Wednesday afternoon at 4 p.m., in the slightly cramped meeting room of the Third Development Department.
Team Leader Shimizu stood beside the projector, clearing his throat with a touch more formality than usual.
"Everyone, you've all completed the support tasks as scheduled. Well done." He paused, his gaze sweeping over the team members seated around the inexpensive folding conference table.
"From now on, we'll focus all our efforts on the new project." His eyes settled on Takuya Nakayama, and with a "please" gesture, he signaled for the new, uniquely positioned deputy team leader to begin. All eyes followed, converging on Takuya.
Takuya stood, pulling a thick stack of uniformly formatted documents from his folder. The bolded title on the top sheet was unmistakable: "Non-Disclosure Agreement."
A faint stir rippled through the room, confusion flickering across many faces. Game development rarely required such stringent measures, and no one was foolish enough to leak company projects.
Unfazed by the reactions, Takuya leaned slightly toward Shimizu, speaking in a low voice audible only to them.
"Team Leader Shimizu, this confidentiality requirement isn't just about the game development process itself." His tone was calm, but the content made Shimizu's eyebrows twitch.
"The key is to support the International Business Department's ongoing, confidential copyright acquisition negotiations."
"Any leaked information could drastically inflate acquisition costs or attract unwanted competitors, undoing all our efforts."
He looked at Shimizu, adding, "Please emphasize the unique importance and seriousness of this agreement to everyone."
Shimizu's professional smile vanished, replaced by rare gravity. He instantly grasped the stakes—this wasn't just about a game but tied to the company's strategic priorities and significant financial interests.
Turning to the team, he spoke solemnly.
"Everyone, this non-disclosure agreement is unlike those for typical projects."
"It's directly tied to a major company initiative involving substantial commercial interests."
"Please strictly adhere to it. No information must leak. Any disclosure, intentional or not, could lead to catastrophic consequences, killing the project and squandering the Third Development Department's chance to shine."
The team, initially viewing the NDA as routine, grew visibly serious.
The room filled with the rustle of pages and the scratch of pens.
In the corner, the veteran employee Sasaki Nozomu's eyes flashed with brief surprise.
He hadn't expected this young "deputy team leader" to act with such meticulous precision, starting with such airtight measures.
Once everyone signed, Shimizu collected the agreements.
The room's atmosphere, heightened by this brief interlude, grew even more focused.
Takuya stepped forward, connecting a computer to the projector and inserting his Tetris floppy disk.
Without preamble or explanation, the screen lit up, displaying the Tetris title.
"Everyone, feel free to take turns trying it out," Takuya invited.
At first, the programmers who tested it were tentative, their movements slightly clumsy. Others observed the gameplay closely.
But when Takuya loaded his two-player versus prototype, splitting the screen and sending the first "garbage line" to an opponent's field, the atmosphere shifted dramatically.
Everyone held their breath, careful not to distract the players.
The once-quiet room was swept up by the game's tension and fun.
Any underestimation of this "simple little game" evaporated.
The demo ended quickly, with nearly everyone playing at least one round.
Takuya seized the moment to steer the discussion.
"What do you all think?"
He smiled, then grew serious.
"Now, we need to consider how to enhance this prototype into a successful arcade game."
"You all know arcade environments—noisy, fiercely competitive."
"Our Tetris needs to grab players' attention instantly, enticing them to insert coins and keep playing."
He encouraged open discussion.
"First, visuals."
Takuya pointed to the screen. "Arcades have stronger graphical capabilities. We can't settle for this simplicity. The color scheme needs to be bolder, more striking. The background shouldn't be plain black—consider dynamic or theme-related visual elements, but avoid distracting from the game itself."
"Next, audio."
"Music can drive players' emotions," Takuya emphasized. "I suggest adapting iconic Russian melodies like Kalinka or The Peddler."
"More importantly," he added, "the music's tempo should sync with the game's level, speeding up as blocks fall faster. Higher levels, faster rhythms, heightening tension."
"Clearing, stacking, rapid drops, warnings—each state needs distinct, impactful sound effects."
"Then, competitiveness."
Takuya elaborated, "The current 'garbage line' mechanic can be enhanced."
He shared a new idea.
"Perhaps continuous clears could trigger bonuses? Clear two lines consecutively, and the garbage sent to the opponent doubles. Three lines, double again. This encourages skillful play, strategic offense, and more dynamic competition."
"This high-intensity competition will also boost coin revenue."
The team nodded, clearly drawn to the idea.
"There's also the difficulty curve—making it accessible for newbies yet challenging for experts. Scoring systems and leaderboards are key to encouraging repeated play."
As Takuya spoke, the discussion grew lively.
Then, the usually quiet Sasaki spoke up.
Adjusting his glasses, he looked at Takuya, his tone carrying a technician's precision.
"Deputy Team Leader Nakayama, I have a suggestion regarding color selection."