Game Market 1983-Chapter 239: Tokyo Game Show

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Chapter 239: Tokyo Game Show

-FIGHT-

"Kaahh!"

Accompanied by the message announcing the battle, above the heads of four characters appeared the buttons A, B, Y, X, in the complete Laon formation. (f)reenovelkiss

A diamond-shaped formation with four buttons above each character's headanyone with a sense of gaming would instantly grasp what they meant. It was an intuitive battle style, no explanations needed.

Without needing explanation, the coin that determined initiative was flipped. As Hayashi's turn to attack was announced, he skillfully directed his mercenaries using the buttons on the pad.

Firing three arrows at once and relentlessly casting flames, the damage dealers displayed spectacular effects on the screen. Users, jaws dropped, were captivated by the dazzling display without even realizing it.

As the impressive attacks of Hayashi's unit persevered, the opposing side retaliated fiercely the moment their turn began. Suddenly, a strong light emanated from the tank's shield at the forefront, erecting a massive barrier of light across the battlefield.

"Kwaah!"

The opponent's ice attacks failed to breach the robust barrier, crumbling without piercing it. When the rogue's assault also failed, a character resembling a commander brandished a huge sword, shattering Hayashi's defense.

Then, another mage in the opponent's ranks showered flames onto Hayashi's forces, inflicting damage all around.

"Wow, the controls are simple yet the effects are so flashy!"

In the battlefield where a four-member party fought recurring enemies, timing was crucial.

Engaging in successive battles could earn reputation and rare items, but rash decisions leading to defeat incurred significant penalties.

After using a priest to heal the injured allies in the next turn, and after several rounds of offense and defense, Hayashi barely managed to clinch victory in the first battle.

-Will you proceed to the next battle in succession? If victorious in the next battle, you'll gain 1.2 times experience and rarer items.-

The message on the screen was a temptation akin to gambling for gamers. Rare items and experience bonuses to grow stronger...

However, in the Dragon Emblem's battlefield, something more crucial than those mentioned above existed.

-By achieving a certain level of reputation through consecutive victories, you can submit an application to advance to the front lines.-

"Hmm? Front lines?"

"An application...?"

As unfamiliar systems emerged, users looked puzzled, prompting me to signal Hayashi to proceed with the next battle.

"Kaahh!"

Unlike the tension-filled and thrilling dungeon exploration mode, the commander mode inundated players with the cacophony of battle and monster roars, creating an intense atmosphere just by gripping the controller.

Preparing within the given time for the next battle, Hayashi inserted a broken fragment of a holy sword into his own sword just before the battle commenced.

"Oh, I can use the broken holy sword fragment obtained from the previous game here."

The broken fragment that was once an evolutionary material for the final weapon in the previous game was being used for a somewhat different purpose in this gamejust like now.

-By utilizing the abilities of the broken holy sword fragment, if victorious in this battle, you can randomly acquire one of the enemy commander's equipments.-

"Stealing their equipment?"

Indeed, when equipped with the broken holy sword fragment, in Dragon Emblem, one could perform special abilities like striking the opponent's weak points like a card battle. For instance, winning a battle like this could allow one to steal an opponent's weapon, or stun one of the enemy units for three turns.

The reason for adopting such strategic moves against AI opponents was not only to facilitate easier combat management but also a device for striking the opponent's backstabbing 'front-line' system.

Once again, as Hayashi triumphed with grand effects, users cheered and applauded.

Meanwhile, some gamers found amusement in Uchimura attracting too much attention from monsters in the dungeon and running away.

"We've gained the initiative in consecutive victories. As a reward for the broken holy sword, we've placed one of the enemy commander's equipments in your collection."

"We've achieved a reputation of 100. You've obtained a support ticket to participate in the front lines with your comrades."

"Huh? Another one? A support ticket for the front lines?"

With the reappearance of the mysterious message, users looked at me with perplexed expressions.

At this point, I stepped toward the center of the stage and asked Uchimura to pause his gameplay.

"Uchimura-san, could you pause the game for a moment?"

"Ah, sure."

As Uchimura nodded in response to my request, he closed the game, and the title screen for Dragon Emblem appeared.

"Well, for a while, would you mind playing as the enemy commander?"

Observing Uchimura's actions, Hayashi, who had been watching him, also withdrew from the battlefield, transitioning to the initial character selection screen.

Eventually, as the commander character clad in splendid armor, representing Uchimura, appeared, the two moved their data, previously connected to commanders, to Laon and approached me.

"In Episode 1, you raided bosses with your friends or acquaintances from the community. That's using these portable Laons. Just like that, Dragon Emblem provides a unique system using portable Laons this time too, called PVP."

"PVP?"

As users were puzzled by the unfamiliar term, Hayashi, who was holding the portable Laon, suddenly picked up a microphone and began speaking.

"PLAYER vs PLAYER. In other words, you will find yourselves battling at the forefront for dominance within the factions you've chosen. Utilizing the abilities of your broken Holy Sword..."

"Whoa... so, in that case, during battles, we could actually have our gear taken away if we lose?" freewebnov(e)l.com

"Ugh... that can't be true. I'd rather not engage then."

"Right. We can just enjoy the story. It's an RPG, after all."

Of course, their points were valid.

But conflicting opinions sprouted up in some quarters.

"I might actually find it enjoyable?"

"What's the big deal? It's just a game. Isn't it like a fighting game where you level up characters?"

Amidst the various opinions, I paused, adjusting my tone to continue the explanation.

"As you've just seen with Mr. Hayashi's gameplay in Dragon Emblem, the battlefield takes a very simple command-based approach. Before a battle starts, you prepare your items, and once you engage, anyone can orchestrate spectacular fights by simply pressing buttons. Even beginners can play easily. But as you gain skills and attack motions, you can execute more advanced maneuvers."

As I finished speaking, the screen in the center showcased scenes from Dragon Emblem's combat.

"Wow!"

With a swift sound, the Monk's flying kick soared, lifting the opponent, and at the perfect moment, the Archer, having readied a skill, began raining arrows on the airborne foe.

"Whoa! Are there combo moves between allies?"

The character suspended in the air, vulnerable after being hit by arrows, was then fiercely obliterated by the Sorcerer's ultimate move, Meteor, as a finishing attack.

"All these moves are chain attacks that anyone can easily perform with the right timing and skill usage. In fact, besides this, there are numerous other patterns. However, obtaining such diverse techniques requires the Commander's experience."

"Commanders can distribute the experience they gain among their subordinates. With higher Commander levels, the experience available on the battlefield often feels insufficient. For greater honor, equipment, and experience, we expect more users to seek the 'Frontline Support Form.'"

"What exactly is this Frontline Support Form?"

One user, unable to hold back any longer, raised a hand to ask.

"The Frontline Support Form is a kind of challenge ticket. It's like a ticket that allows you to battle against other players using the Commander you've cultivated. With one form, you can engage in battles up to five times. In other words, without a form, even if you want to fight other players, you can't enjoy PvP. We felt some regulation was necessary for individuals who might excessively dominate battles. After all, the PvP system isn't about playing with your Complete Laon."

As I finished explaining, Uchimura and Hayashi connected their Laons to the arcade-style electronic devices set up on one side of the stage, showcasing their Laon's data cables.

Then, a map of the continent appeared on the massive screen, accompanied by a female voice.

"Welcome to the intense world of battles. The most fiercely contested area between humans and demons is the 6th border region. The current situation stands at a 50:50 stalemate. Would you like to participate here?"

"Yes."

"Frontline Support Form confirmed. Wishing you luck."

Instantly, the characters of Uchimura and Hayashi appeared at the ends of the screen.

"Right after the presentation started, a user mentioned it felt like watching a colossal land-grabbing game, didn't they? Yes, that's exactly it. As you personally engage in battles and claim victory, each sector's situation changes."

"Wow... was it really like land-grabbing?"

"Once a month, based on the win rate in the frontline area, the map of Dragon Emblem continues to evolve. And from occupied areas, players can obtain rare items exclusive to those regions through new dungeons, provided they can maintain control."

In the distant future, the second story of Dragon Emblem 2 sparked significant debate about whether it marked the pioneer of online gaming using bilateral data exchange.

The end of 1995.

A time when text-based online games, MUD games, were gaining traction in PC communication communities.

However, there was a sense that online games using character design were beginning to step into the forefront.

For anyone who enjoyed games in the mid-90s, names like 'Ultima Online' or the acclaimed 'Winds of Nara' were heard at least once...

About a year from now, these two games would make tremendous strides that would reshape the gaming industry.

Amidst these groundbreaking achievements, I was currently building the world of 'Dragon Emblem Online.'

While the PvP system in Episode 2 might not be the first of its kind in online games, I simply felt the need for a grander stage to immerse users more deeply into the online world...

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