In the GSL handheld console, there is a built-in storage capacity of 16GB.
This storage capacity seems insufficient in the eyes of the future.
However, compared to the average game capacity of less than 1GB on handheld consoles nowadays, it appears quite ample.
SuRui Electronics, on the other hand, did not use built-in storage; instead, they opted for their unique storage card as an additional storage device.
Because SuRui Electronics has grand ambitions, they are eager to establish their standards in multiple areas.
Storage card standards, high-definition playback format standards, high-definition cable standards, and so on.
Once these standards are established, the rewards will be substantial monetary gains.
In the GSL's built-in storage, five games specifically designed to experience this new touch feature have already been pre-installed.
Angry Birds, Alligator Bath Time, Cut the Rope, Fruit Ninja, and a very simple pet game.
These games were completely ignored by Hayakawa. He believed they were just fillers. What truly mattered were the first-party titles.
He inserted the cartridge for New Super Mario Bros. into the console and began playing.
After playing, Hayakawa could only sigh at how the Super Mario series had evolved.
This game has pushed the limits of platformer gameplay, reaching the pinnacle of its genre.
According to employee descriptions of their experience purchasing games and consoles on-site, almost every buyer would purchase at least one copy of the new Super Mario game, followed by The Legend of Zelda: Ocarina of Time.
Even if Mario maintains its quality at the current level, countless people will still purchase it. This is the influence of a series and the result of pushing a genre to its limits.
However, despite this, Takayuki still finds ways to add new gameplay to Mario. He always longs for the Mario 64, which was always on his mind.
This time, the new Super Mario Bros. has added several touch-based gameplay elements on top of the existing platforming mechanics. Of course, for the sake of future game ports, touch controls can also be replaced by other inputs.
Having such terrifying game development capabilities as competition truly makes one despair. Fortunately, the creativity of a single company is ultimately limited and unable to meet the needs of the now hundreds of millions of players. Otherwise, other game companies would probably have no place.
"President, I think you should try this."
As Hayakawa was seriously experiencing New Super Mario Bros., one of the employees handed another console to him with great seriousness.
Hayakawa took a closer look and found it was The Legend of Zelda.
This was also one of the first-party titles released this time and another title that needed attention.
"What? Is this game fun?"
"Not only is it fun, it's also very comfortable."
"Comfortable?"
Hayakawa was somewhat puzzled. The employee seemed reluctant, but he had to share his gaming experience with the president for the sake of work.
So Hayakawa took the console and also a cartridge box for The Legend of Zelda: Ocarina of Time.
There was a text on the cartridge box.
"This is a dungeon-filled adventure with powerful weapons and a fantasy story of time travel."
Time travel?
This had appeared in the original Zelda game on the FC.
But it couldn't be considered true time travel.
The Legend of Zelda, the first generation made by Takayuki, was more like an enhanced second playthrough.
However, by means of the plot, people felt it was a different world, a completely new adventure, but in fact, only the monsters were enhanced, and some additional plot elements were added.
This method of increasing gameplay time has also been imitated by many game developers afterward, releasing multiple storyline playthroughs to extend gameplay time and provide players with a better experience.
Most players who play role-playing games are never tired of multiple playthroughs, especially when there are multiple endings under multiple playthroughs.
Players with OCD will surely try to experience all the endings.
SuRui Electronics' own Sun Knight series has learned from this strength and has created its path under the multiple playthrough gameplay.
But this time, it was different. This time, time travel was incorporated into the main storyline, and time travel has gradually become a familiar gameplay mechanic. As early as the third Dragon Quest by Takayuki, time travel was used in this way, integrating the original world of Dragon Quest 2 and 3 through time travel.
However, no matter how the story goes, their Sun Knight storyline has also received rave reviews.
Hayakawa is confident that their products are no worse than those of Takayuki in terms of plot.
Well, the overall gameplay experience is very smooth and enjoyable, just as the employee said.
The left joystick is for movement, the right joystick is for adjusting the camera angle, similar to what Takayuki made with Mario 64.
Their latest Sun Knight work is also planned to be made like this, so players can truly see the sky, the earth, and the lifelike horizon in the virtual world.
The distant view looks good too, but most likely it's all game textures. This time, The Legend of Zelda is probably made similar to Mario 64, with world gameplay through various levels of adventures.
Hayakawa played with great concentration.
So next, should I prepare to go to some level?
Huh? Wait, is this guide asking me to climb over the hill in front?
But behind the hill, isn't there supposed to be just a texture and an invisible wall?
Hayakawa was a little stunned, but he still controlled Link to climb over the hill according to the guide... Oh no, it's controlling Link to climb over the hill.
In the Mario 64 game, in order to make the entire game appear more realistic, deliberate terrain and items blocking the line of sight were created.
Outside of these obstructions, there was nothingness, which was also one way to save on gaming performance consumption. And for players, the experience wasn't reduced in the slightest.
But this time, Takayuki didn't do this. They actually guided players to climb over the hill.
What in the world is this...
Hayakawa was pondering while controlling Link to climb over the hill, and then his eyes gradually widened.
After the hill... there was a city surrounded by walls?!
Hold on, wasn't there supposed to be a texture behind the hill?
There was a city there, and a complete medieval-style cityscape appeared before him after a flash of white light.
This is a vast world.
And it's truly made with full 3D terrain.
Here, there are mountains, rivers, lakes, and seas.
This is different from the boxed-world style of Mario 64.
In Mario 64, each world is a level, and after completing it, you have to return to the main castle to venture into the next level.
But in The Legend of Zelda: Ocarina of Time, this is a very large world.
You can walk from one end of the world to the other.
Of course, there are still nodes for loading, not a truly seamless large map like in the future, because Takayuki at that time poured more performance of the console into the details of the picture. If they sacrificed the details of the picture, it could achieve a true seamless map, but that wouldn't make much sense.
For players of this era, such an open world is already astonishing enough.
And now, Hayakawa is feeling this astonishment.