There is a built-in storage capacity of 16GB in the GSL handheld device.
This storage capacity is simply not enough in the eyes of later generations.
But compared with the average game capacity of current handheld consoles, which does not exceed 1GB, it seems very sufficient.
Surui Electronics does not use built-in storage, but uses its own unique memory card as an additional storage device.
Because Suri Electronics has great ambitions, they very much want to launch their own standards in multiple fields.
Memory card standards, HD playback format standards, HD cable standards, etc.
As long as the standard is established, the harvest will be a huge amount of money.
In the built-in storage of gsl, five games specially designed for people to experience the new function of touch have been installed in advance.
Angry Birds, Little Crocodile Loves Bathing, Cut the Rope, Fruit Ninja, and a very simple pet game.
Hayakawa Ueto simply ignored these games. He believed that they were just used by Takeyusei to make up the numbers. What really needed to be concerned about were the first-party works.
He inserted the New Super Mario Bros. cartridge into his handheld console and started playing.
After playing it, Ueto Hayakawa could only lament that the Super Mario series has become a phenomenon.
This work reaches its limit in the jumping gameplay, and is also at the ceiling level in this category.
To hear an employee describe his on-site purchase of games and consoles, almost everyone who made a purchase bought at least one New Super Mario game, followed by The Legend of Zelda and Ocarina of Time.
Even if Mario keeps the game quality at the current level, countless people will still buy it. This is the influence of the series and the effect of achieving the ultimate in a category.
But even so, that guy Zhu Yuxing still tried every means to add new gameplay to Mario, and that Mario 64 has always been something he can't forget.
This time, New Super Mario adds several touch-function gameplay methods based on the original platform jumping. Of course, in order to facilitate future game porting, the touch function can also be replaced by other operations.
It's really disappointing to have opponents with such terrifying game development capabilities. Fortunately, a company's creativity is limited after all, and it cannot meet all the needs of hundreds of millions of players. Otherwise, other game companies probably wouldn't have to mess with it.
.
"President, I think you should play with this."
Just when Hayakawa Ueto was seriously trying out New Super Mario Bros., one of the employees handed another handheld machine to Hayakawa Ueto very seriously.
Hayakawa Ueto took a closer look and realized it was The Legend of Zelda.
This is also one of the first releases this time, and it is also another one that needs the most attention.
"What? This game is fun?"
“Not only is it fun, it’s also very comfortable.”
"Comfortable?"
Hayakawa Ueto didn't quite understand.
This employee seems to be a little reluctant to give up, but he is also working now and must share his gaming experience with the president at any time.
Ueto Hayakawa then brought over the handheld console, along with a cassette box for The Legend of Zelda: Ocarina of Time.
There is another text like this on the cassette box.
This is a fantasy story full of dangerous mazes, powerful weapons and time travel.
Time travel?
This was similar to the Legend of Zelda that was first released on FC.
But that doesn’t actually count as time travel.
The first version of The Legend of Zelda produced by Takeyusei is more like an enhanced version of the second game.
However, through the plot, people feel that it is a different world and a brand new adventure, but in fact the monsters are just strengthened, and then the plot is added.
This method of increasing the play time was also followed by many game makers later, launching multi-week stories of the game to extend the play time and give players a better experience.
Most players who play role-playing games also enjoy playing multiple games, especially when there are multiple endings as rewards.
Players with obsessive-compulsive disorder will definitely try their best to play through all the endings.
Surui Electronics' own Sun Knight series has learned this advantage, and then blazed its own path through multi-week gameplay.
But this time is different. This time, the element of time travel has been integrated into the main plot. Time travel has gradually become a familiar gameplay. Dragon Quest 3, which came to Bamboo Planet earlier, did this.
The two original works of Dragon Quest 2 and 3 are merged together through a time travel drama.
However, the story is good, and their Sun Knight storyline was equally well-received.
Hayakawa Ueto is confident that his works are no worse than Takeyusei's works in terms of plot.
Well, the overall experience was very enjoyable and very comfortable, just as the employee said.
The left joystick is for movement, and the right joystick is for adjusting the viewing angle, which is as amazing as Mario 64 made by Zhu Yuxing.
Their latest Sun Knight work is also planned to be produced in this way, so that players can truly see the sky and earth in the virtual world, as well as the real horizon.
The distant scenery also looks very good, but most likely they are game textures. This time The Legend of Zelda is probably made into a world gameplay similar to Mario 64, and the plot is completed through adventures in each level.
Hayakawa Ueto lowered his head and played seriously.
So next, you should be preparing to go to a certain level, right?
Huh? Wait, does this guide ask me to climb the hill ahead?
But behind the hill in front there should be a texture and air wall, right?
Hayakawa Ueto was a little dazed, but he still controlled Cell according to the instructions... Oh no, he controlled Link to browse the hills.
In the Mario 64 game, in order to make the entire game more realistic, terrain and objects such as fences and hills that block the view were deliberately created.
Beyond these terrains and objects that block the line of sight, there is nothingness. This is also one of the ways to save the performance consumption of game consoles, and it does not reduce the experience for players at all.
But this time Zhu Youxing didn't do that, and even took the initiative to guide the player over the hill.
What is this...
Hayakawa Ueto was thinking as he controlled Link to climb over the hill, and then his eyes gradually widened.
Behind the hills...is a walled city?!
Wait a minute, isn’t there a sticker on the back?
There is a city there, could it be...
With a somewhat disbelieving expression, he guided Link to the gate of the walled city.
Then a white light flashed, and a city with medieval architectural style was completely displayed in front of him.
This is a vast world.
And it is a world truly made with full 3D terrain.
There are mountains, rivers, lakes and seas here.
This is different from the small garden-style world in Mario 64.
In Mario 64, each world is a level. After you finish playing, you have to go back to the main castle and go to the next level to adventure.
But in The Legend of Zelda: Ocarina of Time, it's a very big world.
You can go from one end of the world to the other.
Of course, there are still nodes that are read one by one, and it is not a truly seamless super-large map in later generations, because Zhuyouxing devoted more of the performance of the game console to the details of the screen. If the details of the screen are sacrificed, it can be truly
Seamless map, but that actually doesn't make much sense.
For players in this era, such an open world is enough to amaze them.