Manga Entertainment had an extremely strong offline distribution network in North America.
Chain-rental giants like Blockbuster and Hollywood Video had stores spread through neighborhoods all across America.
The business logic of videotape rentals and sales was different from theatrical films.
Theatrical releases valued opening-weekend box office and needed to concentrate promotional resources to create an extremely high level of buzz in a short time.
The videotape market, however, was a long-tail effect, water trickling in a steady stream.
The people who walked into video stores were looking for a private, controllable entertainment experience.
In his mind, he sketched out a typical scene inside a North American Blockbuster store.
On a weekend evening, a young white-collar worker who had just gotten off work pushed open the glass door.
The shelves were filled with copies of that week's newly released films and shows.
In the science-fiction section, the videotape of Ghost in the Shell distributed by Manga Entertainment was placed in a conspicuous position.
A customer picked up the tape and flipped it over to read the plot synopsis on the back, and his gaze would naturally sweep across the Sega Jupiter game tie-in logo printed in the lower right corner.
This kind of forced visual binding based on physical space was more effective than buying ten full-page Game Gear ads in gaming magazines.
The person standing in front of the shelf already had an extremely high threshold for science-fiction aesthetics, making him the perfect potential buyer for this game.
They rented the videotape and took it home, then shoved it into the VCR.
When they encountered Mamoru Oshii's information-dense long shot over the water, they would press pause, rewind, and watch it over and over.
When they encountered obscure lines, they would go discuss them with friends they knew well.
This