Chapter 197: Undercurrent Surging (135 Votes)

“GoodShot!”

Xu Jiankui used a fifth iron to send the ball firmly onto the green 135 yards away, and he couldn't help but praise himself.

Recently, Li Xuan's golf skills have improved significantly, although there is still a certain gap compared to a veteran like Xu Jiankui, but at least he can keep up with the rhythm of his play. Li Xuan doesn't have such a strong desire to win, even if he is occasionally teased by his old friends on the court, he won't mind.

Li Xuan's ball was a little far from the green, and it was still difficult to hit the green directly with his attack distance. He didn't force it, and he hit the ball a hundred yards with a nine-iron and sent it to the fairway in front of the green.

Xu Jiankui scoffed at Li Xuan's conservative way of playing, and he had been sarcastic several times. But he was unmoved, did he have to take the risk of attacking, and hit the ball into the bunker or rough to be considered a hero? Li Xuan just regarded golf as a leisure activity.

"Alas, your Oriental Game Company doesn't give people a way to live at all, since "Kung Fu" came out, the two arcade machines of my game company can't be sold at all!" Xu Jiankui said with a bitter face.

"Kung Fu" is the fighting reel game that Liang Ning, the head of the arcade department, was personally responsible for developing. The background of the game is somewhat similar to "Double Dragon", telling the story of the protagonist Ajie's girlfriend who was robbed by the gangsters of the underworld, and he and his younger brother who came to Hong Kong to learn martial arts, Bruce Lee fan Tommy from the United States, broke into the tiger's den, defeated the leaders of the gang, and finally rescued the story of his childhood sweetheart's girlfriend.

It's a cliché story of a warrior fighting a dragon to save her princess, but it's not the bizarre story that appeals to fighting arcade games. The game doesn't have great dialogue like in the movies. With the graphics and dynamic background music alone, no matter how good the plot is, it can't be shown at all.

What really appeals to players in the game is the thrill of the player manipulating the character to defeat the enemy. The Kung Fu arcade uses the same motherboard from the previous Mario Bros. This motherboard uses 2 6502 processors as the computing core, and the resolution of the game screen is not likely to be very high due to the performance of the hardware.

But the game team still strives to make every detail of the game's graphics as refined as possible. Including the image of the two protagonists, the image of a number of large and small bosses, as well as background patterns such as restaurants, underground casinos, and gangster lair, all of them have distinctive characteristics. Players can make an impression after playing.

The real essence of the game is the fight design, from the most basic punches, kicks, and jumps, to the whirlwind legs, chain legs, sweeping legs, over-the-shoulder throws, flying knees, and other techniques. "Kung Fu" does not have the same gorgeous skills as the later "Street Fighter" and "The King of Fighters". Instead, it is biased towards realistic hard-style fights.

Liang Ning, the general director of the "Kung Fu" planning team, has Cai Lifo's martial arts foundation, and the game combines the advantages of Chinese southern boxing and northern legs, as well as Jeet Kune Do, karate, Muay Thai and other advantages, to design a wonderful fighting picture. And there are more than a dozen weapons and props such as daggers, nunchucks, and broadswords throughout the game. Make the gameplay of the game richer.

The arcade of "Kung Fu" was released just half a month ago. It was an instant sensation, and it was a game with a tight rhythm from start to finish that would get men's adrenaline pumping. The fighting "Kung Fu" is undoubtedly more suitable for the arcade field than the previous "Mario Bros.", which is more casual than the previous "Mario Bros." At the beginning of the year, the Mario Bros. craze had just dissipated, and Kung Fu was almost seamless, turning the arcade market of 1981 into the "Year of Oriental Games" again.

Xu Jiankui's game company is mainly based in the arcade market in Hong Kong, Taiwan and Southeast Asia, and relies on the low price of its products to win. Oriental Games' marketing strategy has always been to focus on the big and the small, focusing on the three main markets of Japan, North America and Europe. There is not much attention to the Asian market outside of Japan, so games like Xu Jiankui can still be sold at high prices because of the arcade products of Oriental Games. And retain the space to survive.

But in the North American market, the competitors of those oriental game companies are not having a good time, and the first to bear the brunt is naturally the original arcade overlord Sega. Previously, the new game "Frog Crossing the River" promoted by Sega was suppressed all the way because it hit "Mario Bros.", which was far lower than the company's expectations.

So Sega decided to avoid the invincible "Mario Bros. Mario" first, and wait for its sales to slow down before re-promoting "Frog Crossing the River". Compared to other games developed by Sega, although this game is not as good as "Mario Bros.", it is already a rare masterpiece.

But unexpectedly, the momentum of "Mario Bros. " just waned, and Oriental Games soon launched a new reeling fighting game - "Kung Fu". David Rosen, president of Sega America, has been in the industry for many years and can tell the difference between good and bad games with just a few glances.

The game "Kung Fu" brought him a strong sense of threat, no less than the previous "Mario Bros." Both games are side-scrolling puzzles, but not only is Kung Fu better than Mario Bros. compared to its relatively simple setting, but it also features a large number of enemies on the same screen background, in addition to the two main characters.

This will undoubtedly greatly increase the amount of computing power of game programs, and it also shows that the game development capabilities of Oriental Game Company are already a big step ahead of other companies. Sega invested in the development of a side-scrolling game as soon as Mario Bros. came out. Although it took half a year to figure out some doorways, it was far from the point where it was possible to come up with a mature algorithm.

This is what scares David Rosen the most, Sega is not only not as creative as Oriental Games, but also lagging behind in technology. How can this be able to compete with Oriental Game Company!

"David, I'm Hayao Nakayama!" Hayao Nakayama's tone on the other end of the phone was slightly excited, David Rosen was a little strange, his partner was gentle most of the time, and soon a voice came from the microphone again, "I just got the news that there was a juvenile brawl in the Chiyoda area of Tokyo, resulting in one serious injury and one minor injury. The reason for the brawl was precisely because two groups of people competed for a Kung Fu arcade machine in the game hall, and the two sides refused to give in to each other, and finally it turned into a brawl tragedy!"

David Rosen's spirits were lifted, and he instantly understood the reason why Hayao Nakayama had made a transatlantic call from Japan, which was the perfect opportunity to ask for trouble for Oriental Games.

"There was a teenage brawl over the Kung Fu console, which happened to be a fighting game. We can completely lead this incident to the fact that because the game "Kung Fu" promotes violence and gore, and gives the wrong value orientation to Japanese teenagers who are not very discerning, the government should completely ban the release of this game in the Japanese market!" David Rosen immediately calmly stated his plan.

"I think so too!" Hayao Nakayama, who was far away in Japan, smiled, "I have already contacted Taidong, Namco and other companies to concentrate everyone's strength to act together and strive to give the heaviest blow to Oriental Game Company!"

From the original "Hong Kong Cubes" and "Tank Wars", Oriental Games directly swept the popular shooting games such as "Space Invaders" and "Little Bee" into the outdated garbage heap. Later, he made a lot of money by taking the rights to "Pac-Man" from Namco, and the "Mario Bros." brothers, which were listed at the beginning of the year, once again swept the world, and the recently released "Kung Fu" also had a big hit.

It can be said that every time Oriental Games releases a new game, it puts tremendous pressure on other peers in the industry. Peers are enemies, and this has been the case since ancient times! Oriental Game Company makes a lot of money, which means that the profits of other arcade manufacturers have declined.

The happiness of Oriental Games is based on the pain of its peers, and companies such as Taidong, Namco, and Sega have absolutely no good feelings for Oriental Games. If there is a chance to fall into the well, they don't mind kicking it hard, and it is best to kick the Oriental Game Company directly to death, so that everyone can feel much more stable when they sleep at night.

Just when Li Xuan and Xu Jiankui were still swinging off the Deep Water Bay Golf Course, an action against Oriental Game Company was quietly unfolding.

Oriental Corporation, which is responsible for the sales of game consoles, has built a very complete marketing network in Japan. Soon after the launch of the "Kung Fu" arcade, Oriental Shoji had already spread the game consoles all over Japan.

As soon as the "Kung Fu" arcade appeared in the game hall, it became the new favorite of players with its wonderful content. "Kung Fu" was enthusiastically pursued by game fans, so that Oriental Shoji was busy distributing goods, and he didn't even notice a brawl incident that occurred in a game hall in Chiyoda, Tokyo, and he didn't know about the undercurrent caused by it.

Reports of the brawl first appeared in the Tokyo Shimbun, a subsidiary of the Chunichi Shimbun. The newspaper first introduced a Hong Kong game that promoted blood and violence, so that Japanese teenagers who had not yet formed fixed values could learn to fight in a violent way in the game. Then the newspaper turned its pen and lashed out at the Japanese government's laissez-faire attitude towards the invasion of foreign dross culture.

The article was later reprinted by another newspaper of the same newspaper, the Chunichi Shimbun. The Chunichi Shimbun, the fifth-largest newspaper in Japan, has finally attracted widespread attention from mainstream Japanese society. Immediately, when the Asahi Shimbun followed up on the report, it was revealed that several brawl teenagers skipped class during class time to play games in the game hall. This immediately aroused strong concern in the education circles, and the incident gradually evolved into a big discussion about the pros and cons of the game hall industry in the entire Japanese society. (To be continued......)

PS: Not counting the first chapter of yesterday, today is considered to have completed 3 chapters!