After a month of intense development, the handheld console's development tools were finally ready for final testing.
The lead programmer ran the final set of data through the tool. When the generated code came out flawless under everyone's watchful eyes, the entire team burst into long-suppressed cheers.
The handheld's development tools were now officially complete.
Takuya dismissed the programmers, granting them three days of paid leave to rest after their hard work.
The next day, the software department's meeting room was filled with group leaders whose projects had just wrapped up or were nearing completion. Many looked exhausted, rubbing their temples, but there was also a spark of anticipation in their eyes—like soldiers who had just won one battle and were awaiting new orders.
Takuya glanced around the room and began the meeting.
"Everyone, our handheld console's hardware and tools are both finished. Now, it's time to prepare the launch lineup for its release."
The moment he said it, the room straightened up in collective focus.
"You all remember how we won with the MD last year," Takuya said evenly, his tone steady and confident. "We launched with a lineup that was diverse in genre and exceptional in quality. It held strong against two massive competing titles, rapidly built momentum, and helped us secure our foothold during the most vulnerable stage of release. That foundation ensured our later success and the loyalty of third-party developers."
He paused briefly.
"Now we're going to do it again—for the handheld."
He switched on the projector. The room dimmed, and the glowing screen illuminated the attentive faces around the table.
The first slide appeared: several colorful blocks and a name everyone recognized—Tetris.
A murmur rippled through the room. Some chuckled softly, then fell silent again.
It was a simple, yet brilliant choice.
"This game will come pre-installed as a cartridge bundled with the console," Takuya said. "It will be the first gift we give to every player. We've sold standalone handhelds with Tetris before, but this time we're not chasing profit. We want every buyer to experience joy from the first minute they power it on—even if they haven't purchased any other games."
No one objected. Bundling a universally beloved title like Tetris with the console was a near-foolproof move.
Takuya pressed the remote.
The next slide revealed two contrasting logos—one red with a blazing dragon silhouette, the other green with a majestic plant-like creature. The title read: Pokémon Red/Green.
"Our flagship RPG," Takuya announced. "The player's adventure revolves around collecting, training, trading, and battling. Each version has slight differences, so to complete the full Pokédex, players must use the link cable to trade. Some special storylines will only unlock through unique startup conditions, and the game will also connect with the electronic pet line."
The room filled with quiet gasps.
Two versions, exclusive trading features, hidden content, and cross-media synergy with a blockbuster anime—this was a masterstroke.
Launching a brand-new IP as a dual-version release required immense confidence—but everyone knew where that confidence came from. Just three months ago, the Pokémon movie Mewtwo Strikes Back had smashed box office records, catapulting the franchise's popularity to new heights.
"This project goes to Team Three," Takuya said.
Team Leader Shimizu nodded solemnly. He understood the weight of this responsibility—this was to be Sega's signature handheld title.
"Team Eight," Takuya called next, turning to the far end of the table.
The next slide displayed the title Super Robot Wars II, with concept art of new mecha, including two from the year's hottest anime series.
"Your first entry, Super Robot Wars I, was a major success on the MD," Takuya acknowledged. Then his tone sharpened. "This time, update the roster with newer anime series. The handheld's specs and storage are limited, but don't let that be an excuse."
"Yes, sir! Leave it to us!" the Team Eight leader replied firmly. His expression was serious, eyes blazing with determination.
"Good. Finish testing Shining Force: Legacy of the Gods first, then move on to this project. You're close to done, right?"
"Two weeks at most."
"Excellent."
Takuya switched slides again.
Sega Sports Records.
"This game performed very well during the Olympics. It's interactive and competitive—perfect for encouraging social play on the handheld. Have the original team handle the port directly."
Finally, Takuya turned toward the representatives from the arcade division.
"Last are the arcade ports," he said. The slide displayed only two categories: Action Adventure and Shoot 'em Up.
"You know your own titles best. Pick two of your most popular ones—whichever the players love most. Submit an evaluation report and a basic porting plan to my desk within a week."
With that, Takuya shut off the projector and brought the lights back on.
"Gentlemen, this is our first volley for the new handheld. Any questions?"
The room was silent except for the quiet sound of breathing. Everyone was already mentally mapping out their tasks.
"The first batch of handheld development kits will also be sent to our partner studios, along with the toolset," Takuya continued.
"With our first-party lineup and strong third-party support, players will have plenty to dive into."
And with that, he ended the meeting.
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