Rebirth in the Golden Age of Gaming: I Become the Crown Prince of Sega
Chapter 124

Skinning

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Amidst the ongoing media and public clamor surrounding the Sony - Sega collaboration, another undercurrent is quietly gathering in a corner unnoticed by others.

The robot fighting game project, titled "Super Robot Grand Assembly," jointly developed by Sega and Bandai, has completed its entire development process and is quietly awaiting its release.

In the conference room at Nintendo Headquarters, Yamauchi Haku sat at the head of the table, a report laid out before him detailing every recent move Sega had made. His fingers tapped unconsciously on the smooth conference table, his eyes deep and unreadable.

"Besides that dance machine with Sony," an executive reported gravely, "Our latest intelligence indicates that Sega's robot-themed arcade game in collaboration with Fangdai has also been completed and will likely be released soon."

Another senior executive in charge of market analysis added, "Bandai holds heavyweight robot IPs such as Sunrise and Toei's Mazinger Z, which have unparalleled appeal among teenagers. Sega's intention in leveraging the mature fighting game framework of Fatal Fury is very clear: to create a blockbuster arcade product that can quickly generate huge profits in the shortest time and at the lowest cost."

"Bandai— " Yamauchi Hiroshi finally spoke, "They have a deep-rooted foundation in licensing Sunrise's IP. Moreover, this is an arcade project, and our usual royalty system mainly targets the home console software market, making it difficult to effectively constrain them. If we impose too many restrictions on third parties in the arcade field, where there are no clear terms, I worry that we'll end up with another Hudson."

The people in the conference room nodded in agreement, their faces filled with helplessness. Sega's innovative capabilities in the arcade field had already given them a headache, and now, with this "IP integration + mature framework" strategy, it was like adding wings to a tiger. They could foresee that once this robot fighting game succeeded, Sega's dominance in arcades would be further consolidated, and its brand influence would be enhanced once again.

More importantly, they couldn't find effective countermeasures. Bandai, as the IP holder and partner, benefited from this.

Nintendo will naturally cooperate fully. However, competition in the arcade market relies more on the appeal of the product itself and the influence on arcade operators. In this respect, Nintendo does not have a clear advantage over Sega, which has been deeply involved for many years.

A sense of powerlessness, of being unable to reach them, permeated the minds of Nintendo's top management. They could only watch helplessly as Sega made a renewed effort on another front, unable to exert the same strong restraint and suppression as they had in the home console market.

After a brief period of promotion, <Super Robot Grand Assembly!> quietly debuted in major arcades across Japan. There was no grand launch event, no overwhelming flood of GG (game name) announcements.

The only changes were a new name added to the arcade's machine list and a few posters put up near the arcade.

However, everything changed the moment the first players were drawn to the familiar design of the machine, dropped in a coin, and gripped the joystick.

On the screen, familiar giant robots such as the Original Gundam, Zaku, and Mazinger Z stand facing each other in a meticulously crafted 2D fighting scene. They are no longer unattainable heroes or enemies from cartoons, but fighters that players can control and unleash classic moves.

The beam rifle fired, the thermal axe cleaved, and the Rocket Punch roared.

Every movement carries the same hard-hitting and fluid combat feel as Fatal Fury.

The mature game framework provided by Sega Development Group 3 laid a solid foundation for the game's fighting experience. Bandai efficiently completed the modeling of all robot characters, the recreation of their moves, and the addition of exclusive background music. With the core engine readily available, the entire development cycle was compressed to its limit.

Behind high efficiency, there are naturally some unspoken trade-offs.

During the technology handover, Sega repeatedly emphasized the importance of "game balance," suggesting that Bandai's development team Kung Fu more on numerical adjustments. However, Bandai's team didn't seem particularly concerned. In their view, as long as the robots were cool enough, the moves were faithfully recreated, and the IP was popular enough, players would naturally buy in. As for complex numerical balancing, it seemed less important in the face of the strong urge to "quickly launch the product and achieve commercial success." "Good enough is good enough."

This idea prevailed during the development process.

During the first weekend after the release of "Super Robot Grand Assembly," Nakayama Takuya personally visited several large arcades in Shinjuku and Akihabara.

The scene before him left him both satisfied and somewhat amused.

At each Super Robot Grand Assembly machine, excited young people, including many students in school uniforms, were gathered. They stared intently at the screen, their fingers flying across the buttons, shouting out the names of various moves. The crisp, pleasant clicks of the coin slots echoed throughout the room.

"RX-78-2, Amuro, one hit from the Mas!"

"Take this! Rocket Punch!"

Players control their beloved mechs, engaging in fierce battles on the screen and unleashing their pent-up passion for robots.

The thrill of recreating classic scenes from animation is enough to make them overlook the obvious differences in strength between certain characters in the game.

Takuya a boy piloted a machine that was clearly too powerful, easily crushing his opponent. Although the opponent was annoyed, he immediately inserted a new coin and chose the same powerful machine to prepare for revenge.

He shook his head inwardly.

"Sure enough, Bandai's mentality of 'with an IP in hand, you can easily make money' is truly ingrained in their bones."

"Relying on the strong foundation of Fatal Fury and the support of these national-level IPs, the game's internal polishing is so perfunctory. It's no wonder that Bandai Namco, despite holding so many top-tier IPs, often produces works that leave players disappointed. This 'good enough' mentality and extreme desire to quickly make money seem to be their fine tradition."

This "Super Robot Grand Assembly" is undoubtedly a success; it accurately captured the needs of its target audience.

This brought substantial profits to Sega and Bandai in a short period of time. Sega used this to further solidify its leading position in the arcade market and demonstrate its strong IP integration and technology output capabilities to the industry.

Through this collaboration, Bandai not only reaped huge profits but also gained a more direct understanding of the market power that top-tier game technology can unleash. However, whether this "success" will further reinforce their internal disregard for in-depth game development remains to be seen.

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