At the next day's regular meeting, Team Leader Shimizu announced that the arcade version of Tetris had been completed.
The head of the sales department, a middle-aged man with impeccably combed hair and sharp, calculating eyes behind his glasses, listened while lightly tapping the table, pondering for a moment.
"Team Leader Shimizu, I've seen the game demo, and my department tested it. The fun factor is indeed impressive."
He acknowledged the game's quality. The arcade version of Tetris exceeded his expectations.
The potential it promised was becoming clear.
His tone shifted, tinged with doubt.
"But can a puzzle game like this really catch on in arcades?"
"The mainstream in arcade halls is still action and shooting games."
His concern was valid.
In an arcade market driven by sensory thrills, a "simple" block game seemed out of place.
Shimizu, anticipating the question, smiled confidently.
"Minister Takahashi, you can rest assured."
His tone was firm.
"This Tetris isn't just a puzzle game. More importantly, it's highly competitive."
He emphasized the game's core selling point.
"You didn't see the intensity of our internal tests with the two-player versus mode. We optimized its competitiveness, and for skilled players, the coin-eating efficiency in versus mode is significant."
Shimizu paused, then continued.
"Moreover, this game has a major advantage."
He gave a cryptic smile.
"It attracts female players. Let me share that before this game reached the company, it was tested and approved by President Nakayama's daughter."
"Imagine if arcades saw an influx of female players…"
Shimizu's words made Takahashi's eyes light up.
Arcades were almost exclusively male-dominated. A game that could draw women would open a new blue ocean market.
"Female players…" Takahashi murmured, seriously considering the possibility.
"The game's controls are very simple, making it easy for women to pick up," Shimizu pressed on. "And the stacking-and-clearing gameplay of Tetris aligns more with female aesthetics than guns and violence."
"With our optimized visuals and music, it'll definitely catch their eye."
"Most crucially, the versus mode lets couples play together, friends play together, and could even draw women who don't usually visit arcades to join their boyfriends or friends."
Shimizu's excitement grew, as if he could already see arcades filled with men, women, and all ages immersed in Tetris.
Takahashi's doubts were largely dispelled by Shimizu's vision.
After a moment's thought, he nodded.
"Alright, since Team Leader Shimizu is so confident, we'll fully support it. I'll arrange the order meeting soon. For promotion, we need a solid plan to highlight the game's unique strengths. Let's aim to launch Tetris before the summer season."
The marketing head added, "I'll arrange for the pricing team to calculate costs and set sales prices promptly."
The arcade production head chimed in, "Please have the Third Development Team submit the materials list. We'll start inventory and cost calculations immediately."
Shimizu, watching the department heads' commitments, grinned wider than an AK's recoil.
In the Third Development Department's meeting room, Takuya stood before a whiteboard, writing in bold marker:
"Tetris, Multi-Platform Development Plan."
He turned to face the room.
"Everyone, the arcade version is complete. Now, we enter a new phase: multi-platform development for Tetris. Beyond the arcade version, we'll develop console and handheld versions simultaneously."
His words sparked a low murmur of discussion.
Developing for two platforms at once was an unprecedented challenge for the Third Development Department.
Shimizu, slightly concerned, asked, "Deputy Team Leader Nakayama, isn't developing for two platforms at once a bit tight?"
Takuya waved a hand, signaling calm.
"No need to worry, Team Leader Shimizu. The two platforms aren't entirely separate. The arcade version is the foundation, and the console and handheld versions are ports with simplifications. The development difficulty isn't as high as it seems."
He paused, continuing, "For the console version, our goal is to port the arcade experience so players can enjoy authentic Tetris at home. Given our Sega console's hardware limitations, we may need to simplify visuals. Audio will also need adjustments based on the console's sound chip. I'll assign this to colleagues familiar with console hardware."
He looked at a few veteran programmers.
"No problem, right?"
They exchanged glances and replied in unison, "No problem!"
Takuya nodded, satisfied, then turned to Sasaki Nozomu.
"Mr. Sasaki, we'll need your expertise for the console version's visual optimizations."
Sasaki gave a slight nod. "I'll do my best."
Takuya smiled, pointing to "Handheld Version" on the whiteboard.
"Now, the focus of our multi-platform plan."
"The handheld Tetris—a device dedicated solely to this game."
"First, it must be portable, compact, and lightweight, so players can play anywhere, anytime."
"Second, it must be low-cost, affordable to a wide audience."
"Most importantly, it must be power-efficient, with long battery life to avoid disappointing players."
Takuya paused, his tone growing excited.
"And our handheld Tetris will bring over the versus mode. We'll design a simple communication interface for two handhelds to connect, enabling face-to-face duels. The connection cable will trigger versus mode and transmit 'garbage line' signals."
His handheld vision left the room momentarily stunned.
They began processing the plan's feasibility.
Sasaki Nozomu adjusted his glasses, analyzing from a technical perspective.
"Deputy Team Leader Nakayama, the handheld concept is intriguing."
"Technically, implementing single-player and versus modes shouldn't be an issue."
"Tetris's game logic is simple and doesn't demand high hardware performance."
"For the communication interface, we can reference existing handheld designs, simplifying and optimizing them."
"The rest requires testing with the hardware team to develop a cost-effective, power-efficient design and create an appealing look and feel."
Sasaki's analysis boosted the team's confidence in the handheld version.
Takuya smiled. "For costs, I'll work with the hardware team to keep them as low as possible."
"For design and ergonomics, I'll provide some concepts, and we can brainstorm together."
"Our goal is to create a handheld that catches on quickly."
Takuya's words brimmed with passion and confidence, infecting everyone in the room.