The Sega Development Group 3 office was as hot as an asphalt road on a summer afternoon, with everyone bustling about enthusiastically.
The office was filled with the sound of keyboards clicking, intense discussions, and the occasional test sound effect.
Takuya Nakayama was buried at his workstation, his eyes fixed on the scrolling code on the screen, his fingers dancing across the keyboard.
The "K" project, fatal fury, had reached the critical moment of demo production.
After the initial stumbles, the development team members erupted with astonishing efficiency and creativity.
"Takuya-kun, Terry's action moves have been imported very smoothly, even more fluidly than expected!" a team member responsible for program optimization reported excitedly, fine beads of sweat seeping from his forehead as if he had just finished a marathon.
Takuya Nakayama lifted his head, the corners of his mouth curving slightly into a satisfied smile: "Excellent work! Keep it up, completing a demonstrable demo version before the end of the month should be no problem."
"Hai!" The team member gave a crisp salute and turned to run back to his workstation.
Takuya Nakayama stretched, rubbing his slightly sore neck.
Just then, a voice came from behind him: "I say, Takuya-san, you're really enjoying yourself, aren't you? Don't you need to code?"
Takuya Nakayama knew it was his friend, Suzuki Yu, whom he had met not long ago, without even turning around.
He turned around and said with a smile: "You're the one, aren't you? Is Development Group 2 out of work after finishing Hang-On? Coming to Group 3 to visit every day?"
Suzuki Yu shrugged, walked over to Takuya Nakayama, and patted him on the shoulder: "That's only because your game is so captivating.
I can't help but wonder what it would be like if fighting games could be made in a flat space, or even a 3D space."
Takuya also shrugged after hearing him: "Well, when the technology matures, you can make it."
He also sighed inwardly, thinking, as expected of Sega's pillar, he already has the idea for Virtua Fighter.
Then he picked up his jacket and put it on.
"You can take your time looking, you can tell Shimizu-san any ideas you have, I'm going to Tatsunoko Production first."
Not long after, Takuya drove to Tatsunoko Production.
The walls were covered with character design drafts and scene concept art for fatal fury.
Director Ooba Jutarou was intensely discussing the storyboard with several core artists.
"The force of this punch needs to be more exaggerated in the animation to highlight the impact of street fighting!"
"No, Director, I think it should be slightly restrained to retain some realism of fighting techniques, which is more in line with the original cartoonist's style.
And these frames are not important combat scenes; they are just simple transitions arranged to introduce the characters."
Amidst the arguments, Takuya intervened at the right time.
"Director Ooba, I think Uda-san's idea makes a lot of sense.
If the transitional fights are too exaggerated, the performance in the core combat sections won't stand out with enough visual contrast.
And it also helps to broaden the distinction between ordinary fighting and the fantastical special moves of the fighters.
Of course, this is just my humble opinion, Director Ooba, what do you think of this idea?"
Ooba Jutarou pondered for a moment, then nodded, agreeing with the suggestion of animation director Udagawa Kazuhiko.
"Indeed, handling it this way will have a better highlighting effect on the climax of the story.
It seems I've carried over many habits from making Urusei Yatsura back then; I didn't even notice they weren't suitable.
I'll trouble Uda-san to remind me more in the future."
Udagawa Kazuhiko was also very happy to see Ooba Jutarou adopt his suggestion and continued to immerse himself in the original drawing review work.
It was already evening when he left the animation company.
Takuya returned to the Sega building, and as he passed the Market Department, he happened to overhear two employees chatting.
"Have you heard? Namco's pac-man for the FC seems to have been delayed."
"Really? That's their main title for the winter season, why the sudden change of plans?"
"Who knows, it's said to be Nintendo's decision, apparently to avoid some competition…"
Takuya's footsteps paused slightly.
pac-man FC version delayed?
Combining his own "K" project's ongoing animation publicity pre-heating through Tatsunoko Production and Shueisha channels, and Nintendo's consistent domineering style, he instantly understood.
This was no coincidence.
Hiroshi Yamauchi, that old fox, had smelled the threat of the "K" project.
This was a targeted commercial attack.
A barely perceptible cold smile played on his lips.
He felt no anxiety at all; instead, he felt a sense of… "plan accomplished."
Nintendo's reaction precisely proved the weight of the "K" project.
In fact, this reaction played right into his hands.
It seems he needs to add more fuel to the fire for them.
A counter-strategy to leverage their actions and expand the influence of the "K" project began to quietly brew in his mind.
Meanwhile, in the top-floor conference room of Sega Headquarters.
The atmosphere was as heavy as the lead-gray sky outside the window.
Sega's third-quarter board meeting was in progress.
David Rosen, who had rushed back from North America, stood wearily in front of the projector screen, reporting the latest market data.
"Ladies and gentlemen of the board, I regret to inform you that the situation in the North America market… is not optimistic."
His voice carried a hint of hoarseness.
"Nintendo's NES, strongly driven by super mario bros., has successfully reversed the previous decline in public opinion.
Sales have shown a strong momentum, creating immense pressure on the promotion of our Master System."
On the projector screen, cold sales curve graphs mercilessly displayed Sega's predicament in the home console market.
The conference room was dead silent.
Many directors frowned, their faces grim.
The optimistic mood they had previously held for the home console market was now shattered by the cruel reality.
Directly confronting Nintendo in the home console sector seemed bleak, causing many present to feel deep worry and frustration.
Hayao Nakayama sat in the main seat, his face as still as water, showing no emotion.
His sharp gaze swept over the disheartened or anxious faces, finally resting on his confidant, the sales director, whom he subtly signaled.
The sales director understood, cleared his throat, and stood up.
"Ladies and gentlemen, the difficulties in the North America market precisely illustrate that we can no longer passively chase after Nintendo."
His voice broke the silence, clear and powerful.
