Lights... Camera... ACTION!!: A Hollywood Quest

IMPORTANT ANNOUNCEMENT
Hi Magoose here one of the guys helping Duke.

So we have some bad news.

The quest has been canceled as duke does not want to write it anymore.

I'm going to ask if I can take over for it, because I like this quest, and it would be a shame to kill it
TBF, Mags, you have been doing a lot of the heavylifting for the quest, so this will be in good hands. :)

To be clear to everyone, this is just me burning out on imagination of the quest, since my muse has been hitting me over the head a lot with so many different ideas that I just can't find myself too interested in this.

I'll still hang out here, though, since this still does have a sepcial place in my heart.

I'd like to thank you all for making this a wonderful experience while it lasted.

I'd also like to thank @Magoose, @Fluffy_serpent, and @Martin Noctis for doing so much to help prepare and write this quest. I couldn't have done it without you all. :D

I'll see you all around.

With so many regards, Duke William Of.
 
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Darn it.

Oh well, we can't monopolize all the good shows, and NBC is going to need all the help they can get without Tartikoff at the helm.

Does this mean that Debbie becomes a regular, a semi, or a cameo?
I still think we should later try and get Norm Macdonald and have him host his own late night show for LucasTV. Of course, not now since he's too young and just getting into comedy, but definitely in the 90s.
 
It was kind of expected that Hayao Miyazaki wouldn't like the movie but to be so vocal about it was (at least to me).
It's a combination of already hating our guts, seeing a movie that has incredible amounts of violence and death (both things he detests and has traumatic experiences about), with the entire human race being destroyed, and then seeing said movie push aside his own Magnum Opus, which he had worked on for nearly 3 years before it entered production, and which he had imbued many of his anti-war, hopeful messages be brushed aaside from what coud be interpreted as a jingoistic, mindless smorgasbord of brutal vilence (if you don't see the nuance and romance in it of course).

We did not just pressed all his buttons, we smashed them with a sledgehammer!
I still think we should later try and get Norm Macdonald and have him host his own late night show for LucasTV. Of course, not now since he's too young and just getting into comedy, but definitely in the 90s.
I could definetely see it; a half hour segemnt with news and bits that would just spoof everything. He wouñd be amazing at it as well.
 
And then the NFL sues LucasTV for having him trash them so much, because SImpson was a star running back for their league...

the raitings for the USFL go up dramatically when that happens. :V
Norm McDonald: Tonight, the NFL sues LucasTV for their tasteless jokes on OJ Simpson, said the Lawyer in charge: "Please, we're already burdened trying to convince everyone he did not do it, that the sky is red, and that fish can breathe on land. Don't add more work to our plate."
 
I just had a dumb idea and mainly just to troll Miyazaki here.

If he starts his own studio, can we like secretly support it via 3rd party?

He gets to make his own amazing work, gets proper support and we make money at the end regardless of the results.

Cause at the end of the day, I do want his influence and style to be maintained as one of the cornerstone of Japan animation works.
 
Maybe we could offer him an international rerun in cinema rooms for his movie ?,a way to say sorry,give that movie the atention it deserve and getting good PR.
Sadly I think he might refuse us on principle.

He.... Really hates us and likely has a mental image of us as everything wrong with both countries at this point.



..... Although, depending on the ripples, we might be able to recruit his son at some point though if we're lucky our ripples may make him more invested in his kids this time around and, thus, have a better relationship.


Also giving him a proper heir to his art style.
 
I just had a dumb idea and mainly just to troll Miyazaki here.

If he starts his own studio, can we like secretly support it via 3rd party?

He gets to make his own amazing work, gets proper support and we make money at the end regardless of the results.

Cause at the end of the day, I do want his influence and style to be maintained as one of the cornerstone of Japan animation works.

Time to tell Mike we're getting shell companies. :V
 
You know, I can't help but think that with us saving the Nuclear Power industry and enhacing its perception upon the public, this could have ramifications for the Kaiju genre in both America and Japan. After all, Godzilla is seen as the analogy for the Atom Bomb and the dangerrs of Nuclear proliferation, so either Toho is going to have to change said perception, or see its omnster become less relevant as time goes by.

This could help us quite a bit with our own monster franchise. After all, for all that Gamera was trying to ape Godzilla, in the end it soon shifted its focus afterwards, adn even now its reboot haas dropped the entire Nuclear origin for a more Sci Fi birth, heck even its enemies have very little to do with Nuclear Power and tend to be more for dangers from space or enviromentalism.

I just think we have a chance to have Gamera become more relvant, at least during this decade and the next, than Godzilla.
 
You know, I can't help but think that with us saving the Nuclear Power industry and enhacing its perception upon the public, this could have ramifications for the Kaiju genre in both America and Japan. After all, Godzilla is seen as the analogy for the Atom Bomb and the dangerrs of Nuclear proliferation, so either Toho is going to have to change said perception, or see its omnster become less relevant as time goes by.

This could help us quite a bit with our own monster franchise. After all, for all that Gamera was trying to ape Godzilla, in the end it soon shifted its focus afterwards, adn even now its reboot haas dropped the entire Nuclear origin for a more Sci Fi birth, heck even its enemies have very little to do with Nuclear Power and tend to be more for dangers from space or enviromentalism.

I just think we have a chance to have Gamera become more relvant, at least during this decade and the next, than Godzilla.
Toho better not try to buy out Daiei like they tried to with Sunrise. I doubt Gamera alone is worth it and I don't think they have much else going for them* but it'd probably be an easy acquisition for some corporate looting. I think the "Japanese invasions" the only thing that's kept them petering along.

*Though if we want to prop them up we might see if there's anything worth dubbing.
 
1984 Summer Arcade Trio New
1984 Summer Arcade Trio

With the end of the school year coming up, you and Carrie decided to celebrate in a sense by having a family trip to the Bay area. You would be able to visit Gavin and his wife and daughter, and you'd also spend plenty of time with the Lucas' who were also going to stay in LA for most of the summer, something the Goslings were very happy for in getting to see Wally and Amanda more often.

After dealing with Apple and pointing them in the right direction the previous day, you decided to celebrate by taking your family and the Lucas' to a local Sega Saloon for a pizza lunch and an afternoon of fun. You took your kids to the Saloon a few times since you got back, though mainly Mary as Joseph and Sarah were still developing their motor skills to really get good at the games. George had done the same with Wally, and the two of you figured it'd be a nice experience for the kids to bond through one of your businesses, not to mention it was something that Mary and Wally had already been wanting to share.

Thankfully as the owners, you could easily reserve the Saloon just for your two families, that way you didn't have to worry about the kids getting lost or overwhelmed in a heavy crowd or losing sight of them through a swarm of star-struck fans wanting your autograph. You could get by being with the kids in public and with Carrie, but having George along as a Star Wars reunion of sorts would be tempting fate too much.

All it cost was some rather generous bonuses and some autographs for the staff on hand who were all pretty nice and hospitable, though the servers did do their best to strike up conversations and everyone was fighting to help you, not that you could blame them.

Right now you were in the middle of a pizza lunch, the kids rather eagerly devouring their slices and getting lost in conversation about school and all their favorite things. It was something rare to have all the family go out in the past year after little George was born. Thankfully you were able to leave your youngest with Gavin and Susan, who were all too happy to watch over him for a while in addition to their daughter Hannah. Taking George out was a bit difficult so far as he always wanted to be the center of attention and pampered a bit in meals at home, but after recent progress you were hopeful that he'd be ready soon.

"You know, sometimes it just feels so surreal, owning this." George commented.

"An arcade?" You asked with a smile, then taking a rather generous bite of Meat Lovers.

George chuckled and shook his head, "No, not just this, all of it. The studios, Polaroid, Marvel, Lucasarts. Ten years ago all I wanted to do was make movies the way I want to, and now we own the biggest commercial empire in Hollywood."

"Sorry about that." You said a bit sheepishly. Most of the expansion of Lucasfilms had been at your initiative, the Irish spirit as your mom liked to call it.

"It's fine. I don't know if I would have gone into stuff like video games after the crash, but it's working and Wally loves them, so I guess it all works out. I just can't ever think of myself as a billionaire though, if it weren't for you, Marcia and I would be feeding the kids TV dinners." George joked. Neither he nor Marcia were master chefs, but they did try to put in some effort after eating some of your meals.

"I know what you mean, I always kind of fall back in that mindset of being a New York boy just helping his family run the bar, now tens of thousands of people call me boss." Come to think of it, in just one generation your entire family had gone from lower middle class to the peak of new rich with even your parents seeing great success through proxy and the Jumping Whale being a national chain. Luck of the Irish huh?

"Did Mike share with you his plans for the Mega Saloons?" George asked.

"Huh?" You asked with a raised eyebrow.

"Oh, I guess he'll bring it up when you get back. Basically, he was thinking of taking the Saloon concept and expanding it, a Mega Saloon. Half amusement park, half arcade. There would be stuff like go-kart tracks, mini golf, a few rides, play areas for little kids, live performances and stuff. All placed in a really big building complex like two or three times the size of this." George explained.

You drank some Coke and thought out the possibilities, "I guess we could try it out but I don't want the Saloons to all be like that. They should support the games first and foremost." You stressed.

So far, in their first year of operation, the Saloons had been a great success. 30 locations spread across the nation in major metropolitan areas and kids and young adults had fallen in love with the Arcades again through high quality games and a fun atmosphere. For the next year, there were plans to open up 20 more franchises under direct Sega ownership along with opening a franchise system to support greater local investment and further expansion without continual direct investment. That wasn't even to mention Sega's existing Hi-Tech Sega Land arcades in Japan which were dominating the market.

"Yeah, he was thinking for it to be really special places, the best of the best to really dominate the market. Actually, I think Sega Japan first proposed something similar, a Sega World to build later this decade." George informed. You then remembered something similar in a Sega report, how they wanted to release a super entertainment complex when the Genesis' successor was released. Strange wasn't it, how the Genesis was barely a year old and they were thinking about the next console?

"But overall Mike's been really itching to have us break out into theme parks and live entertainment. Get our foot in the door so Disney doesn't hold the monopoly and the other studios won't beat us to the punch."

"You think it's because Mike wants to leave something of his own print on the company besides the marketing division?" You asked. Some in Hollywood liked to joke how Lucasfilms was the Roman Empire of film, with you leading the West of TV, video games, animation and comics while George lead the East of cameras, special effects, toys and audiovisual presentation.

"Maybe, though I kind of agree with him in that we got so much potential to be used for that kind of stuff. It'd be nice to share that magic from Disneyland with the kids through the stuff we made." George said, smiling as he observed Wally cleaning Amanda's face with a napkin.

Lucasfilms theme parks....maybe that had potential.

After half an hour of eating and the kids being stuffed on slices, you organized everyone into a group with the kids bouncing up and down to let loose and play the games.

"Remember everyone, you have to stay within sight of one of us and if you want to go to a different part of the Arcade, just ask one of us to go with you." Marcia stressed.

"Yes Mom/Aunt Marcia." Five young voices said in chorus.

"Play nice and if you want to play a game that someone else is playing, share and take turns and just tell someone if someone else isn't sharing." Carrie added. Everyone agreed, though Mary and Sarah gave each other warning stares, which were broken up by a knowing look from their mother.

"Don't be rough or make a mess for the nice workers-" You tried to add, only to be interrupted by Mary.

"Daddy, we get it, just be good Littles. Now can we go?!" She said impatiently.

You sighed and nodded, with all the kids yelling and running to let loose.

Amanda held on tight to Sarah who also dragged Joseph by the sleeve, "Joseph, you play the Skeeball and Basketball to win lots of tickets for Amanda." Sarah eagerly requested. The last time you took the Goslings to a Saloon, Joseph had completely surprised you by dominating all the sports arcade games which won him buckets of tickets.

"Sarah, let Joseph play what he wants." You told, with Sarah looking indignant in response.

"Wanna Horsise!" Amanda protested, likely referring to a large stuffed horse hanging on the prize rack.

"It's okay Daddy, I wanna win like Lakers and Geese." Joseph said with a smile, before you could ask for confirmation, Sarah dragged a willing Joseph away with a giggling Amanda and Carrie giving chase, while Mary also tugged you in a different direction to try all the new games.


Fix-it-Felix Jr.
Game Developer: LucasArts Entertainment
Platform: Sega Arcade
Director: Jonathan Davidson
Genre: Platform


Quality:
D100 + 300 => 306
Audience:
D100 + 300 => 330
Critics:
D100 + 300 => 380
Units Sold: 14,164
Release Profits: $65,559,413
One of the first games you tried out together was Fix-it-Felix Jr., the latest in a long line of Donkey Kong clones throughout the video game industry. The story of the game was that an apartment building had been built over the stump home of a giant hobo named Wreck-It-Ralph. Angered at the loss of his home, Ralph storms up the apartment of Niceland and tries to break it down-

Wait....Ralph is the villain of this? Dude was just vibing and living a quiet and peaceful life until some assholes used eminent domain and built over his land. Sure, Ralph wasn't exactly developing it, but it was still his! Weird that Sega would make a game with such a sympathetic antagonist, but then again Nintendo made that weird ass Donkey Kong Jr. where Mario became an abusive circus ring master.

Anyways, Ralph is trying to break the building so the residents of Niceland call Fix-it-Felix, a friendly handyman who has a magic hammer that can undo Ralph's damage. Felix must climb up the building, avoiding falling bricks, geese (WHY IS IT ALWAYS GEESE?!) and other obstacles with each level being cleared by Felix fixing the damage. At the end of the game, the Nicelanders throw Ralph off into a mudpit, and then the cycle resets until death with each player trying to determine a high score.

So Sega and Lucasarts for all their skill and artistry, could admittedly be some stubborn and prideful people. With Nintendo's current dominance on an inferior console along with software that few reached the heights of the Genesis lineup, they wanted to be petty and find ways to outdo Nintendo at its own game. Thus one Jonathan Davidson in Lucasarts America thought of making a Donkey Kong clone. Though instead of jumping barrels as the only form of gameplay, players had to proactively traverse a vertical maze and fix the spreading damage so there was some tactics and strategy instead of just going up and left or right.

True, the game was a bit of a copycat, but this wasn't exactly Sega's first rodeo with their release of Congo Bongo late 1982 which was essentially Donkey Kong but in Africa and with 3D isometric. Pretty neat presentation on its own, but not ground breaking. At least here with Fix-it-Felix, they put in effort to change the settings and play around with it with Ralph being a giant of great strength instead of an ape, an apartment instead of skyscrapers, and Felix had an interesting design of a friendly and upbeat blue collar American instead of just being Mario in a different outfit.

The game is pretty simple as far as Arcade games go and not exactly complex like Battlehawks or Dragon's Lair. Though there was nothing wrong with that as it was still pretty fun and addictive gameplay to guide Felix to the top and dodge all of Ralph's attacks and the many hazards of the building. Pretty solid and simple, though what you see is what you get which may be a shock for Sega fans who were drawn in by a brand of constant innovation and evolving game design.

In its performance, Fix-it-Felix is doing pretty decently. It draws some small lines at the Saloons and small businesses are ordering in droves to draw in the kids through a simple and family fun game. It does have its fans as you could tell from a later undercover visit to the Saloons, but at the same time it's not one of those games with diehard fandom and overwhelming popularity that makes people fight for a spot like Space Ace or Space Paranoids. Nintendo fans are also very much hating on Felix, seeing him as just another Mario clone (Well he kinda is) and there's brewing fights over the summer over which is the better game.

At least critics seem to like it as part of their recent softening on Lucasarts releases, not to mention that there was now a legit developing field of games journalism since it was clear video games were here to stay. Everyone agreed it was a fun twist on the classic Donkey Kong formula with solid gameplay and visuals. At the very least, parents by and large had no issues with the concept.

Nintendo might as you later got a call from Hiroshi Yamauchi who warned you not to do further direct clones of Nintendo Arcades or else they'd repeat the same with Sega cabinets. Though at least he isn't suing, more than likely from Fix-it-Felix's comparatively small sales to Donkey Kong's arcade dominance. At least Miyamoto himself didn't mind, he sent a letter where he said that he thought the designs were interesting and the concept of a vertical platformer was fun.

Such enthusiasm did not seem to be shared by Mary, who after defeating the first run of the game, just backed away from the controls, letting Felix die to stray bricks, "I don't like this game Daddy." She said so matter of factly.

"Why?" You asked in curiosity. It was far from her fit of rage towards Atari Superman, but you were shocked as Mary at worst thought a Sega game was fine.

"It's a terrible story! Ralph got his home stolen and he's being treated as the villain when he's the victim!" Mary protested, you laughed at Mary coming to the same conclusion you did.

"Well, even still it's not nice for Ralph to destroy an apartment where dozens of people have homes." You said, though you still smiled at Mary's logic.

"Felix just fixes the apartments with his magic hammer so it's not like Ralph did any real damage, and they were still jerks and threw him into mud." Mary said.

"How would you have the game go Mary?"

"After Felix reaches the top, he should have convinced Ralph to stop so they could both team up against the real evil bad guy, Governor Jerry Brown. He's gotta be the real villain of the game. He stole Ralph's land just like he tried to steal your castle land and Brandon's Dojo for the oil!" Mary argued so passionately.

Your mouth dropped at that, wondering just how and when Mary learned about Hillsgate. "Why don't we play some Galaga together." You suggested, and Mary nodded, moving on to get her mind of Fix-it-Felix with one of her favorite space games.

As you walked away, you turned to look back at the game which had reset to its demo screen. Fix-it-Felix hadn't beaten Donkey Kong as Nintendo had hoped, but it was still a commercial success so there was potential for something greater. Would Lucasarts try to make sequels on the Genesis like Super Mario Bros. or would it just be a one-off arcade game?

Actually, maybe there was potential for a greater story to be told. Of Ralph seeking redemption and clearing his name. What would that be like?


Hang-On
Game Developer: LucasArts Entertainment
Platform: Sega Arcade
Director: Yu Suzuki
Genre: Racing


Quality:
D100 + 300 => 348
Audience:
D100 + 300 => 388
Critics:D100 + 300 => 400
Units Sold: 42,895
Release Profits: $76,897,313
Right after Mary had beaten you in Nidhogg for the fourth time in a row, you were tugged away from the machine by your excited son.

"Daddy! Daddy! Ride the Motorcycle Game!" Joseph requested, pulling you to another of the new games, Hang-On. There were two such arcades stacked side by side, with one model larger than the other, presumably for adults while the other one was for kids.

"You need me to help you hop on?" You asked Joseph. With how tall he was getting, he could likely pull it off as he had excellent balance and grip strength.

"Wanna watch you first! You ride motorcycle like Batman!" Joseph eagerly commanded.

With Mary joining to watch in intrigue, and yourself being quite curious, you agreed to Joseph's request and hopped onto the bike, then got ready after the quarters were placed in and the screen transitioned to a race track, counting down and setting you off.

Hang-On was a racing simulator where you played as a motorcyclist in a race against time, trying to clear five levels before the clock runs out with no breaks as the end of one meant an instant transition to the next. The Racing genre had been a new sensation for the past couple of years since the first Atari games, but Hang-On made video game history as the first motion simulator arcade game where players sat on a bike model and the way they moved and shifted would determine the bike's corresponding moves, as if they were riding a real bike. You could even feel something close to the few real experiences you had with shakes and vibrations and an ever present push on the bike.

A game designed from Yu Suzuki, the same genius who made the fast and dynamic Space Harrier, it was a game born from both a passion for motorcycles and a simple challenge to implement a Torsion Bar into the arcades. Rather than make racing a priority like the Wacky Races concept for the Genesis, Suzuki simply wanted to make the experience as realistic as possible to give people the same thrill from participating in an actual motorrace. Thus the cabinet was designed with the motorcycle attachment with advanced sensors for precise control. Even better, Suzuki and the other programmers altered the hardware board and created an entirely new engine for the game, developing a 16 bit graphics system that was optimized for simulating 3D presentation, thus presenting the most realistic and beautiful graphics of any game with only Final Fantasy coming close in presentation, and that was mainly due to its artwork.

Riding down the fast paced racing highway on the game, you have to say that you see the appeal as there's a lot of fun trying to keep pace with the other riders and beat the clock, the many shock sensations meant to stimulate the wind and turbulence along with the tight turns of the curves giving you an adrenaline rush few games could match, with Mary and Joseph very happy to watch and cheer you on. You do wish that the game had a more complex track design with different elevations instead of a flat plain, and you also wish you could actually race against other racers instead of a clock, but it was still a one of a kind experience.

Hang-On was currently dominating the Saloons, drawing in huge crowds just to play and watch this revolutionary game. It was shaping up to be one of those impossible first experiences of gaming pike Pong, Pac-Man, Super Mario, Final Fantasy or Bomberman, something that changes what people thought were possible with gaming and introduce a whole new world of potential to gaming. As expected, it was dominating Arcade sales in North America thanks to the existing bike and car culture, but what really surprised Sega was just how popular it was in Japan. The number one Arcade game over there and a must have experience for the Japanese youth. It deeply shocked Japan's adult society as they had up til then associated motorcycles with the Bosozoku gangs that could terorrize the roads. Even more, there was a brief controversy of female modesty with the potential for young girls to be exposed with loose skirts, though thankfully the cycles weren't desiged in such a way that one would expose anything unless they were wearing something ridiculously short. In a weird way, it kind of was a perfect showcase of the cultural feedback loop where Japan was embracing just as much of America as the US was from them.

What really surprised you about Hang-On was the critical impact. Critics in publications were giving Hang-On perfect scores by all metrics and going on and on about how it was the birth of a new age of video games. Many boldly called it the greatest video game ever made (It's a damn good game but come on, it's no Final Fantasy) and Hang-On appeared on the covers of numerous tech magazines and journals. Even more, there were some local news broadcasts which covered the game, and it seemed that Hang-On was being a major force of legitimacy not just for Arcades, but video games in general.

Huh, so all the doubters and doomsayers needed for validation was a motorcycle simulator?

In any case, Hang-On was an instant classic and would likely be a hallmark of video game history, not to mention a constant presence in the American malls if the sales are any indication. Not what you expected, but it was certainly an earned success as you finished the game in satisfaction, with Joseph and Mary then arguing over who could next race you on the small bike to see who had the fastest time. Perhaps some of that John Milner spirit was rubbed off on your kids.


Ninja Princess
Game Developer: LucasArts Entertainment
Platform: Sega Arcade
Director: Reiko Komoda
Genre: Run and Gun


Quality:
D100 => 99+300=399
Audience:
D100 + 300 => 394
Critics:
D100 + 300 => 381
Units Sold: 68,712
Release Profits: $193,134,098

"Daddy look! Mommy is being a ninja Leia!" Sarah shouted, directing you to a cabinet where Carrie was in complete focus as a ninja clearing a town of all sorts of enemies with shuriken and kunai. Wally was there cheering his Aunt Carrie, and soon a crowd formed with the other Goslings and Amanda eager to catch a glimpse of Carrie's run.

It was truly ironic. Sega had purposefully designed Fix-it-Felix to be a Donkey Kong killer and Yu Suzuki managed to revolutionize video games and introduce a new genre to Arcades. Yet in opposition to these two, it was the run and gun cabinet which by all accounts was the made for fun tertiary side project which was currently the most popular game in the Sega Saloons and the best selling Arcade game for the moment, a title it could likely retain for months. This was Ninja Princess, the true birth of the run and gun genre and perhaps the home of Lucasart's next mascot alongside Bomberman.

Designed by Reiko Kodama, Ninja Princess was a subversion to the classic Japanese genre of Ninjas and Samurai. Here instead of needing to be rescued, Princess Kurumi was the bold and daring protagonist who sets out to free her people of the Okhami province from a tyrannical warlord. With years of ninja training to shape her into a deadly warrior and Deadshot-like precision, Kurumi must face waves of Samurai and Ninja in a sidescrolling adventure to bring peace to Japan once more.

It had all started as a passion project of one Reiko Kodama, a failed art student who switched to graphic design for Lucasarts. After working on many projects, Reiko sought to create a game of her own which played to the feudal Japanese genre her nation was known for with subversions. Instead of katana play, the protagonist only used projectiles with kunai and shuriken. Instead of a slow decimation of enemy mobs, it was a fast race through a level. Most importantly, instead of some brave young Samurai on a mission like a Kurosawa movie, it would be a princess taking action as a ninja to free her people, not being kidnapped or waiting for a hero to save the day.

There was a lot of genius storytelling and presentation at play, but most importantly was the gameplay and it was fun from start to finish. Somehow, throwing shurikens and kunai turned out to be a lot more fun than simply shooting, with each kill feeling earned due to it feeling like it was done through skill. There's a great deal of variety in the enemies and having to outmanuver them with near total freedom in mobility is very exciting, especially when you can do more than dodge with counterstrikes and invisibility cloaks. There's just something that feels so rewarding in putting in the effort to clear the area, navigate a treacherous path and face down highly difficult bosses and overcome through battles of attrition.

The only complaints you could have for the game was that there could have been a lot more done like platforming, different paths and elevations or perhaps close combat, but that would change the game into something else entirely and its simplicity is perfect as it is for the genre. It really felt like the same kind of game as Mario where it was a simple standard bearer of the genre but it just feels so right with how perfectly each facet is done. Easy enough for anyone to get in, hard enough that you need to be a true master for a total completion.

In hindsight, perhaps Lucasarts should have expected that with the Japanese Invasion that Ninja Princess would be a hit, but no one expected it to shiv its Sega peers and run to the lead of 1984 as the hottest game in the market. Hang-On may have the most public interest, but Ninja Princess is practically a quarter mint for all of the dedicated players, always having a line of gamers eager to try a run from opening to closing in the Saloons. All kinds of businesses like theaters, malls, restaraunts, bars, amusement parks, hotels and third party arcades are among the many establishments seeking to purchase Ninja Princess to have that lucrative side income.

Like Hang-On, gamers and critics have fallen in love with the game as the progenitor of a new genre and a fun adventure with new twists in an old setting. Though perhaps the highlight of said love and heavy critical support is the protagonist of Princess Kurumi. Kurumi may not have much of a personality on-screen, but the concept of a princess fighting for her land instead of needing to be rescued like Mario's Toadstool makes Kurumi heavily iconic and respected, a Princess Leia of video games. She occupies a similar spot to Samus Aran where boys don't give a damn that they're playing a female character because she's so cool and girls are awestruck at how awesome such representation is. You can see such in your daughters with Mary and Sarah's awed eyes and Carrie herself had a silly grin from start to finish.

Through much trial and patience, and many lives expanded, Carrie was able to defeat the Warlord and win the game, generating celebration from all the kids present.

Carrie turned to you as you snapped a Polaroid borrowed from a camera the Saloon used for birthday parties. "What was that for?" She asked with an amused grin.

"The director behind the game is a huge fan of Star Wars and especially you as Leia, so I thought a pic of you having fun would be a nice present for her." You informed, with Carrie intrigued at the mentioned gender.

"What's her name?"

"Reiko Kodama."

"Well, do you mind if you translate a letter I want to write and send it with that? I really want to give my thanks, it's nice to have good representation and it's a really fun experience. Honestly probably my favorite Arcade game." Carrie said.

"Sure, I don't mind spending some time."

"Mommy, I want to play." Mary requested.

"No, Mary, I was here first." Sarah protested.

"Mommy!"

Man, if this was the quality of Reiko's debut game then you were really hyped for what she had to bring with Phantasy Star. Star Wars and Final Fantasy together, a hell of a concept.

It's a game that Lucasarts is hoping they can release soon, so if nothing else than Reiko can get started on a Ninja Princess game for the Genesis with management having high hopes to turn this hit into a franchise and cement Kurumi as the second mascot. Though you wonder what other kinds of ninja games can be done, especially with those Turtles you recently brought into the fold.
 
Well ladies and gentleman, I've went through all the Initial Sega Saloon Earning's from each arcade game and am pleased to announce the initial run of Sega Saloons has cleared the original investment from our games alone. Not counting whatever it actually cost to make the games.

Not bad for a first years haul.
 
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