like cheese with holes that occur when you go to a certain place on time for a certain date, and when the number of events accumulated, you succeed in 100% confession.

I was a maternal solo who had never even had a proper relationship before returning to 83 years. I didn't want to make the main character happy so easily.

“Why don't we try the other way around? ”

There's a lot of stories about confessing that make you happy, but there's no reason to say goodbye, is there?

Huh? Now that I think about it, I feel a little better...?

A beautiful girl preparing to break up with the heroine... a breakup... simulation...

At that moment, a scenario began to skip ahead in my head.

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