Chapter 14: The Final Month Before NexBox's Launch
📅 Date: August 1992
📍 Location: NexTech Studios, Seoul, South Korea
The world was counting down to October 1992—the official launch of NexBox.
✔ 1.5 million units were ready for distribution.
✔ Pre-orders had surpassed 2 million worldwide.
✔ Marketing campaigns were running across Korea, Japan, the U.S., and Europe.
For the first time in gaming history, a Korean gaming company was leading the global market.
But just as Jin Hoshino was preparing for victory, GameSphere made their final, desperate attack.
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GameSphere's Last Sabotage Attempt: The Supply Chain Crisis
📅 Date: August 10, 1992
📍 GameSphere Korea Headquarters
GameSphere's executives sat in a tense meeting.
✔ Their own CD console was delayed until 1993.
✔ Project Revenant (their RPG) was behind schedule.
✔ Investors were losing faith.
CEO Park Jae-woo clenched his fists.
"If we can't stop NexBox from launching, we have to make sure they can't deliver it on time."
📌 The Plan:
Bribe NexBox's manufacturers to delay production.
Block NexTech from using major shipping companies.
Sabotage key supply chains to slow down deliveries.
If successful, NexBox would miss its October launch, costing NexTech billions.
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Jin's Counterattack: Outplaying the Industry Again
📅 Date: August 15, 1992
📍 NexTech Studios, Seoul
Jin received a report from his logistics team.
✔ Several component suppliers had suddenly stopped responding.
✔ A major shipping partner canceled NexTech's contract.
✔ GameSphere was behind it.
Jin leaned back in his chair, exhaling slowly.
"So they're trying to block distribution?"
His assistant, Choi Da-hyun, nodded. "If we don't fix this, NexBox might miss its launch date."
Jin smirked.
"They think I didn't prepare for this?"
📌 His Counterattack:
✔ Step 1: Jin secured backup suppliers months ago, ensuring manufacturing continued.
✔ Step 2: Instead of relying on external shipping companies, NexTech launched its own private logistics team—a first for the industry.
✔ Step 3: He publicly exposed GameSphere's sabotage, further damaging their reputation.
By August 25, NexBox was back on track for its October launch.
GameSphere had failed again.
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The Pre-Launch Marketing Blitz
📅 Date: September 1992
With one month left, NexTech launched:
✔ TV commercials across Korea, Japan, and the U.S.
✔ Exclusive gameplay showcases on major gaming magazines.
✔ Celebrity endorsements—popular actors and athletes promoting NexBox.
✔ Pre-launch demo events in major cities, letting players try NexBox before release.
📌 Projected NexBox sales were now over 3 million units.
Jin wasn't just launching a console.
He was starting a global gaming revolution.
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The Next War: Jin's Move Beyond Gaming
📅 Date: September 15, 1992
📍 NexTech Headquarters, Seoul
While his team was focused on NexBox's launch, Jin was already preparing his next move.
He walked into the GigaSearch development lab, where engineers were finalizing the first version of his search engine.
His lead engineer, Kim Seung-ho, looked excited.
"Boss, we're ready. GigaSearch can launch within the next six months."
Jin smiled.
"Perfect. Once NexBox dominates gaming, we'll dominate the internet next."
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The Countdown to October Begins
📅 Date: September 30, 1992
With just one week left, NexBox was fully stocked, marketed, and ready to take over the world.
GameSphere had tried everything to stop it.
✔ Sabotage.
✔ Legal battles.
✔ Bribery.
But they had failed every time.
As Jin stood in his office, overlooking the Seoul skyline, he knew one thing:
The gaming world was about to change forever.
And he was the one changing it.
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End of Chapter 14