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Chapter 511 - Chapter 508: Disaster Relief Little Hero Promotion

For these officials, this meant the project offered all the credit and none of the risk.

If it succeeded, it would be a feather in their caps—an innovative, "edutainment" approach to disaster preparedness. If it failed, it would be dismissed as Sega's own commercial venture, with no government involvement.

"These old foxes will get active as long as the risk is zero and the benefits are visible," Takuya Nakayama said, tossing the MD cartridge back on the table with a crisp clatter. "I heard the testing phase was quite interesting?"

"More than interesting. I've never seen civil servants act like that before."

Yoshikawa couldn't help but laugh as he recalled the days of testing.

At Nakayama's request, the beta test avoided seasoned gamers. Instead, they specifically recruited a group of female civil servants from various departments who had previously shown no interest in games, and even held some reservations. Among them were mothers with children.

Initially, this "Mom Review Panel" sat before the television screen with critical eyes.

In their minds, games were the culprits behind children neglecting their studies and ruining their eyesight.

But ten minutes later, the scene changed completely.

There was no fighting, no complex combos.

An earthquake struck on the screen.

"Mom, should we turn off the gas first or hide under the table?" the child watching beside her jumped up and down in panic.

The usually stern female section chief was fumbling with the controller: "Quiet! The tutorial said to protect your head during intense shaking. Go turn off the stove during the lull—ouch! Why am I losing health?"

A prompt popped up on the screen: [ Incorrect Action: Stepping on broken glass barefoot reduces movement speed by 50% and increases infection risk. ]

"This game... has some depth," the section chief pushed up her glasses and turned to the recorder. "The detail about wearing shoes is impressive. Last time, so many people ran out barefoot."

Scenes like this were common in the testing room.

Compared to dry safety manuals, the immediate feedback—where wrong choices led to illness, injury, or even game over—clearly helped participants remember key disaster preparedness knowledge more effectively.

What pleased these parents even more was the game's pacing.

The game doesn't encourage prolonged immersion.

Each session, even when completed, lasts only twenty to thirty minutes. Unlike RPGs that require relentless grinding or action games that keep players on the edge of their seats, this game is easy to put down.

After a session, players learn a few key points. When the child gets tired, they can simply set it aside, giving parents peace of mind.

April 16th, 7:00 PM.

This is the immovable time slot for NHK's News 7 in Japanese households. In this prime-time slot, usually dominated by political scandals, imperial updates, and serious social news, today's broadcast takes a sudden turn.

On the TV screen, the usually stern news anchor is holding a black MD cartridge.

As the camera zooms in, the big-headed cartoon character in a yellow hard hat on the cartridge cover looks endearingly goofy. Above this character, in letters even more prominent than the game's title, are the words: "Recommended by the Ministry of Internal Affairs and Communications Fire and Disaster Management Agency and the Ministry of Education, Culture, Sports, Science and Technology."

"————In response to the increasing frequency of natural disasters and the public's lack of disaster preparedness, the Ministry of Education, in collaboration with Sega Corporation, has launched a special 'educational tool.'"

The host didn't use the word "game," but instead pronounced "interactive disaster prevention simulation software" with perfect clarity.

The scene cut from the sterile studio to a slightly shaky, documentary-style shot.

In the frame, a group of women in professional attire were intently playing the Disaster Relief Little Hero software on a television.

Some frowned, frantically pressing buttons on their controllers. Others stood nearby with notebooks, diligently taking notes of the on-screen prompts as if transcribing meeting minutes.

Subtitles appeared: [ Internal Test Recording: Civil Servants and Their Families in a Provincial Department ].

Next, a striking bar graph filled the screen.

On the left, a gray bar showed: [ Average Pre-Test Score on Disaster Prevention Knowledge: 42 Points ]. On the right, a vibrant red bar shot upward: [ Average Post-Test Score: 89 Points ].

This kind of intuitive data visualization was far more impactful than any expert's lengthy explanation.

The camera then focused on a mother who had participated in the test.

Feeling a little flustered, she adjusted her hair and said into the microphone, "I used to think video games were a menace, only good for ruining kids' eyesight and turning them bad. But this time—to be honest, my palms were drenched in sweat during the fire escape level. I never knew there was so much to it, like how to cover your mouth and nose with a wet towel. Everything I thought before was wrong. If we hadn't played this, we might have been in real danger if something happened."

Sega's subsequent marketing strategy took "clever" to a whole new level.

The full-page GG ads that appeared in major newspapers and magazines the next day completely abandoned their usual style of emphasizing "fun," "excitement," and "cool graphics."

The poster background was solemn black and white, with the Disaster Relief Little Hero cartridge placed in the center.

There were no exaggerated slogans, only the list of "Endorsing Organizations" taking up a third of the page.

Kyoto University Disaster Prevention Research Institute, Tokyo Metropolitan Disaster Prevention Center, Ministry of Internal Affairs and Communications Fire and Disaster Management Agency—the long list of names made it look less like a game ad and more like an official government document.

At the bottom, there was only one line of bold black text:

[ No gaming experience required, simple and fun, educational and entertaining. This isn't just a game for your family—it's a survival insurance policy. ]

This GG slogan struck a chord with Japanese parents.

In Akihabara, at the Sega flagship store, the usual young crowd was joined by many housewives and even middle-aged office workers in suits, still carrying their briefcases from work.

A bespectacled father, holding two copies of Disaster Relief Little Hero and a brand-new Mega Drive, confirmed with the clerk: "It says 'Recommended by the Ministry of Education.' Is that true? If my child plays this, will they really learn how to hide from earthquakes?"

"Absolutely, sir," the clerk replied, already reciting the practiced spiel. He pointed to a screenshot of NHK news on the poster. "Even the news reported on it. This is an official disaster prevention educational tool approved by a government agency. You don't have to worry about your child getting addicted—a single playthrough takes less than half an hour. It focuses on knowledge accumulation and reaction training."

The father adjusted his glasses, as if he had finally found a legitimate excuse to buy his child a game console. "Alright, I'll take two copies. One for home, and one for my brother, who's a teacher. This is for learning, not just for play."

For hardcore gamers who only craved thrills, this game, marketed as an "educational software," wasn't initially on their shopping list.

Some even mocked Sega for "selling out," claiming they'd stooped to cozying up to the Ministry of Education to produce such child-friendly nonsense.

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