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Chapter 124 - Chapter 124: Reskinning

Amid the clamor of media and public fascination with the Sega-Sony alliance, another undercurrent was quietly gathering in the shadows.

The robot-themed fighting game, *Super Robot Rumble*, a collaboration between Sega and Bandai, had completed its development cycle and was poised for release, awaiting its moment to shine.

In Nintendo's headquarters, Hiroshi Yamauchi sat at the head of the conference table, reports detailing Sega's recent moves spread before him. His fingers tapped lightly on the polished surface, his expression unreadable.

"Besides that dance machine with Sony," an executive reported gravely, "our latest intelligence confirms Sega and Bandai's robot-themed arcade game is finished and likely hitting the market soon."

A market analyst added, "Bandai holds heavy-hitting robot IPs like Sunrise's *Gundam* and Toei's *Mazinger Z*, which command unmatched appeal among teens. Sega's grafting these onto the proven *Fatal Fury* fighting game framework. Their goal is clear: a low-cost, fast-tracked arcade hit to rake in profits quickly."

"Bandai—" Yamauchi finally spoke, his voice measured. "Their grip on Sunrise's IP licensing runs deep. And this is an arcade project. Our royalty system, designed for home console software, can't effectively constrain them here. Over-regulating third parties in the loosely defined arcade space risks spawning another Hudson."

The room nodded grimly, frustration etched on their faces. Sega's arcade innovation already gave them headaches; now, this "IP integration + proven framework" approach was like adding wings to a tiger. They could foresee that if *Super Robot Rumble* succeeded, Sega's arcade dominance would solidify further, boosting its brand.

Worse, they lacked effective countermeasures. Bandai, as IP holder and partner, stood to profit and would fully commit. Arcade competition hinged on product appeal and influence over arcade operators—areas where Nintendo lagged behind Sega's entrenched expertise.

A sense of powerlessness hung over Nintendo's executives. They could only watch Sega surge on another front, unable to clamp down as they did in the home console market.

After minimal promotion, *Super Robot Rumble* quietly launched in Japan's major arcades—no grand press event, no blanket ads, just a new name on machine lists and a few posters nearby.

Yet, when the first players, drawn by familiar robot designs, dropped coins and gripped joysticks, everything changed.

Onscreen, iconic mechs—RX-78-2 Gundam, Zaku, Mazinger Z—faced off in polished 2D fighting arenas. No longer distant anime heroes or foes, they were player-controlled warriors unleashing signature moves.

Beam rifle blasts, thermal axe swings, rocket punch roars.

Each move carried *Fatal Fury*'s crisp, hard-hitting feel.

Sega's third development team provided a robust game framework, ensuring a solid fighting experience. Bandai efficiently handled robot modeling, move replication, and bespoke BGM. With a ready-made engine, the development cycle was razor-tight.

Behind this efficiency lay some unspoken trade-offs.

Sega had stressed "game balance" during tech handoffs, urging Bandai to fine-tune numerical values. But Bandai's team seemed less concerned. To them, cool robots, faithful moves, and iconic IPs guaranteed sales. Complex balance took a backseat to the urge to "rush to market and cash in." "Good enough" prevailed.

On *Super Robot Rumble*'s launch weekend, Takuya Nakayama visited major arcades in Shinjuku and Akihabara.

The scene was both gratifying and wryly amusing.

Every *Super Robot Rumble* machine was mobbed by excited youths, many in school uniforms. They stared intently at screens, fingers dancing on buttons, shouting move names. Coin slots clinked incessantly, a pleasing rhythm.

"RX-78-2, Amuro, one-shot Maser!"

"Take this—Rocket Punch!"

Players piloted beloved mechs, clashing fiercely, channeling long-held robot passions.

The thrill of reenacting anime's iconic scenes masked obvious balance issues between characters.

Takuya watched a teen dominate with an overpowered mech, crushing an opponent who, though frustrated, immediately inserted another coin, picking the same strong mech for revenge.

He shook his head inwardly.

"Bandai's 'IP in hand, slap it together, and profit' mindset is truly ingrained," he thought. "Relying on *Fatal Fury*'s solid base and these national IPs, they skimp on fine-tuning. No wonder later Bandai Namco, with such prime IPs, often churns out player-disappointing titles. This 'good-enough-ism' and thirst for quick cash is their 'fine tradition.'"

*Super Robot Rumble* was undeniably a hit, nailing its target audience's desires and raking in hefty profits for Sega and Bandai. Sega cemented its arcade lead, showcasing its IP integration and tech prowess.

Bandai, flush with cash, felt the explosive market power of top-tier game tech. Whether this "success" would entrench their disregard for deep game development remained unclear.

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