Sam
America: The Godfather of Game DevelopmentContents
- 1Biodata
- 2Background / History
- 2.1Gaming Enthusiast and Student
- 2.2Financing Tetris and GAMENOVA
- 2.3Expanding the Business
- 2.4Game Design and Development Contributions
- 2.5Acquisitions and Industrial Partnerships
- 2.6Playtesting Incidents and Health
- 2.7Senior Management and Later Responsibilities
- 3Personality
- 4Abilities & Skills
- 4.1Assessed Aptitude
- 4.2Power Progression
- 4.3Electronics Repair
- 4.4Administration and Commercial Analysis
- 4.5Management and Cooperation
- 4.6Game and Level Design
- 4.7Gaming and Playtesting
- 5Equipment / Items
- 6Relationships
- 7Notable Quotes
Contents
- 1Biodata
- 2Background / History
- 2.1Gaming Enthusiast and Student
- 2.2Financing Tetris and GAMENOVA
- 2.3Expanding the Business
- 2.4Game Design and Development Contributions
- 2.5Acquisitions and Industrial Partnerships
- 2.6Playtesting Incidents and Health
- 2.7Senior Management and Later Responsibilities
- 3Personality
- 4Abilities & Skills
- 4.1Assessed Aptitude
- 4.2Power Progression
- 4.3Electronics Repair
- 4.4Administration and Commercial Analysis
- 4.5Management and Cooperation
- 4.6Game and Level Design
- 4.7Gaming and Playtesting
- 5Equipment / Items
- 6Relationships
- 7Notable Quotes
Biodata
| Feature | Details |
|---|---|
| Name | Sam Weber (山姆) 14 |
| Gender | Male |
| Affiliation | GAMENOVA; also handles networking matters at Nexus 13 29 546 |
| Occupation/Role | Computer science student at the beginning of the story; GAMENOVA shareholder, investor, administrator, accountant, game playtester, level designer, and senior manager entrusted with overseeing the company during Lin Lixin’s absence 1 8 14 29 43 279 529 584 |
| Education | Computer science studies at the University of Southern California 14 113 278 |
| Residence | Shares an apartment with Lin Lixin in Los Angeles at the beginning of the story 1 2 |
| Health | Mild photosensitive epilepsy, discovered after a Beat Hazard arcade playtest 478 |
| First Appearance | Chapter 1, “The Year Video Games Were Buried” |
Background / History
Gaming Enthusiast and Student
Sam entered computer science because he wanted to follow the video game industry. By 1984, the North American market crash had left him disillusioned before he had even graduated. He owned an Atari 2600 and an extensive cartridge collection, including multiple copies of E.T. 1 2 10.
With games losing their appeal after the crash, he increasingly spent his free time renting movies and watching them with snacks at the apartment. His roommate, Lin Lixin, challenged his pessimism, arguing that Atari’s failure did not mean the end of video games and announcing plans to develop a game 1 2.
Sam and Lin attended the University of Southern California. Sam later recalls watching college football games between USC and UCLA with Lin, and remembers their rented home near the university as the place where they began experimenting with the C64 and battered arcade machines 113 278.
Financing Tetris and GAMENOVA
After trying Lin’s Tetris, Sam became absorbed in chasing its high score and urged him to sell it. When Lin proposed an arcade port, Sam spent $800 on a dusty secondhand Pac-Man cabinet from the shuttered arcade on their street corner, expecting the new game to repay his investment 3 4.
The cabinet did not work when they brought it home. Sam repaired loose connections but could not restore the picture; Lin completed the repair by reseating removable chips and cleaning their oxidized contacts. Watching Sam work also allowed Lin’s system to grant him basic hardware knowledge through The Mystery of 101 4.
The completed Tetris cabinet attracted enough customers to convince Sam to offer the first month’s arcade rent, provided Lin could produce another game of comparable quality. His offer triggered Lin’s Investor’s Recognition mission, which was completed after Sam approved the improved 1942 8 12.
Sam handled leasing and operating paperwork, cleaned the premises, and helped install the illuminated GAMENOVA sign. The first outdoor trial of Tetris earned $125.50, while the arcade’s preparations left him visibly exhausted from balancing classes with business errands 10 11 13.
Expanding the Business
As GAMENOVA began selling arcade machines, Sam argued against expensive in-house production and recommended contract manufacturing funded by buyer deposits. He subsequently negotiated a manufacturing price of $1,600 per machine, with the possibility of reductions at higher volumes 15 21.
His responsibilities expanded to financial records, fieldwork, cleaning, and accounting, leaving him little time to play the games he loved. He also identified a market problem in Contra’s success: its expensive cabinets were selling to sizable arcades while remaining unaffordable to smaller operators. Lin’s lower-cost Metal Gear project addressed that gap 29 30.
Sam continued supporting hardware development by coordinating changes for modular arcade-board production, obtaining a Famicom through a friend’s trip to Japan, and procuring a floppy disk drive for the NovaBox project. He warned that including the drive would add more than $100 to the console’s hardware cost 31 38 49.
He also participated directly in early game production, drawing dungeon rooms for The Legend of Zelda. Initially expecting conventional RPG statistics, he offered to design a character sheet before realizing that Lin intended items such as rafts and bombs to provide progression by opening new routes 55.
While handling contracts for three RPG studios, Sam was also asked to study Japanese for an upcoming business trip. He became frustrated with the language lessons and suggested hiring an interpreter instead. Around the same time, he accidentally punched ElectronicGames founder Steve after mistaking the visitor’s attempt to apologize for a confrontation 68.
Game Design and Development Contributions
Sam’s desire for a less rigid fighting game helped prompt experiments that became The King of Fighters. Lin used a modified Street Fighter prototype to demonstrate faster movement, aggressive short hops, and extended combos, repeatedly defeating Sam’s Guile in the process. Although Sam initially worried that the changes had reduced the fun, he recognized the appeal of executing the spectacular combinations himself 84.
When the proposed roster exceeded the available hardware resources, Sam suggested separating the base game and additional characters across two disks loaded by the console. His proposal developed beyond merely making separate versions: one disk would contain the main game, while the other would supply a character expansion pack 90.
He helped test the tactical RPG concept for Fire Emblem through a tabletop simulation. After losing Elen and Roy, he surrendered but enthusiastically encouraged Lin to begin development. He subsequently worked on Pokémon’s Japanese text and proposed separating text from other game data to make multilingual releases easier 103.
Sam later supplied Lin with a list of California studios and obtained NES and C64 copies of Raid on Bungeling Bay for research. He initially mistook the game for an imitation of 1942, only to reconsider after Lin demonstrated its evolving defenses and city systems 123.
As GAMENOVA developed Civilization, Sam learned about multiplicative advantages and the danger of small numerical changes in a snowballing strategy game. He was astonished when Lin revealed that the configuration tables and tools were also intended to let players create mods, including new civilizations and leaders 165 166.
His later contributions included reviewing Workshop contest entries, identifying the three-student UCLA team behind the eliminated Orcs and Humans mod, and preparing to accompany Lin to meet them. He also proposed using popular characters selected from GAMENOVA’s card-sales statistics for NOVA Kart, an idea Lin accepted 210 260.
Sam showed a particular aptitude for level design while working with Lin on a cardboard physics toy and the associated puzzle-game concepts. He created a physical challenge using springs and cardboard guide rails, then learned to build progressive tutorial levels and puzzles using emergent interactions. Lin explicitly recognized his talent in this area 279 280 282.
Acquisitions and Industrial Partnerships
Sam took on increasingly substantial investment and acquisition work. He quietly accumulated nearly ten percent of Micron’s shares for less than $8 million, then secured founding team member Joe’s agreement to sell his holdings for another $8 million. Lin insisted on pursuing absolute control; GAMENOVA subsequently became Micron’s largest shareholder, and Lin’s stake reached ninety percent through the tender offer and short-form merger 161.
After the US–Japan Semiconductor Agreement was signed in September, Sam began approaching the loss-making Samsung Electronics on Lin’s instructions 161.
For GAMENOVA’s touchscreen plans, Sam negotiated with Corning’s James Houghton over producing 7059 glass at 0.35 mm thickness, ideally 0.3 mm. He indicated that GAMENOVA was prepared to purchase millions of sheets and expressed confidence that Lin could address the processing difficulties. Houghton agreed to have Corning’s engineers assess the request 335.
Sam also represented Lin in entertainment-industry business, promptly traveling to Lucasfilm after receiving instructions while Lin was overseas. Later, he arranged contact with Ted Turner when Lin sought CNN’s assistance for a Gulf War-related game project 340 542.
Following ATHENA-II failures in Arizona and New Mexico, Sam participated in discussions of processor aging and GAMENOVA’s hardware-development weaknesses. When Lin decided to invest in ASUS rather than Acer, he instructed Sam to have Satoshi and the others contact ASUS and invite its founders to California for Christmas 633.
Sam also recorded Lin’s plans to expand the Industry Alliance, GAMENOVA’s internal designation for the American manufacturing network built around TFT-LCD screens, graphite-anode lithium batteries, and SDRAM. Its participants included materials and semiconductor companies such as Corning, DuPont, Motorola, Texas Instruments, Lam Research, and Lockheed 635.
Playtesting Incidents and Health
Sam’s persistence sometimes made him vulnerable to Lin’s demonstrations. During testing of star-based puzzle objectives, he spent the night clearing almost every level with three stars and repeatedly attempting one remaining collectible. Lin eventually revealed that the final star was impossible to obtain and used the incident to explain the Zeigarnik Memory Effect 283.
After Sam questioned whether Biohazard’s low-resolution imagery could frighten anyone, Lin sent him through a darkened mansion to collect three fuses and restore power with limited flashlight batteries. The oppressive corridors, uncertainty, and dwindling supplies left him increasingly tense. When Lin spoke beside him just after the lights returned, Sam fainted; Lin and Carmack carried him to bed 294 295.
A more serious incident occurred during a Beat Hazard arcade playtest. Sam developed violent nausea, ringing ears, chest tightness, dizziness, and apparent gaps in his awareness. Although he initially blamed food, fatigue, or the cabinet’s vibration, Lin arranged medical attention and accompanied him to Cedars-Sinai 478.
Routine examinations found little to explain the episode, but an EEG with photic stimulation produced sharp waves at 18 Hz. Lin informed Sam that he had mild photosensitive epilepsy. Inspection of the cabinet revealed a dangerous combination of its bright screen, synchronized strobes, neon lights, and flashing projectile patterns. Sam’s reaction exposed the hazard before the machine’s release, and Lin thanked him for preventing a potentially large-scale public health disaster 478.
Senior Management and Later Responsibilities
Sam’s work eventually extended well beyond GAMENOVA’s accounts. When advising an arcade manager on improving a computer-gaming venue, he proposed competitions, prizes, and shop vouchers to build a community and encourage repeat visits. Lin directed the manager to discuss detailed operating plans with Sam and contact Nexus about high-speed internet 525.
He subsequently spent time handling networking matters at Nexus. Although he regarded these as miscellaneous responsibilities, he welcomed the network’s growth as evidence of GAMENOVA’s success 546.
Lin later explicitly identified Sam as his first choice to supervise GAMENOVA while he was away. Rather than selecting him for technical brilliance, Lin emphasized his reliability, self-awareness, personal relationships, ability to find the right specialist for a problem, and enduring identification as a player. Lin left him in charge before traveling to Skywalker Ranch 584.
Sam continued handling operational issues, reporting increased attacks on GAMENOVA’s and Nexus’s servers after the fifth-generation console announcement. Lin also asked him to add an age-rating filter to Spore’s sharing feature after children began uploading explicit creations 660 696.
In a later meeting, Sam heard Doug’s proposal for the Interactive Digital Software Association (ISA), a self-governance and public-affairs organization for the video game industry. Doug argued for broader self-regulation beyond the ESRB and presented the proposal while seeking employment 726.
Personality
Sam is an intensely enthusiastic collector and player. He can lose track of hours while pursuing a high score, and his attachment to Tetris becomes comically possessive: he clings to the cabinet rather than let it be moved outside and treats Vivian as a rival for its attention 3 5 6.
His enthusiasm can override his judgment. He buys the $800 Pac-Man cabinet without testing it and nearly accepts another unfavorable equipment deal before Lin intervenes. Despite these mistakes, he willingly commits money and labor when he believes in Lin’s games 4 8 9.
Sam initially judges unfamiliar designs through established genres. He questions 1942’s originality, doubts that avoiding combat could be enjoyable in Metal Gear, and wonders whether two characters fighting each other could be more entertaining than a beat ’em up. He readily changes his opinion once the games demonstrate their appeal 12 30 34 40.
He is also fiercely defensive of video games. When Schwarzenegger’s agent dismisses the industry, Sam counters by citing Tetris sales across California. In competitive play, his priority is winning: he enthusiastically adopts Guile’s defensive projectile tactics rather than pursuing flashy exchanges 23 43 44.
His attachment to games remains remarkably consistent as the company grows. Despite experiencing increasingly sophisticated titles, he still considers his first afternoon with Tetris the happiest time of his life. He believes that even if he could repeat his life hundreds or thousands of times, he would still sit down at that C64 and play 268.
Sam is sentimental about the company’s beginnings. Making a simple cardboard toy with Lin reminds him of their USC rental and the hours they spent modifying old machines. The contrast with their subsequent success sometimes leaves him feeling that his life is an unreal dream from which he might suddenly awaken 278.
He can be stubbornly completionist, as demonstrated by his overnight attempts to obtain an impossible star. He also becomes emotionally attached to characters through gameplay, lamenting his failure to protect Elen during the Fire Emblem board simulation 103 283.
Lin ultimately regards Sam’s defining strengths as reliability, self-awareness, initiative, and genuine affection for games rather than exceptional innate talent. His approachable disposition and strong relationships allow him to bring specialists together without needing to surpass them technically 584.
Abilities & Skills
Assessed Aptitude
Lin’s Combat Power Detector provides one documented numerical assessment of Sam. The potential grades describe his capacity for growth, not abilities he has already attained 14.
| Attribute | Score | Growth Potential |
|---|---|---|
| Overall rating | D | “A promising future!” 14 |
| Software development | 13 | B 14 |
| Hardware technology | 15 | A 14 |
| Administration and finance | 20 | A+ 14 |
When Lin examines him again much later, Sam is described as considerably stronger than an ordinary person but still far from a genius. No replacement numerical scores are given. Lin attributes his development to hard work, initiative, and his passion for games, noting that his progress began from modest starting attributes 584.
Power Progression
Sam’s documented progression concerns professional and gaming abilities rather than supernatural powers. Lin’s system assesses him, but the rewards from Investor’s Recognition and the hardware skill learned by observing him belong to Lin, not Sam 4 12 14.
| Stage | Documented Development |
|---|---|
| Early aptitude assessment | Overall rating D, with software development 13, hardware technology 15, and administration and finance 20. Administration and finance has his highest growth potential at A+ 14. |
| Experienced fighting-game player | Develops footsies, punish techniques, spacing judgment, and counter-hit setups through regular arcade competition; is explicitly described as expert-tier despite repeated losses to Lin’s unusual controller techniques 89 90. |
| Recognized level-design aptitude | Creates physical puzzle challenges, understands progressive tutorial design, and learns to use emergent interactions in levels 279 280 282. |
| Mature development judgment | By the Hotline Miami planning discussions, his abilities are described as sufficient to make him a chief-level figure at many other game companies 435. |
| Company-wide management | A later system inspection finds substantial improvement without revealing new scores. Lin entrusts him with overseeing GAMENOVA because of his reliability and ability to coordinate people 584. |
| Controller-shooting playtest | Achieves over 80% accuracy on his first controller-based FPS aiming test while correctly recognizing the assistance supplied by the aiming algorithm 701. |
Electronics Repair
Sam has practical electronics experience, although unfamiliar faults can exceed his knowledge 4.
- Previously repaired Lin’s Atari 2600 4.
- Uses a multimeter and soldering iron to diagnose and repair loose arcade-cabinet connections 4.
- Cannot identify the chip-contact problem responsible for the Pac-Man cabinet’s blank screen 4.
- Estimates the component and storage costs of adding recorded voices to Street Fighter, identifying storage as the larger expense 42.
- Recognizes that immediately rebuilding every enemy, object, and player state after death would place a processing burden on Hotline Miami’s hardware. His objection helps prompt discussion of a second Athena processor and cached backup state 435.
- Suggests infrared as an alternative for wireless controllers, although Lin and Cerny explain its aiming and line-of-sight limitations 660.
Administration and Commercial Analysis
Administration and finance are Sam’s strongest measured abilities, despite his computer science studies 14.
- Handles arcade paperwork, financial records, and routine operations 10 29.
- Recommends contract manufacturing and customer deposits to reduce production-funding requirements 15.
- Negotiates manufacturing costs and recognizes the profit potential of interchangeable arcade boards 21 31.
- Uses orders and sales reports to identify the exclusion of smaller operators from the Contra market 30.
- Handles contracts for outside RPG studios and prepares for overseas business 68.
- Accumulates Micron shares discreetly and negotiates with a founding shareholder during GAMENOVA’s acquisition campaign 161.
- Conducts supplier discussions for specialized display glass and communicates GAMENOVA’s prospective purchasing scale 335.
- Proposes competitions, rewards, and vouchers as tools for customer retention and community-building at computer-gaming venues 525.
Management and Cooperation
Sam’s later managerial strength lies in people-centered coordination. Lin considers him particularly effective at identifying the appropriate expert for each problem: Carmack for technology, Sid for design, and Kojima for directing. His seniority, likability, and broad personal relationships give him exceptional influence within GAMENOVA 584.
Lin distinguishes this ability from Cerny’s work binding departments together at the macro and asset-management level. Sam instead excels at cooperation between people, making him Lin’s preferred person to oversee the company during an absence 584.
Game and Level Design
Sam’s formal computing education and extensive experience tinkering with games allow him to contribute ideas even when his technical abilities lag behind GAMENOVA’s specialists 166.
- Draws maps and dungeon rooms for The Legend of Zelda and understands its item-gated exploration after Lin explains the design 55.
- Proposes loading a base game and character expansion from separate disks to accommodate The King of Fighters’ roster 90.
- Recognizes the shared structure between Pokémon type advantages and Fire Emblem’s weapon triangle, and suggests separating game text to simplify localization 103.
- Suggests populating NOVA Kart with popular GAMENOVA characters selected using card-sales statistics 260.
- Demonstrates an aptitude for puzzle construction, progressive tutorials, and emergent level design 279 280 282.
- Creates levels for Quake using its continually evolving level-design tools, although the project’s improvisational development contributes to a lack of overall consistency 529.
Gaming and Playtesting
Sam’s broad gaming experience helps him learn controls, recognize mechanics, and assess new prototypes 3 12 24.
| Game | Playtesting Experience |
|---|---|
| Tetris | Discovers rotation, dropping, and line-clearing through experimentation, then repeatedly challenges his high score 3. |
| 1942 | Tests wingmen, weapon upgrades, and escalating difficulty; predicts that its upgrade system could become a future shoot ’em up design standard 12. |
| Contra | Recognizes its weapon-upgrade mechanic and directs Schwarzenegger toward a machine-gun pickup during the theater demonstration 24. |
| Metal Gear | Learns to study patrols and fields of view after repeatedly triggering alarms. Completes the demo using distraction, a cardboard box, a blind spot, and an access card 34. |
| Street Fighter | Adapts quickly to joystick controls and uses Guile’s projectiles to pin Brandon Lee at the screen edge. Lin later defeats the tactic with Fei Long’s jump-in, command grab, combos, and Shinryu Hassai 43 44. Through regular arcade play, Sam subsequently develops expert-level spacing, footsies, punishes, and counter-hit setups, though Lin’s experimental controller still defeats him 89 90. |
| The Legend of Zelda | Helps construct dungeon rooms and recognizes the importance of item-based ability growth rather than conventional character statistics 55. |
| The King of Fighters | Tests aggressive movement and extended combos, later develops combo muscle memory, and plays against Carmack. Intensive joystick use leaves his hand chafed and callused 84 86. |
| Fire Emblem | Tests the concept on a board, understands weapon advantages and terrain-based strategy, and loses after exposing Elen and Roy. Later learns the trade-off between Marcus’s strong starting performance and limited growth 103 105. |
| Raid on Bungeling Bay | Initially mistakes it for a 1942 imitation before Lin demonstrates the changing defenses and underlying city systems 123. |
| SimCity | Watches Will Wright demonstrate zoning demand and initially struggles to identify a conventional objective beyond continuously building the city 133. |
| Civilization | Studies district planning, snowballing advantages, and combat-strength balance; recognizes the possibilities of player-facing configuration tables and mods 165 166. |
| Om Nom puzzle levels | Designs and tests physics-based puzzles, learns the value of progressive tutorials and optional stars, and spends a night attempting a deliberately impossible collectible 279 280 282 283. |
| Biohazard horror demonstration | Experiences how limited supplies, oppressive spaces, and uncertainty create fear while searching a dark mansion for fuses; faints after Lin startles him at the end 294 295. |
| Dragon’s Lair | Demonstrates familiarity with its button-driven encounters and succeeds where Lin initially fails. Its short retries become a reference point for Hotline Miami 433 435. |
| Beat Hazard | Suffers a photosensitive reaction during an arcade playtest, revealing a dangerous lighting combination before release 478. |
| Controller-based FPS aiming demo | Scores over 80% accuracy on his first attempt and notices the magnetic pull and fine corrections supplied by aim assistance. His test data helps Lin refine the system 701. |
His perspective as a player also helps him notice design problems during technical discussions. When Lin and Carmack discuss networked shooting calculations, Sam identifies that the proposed mechanism could worsen the experience of the person being shot 527.
Equipment / Items
- Atari 2600 and cartridge collection — Includes Space Invaders, Adventure, E.T., and Survival Island. Lin uses Sam’s copy of Survival Island to demonstrate password-based saving 2 10 26 27.
- Electronics tools — Keeps a soldering iron and miscellaneous electronics at his desk; uses a multimeter during repairs 4.
- Movie collection and rentals — His entertainment library includes action films such as First Blood and Conan the Barbarian, which help inform Lin’s endorsement search 2 21.
- Secondhand Pac-Man cabinet — Purchases the $800 machine that becomes the first Tetris arcade cabinet 3 4 5.
- Famicom — Obtains a Japanese unit for GAMENOVA to study while developing its own console 38.
- Floppy disk drive — Procures the device Lin wants to incorporate into NovaBox 49.
- NovaPocket — Uses the handheld during the period when Lin begins considering the Micron acquisition 145.
- Modified extended-battery Nintendo Switch — Plays Hill Climb Racing on it during a restless night 279.
- Cardboard physics toy — Helps Lin build the original toy and adds springs and cardboard guide rails to create a new challenge. Their handmade prototype later becomes the basis for a proposed manufactured toy 278 279 287.
Relationships
- Lin Lixin / Jesse — Roommate, close friend, and business partner. Sam provides early investment and operational support while Lin develops the games; their friendship includes frequent teasing about Sam’s gaming obsession and workload 1 8 13 29. Their shared history remains emotionally important to Sam, who associates simple hands-on projects with their early university days 278. Lin takes his Beat Hazard reaction seriously, accompanies him for specialist testing, and thanks him for revealing the cabinet’s danger 478. He eventually entrusts Sam with overseeing GAMENOVA, praising his reliability, people skills, and unchanged love of games 584.
- Vivian Pelley — Initially intervenes because she mistakes Lin’s attempt to pull Sam off the Tetris cabinet for a beating. Sam’s possessive hostility provokes her into a competitive match; they later evaluate the Metal Gear demo together 5 6 33 34. She also watches Lin demonstrate the combo-focused fighting prototype against Sam 84.
- Arnold Schwarzenegger — Helps Lin approach him about endorsing Contra, assists during the demonstration, and later demonstrates Guile’s strengths after Schwarzenegger questions the character’s balance 23 24 43.
- Brandon Lee — Street Fighter playtesting opponent. Sam’s projectile blockade frustrates Brandon until Lin takes over the match and defeats him 43 44.
- John Carmack — Colleague and gaming rival. Sam finds his pedantic corrections irritating but respects his programming, hardware knowledge, and gaming ability 55. They play The King of Fighters together, with Carmack defeating him in one intensive session 86. Sam later understands why Carmack’s technical purity makes him better suited to difficult engineering work than general company management 584.
- Will Wright — Demonstrates SimCity’s zoning and demand systems to Sam, who initially questions the game’s objective 133.
- Gerald Lawson — Longtime hardware colleague. Sam later warmly welcomes Gerald’s daughter Karen and lifts her onto his shoulders while offering to show her the arcade collection 657.
- James Houghton — Corning business contact with whom Sam discusses GAMENOVA’s demand for exceptionally thin 7059 glass 335.
- George Lucas — Receives Sam as Lin’s business representative at Lucasfilm and greets him as a friend 340.
- Steve — Founder of ElectronicGames. Sam accidentally punches him after mistaking his apology visit over the magazine’s Story of Seasons review for a challenge 68.
Notable Quotes
“Jesse! You're wasting your talent!”
— Objecting to Lin’s proposal to focus on repairing arcade machines 8.
“This isn't some reskinned game at all. This is a genuine, next-generation shoot 'em up!”
— Revising his judgment of 1942 12.
“I want to play video games!!!”
— Protesting his mounting administrative workload, only to receive more documents 29.
“The other carries a character expansion pack.”
— Explaining his two-disk solution for expanding The King of Fighters’ roster 90.
“I just refuse to believe it!”
— Continuing to pursue a star that Lin has secretly made impossible to collect 283.
“Amazing game feel...”
— Reacting to the controller-based FPS aiming demonstration 701.