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Tycoon of Video Games

A soul from Earth found himself transmigrated into a person from a parallel world, a world that lacked video games and an established gaming industry. Follow the journey as this individual rises to become the video game tycoon of this unique world. [Please note that any similarities between the names of characters or places in this story and those in the real world are purely coincidental. I do not claim ownership of any products or properties mentioned in this novel. This work is entirely fictional.] (Cover photo is not mine. Ctto to the original owner.) This novel draws inspiration from 'Tokyo Video Game Tycoon,' although there may have been some similarities at the beginning, the plot will take its own distinct path as it unfolds. On average, each chapter spans approximately 1,000 words or so. For those interested, you can find 10-15 chapters in advance on my Patreon page at patreon.com/NewComer714.

NewComer714 · Video Games
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501 Chs

Latest video game and KiShin-SamStar success

After the "Tekken 3" video game was released, the most excited people were the arcade goers.

These people will be willing to spend countless hours playing the video game "Tekken 3" in the arcades...

And gamers competing in this video game "Tekken 3" even surpassed the competition of the other KiShin fighting video games, such as "Street Fighter" series or "Mortal Kombat" series in the Japanese arcades...

Those gamers were extremely excited, and in some places, they discussed lively...

"Oh yeah! We can finally play 'Tekken' video game on console!" A thin man, wearing glasses, named Suko Kenta, exclaimed.

"Yeah! And it's even the latest 'Tekken'! The third entry of the 'Tekken' series!!!"

Suko Kenta accompanied his gamer friend as they entered the "GameStop" store, engaging in lively discussions about the characters of the "Tekken" series.

After purchasing the video game "Tekken 3," Suko Kenta, joined by his friend Itoh Fumio, planned to engage in one-on-one gameplay.

As they played "Tekken 3," both Suko Kenta and his friend were pleasantly surprised by the superior graphics and movements on the KS1 console compared to the arcades.

---

Within a few days of hitting the Japanese market, "Tekken 3" and "Pro Skater" recorded estimated sales of around 58 thousand and at least 20 thousand units, respectively.

Given the "Tekken" series' existing popularity in arcades, its strong sales in the market weren't overly surprising. Many arcade enthusiasts anticipated KiShin adapting the "Tekken" series for the KS1 console.

"Pro Skater" also garnered attention from skateboarders in Japan.

---

Meanwhile, the partnership and collaboration between KiShin and SamStar in mobile phone technology research finally bore fruit.

In contrast to the KiShin Rebolt Series phones, which shared the same design and model as Nokia from Shin's previous life, the KiShin and SamStar mobile phone is set to truly revolutionize the industry.

The KiShin-SamStar-designed phone boasts a colored screen and retains a keyboard, but with a flippable design.

Flippable phones were already a trend, with Motorola introducing a flippable phone back in 1995.

However, the distinction lies in the fact that Motorola's flippable phone didn't achieve the same level as the KiShin-SamStar flipping phone.

The Motorola StarTAC 1995 featured a compact clamshell design that folded in half, significantly reducing its size when not in use. This made it easily pocketable and marked a departure from the bulky, brick-like phones of the era.

Yet, the upper shell of the Motorola StarTAC didn't function as a screen; instead, it primarily served as protection for delicate internal components like the display and keypad when the phone was inactive. This shielded them from dust, scratches, and accidental button presses.

In essence, the Motorola StarTAC 1995 isn't truly a modern sense flipping phone, as there were other flipping phones like MicroTAC, designed solely to cover the keyboard.

The KiShin-SamStar mobile phone set itself apart.

It embodied a modern sense of a flippable mobile phone, featuring a small screen in the upper shell and a keyboard below, a design that truly defined flipping mobile phones.

Despite the small size of the KiShin-SamStar mobile phone's screen, it was remarkably large for its era.

Despite KiShin-SamStar's notable achievements in mobile phone innovations and technology, they recognized that their mobile phone product was not quite ready for the market.

Despite the many faults that still needed solving, the chairman of the SamStar Group expressed great satisfaction with the results.

---

Time passed swiftly, and October was on the brink of concluding, making way for the month of November.

Around November 2, 1996, in the USA, the entertainment scene was taken aback by the sudden teaser of the "Spiderman" movie on television channels.

Viewers were captivated by the scene on their televisions:

The skyline, a jagged tooth against the twilight, hummed with the city's restless thrum. Taxi horns shrieked, neon pulsed, and in the shadows, something crawled. Not a rat, not a roach, but something swift and silent, a whisper against the concrete jungle.

It's Spiderman! The hero, clad in an almost entirely red suit, was scaling the building.

Spiderman swung gracefully between buildings and structures, using his robust webs. The soon-to-be iconic Spiderman swinging appeared remarkably realistic.

The scene seamlessly transitioned from Spiderman swinging at night to the day, where onlookers below pointed skyward.

With a dramatic pose upon landing, Spiderman was accompanied by the voice of an American narrator.

Flashes of scenes from the Spiderman movie filled the teaser, concluding with Spiderman-themed text proclaiming, "[Spider-Man, Coming soon!!!]" and the American narrator.

Viewers were visibly excited; the "Spiderman" teaser looked exceptionally promising.

Indeed, KiShin's use of CGI had reached a new level.

Meanwhile, Warner Bros., holding the IPs of DC Comics, observed KiShin adapting Marvel Comics and sensed a potential threat to their dominance in comic adaptations to films.