Allen Adham set the report down.
Through this battle, Blizzard's roots in the PC gaming field had sunk deep into the soil.
He picked up the phone on his desk and dialed Sega of America's number.
"Please convey my thanks to Managing Director Nakayama in Tokyo," Allen Adham said in a very formal tone. "That suggestion of his pushed this game into a new era ahead of schedule. Blizzard looks forward to maintaining this kind of constructive exchange with Sega in more fields in the future."
In May, the Los Angeles sun was beginning to glare.
The 1996 E3 Electronic Entertainment Expo was about to open at the Los Angeles Convention Center.
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The exhibition was scheduled to be held from May 16 to 18.
According to the arrangements of the Interactive Digital Software Association, the first two days would be open only to media, distributors, and industry insiders. Only on the final day, Saturday, would ordinary players be admitted for the public day.
With a full week still left before the show opened, the South Hall of the Los Angeles Convention Center was in utter chaos.
The whine of electric drills, the clang of steel pipes, and workers' shouts all tangled together.
Hisao Oguchi wore an ill-fitting gray work jacket and stood in the middle of Sega's exhibition area.
Sega's blue logo was printed on the back of the jacket.
He held a roll of blueprints in his hand, checking the position of the spotlight truss suspended overhead.
Sega's booth area this year had expanded by one-third compared to last year.
This was Hisao Oguchi's first time independently coordinating an international exhibition of such scale.
At last year's E3, Nakayama Takuya had charged at the very front, using an extremely aggressive strategy to catch Sony and Nintendo