A tool that could help developers create games!
Matsuoka Satoshi took a deep breath and looked up at the screen from the crowd.
He could understand what the text on some of the buttons on the screen meant, but he wasn't sure what they actually did yet.
Kobayashi Tetsu sat down at the computer in front of everyone and began to operate it, demonstrating its features, while Matsuoka Satoshi watched the demonstration screen without blinking.
"Music and art assets can be freely stored in the corresponding storage spaces, and indexed directly when needed. The game engine even supports using pixel grids to simply draw your own assets."
"Using the built-in assets in the game, you can easily draw a scene. In this scene, you can add the characters and items we need, add the corresponding interaction operations, and you'll have completed the opening of a game."
"For example, here—we're using a top-down perspective to create this game. We'll place the marker symbolizing the protagonist here, and place two enemies here."
"The guard assets are built-in. Now, these two are the soldiers guarding this area."
"Of course, this might not be perfect yet. Let's keep adding more."
"Candles, windows, wall bricks—"
"Now this looks like a castle."
"Set the stats and skills for both allies and enemies. All of this is done through a visual interface. Now, let's try running the game."
Matsuoka Satoshi took a deep breath.
Can it actually be played?
It actually works!
Since the game was exported directly in a PC game format, there was no need for a separate demo on the console. However, as a result, the graphics were slightly inferior compared to console games of the same era.
But that didn't matter. What mattered was that this simple program was actually running!
The protagonist, sporting a classic Hero's face, ran into the scene. After a quick investigation, he fought the two guards. Even the combat sequences were surprisingly polished—slashes, fireballs, and dedicated special effects. Although all the assets were free, the overall look was undeniably professional.
Not just Matsuoka Satoshi.
He looked around; almost everyone who had witnessed this scene wore the same expression.
Shock, astonishment, disbelief!
Who could have imagined a game could be created right before their eyes in just ten short minutes!
Matsuoka Satoshi knew all too well that this was only a single scene from a game, not a complete game itself. But such development speed was still enough to leave him in awe.
Unbelievable!
Matsuoka Satoshi couldn't help but mutter to himself, "If something like this were released, game development would become a much easier job! Even if many people might churn out shoddy games, the gold will always be panned from the sand!"
His mind quickly raced back to the few games he had demoed today.
Metal Shell wasn't outstanding, but it had hype, and the game's quality itself wasn't too bad.
Pokémon looked like a standard RPG with collection elements.
And of course, there was that aquarium.
Matsuoka Satoshi believed that if Atlas published this game, they would definitely make money. But if they invested the same resources and effort into other games, they would make even more money.
"A development tool for everyone, and sponsorship... Even for a businessman, going this far is beyond the scope of a normal merchant!"
Matsuoka Satoshi let out a long sigh.
The convictions he held deep in his heart were, at this moment, beginning to crumble more violently.
Meanwhile, on stage, Kobayashi Tetsu was still demonstrating and operating.
"Of course, this is a role-playing game, but can we make other types of games? Yes, of course we can! We can also use the Persona Engine to create a side-scrolling action game!"
"The engine already includes simple assets, such as walking sprites, shooting animations, and so on."
Kobayashi Tetsu finished configuring these actions one by one. After setting the health bars for both the player and the enemy, he entered the scene for a test play.
Jumping, shooting, moving—every action looked so authentic.
Finally, Kobayashi Tetsu closed the test play interface.
"This is—the engine designed by the Atlas Technical Development Department. With Persona, anyone can create the game of their dreams! The games you make can be published by any company, as long as they believe your game meets their publishing standards. Of course, some will try to muddy the waters by releasing low-quality games that harm players' interests. While Atlas cannot control other companies, we can guarantee that any game published by us will undergo a rigorous review process to ensure no game-breaking issues remain."
"This engine is not aimed at casual players, but at professional developers. It features interfaces that allow you to program your own custom functions, enabling you to achieve unique effects that set your work apart from others, provided the conditions are met!"
"Starting now, the Persona Engine will be made available for free to all creators at this Developers Conference. Whether or not you have received sponsorship from Atlas, you will be granted the right to use the Persona Engine!"
"After this, the Persona Engine will be available for purchase at a public price of 26,800 Yen. Although the price is comparable to an expensive game console, it will allow developers to use this tool to create the works they want. Atlas also guarantees that this engine will be updated or a new version will be released every two years, or when a new console platform is launched. Atlas will also periodically list a batch of materials for game development in the Atlas Experience Store. Even individual developers, as long as they have the money, can purchase game development materials to complete their own works."
Kobayashi Tetsu raised his head, scanned the entire audience, and the corners of his lips suddenly curved slightly, revealing a faint smile.
"I am very ashamed that I have let all the players listen for so long, but what you heard was something completely unrelated to you. As compensation, I will now give away a Mega Drive game for free to everyone here, one for each person. You can claim it from the staff with your ticket when you leave. This is a small game I simply made to experience the Persona Engine. I believe ordinary players can also experience the charm of the Persona Engine."
Kobayashi Tetsu paused for a moment and added: "I call it: "Kuso! Nekorio Desu"!"
Damn it! It's Syobon Action!
This time, the players in the exhibition hall couldn't help but boil over.
Awesome! It's a free game!
At that exact moment, a photographer captured Kobayashi Tetsu's faint, knowing smile.
Years later, players who had experienced Syobon Action would come to call it the "Devil's Smile."
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