Chapter 41 Tank Battle
The new entrepreneurial electronics company recruited more than 400 people and gradually became like a large company.
In order to support the development of the company's two game hardware platforms, the company has established two independent R&D studios - Pangu Studio and Zhangyu Studio.
Pangu Studio focuses on the development of game console platforms, which means to create a new game platform like Pangu.
The Palm Entertainment Studio focuses on the research and development of handheld machine projects. The preliminary project is just to make "China Square" cheap handheld machine. After that, of course, it is similar to Pangu Studio to create a handheld machine platform.
Liu Zhendong is the director of the Palm Entertainment Studio. Since he participated in the arcade development process of "China Square" throughout the process, the handheld of "China Square" has been completed by more than half, and it should be no problem to give it to him to finish it.
The R&D owner of Pangu Studio is personally held by Gao Tian. This project requires the independent design of 16-bit streamlined instruction set CPU and graphics cards. Of course, Gao Tian is still constantly chewing paper materials, constantly chewing the academic streamlined instruction set papers and public technologies. Then... he fell into it and wanted him to stop, it was impossible.
The two studios are very picky about talent requirements, so they only absorb less than 200 people.
Even with Li Ruoxi applying for the establishment of Ruoxi Studio, he has attracted more than a dozen new employees.
In addition, relevant departments such as administration, sales, service, etc. have been established one after another, and some personnel who are not suitable for R&D will be diverted to different positions.
But there are still more than 90 science and engineering men left, and they feel wronged like children no one wants.
Lin Qi went to work for several consecutive days and saw a group of science and engineering men. Gaygay looked at him, making him feel mentally devastated.
Being annoyed by seeing it.
Lin Qi threw out the "Tank War" arcade project, giving this group of science and engineering students something to do.
Like the previous project "Chinese Square", Lin Qi only gave creativity and sketches, and the level settings were even more detailed than "Chinese Square". However, Lin Qi completely let go of the technical implementation. Anyway, he gave a timetable and would see the game development be completed in three months.
Of course, Lin Qi felt a little sorry for Namco. Who said the game "Battlecity" will not be launched until 1985? If it was launched in 1980 and 1981, Lin Qi was still afraid of creative collisions and would not dare to look so ugly.
However, the 1985-year-old game has not yet been seen. I took it for myself in advance without any pressure to be exposed, so I naturally stole the game for myself with confidence.
The original "Tank War" game on the original red and white machine platform, but Nintendo's red and white machine has never been launched in mainland China.
Historically, most domestic players have no copyright awareness, and they even don’t know that they are playing fake game consoles and fake game cartridges.
Red and white machines are the most pirated game machines in the world. In history, from the mid-1980s to the early 1990s, manufacturers of imitation red and white machines were spread all over the world. The most popular ones were undoubtedly electronic manufacturers from both sides of the Taiwan Strait and the three regions.
Funny to say, Yanshan software, which is famous for cracking the "Tank War" game in China, is not satisfied with simple copying and copying. Instead, based on the original version, it has added some of its own levels and settings to improve Yanshan's version of "Tank War". Among them, the most famous one is "90 Tank War".
After Yanshan Software improved "Tank War", out of a simple concept, he felt that he should have "copyright". In order to prevent other pirates from maliciously cracking copies, Yanshan Software added a bunch of easter eggs to the game, cracked some levels, and some numbers would appear. Those numbers were actually the phone number of Yanshan Software Company. Moreover, some text would appear to let players know that Yanshan Software Company is the "authentic version".
Later, the piracy of "Tank War" was rampant, and the "Tank War" game cartridges sold at least tens of millions of boxes in the entire mainland market. However, the "authentic version" of "Tank War" cracked and improved by Yanshan software was sold for tens of thousands of boxes.
Although the pirated cassettes in China in the 1980s were cheaper than those in Japan, the price was as high as forty or fifty yuan per box.
Assuming that genuine game cartridges can be sold in China for 40 or 50 yuan per box, it will definitely be profitable. Moreover, the gross profit margin exceeds 50%, far exceeding the gross profit of ordinary industrial products.
The premise is to solve the public opinion in the mainland - from the 1980s to 1990s, the biggest resistance to the development of the game industry in the domestic market was not the issue of piracy, but parents and educational institutions.
For the sake of students' grades, parents naturally demonize any factors that may affect their learning and treat them as the target of attack - martial arts novels, comics, games, music tapes, videotapes, pc stand-alone games, online games... Popular entertainment in various eras has experienced a fierce confrontation with parents and educational institutions.
Parents and educational institutions are very proud of suppressing various entertainment methods - academic performance!
Little do we know that the purpose of learning is to find employment!
Although the emerging industries that were suppressed have disadvantages such as affecting students' learning, they also have more positive significance because their emerging industries have promoted the popularization of new technologies, stimulated more new employment and increased incremental GDP!
Parents and educational institutions, in order to consider their children's future, suppress various emerging entertainment industries, which is as ignorant and ridiculous as ancient farming civilizations, suppressing industry and commerce.
The ancients believed that when everyone was doing business and working as craftsmen, it affected agricultural output. Therefore, people were bound to the land for thousands of years and had been developing a small peasant economy.
At the same time, the Western Industrial Revolution drove people from farmland to cities. No matter how you resist, it forced people to engage in industry. Because the increase in industrial production, rather than the stock that was already available thousands of years ago, greatly enhanced the productivity of Western countries.
In fact, urbanization and industrialization have reduced the number of farmers and did not affect agricultural output. Originally, a few acres of land per capita were very difficult for farmers. However, diversion of population to new industries will not only make new benefits for those engaged in industry. Even those who continue to engage in traditional agriculture will increase the per capita farmland and will benefit.
Similarly, the development of the game industry can stimulate technological progress in semiconductor, software and other industries, and can also divert employment into new industries. On the basis of not affecting the production of old industries, it has opened up the output of new industries, which naturally brings incremental output to society.
In Lin Qi's eyes, in addition to poisons, wars and violence and other factors that endanger human social stability, various emerging industries cannot blindly oppose it because of its "exquisite skills (ancient versions of influence on academic performance).
Of course, Lin Qi's words are slight now and cannot affect national policies.
But by the time he gradually expands the scale and structure of the game industry. For example, the orders he provides alone can earn hundreds of millions of dollars or even more than 1 billion US dollars in foreign exchange income every year.
In this way, no matter how reasonable the educational institutions and parents are, they will hold the student's card and compete with the actual benefits provided by Lin Qi!
Historically, why did the game console industry face the suppression of parents and education experts in the 1990s and was vulnerable? Because at that time, the so-called game industry in China was pirated that could not be put on the table, and there was no reasonable reason to support their survival.
In the 21st century, online games are under countless pressures, but they still thrive because they allow senior management to see real benefits!
Chapter completed!