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Now reading: Chapter 130 129.1: Channels from Reborn in the Golden Age of Gaming: I Became the Prince of Sega, a Comedy novel by AjAnime.

DDR's resounding success held a mirror to Sega's glaring weakness in ho console distribution channels.

"The ga Drive is our next-gen hope, carrying Sega's future. We cannot repeat past mistakes in channel-building," a director declared.

All eyes turned to Takuya Nakayama, the young visionary behind DDR's comrcial miracle, now expected to chart the ga Drive's path.

Feeling the weight of their gazes, Takuya cleared his throat, his voice calm yet confident. "I have so preliminary ideas for the ga Drive's distribution."

He paused, gathering his thoughts. "Beyond traditional toy and ga stores, we should diversify and deepen our channels by forging new partnerships."

"For instance, we could collaborate with Sanrio."

"Sanrio?" a director questioned, puzzled.

"Yes, Sanrio," Takuya affird. "With their globally beloved Hello Kitty and extensive retail network—where our Pokémon products already sell well—Sanrio reaches young won and families, markets we've overlooked. Promoting simple, fun, cute, and family-friendly party gas through their channels would be ideal."

The suggestion sparked intrigue among the executives—a fresh approach.

"Next, we should partner with Mattel, the global toy giant," Takuya continued. "Their unmatched channel strength and brand influence in mainstream Western family markets will be key to penetrating Europe and North Arica. We can mirror the Sanrio strategy for initial promotions."

"And one more thing," he said, scanning the room with his boldest idea yet. "Pokémon Centers."

"Given Pokémon's steady stream of stunning rchandise over the past year, Pokémon Center stores have consistent, high foot traffic. Selling ga Drive consoles and future Pokémon-thed gas—including limited-edition Pokémon consoles—in these stores creates a win-win. Pokémon fans overlap heavily with gars, enabling precise marketing. Console buyers may also purchase other gas, expanding our user base."

These proposals opened new doors, illuminating a broader market horizon for the ga Drive.

Director Yoshikawa's eyes glead with excitent. "Takuya's suggestions are highly constructive."

Masao Suzuki nodded vigorously. "Especially the Pokémon Center tie-in. These are direct, fragnted channels, but their breadth and volu could massively boost the ga Drive's rollout."

After heated discussion, the board reached consensus. Yoshikawa authorized imdiate negotiations with Sanrio, Mattel, and Sega-licensed Pokémon Centers to pave a wide road for the ga Drive's global launch.

A week after DDR's release, its market fervor exceeded expectations. Not only were current songs universally praised, but players clamored for more of their favorite tracks to be added. Seeing the soaring enthusiasm and skyrocketing orders, Sony and Sega executives swiftly enacted a pre-planned move, announcing a bombshell that electrified the global gaming community:

"The Second Esports Tournant—DDR Global City Showdown—is officially launched!"

The news spread like wildfire via TV, newspapers, radio, and arcade posters. Detailed rules followed: city qualifiers would judge players on "style" (40%), "difficulty completion" (40%), and "ga score" (20%). Eight-player sa-song matches would brutally eliminate all but the top scorer per round until 32 remained. City finals, with fewer than 32 teams, would shift to solo performances judged by professionals, selecting the top eight. These would face double-elimination matches to crown city champions and runners-up.

The global finals were set for January 9, 1988, at Tokyo's Kasumigaoka National Stadium, where champions from 16 cities would vie for DDR's ultimate glory. Beyond hefty cash prizes, the top three's dances would be recorded live by Sega and Sony, turned into new song LDs for arcades, with winners earning royalty shares.

The announcent set arcades ablaze worldwide. Self-proclaid DDR masters and dance enthusiasts erupted with unprecedented zeal. Within a week, global sign-ups surpassed 10,000.

Sega's experience from the first esports tournant, paired with Sony's robust resources, ensured seamless event organization worldwide. Despite the massive investnt, both saw the imnse comrcial and cultural potential.

In Los Angeles, CBS anchor Mark Thompson frowned at a program brief on his desk, his usually stoic newsman face etched with reluctance. "Los Angeles DDR City Championship Qualifiers and Finals Live Coverage?" he muttered, a hint of absurdity in his tone.

Last week, he'd mispronounced a Middle Eastern leader's na during a broadcast—a minor gaffe that made him the office's unspoken "fall guy." Now, this "lowly" task had predictably landed on him.

"Mark, it's the higher-ups' call," his supervisor said, clapping his shoulder with a mix of firmness and pity. Nearby colleagues swapped smirks, stifling laughter.

Mark sighed, suppressing irritation, and skimd DDR's materials. Flashy interfaces and arrow-stomping youths only deepened his disdain. To him, this "dance-arrow ga" was a waste of pri-ti airwaves and an insult to his journalistic integrity.

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