Hisao Oguchi walked all the way over.
The four-player same-screen test for "Metal Slug" was going smoothly, the screen filled with fiery explosions.
The 2D presentation plugin for "Super Robot Wars" had already been implemented, and the mechanic of Basara lowering enemy morale by singing was up and running.
Most of the launch titles' development progress had already passed the halfway mark.
At this point, the industrialized development capabilities of several core teams within Sega were on full display. As long as the direction was set, their execution was terrifyingly strong.
Hisao Oguchi reached an independent office at the end of the corridor.
This was where those ten newcomers worked.
He pushed open the door.
Crumpled balls of waste paper covered the floor.
The whiteboard was densely packed with numerical formulas and plant encyclopedias.
All ten people were at their workstations.
No one looked up at the door.
Hisao Oguchi walked in and stopped behind the buzz-cut programmer.
On the screen, a row of Sunflowers was producing sunlight.
Several bucket-headed zombies slowly shuffled in from the right.
The buzz-cut programmer rapidly moved the cursor, planting several Wall-nuts and adding Peashooters to the back row.
The zombies gnawed on the Wall-nuts, making crisp "crunch, crunch" sounds.
Compared to those crude gray blocks from a few months ago, this was as different as heaven and earth.
The plants and zombies drawn by the long-haired female artist were brightly colored and comically animated.
The animations of zombies losing arms and heads were not bloody at all. Instead, they carried a streak of black humor.
"What level is this?" Hisao Oguchi spoke up.
The buzz-cut programmer jumped in fright. His hand shook, and he planted a Potato Mine crookedly.
He turned around and hurriedly stood up.
"Director Oguchi." The buzz-cut programmer moved aside. "The