Arc 13Metal Slug Takes Shape

Lin Lixin expanded GAMENOVA’s projects with a truck-driving simulator and an online guessing game while developing the ATHENA processor and a new Sega console. After Irem developers formed Nazca Studio to work on Metal Slug, Masahiro Sakurai tried the game and decided he wanted to develop for the Genesis-NEO.

  • Tony and Hawk explored the Biohazard mansion, then visited its crowded Denver attraction as Ivan Sutherland investigated GAMENOVA’s graphics code and discovered its unusual inverse-square-root function.
  • Lin Lixin arranged hardware deals with Sega and developed a data-collection system for Americas Truck Simulator, recruiting trucker Carlos to record a cross-country journey.
  • GAMENOVA released Americas Truck Simulator, and Carlos’s daughter Erica and his wife Edilia tried driving in the game before Lin Lixin learned it had sold over a million copies.
  • Lin Lixin advised Hayao Nakayama on Sega’s strategy, rejected Motorola processors for GAMENOVA’s next generation, and began developing the ATHENA architecture while launching Akinator online.
  • As Sega struggled against Nintendo, Lin Lixin presented ATHENA and proposed the Genesis-NEO, then assigned GAMENOVA to create the 2D action game Metal Slug.
  • Satoshi Tajiri recruited Kujo Kazuma and other Irem developers to form Nazca Studio, which began collaborating with GAMENOVA as artists developed Metal Slug’s characters, vehicles, and enemies.
  • Sega and GAMENOVA completed Metal Slug and prepared the Genesis-NEO for a Tokyo public playtest, where Masahiro Sakurai was amazed by the game’s animation, artwork, and fast action.
  • After the demo ended and the queue forced him to leave, Masahiro Sakurai decided he wanted to make games for the Genesis-NEO.
Chapters 302–326 Vol. 4 Read

Ch. 302All fear stems from insufficient firepower (3k)

Tony played Jill through Biohazard while Hawk watched, and the cousins struggled with scarce ammunition, persistent zombies, and the mansion’s maze-like layout. After reaching a safe room and reflecting on clues about Barry and Wesker, Hawk checked the game box’s identification document and discovered the mansion’s address and listed builder and designer.

  • Tony noticed that Look-Back Guy had disappeared after Barry shot him, then continued exploring the mansion with Jill.
  • Tony collected Kenneth’s videotape and other items, but found that the inventory had only eight slots and that zombies took many bullets to kill.
  • After nearly an hour, Tony reached a safe room and acquired a shotgun, while he and Hawk discussed the game’s cinematic scenes and scattered clues.
  • Hawk recalled Barry’s suspicious behavior and wondered whether it was connected to Wesker.
  • Hawk checked the leather identification document in the game box and read that the mansion was in Denver, Colorado, was built by Umbrella Corporation, and was designed by George Trevor.

Ch. 303Spencer Mansion Theme Park (3k)

Tony and Hawk visited GAMENOVA’s Spencer Mansion theme park in Denver, where crowds of Biohazard fans overwhelmed the attraction despite its faithful recreation of the game. As demand grew, Umbrella began requiring advance reservations, while Denver residents and George Trevor dealt with the town’s sudden zombie-themed fame.

  • Tony and Hawk drove to Denver and found the mansion surrounded by visitors and cosplayers.
  • Tony and Hawk used their S.T.A.R.S. IDs to get discounted FastPasses, then bought Wesker-inspired merchandise.
  • Tony and Hawk explored the mansion’s game-accurate puzzles but found the dining room and attractions packed with Biohazard fans.
  • Umbrella closed walk-up ticket sales and limited daily visits through advance reservations as crowds continued to grow.
  • Denver residents joked about the city’s newfound fame, while George Trevor’s friends denied rumors about his family and Lin Lixin denied being Spencer’s alt.

Ch. 304One Line of Code Made a Turing Award Laureate Swear

Ivan Sutherland investigated how GAMENOVA's Biohazard achieved remarkable 3D graphics on modest hardware and traced its performance to an inexplicable constant in a short inverse-square-root routine. He left the code stumped, annotating the mystery with a curse.

  • Nolan Bushnell sent Ivan Sutherland a letter congratulating him on winning the Turing Award.
  • Sun's president brought Ivan a copy of Biohazard and asked him to uncover how GAMENOVA produced its graphics despite using a 16-bit processor.
  • Ivan concluded Biohazard was not rendered in real time and began examining GAMENOVA's open-source Doom and NovaEngine code for clues.
  • Ivan found that GAMENOVA's code relied on frequent square-root calculations, yet its custom inverse-square-root function ran with surprising speed.
  • Ivan discovered that the function used only ten lines of code, including the unexplained constant 0.5f3759df, and wrote “//What the fuck?” beside it.

Ch. 305A Nation on the Road

Hayao Nakayama met Lin Lixin to arrange Sega’s purchase of graphics chips and SDRAM, and Lin proposed a collaboration on a force-feedback steering wheel for the NX. Lin then revealed his planned game was not a racer but Americas Truck Simulator, leaving the new project poised to bring American truck driving to players.

  • Hayao Nakayama met Lin Lixin and agreed to procure graphics chips and SDRAM from GAMENOVA for Sega.
  • Lin Lixin proposed that Sega help develop a steering-wheel peripheral for the NX, and Hayao Nakayama agreed to arrange the paperwork.
  • Lin Lixin explained to Gerald that the peripheral’s analog input could precisely register steering, braking, and acceleration.
  • Lin Lixin clarified that he was not making another racing game and conceived Americas Truck Simulator, centered on driving across America.

Ch. 306These artists were all like lunatics

Lin Lixin designed a vehicle-mounted mapping device to gather road data for GAMENOVA’s next game and arranged to test it on a truck journey. He persuaded Kellogg’s driver Carlos to take him from Michigan to California with a load of cornflakes.

  • Lin Lixin proposed collecting road data independently and, with Gerald’s help, planned a vehicle-mounted device based on navigation technology.
  • Kojima pointed out that Japanese cars had dead-reckoning navigation systems, while Gerald introduced California’s Etak Navigator as another model.
  • Lin Lixin and Gerald finalized a prototype using a Motorola 68000 processor, GPS receiver, sensors, a CD-ROM drive, flash memory, and a graphics chip.
  • Lin Lixin visited Kellogg’s to test the prototype and gather material for GAMENOVA’s next game.
  • Carlos’s boss offered him a trip carrying cornflakes from Michigan to California with Lin Lixin riding along, and Carlos accepted.

Ch. 307A journey across the United States

Lin Lixin rode with truck driver Carlos from Michigan to California, recording the journey to gather material for a truck-driving game. After the weeklong trip, Lin gave Carlos a black box to record future journeys and a Nova Club Black Gold Membership Card.

  • Lin Lixin assembled a black box in Carlos's truck and explained that it would record road footage for his planned truck-driving game.
  • Lin Lixin and Carlos drove from Michigan toward California, sharing stories and discussing truckers' experiences along the way.
  • Lin Lixin took Carlos to GAMENOVA's Pokémon Water-type Gym in Chicago, then showed him the company's other themed gyms during the trip.
  • After a week on the road, Carlos delivered the cornflakes to a Blizzard warehouse in Southern California, and Lin Lixin saved the recorded journey on a disc.
  • Lin Lixin gave Carlos a production black box and offered him commissions for recording future journeys.
  • Lin Lixin gave Carlos a Nova Club Black Gold Membership Card before they parted ways.

Ch. 308Passing the fake off as real

Lin Lixin expanded GAMENOVA’s freight-route data collection and developed a realistic truck-driving game using force-feedback controls and skybox scenery. He sent Kojima and Gerald to gather images and road references, leaving the game’s development underway.

  • GAMENOVA distributed black boxes to truck drivers, who recorded their routes in exchange for redeemable points, allowing Lin Lixin to gather freight-route data across the United States.
  • Gerald showed Lin Lixin a realistic driving kit with pedals, a shifter, and a force-feedback steering wheel, and Lin Lixin requested one additional feature.
  • Lin Lixin considered how to build Europe Truck Simulator despite the era’s hardware limits and explained that skyboxes could provide detailed distant scenery without rendering it in full 3D.
  • Kojima showed Lin Lixin footage he had filmed in Arizona and agreed to gather scenery images for the game.
  • Lin Lixin told Kojima to take Gerald instead of Sam so Gerald could collect road references during the trip.

Ch. 309The Golden Gate Bridge Really Wasn't Something He Could Buy

Lin Lixin planned a procedurally generated American truck-driving game, using real routes and landmark scenery to balance technical limits with immersion. The trailer aired and surprised Erica with footage of her father Carlos driving a truck, just as he arrived home with a surprise of his own.

  • Lin Lixin explained that the team could compress real highway route data and procedurally generate roadside scenery, while Carmack recognized the approach.
  • Lin Lixin chose to model California landmarks, starting with the Golden Gate Bridge, and told Sam they could sell states and other content as expansions.
  • Lin Lixin and Sam gathered reference footage of the Golden Gate Bridge, and Lin Lixin prepared a teaser trailer for the new game.
  • Erica watched the trailer, which showed a truck crossing the Golden Gate Bridge and other California landmarks, and realized the driver was her father Carlos.
  • Carlos arrived home and excitedly told Erica and Edilia to switch to the gaming channel because he had a surprise for them.

Ch. 310The soul of a long road trip!

Carlos surprised Edilia and Erica by appearing in a GAMENOVA promotional video, though he could barely explain the game. At GAMENOVA, Lin Lixin finalized truck-brand partnerships and radio support for Americas Truck Simulator, leaving the game ready for its main production push.

  • Carlos returned home excited about a surprise, and Erica confronted him after seeing his GAMENOVA promotional video.
  • Carlos could only describe the game as driving around to deliver cargo, leaving Erica and players puzzled about the truck-focused simulator.
  • Lin Lixin reviewed the game's age rating and discussed the appeal of its management systems for players with different driving styles.
  • Sam reported that Volvo and Kenworth had approved partnerships, while Lin Lixin reserved base-game space for selected truck models and licensed music.
  • Gerald connected GAMENOVA's new AM/FM radio device to the NX, and Lin Lixin tested its clear broadcast audio.
  • Lin Lixin said he had arranged online radio through NEXUS, completing the game's preparations before the production push.

Ch. 311Of course Labor Day meant working in a game

GAMENOVA rushed to finish Americas Truck Simulator for Labor Day, while exhausted developers prepared for its launch. On release morning, Erica received a realistic steering-wheel kit from her father, began playing as a truck driver, and set off on her first delivery as Carlos headed home from his final freight run.

  • Lin Lixin and the GAMENOVA team pushed through the final development work to release Americas Truck Simulator on Labor Day.
  • Carlos completed his last Kellogg's freight delivery and planned to drive home to reunite with his family after earning a promotion to sales representative.
  • Erica found a GAMENOVA package from her father containing the V99 steering-wheel kit and a copy of Americas Truck Simulator.
  • Erica chose a steering wheel, selected real automatic transmission, picked San Francisco as her starting city, and began a Kellogg's delivery to Marin County.
  • Erica started her truck and felt the wheel vibrate as she heard the air brakes, recalling rides in her father's truck.

Ch. 312Why was there a car in my living room? (3k)

Erica crashed through her first delivery in Americas Truck Simulator, while Edilia completed a careful long-haul run and discovered the game’s appeal. Lin Lixin was stunned when sales passed one million copies in less than a week, and Sam explained that players were excited by the game’s unprecedented seamless 3D driving world.

  • Erica admired the Golden Gate Bridge, then crashed her truck into traffic, racked up fines, and barely completed her first delivery.
  • Edilia took over, tuned the truck radio, and drove a Kellogg's frozen-food delivery from San Francisco to Los Angeles while following traffic rules.
  • Carlos arrived home and praised Edilia’s driving, then bragged that Lin Lixin had used his truck as a reference.
  • Lin Lixin saw that Americas Truck Simulator had sold more than a million copies in less than a week and wondered why sales were so high.
  • Sam told Lin Lixin that players were drawn to the world’s first seamless 3D open-world driving game.

Ch. 313The Sega President Who Gave Himself to the Devil

Lin Lixin explained to Hayao Nakayama why Sega could not win by matching Nintendo’s or GAMENOVA’s hardware and game lineups, and pointed to the PC-E’s adults-only games as its lasting advantage. He left Nakayama to consider how Sega could compete without adopting a strategy that would damage its reputation.

  • Lin Lixin declined to meet Motorola and told Sam to follow their prior plans as he prepared to meet Hayao Nakayama.
  • Hayao Nakayama and Sato Hideki inspected Sega’s new console, whose hardware relied heavily on GAMENOVA components, and Sato warned that its specifications could not beat GAMENOVA.
  • Hayao Nakayama told Sato that Sega would target a lower-end market and use the PC-E’s challenge to Nintendo as an opening.
  • Hayao Nakayama visited Lin Lixin and asked for help launching an affordable 16-bit console to take market share from NEC and Nintendo.
  • Lin Lixin argued that Sega could not match Nintendo’s game-development lineup and said the PC-E’s adults-only games gave it a durable market advantage.

Ch. 314ATHENA Architecture

Lin Lixin offered Hayao Nakayama two ways forward for Sega and persuaded him to pursue a buyout of major shareholders. He then rejected Motorola’s 32-bit chips and proposed creating GAMENOVA’s own ATHENA processor architecture, before heading to see Vivian.

  • Lin Lixin told Hayao Nakayama Sega should either abandon the midrange console market or raise $200 million to buy out major shareholders and keep Nakayama as president.
  • Hayao Nakayama decided to pursue the buyout, recognizing that Sega could not keep competing in consoles with its internal divisions and power struggles.
  • Sam asked Lin Lixin about Motorola’s M88000 chips, and Lin Lixin said GAMENOVA would not use Motorola processors for its next generation.
  • Lin Lixin argued that GAMENOVA needed its own processor architecture, which he named ATHENA and described as efficient, multithreaded, and suited to heterogeneous computing.
  • Lin Lixin told Sam to get the car ready so he could go see Vivian.

Ch. 315Do You Believe I Can Read Minds? (3k)

Lin Lixin pushed Vivian to prepare MicroNova’s fabrication line for an ambitious processor project, then introduced Will to a cross-platform online guessing game called Akinator. The chapter left them ready to build a decision-tree game that users around the world could play together.

  • Lin Lixin insisted that MicroNova pursue a processor architecture from scratch and asked Vivian to get a 0.5-micron CMOS production line running while Ho Kwok Yuen and Jensen Huang continued their graphics work.
  • Vivian explained that Lam Research’s equipment had arrived but the class 1 cleanroom was still under construction, and she reported that the new server room was nearly ready.
  • Lin Lixin said expanding server capacity was necessary for NEXUS and hinted that his next game would increase bandwidth demand.
  • At GAMENOVA headquarters, Lin Lixin showed Will the name Akinator: The Web Genius and described it as a cross-platform online guessing game.
  • Lin Lixin pretended to read Will’s mind by guessing a strawberry through yes-or-no questions, and Will recognized that the trick was a binary-tree decision process.
  • Lin Lixin proposed using a decision tree to make a game that could guess anything, with people around the world playing together.

Ch. 316A short-haired woman in men's clothes who worked out (3k)

Lin Lixin explained how Akinator could use Bayesian inference and player feedback to improve its guesses, and Will helped finish the online game. After its release, excited players called the genie a mind reader, leaving Ivan Sutherland intrigued.

  • Will discovered that Akinator could not guess people absent from its database, but Lin Lixin said it did not need to be perfectly accurate.
  • Lin Lixin explained that Akinator would use Bayesian inference and corrections from players to improve its guesses over time, and Will understood why it needed to be online.
  • Will, Lin Lixin, and Carmack completed Akinator in a week and released it across platforms as an internet-dependent game.
  • Players rushed to buy Akinator, including people who could play it on an internet-connected PC without owning an NX.
  • Ivan Sutherland overheard a young man praise Akinator as a mind-reading genie and wondered whether it could really read minds.

Ch. 317The All-Knowing Web Genius

Ivan Sutherland played Akinator, first watching it guess Elvis Presley and then identifying him after more than twenty questions. At work the next day, he heard that the game could guess far more than famous people and realized he still did not understand its full reach.

  • Ivan played Akinator and was unsettled when it correctly guessed Elvis Presley from a sequence of questions.
  • Ivan chose himself as an obscure subject, and Akinator identified him as an 1988 Turing Award winner after thirty questions.
  • Ivan discovered that Nolan Bushnell had uploaded his entry and realized players helped expand Akinator's database.
  • Ivan saw Akinator's popularity spreading widely as the game gave the Web craze another boost.
  • At work, Ivan heard employees claim Akinator could guess personal acquaintances and even objects such as a computer monitor frame.

Ch. 318So I Was the One Who Killed Sega?

Lin Lixin reflected on how GAMENOVA’s success had left Sega’s Genesis facing a likely defeat, while Micron completed a test wafer and the ATHENA processor neared completion. As Hayao Nakayama pleaded for a way to challenge Nintendo, Lin unveiled the 80 MHz ATHENA and proposed a new 2D strategy that might require Sega to replace the Genesis.

  • Lin Lixin watched the Genesis launch promotion and realized that his actions had helped leave Sega with a weak lineup against Nintendo’s upcoming Super Famicom.
  • Sega’s stock plunged, and Hayao Nakayama bought shares to support the company as CSK president Isao Okawa prepared to sell CSK’s 25% stake.
  • Micron completed its first 0.5-micron test wafer, and Lin gave Vivian ATHENA’s specification document to implement in Verilog.
  • Hayao Nakayama returned to GAMENOVA and urged Lin Lixin to provide a 3D game that could compete with Nintendo.
  • Lin rejected the need for 3D, presented the ATHENA processor running at up to 80 MHz, and warned that Sega might need to withdraw the Genesis and replace it with a new model.

Ch. 319The highest peak of side-scrolling action games! (3k)

Lin Lixin showed Hayao Nakayama the ATHENA processor and proposed the Genesis-NEO, a stripped-down quasi-32-bit console intended to challenge Nintendo while testing GAMENOVA’s technology. He then briefed GAMENOVA’s developers on a new 2D run-and-gun game, Metal Slug, leaving Hideo Kojima disappointed that it was not a Metal Gear sequel.

  • Lin Lixin explained ATHENA’s exceptional gaming performance and why installing it in the Genesis would make the console prohibitively expensive.
  • Lin Lixin proposed the Genesis-NEO as a simpler quasi-32-bit console that could pressure Nintendo and help GAMENOVA test advanced hardware.
  • Lin Lixin gathered GAMENOVA’s development team and announced that they would make a 2D side-scroller.
  • Hideo Kojima initially thought Lin Lixin’s announcement meant Metal Gear was getting a sequel, but learned the game was Metal Slug.
  • Lin Lixin described Metal Slug as a high-speed 32-bit Contra-like game built around exaggerated 2D pixel art and planned as a Genesis-NEO launch title.

Ch. 320Short, sweet popcorn gaming (3k)

Lin Lixin revisited GAMENOVA’s Los Angeles arcade, played Contra with a young Marc Merrill, and realized how much simple, immediate fun mattered in game design. He settled on Metal Slug’s cheerful popcorn-action direction and assigned Kojima its vehicle system and bosses.

  • Lin Lixin returned to the GAMENOVA arcade in Los Angeles, where the shop assistant and customers recognized him.
  • Lin Lixin joined a young Marc Merrill for a two-player game of Contra and helped him finish it.
  • Lin Lixin asked Marc why he liked Contra, and Marc said simply that it was fun, reminding Lin Lixin that games should deliver direct enjoyment.
  • Lin Lixin concluded that Metal Slug should be a lighthearted, absurd action game designed to make players happy.
  • Lin Lixin chose assembly language for Metal Slug’s development because rebuilding N Language for the new hardware would delay the schedule.
  • Lin Lixin asked Kojima to handle Metal Slug’s vehicle system and boss designs.

Ch. 321Pixel art and mosaics are two different things

Lin Lixin explained to Vivian why Metal Slug should use high-resolution pixel art and decided to recruit experienced arcade developers from Japan to build its art team. He sent Satoshi Tajiri a list of Irem staff to poach, leaving him wondering whether Lin planned to take an entire development team.

  • Lin Lixin persuaded Vivian that pixel art could use high resolution and detailed, hand-drawn animation rather than serve as a compromise for weak hardware.
  • Lin Lixin decided that GAMENOVA needed a professional pixel-art team and focused on recruiting from Irem.
  • Lin Lixin sent Satoshi Tajiri a detailed list of Irem developers across planning, directing, art, music, and programming.
  • Satoshi Tajiri read the list and wondered whether Lin Lixin intended to take Irem's whole development team.

Ch. 322Poaching the Staff, Digging Up the Foundations

Satoshi Tajiri recruited Kujo Kazuma and other Irem developers to Sega’s new AM10 team, which they named Nazca Studio. The team prepared to develop Metal Slug with GAMENOVA, while Irem’s president discovered that its development staff had been poached almost wholesale.

  • Mitsuo Kodama invited Kujo Kazuma for a drink, and Kazuma realized Mitsuo was likely leaving Irem for SNK after Takashi Nishiyama’s invitation.
  • Satoshi Tajiri met Kujo Kazuma in Roppongi and offered him the director position at Sega’s new AM10 10th Development Team.
  • Kujo Kazuma accepted the offer, then recommended Kodama Mitsunari, Akio, Atsushi Kurooka, and other Irem developers for the team.
  • Kujo Kazuma suggested recruiting Takashi Nishiyama and the developers who would form Nazca, and the new team adopted the name Nazca Studio.
  • Nazca Studio began preparing to collaborate with GAMENOVA on Metal Slug, while Irem’s president found a stack of resignations and learned GAMENOVA was behind the exodus.

Ch. 323Terrifying performance that defied belief (3k)

GAMENOVA sent Nazca Studio detailed art materials for Metal Slug, impressing its artists and assigning them character and animation work. At Sega, Sato Hideki tested GAMENOVA’s unreleased ATHENA Processor and was stunned by its extraordinary performance.

  • Kujo Kazuma received GAMENOVA’s first fax for Metal Slug and showed the character designs and environment concept art to Akio.
  • Akio admired the polished artwork, assigned Kodama Mitsunari to design Major Marco Rossi’s animation frames, and took on the original art for the Metal Slug and Fio Germi.
  • Kodama Mitsunari reviewed the enemy sketches and learned that the fictional setting drew on World War II, with Japanese enemies portrayed as devils.
  • Hayao Nakayama gave Sato Hideki a sample of Micro-Nova’s unreleased ATHENA Processor to test.
  • Sato Hideki ran the processor on GAMENOVA’s test platform, saw its specifications, and jumped up in shock.

Ch. 324Could "Metal Slug" Fill Such a Huge Hole? (3k)

Hayao Nakayama and Lin Lixin pushed Sega to build a stripped-down Genesis NEO around a powerful game-focused processor, planning to sell the console at a steep loss and make up the difference with Metal Slug. As Sega and GAMENOVA opened a public playtest in Tokyo, Masahiro Sakurai noticed the event and decided to check it out.

  • Sato Hideki praised the new processor, and Hayao Nakayama ordered Sega to remove unnecessary coprocessors and memory to simplify the Genesis NEO.
  • Sega and GAMENOVA completed development of Metal Slug, then Lin Lixin visited Sega North America to inspect the Genesis NEO prototype.
  • Lin Lixin estimated the console would cost about $190 to $200 to manufacture and proposed selling it for $150, with Metal Slug sales expected to offset the losses.
  • Sega and GAMENOVA advertised a public playtest of the Genesis NEO and Metal Slug in Tokyo at a price of 22,000 yen.
  • Masahiro Sakurai spotted the exhibition on his way home from school and decided to visit instead of working on Family BASIC.

Ch. 325Had You Even Figured Out 2D Before Racing into 3D?

Masahiro Sakurai tried Metal Slug on Sega’s new Genesis NEO and was astonished by its vivid pixel art, detailed animation, and fast-paced action. He began the first mission as Marco, leaving him impressed by how far a 2D game could go despite the industry’s focus on 3D.

  • Masahiro Sakurai examined the Genesis NEO and noticed its 32-bit power, limited cartridge selection, and lack of backward compatibility.
  • Sakurai picked up the gold-colored Metal Slug cartridge and watched its elaborate opening animation.
  • Sakurai chose Marco from four selectable characters with different resource stats and began the first mission.
  • Sakurai watched Marco descend by parachute and was stunned by the game’s graphics and detailed animations.
  • Sakurai moved Marco and marveled at the action’s unusually quick rhythm.

Ch. 326Who Needs a Brain? I Just Want the Rush!

Masahiro Sakurai played GAMENOVA’s Metal Slug demo and was overwhelmed by its speed, animation, sound, and satisfying weapons. After the demo ended and he reluctantly gave up his seat, he decided he wanted to make games for the Genesis-NEO rather than the Famicom or SFC.

  • Masahiro Sakurai was amazed by Metal Slug’s smooth animation, detailed pixel art, and high-speed bullet effects.
  • Masahiro Sakurai tried the game’s varied weapons and blasted a pursuing war machine apart, reaching the demo’s abrupt end.
  • Masahiro Sakurai wanted to start another run, but a queue behind him forced him to leave the machine.
  • Masahiro Sakurai realized that he wanted to make games for the Genesis-NEO, not the Famicom or SFC.
Arc 13 of 30
Arc 13 of 30