Arc 18From Hotline Miami to Diablo

Lin Lixin developed Hotline Miami’s rapid-retry arcade design and pushed Blizzard to rebuild Diablo around randomized gear, rewarding progression, and dark atmosphere. He demonstrated Diablo’s time-based arcade model to Stephen Wynn, who became engrossed in the game before encountering The Butcher.

  • Mike caught Gastly in Pokémon Tower, hatched Togepi, and discussed shiny Pokémon with his friends while Lin Lixin revealed GAMENOVA’s progress on low-power LCDs and blue LEDs.
  • Lin Lixin celebrated GAMENOVA’s success, assessed Nova Arcade’s finances, and began planning Hotline Miami as a punishing arcade game built around instant retries and synthwave music.
  • Lin Lixin and Hideo Kojima developed Hotline Miami’s design, Keanu Reeves filmed its violent promotional video, and Tang repeatedly retried the arcade game until he cleared its opening stage.
  • Lin Lixin consulted Albert Bandura about violence in games and rejected Blizzard’s early Diablo demo, directing Mike Morhaime’s team to rebuild the game around randomized dungeons, real-time combat, and rewarding loot.
  • Lin Lixin taught Blizzard to make equipment the core of Diablo’s progression, proposed better-targeted drops and deeper crafting, and recruited Gerald Brom to shape the game’s dark fantasy art.
  • Lin Lixin arranged for Blizzard to work with Lucasfilm and Industrial Light & Magic on Diablo’s cinematics, then showed Stephen Wynn how saved progress and hourly payment could support the arcade game.
  • Wynn played Diablo, explored Tristram and its randomly generated dungeon, became excited by a weapon drop, and reached a blood-soaked room where The Butcher charged him.
Chapters 427–451 Vol. 5 Read

Ch. 427A flip phone?

Mike discovered that Gastly appeared in Pokémon Tower at night, suggesting the game had a day-night cycle and Pokémon with different habits. At GAMENOVA headquarters, Lin Lixin examined Motorola’s MicroTAC and offered Fisher a possible solution to its mobile-display power problem.

  • Mike entered Pokémon Tower at night, spotted Gastly, and deduced that it appeared only after dark.
  • Mike decided to catch and train Gastly before challenging the Flying-type Gym to continue the mysterious Egg’s story.
  • Lin Lixin examined Motorola’s MicroTAC as Fisher explained its design, fake antenna, and high price.
  • Lin Lixin discussed the power-consumption problem with LCD screens, then told Fisher that GAMENOVA had found a possible solution.

Ch. 428Alternate-Color Flash, a collector's nightmare

Lin Lixin showed Fisher GAMENOVA’s costly, experimental LCD and discussed a future partnership with Motorola in handheld devices. Meanwhile, Mike hatched Togepi in Pokémon Gold/Silver, and his friends discovered Jimmy’s green Totodile was a rare shiny Pokémon just as a magazine revealed the odds and the guaranteed red Gyarados encounter.

  • Lin Lixin explained that GAMENOVA’s Japanese research institute had made progress toward blue LEDs and showed Fisher a tiny LCD screen with lower power consumption and thickness but prohibitive cost.
  • Fisher and Lin Lixin discussed Motorola’s mobile-phone ambitions and the possibility of working together in the coming decade.
  • Mike’s Togepi hatched after he carried its egg for 2,570 steps, introducing him to the game’s hatching and friendship systems.
  • Mike arrived at the Pokémon Center and learned his friends were discussing a red Gyarados and other unusually colored Pokémon.
  • Jimmy showed the group his green Totodile, and they spotted the three-star symbol marking it as shiny.
  • A companion read from a magazine that shiny Pokémon had one-in-8,192 odds, while the story guaranteed an encounter with a shiny red Gyarados.

Ch. 429Take the Gyms All the Way to Alaska!

Mike learned that the new Gyms would soon open across the country, then traveled to GAMENOVA headquarters after the New Mexico Pokémon League contacted him. Lin Lixin hinted that breeding Eevee with Ditto would help Mike complete the Gold/Silver Pokédex, leaving Mike confused about why.

  • Mike and his friends discussed the new Gyms, including the distant Ice-type Gym in Alaska and Dragon-type Gym in Hawaii, and considered traveling to challenge them during Christmas.
  • Mike received a message from the New Mexico Pokémon League and called back, then traveled to Los Angeles to meet Lin Lixin at GAMENOVA headquarters.
  • Lin Lixin said the reason for Mike's visit involved the upcoming opening of the new Eight Gyms, then asked how far Mike had progressed in Gold/Silver.
  • Mike explained that he had been breeding Pokémon to raise a 6V Pikachu rather than rushing through the game.
  • Lin Lixin revealed that Eevee could gain two new evolutions in Gold/Silver and advised Mike to breed Eevee with Ditto, leaving Mike puzzled.

Ch. 430Number! One! In! The! World!

Lin Lixin recruited Mike to portray Red in a monthlong Mt. Silver event, while Mike joined his friends on a cross-country Gym challenge. At GAMENOVA, Lin Lixin predicted Nintendo’s coming crisis and learned that Pokémon Gold and Silver had sold 37.41 million copies.

  • Lin Lixin asked Mike to play Red and guard Mt. Silver, and Mike agreed after arranging to start a few days later.
  • Mike returned to New Mexico and reunited with his Trainer friends, who were preparing to challenge eight new Gyms across the country.
  • Jimmy told Mike he had sold his shiny Totodile through GTS, and Mike offered him a shiny Pichu in exchange.
  • Lin Lixin discussed Nintendo’s looming crisis with Sam and reflected on the role Ken Kumugiragi would play in the rise of Sony’s console business.
  • Sam told Lin Lixin that Pokémon Gold and Silver had sold 37.41 million copies, making them number one in the world.

Ch. 431An unforgettable night

GAMENOVA celebrated its extraordinary success with a lavish gathering at the Palladium, bringing together celebrities, industry leaders, and the people behind its many businesses. The celebration culminated in Lin Lixin arriving alongside Vivian and reuniting with Gerald Lawson and GAMENOVA’s founding veterans.

  • Lin Lixin declared himself satisfied with GAMENOVA’s sales and called the company together to celebrate.
  • Michael Jackson arrived at the Palladium, admired the game-themed venue, and joined Sam and Hans Zimmer.
  • Hollywood stars, musicians, athletes, business leaders, and GAMENOVA’s many partners arrived at the gathering.
  • Gerald Lawson arrived, and Sam warmly welcomed GAMENOVA’s former chief engineer.
  • Lin Lixin arrived with Vivian, and the four founding veterans smiled at one another.

Ch. 432Sony? Why Fear Them!

Lin Lixin welcomed Sony’s partnership with Nintendo as a future threat but focused on protecting GameNova’s lead and fixing Nova Arcade’s finances. He decided to use Dragon’s Lair to boost the division’s revenue.

  • At a 1990 signing ceremony, Hiroshi Yamauchi and Norio Ohga formalized Nintendo and Sony’s joint development partnership, while Ken Kutaragi celebrated their alliance.
  • After Sam worried about the alliance, Lin Lixin said it would take time to threaten GameNova and identified Sony’s coming lithium-ion battery technology as the more urgent concern.
  • Lin Lixin reviewed Nova Arcade’s report and found that its extensive sales and service network left the division barely breaking even.
  • Lin Lixin rejected layoffs because the staff supported arcade revenue sharing and services, and told Sam to have Gary send over a Dragon’s Lair machine.

Ch. 433The Real Money-Printing Machine

Lin Lixin studied the arcade game Dragon’s Lair and decided to use its animated presentation as a reference for a faster, harsher arcade game. He asked Sam to contact Lucas and find the Hollywood actor Keanu Reeves for the project.

  • Lin Lixin powered on Dragon’s Lair, died during its opening sequence, and learned from Sam that the game’s animation already included QTEs.
  • Sam played through Dragon’s Lair while Lin Lixin observed its rapid, unforgiving gameplay and praised its presentation.
  • Lin Lixin decided to create a fast-paced arcade game where mistakes caused instant death and players would keep inserting coins after losing.
  • Lin Lixin asked Sam to contact Lucas and find Keanu Reeves for the project.

Ch. 434Psychedelic electronica high out of its mind

Lin Lixin enlisted Hans Zimmer to create synthwave music for Hotline Miami, demonstrating how psychedelic electronic sounds could drive the arcade game's frantic pace. Zimmer understood the game's neon-soaked vision, and Lin Lixin left him to compose while he returned to the level design.

  • Lin Lixin explained synthwave to Hans Zimmer and built a looping drum-and-synth pattern in the studio.
  • Lin Lixin added bass and psychedelic effects, leaving Hans Zimmer dazed by the music.
  • Hans Zimmer identified the intended mix of Miami nightlife, neon, gunfire, psychedelia, and violence, and Lin Lixin confirmed the game's direction.
  • Lin Lixin told Hans Zimmer that the music had to keep playing through loading, death, respawning, and restarting to maintain players' momentum.
  • Lin Lixin asked Hans Zimmer to focus on the music and returned to work on the level design.

Ch. 435True seamless instant loading

Lin Lixin planned to make Hotline Miami use tiny, fully cached levels and seamless resets to keep its fast-paced action continuous. He and Mark Cerny devised a dual-Athena backup system that could instantly restore a level after the player died, and began considering how to preload the next floor.

  • Lin Lixin told Sam that Hotline Miami would use small levels loaded entirely into memory, avoiding streaming and visible loading screens.
  • Lin Lixin explained that seamless resets would let players retry immediately after dying, drawing inspiration from Dragon's Lair's quick checkpoints.
  • Sam pointed out that rebuilding enemies, objects, and the player's state would strain the processors, and Lin Lixin realized that a second Athena might help.
  • Lin Lixin told Mark Cerny that levels were independent and carried no player data beyond the selected mask, giving Cerny the idea to use a second Athena and memory set as a backup.
  • Cerny explained that the game could switch to the cached backup after death and preload the next floor while the player moved toward the stairwell.

Ch. 436Actually, It Was a Stealth Game

Lin Lixin explained how Hotline Miami would turn Metal Gear’s observe-plan-execute loop into fast, instinctive play, with instant respawns making each death a chance to learn a level. After the team grasped the design, Keanu Reeves received an unusual invitation from GameNova_Lin Lixin.

  • Lin Lixin assembled the Hotline Miami team and asked Hideo Kojima and Hans Zimmer to discuss the game's design philosophy.
  • Hideo Kojima described his interest in war themes, and Lin Lixin explained how fast action could preserve the core of stealth gameplay.
  • Lin Lixin outlined how Hotline Miami would compress Metal Gear's observe, plan, and execute loop into seconds of instinctive action.
  • Lin Lixin told Sam to design maps where perfect stealth was nearly impossible, making enemy positions and patrols a puzzle for players to learn through trial and error.
  • Lin Lixin explained that instant respawns would make death a low-friction way to gather information, while the music and action pushed players toward rapid retries.
  • Keanu Reeves received an unusual invitation bearing the signature GameNova_Lin Lixin.

Ch. 437John Wick and Richard

Lin Lixin gathered Keanu Reeves and the crew in Miami to film promotional material for Hotline Miami, casting Keanu as Jacket and preparing an improvised, violent action shoot. The chapter ended with Jacket smashing a masked thug with a baseball bat during the first fight scene.

  • Keanu Reeves accepted Lin Lixin's invitation and hurried to Miami after finding that the promised script was only a joke.
  • Lin Lixin met Sam, Brandon Lee, Keanu, and director Hideo Kojima at the preserved apartment set in Miami.
  • Keanu put on a chicken mask identified as Richard and prepared to play Jacket in the shoot.
  • Brandon Lee choreographed a brutal gang-fight style, and Keanu learned to use a baseball bat against the local extras.
  • Keanu kicked open a door and repeatedly struck a thug with the bat, splattering fake blood across the floor.

Ch. 438This coin acceptor needs modifying

Lin Lixin assigned Hideo Kojima to direct the Hotline Miami film while Hans Zimmer composed its music, then went to Nova Arcade to modify the game machine’s coin acceptor. He asked Gary to add a coin-buffering track modeled on a coin pusher.

  • Lin Lixin explained the setting of 50 Blessings to Hideo Kojima and left the film’s directing details to him and Guohao.
  • Lin Lixin returned to GameNova with Sam, where Zimmer played him the Hotline Miami track “Hydrogen,” which Lin praised and planned to use in the game and its promotional video.
  • Lin Lixin went to Nova Arcade and inspected the new Hotline Miami arcade machine built on MicroNova’s test platform.
  • Lin Lixin told Gary that the coin acceptor did not need internal changes and asked him to add a track to buffer coins, like the one on a coin pusher.

Ch. 439Boring, I want to see rivers of blood!

A violent promotional video introduced Hotline Miami, then arcade regular Tang tried the game for himself. He began Jacket’s first mission at the subway station and started killing the Russian mobsters.

  • Keanu Reeves appeared in a promotional video as a masked man who massacred Russian mobsters at a subway station and retrieved a briefcase.
  • The video ended by advertising Hotline Miami as a new GameNova and Nova Arcade release.
  • Tang noticed the new arcade machine while playing a coin pusher and went over to try it.
  • Tang selected the available rooster mask and began playing as Jacket, following the game’s opening instructions to the subway station.
  • Jacket kicked open the subway entrance and began attacking the mobsters, spilling blood across the floor.

Ch. 440I no longer cared to tell right from wrong

Tang became absorbed in Hotline Miami, learning to treat each death as a chance to solve the level and finally clearing the subway stage. After spending every token in the basket, he asked a staff member to move the machine to his home.

  • Tang charged through the subway level, but enemies killed Jacket and the game prompted him to restart with another credit.
  • Tang realized that the compact level design made death feel like a step toward learning the stage rather than a punishment, and he restarted without hesitation.
  • Tang repeatedly tested different approaches, gradually mastering the enemy positions and combat until he cleared the stage and reached the briefcase.
  • Tang felt exhilarated after the fight and found that his legs had been keeping time with the music throughout his intense play.
  • Tang discovered that he had used every token in the basket and ordered a nearby staff member to move the arcade machine to his home.

Ch. 441Was violence the goal?

Lin Lixin discussed Hotline Miami’s depiction of violence with psychologist Albert Bandura, who praised its use of moral disengagement theory in reverse. Lin then introduced a new behavioral-psychology project called Diablo and asked Bandura to discuss it.

  • Lin Lixin welcomed Albert Bandura to GameNova and asked what he thought of Hotline Miami.
  • Bandura explained how the game avoided moral justifications, euphemistic labels, and other mechanisms that could make players excuse violence.
  • Lin Lixin said the game’s human enemies and persistent bodies were designed to make players confront the consequences of violence.
  • Lin Lixin thanked Bandura and considered bringing him on as a psychological consultant for GameNova.
  • Lin Lixin showed Bandura a proposal titled Diablo and explained that a subsidiary studio was planning the new product.

Ch. 442Tear it all down and start over

Lin Lixin brought Albert Bandura in as a consultant and reviewed Blizzard Studio’s proposed setting and demo for Diablo. He praised the team’s work, then told them to tear down the demo and start over.

  • Lin Lixin explained that Bandura would advise the team on social learning and arcade-driven build sharing without interfering in development.
  • Lin Lixin asked Mike and the others about their Diablo setting, and they showed him drafts inspired by his rough framework.
  • Lin Lixin reviewed the setting and found it lacked Diablo’s dark religious-horror atmosphere, though he considered the restrained story a workable foundation.
  • Lin Lixin said he would personally begin development with the team, and Mike showed him their early demo.
  • After examining the demo for ten minutes, Lin Lixin told the team to tear it all down and start over.

Ch. 443Come on, let's go to Las Vegas for some advanced training

Lin Lixin rejected Blizzard Studio’s demo as a Diablo project but recognized its potential and explained that he wanted a real-time roguelite with randomized dungeons and frequent rewards. He sent the team to Las Vegas for specialized training, while Sam began discussing Lin’s plan to adapt arcade rentals into paid, time-based access to computers with PC games.

  • Lin Lixin told Mike Morhaime and Blizzard Studio to archive their polished RPG demo because it did not fit Diablo, then explained the project should draw on Rogue’s randomized dungeons while using real-time roguelite combat.
  • Lin Lixin outlined how Diablo would soften permadeath and use frequent randomized rewards, then told the Blizzard team to pack for training in Las Vegas.
  • Sam visited Gary at NovaArcade headquarters to discuss Lin Lixin’s plan to expand the arcade rental model beyond arcade games.
  • Sam proposed setting aside arcade space for computers with mainstream PC games installed, charging customers by the time they played.

Ch. 444So I Was Just a Raw Recruit

Lin Lixin visited Las Vegas to study Stephen Wynn’s casino business and gather ideas for a new game project. After Lin outlined how mobile games could turn gambling mechanics into a global digital business, Wynn realized how far ahead GameNova was and wanted to join its rise.

  • Lin Lixin and the Blizzard party arrived at the MGM Mirage Hotel, where Stephen Wynn had arranged VIP suites for them.
  • Lin met Wynn in his private suite and explained that video games would increasingly resemble the gaming business.
  • Wynn described how Hotline Miami’s focused visuals, music, rapid retries, and strong feedback kept players feeding coins into arcade machines.
  • Lin imagined mobile games letting players spend money through their bank accounts, packaged as attractive free-to-play entertainment.
  • Wynn grasped the scale of Lin’s digital business vision and felt like a raw recruit who needed to get aboard GameNova’s accelerating train.
  • Lin called the idea “digital capitalism” and said the project was only an early feasibility test because the necessary infrastructure was not yet mature.

Ch. 445I Said Diablo Was a Slot Machine

Lin Lixin used a casino visit to show Mike and the team how Diablo could turn random rewards into an addictive gameplay loop. He explained how loot, builds, progression, and social sharing worked together, leaving Mike with a clearer design model for the game.

  • Wynn led Lin Lixin, Mike, and the team to a VIP casino room, where Lin Lixin compared roulette, slots, and other games to Diablo.
  • Lin Lixin and Bandura played against Wynn, while Mike and the others experienced how intermittent rewards and rising bets kept players engaged.
  • After three days, Mike presented a revised design structure for Diablo, and Lin Lixin explained that the game used multiple interconnected loops rather than a rigid short-and-long loop formula.
  • Bandura described how leaderboards, shared builds, and equipment displays could form part of Diablo’s long-term social loop.
  • Lin Lixin explained how players’ gradual progression led to a build-enabling drop and a sudden surge of power, making the search for more powerful gear an ongoing source of excitement.

Ch. 446What it means to be gear-driven

Lin Lixin explained that Diablo needed a gear-driven design built around randomized affixes, prompting Mike and the Blizzard team to restart their demo. He then introduced Vivian to Sun Yansheng of C-Cube, whose hardware-based video compression research could help solve the game's storage limits.

  • Lin Lixin rejected Blizzard's v2.2 demo and explained that its gameplay needed more depth despite limits on the game's world size.
  • Lin Lixin taught Mike that Diablo's central design was gear-driven, with items carrying randomized affixes, special effects, and set bonuses.
  • Mike grasped that Diablo's loot system worked like a slot machine, and agreed to tear down the existing design and start over.
  • Lin Lixin left to address the game's capacity problem and brought Sun Yansheng to meet Vivian.
  • Lin Lixin explained that C-Cube was researching dedicated hardware chips for encoding and decoding compressed data.

Ch. 447Why don't you want players to have fun?

Lin Lixin pushed GameNova to develop dedicated codec hardware and assigned Carmack to build its encoding and decoding algorithms. At Blizzard, he urged Mike to improve Diablo’s loot system with player-friendly drops and deeper crafting, leaving Mike reconsidering what made a loot-grinding game fun.

  • Lin Lixin told Vivian and Sun Yansheng that GameNova needed to design specialized codec chips and establish its own hardware and standards, including an early bet on MPEG.
  • Lin Lixin gave Vivian a new architecture proposal and asked Carmack to handle the software algorithms for encoding and decoding.
  • Mike showed Lin Lixin Blizzard’s new equipment system, which randomized gear affixes and stats.
  • Lin Lixin demonstrated that the system could give a mage useless agility gear and argued that drops should favor equipment suited to the player’s character.
  • Lin Lixin proposed deepening equipment crafting rather than frustrating players with bad drops, and Mike reconsidered his concern that players might enjoy the game too much.

Ch. 448Diablo Wasn't About Darkness, but Corruption and Decay

Lin Lixin sought an artist who could capture Diablo’s corruption-and-decay aesthetic and invited Gerald Brom to see how GAMENOVA supported its creators. Brom followed him through the studio campus, where the chaotic Bullfrog Studio left him stunned.

  • Lin Lixin decided to find an art director and identified Gerald Brom, a young dark fantasy artist working for TSR, as a suitable candidate for Diablo.
  • Brom told Lin Lixin that he admired GAMENOVA but feared commercial work would damage his art, and Lin acknowledged the company’s industrialized approach while defending its creators’ freedom.
  • Lin Lixin invited Brom to tour GAMENOVA’s studio campus and introduced him to Infocom and Activision.
  • Lin Lixin brought Brom to Bullfrog Studio, where a shirtless producer stood on a table shouting with a poster, leaving Brom bewildered.

Ch. 449An Inch of Gold Could Buy an Inch of Time

Lin Lixin showed Stephen Wynn Diablo, explaining how its intuitive controls and loot-based progression made its complex-looking arcade cabinet easy to play. The demo ended with Lin revealing a new time-based payment model, leaving Wynn to consider how it would work.

  • Brom delivered a Gothic illustration of Diablo's Butcher, impressing Blizzard's team and prompting Lin Lixin to push ahead with the game's art and CG cinematics.
  • Lin Lixin arranged for Blizzard to work with Lucasfilm and Industrial Light & Magic on Diablo's cinematic, while rumors of GameNova's upcoming release spread ahead of Presidents' Day.
  • In Las Vegas, Lin Lixin demonstrated Diablo's cabinet to Stephen Wynn and explained that its many controls matched intuitive actions, keeping the game's cognitive burden low.
  • Wynn watched Diablo's dark opening cinematic and questioned how the lengthy, story-rich game could function as an addictive arcade game.
  • Lin Lixin explained that players could save progress with a GameNova All-in-One Card and introduced time-based payment instead of charging for lives.

Ch. 450Wasn't this just a traditional RPG?

Wynn tried Diablo and initially dismissed it as a conventional RPG, but its atmosphere, responsive controls, and glowing loot quickly drew him in. The chapter left him hooked after he picked up a dropped sword.

  • Wynn questioned Lin Lixin's confidence in Diablo's hourly payment model, and Lin Lixin invited him to try the game.
  • Wynn began a new game, chose a class, and entered Tristram, where Hans Zimmer's music and the quiet town unsettled him.
  • Wynn followed the town's guidance to the dungeon entrance and heard a wounded man blame Archbishop Lazarus and the Butcher for the deaths there.
  • Wynn entered the dark dungeon, opened a coffin, and fought a skeleton that rose from a pile of bones.
  • Wynn saw a glowing sword drop from the skeleton and hurried to pick it up, becoming hooked on the game's loot.

Ch. 451Ahh...Fresh Meat!

Wynn explored Diablo’s skill trees and descended to the dungeon’s second floor, where he opened a bloodstained room and encountered The Butcher. The monster charged him as its voice boomed through the speakers, leaving Wynn startled and under immediate threat.

  • Wynn equipped a slightly stronger weapon and examined the Warrior skill tree, growing interested in the dual-wielding skills while Lin Lixin kept commenting on his choices.
  • Wynn learned that the dungeon’s layout was randomly generated and made his way down to the second floor.
  • Wynn found a room enclosed by iron bars, noticed blood beneath its door, and hesitated before opening it.
  • Wynn discovered a slaughterhouse filled with corpses and recognized the enormous, cleaver-wielding monster inside as The Butcher.
  • The Butcher shouted, “Ahh... fresh meat!” and charged Wynn before he could react.
Arc 18 of 30
Arc 18 of 30