Wednesday, January 29, 1992
Zaboru was as busy as ever, overseeing the next batch of game releases from
ZAGE
. The former
pachinko parlor
beside the main office, which he had recently acquired from
Akechi
, was already undergoing renovations. The cleanup process was progressing smoothly, and if everything went according to plan, the new
office space would be ready for operations within two weeks
—one week for
cleaning
and another for
setting up the workspace
. This expansion was crucial for ZAGE's future growth, and Zaboru knew that having a more spacious and structured work environment would boost productivity tremendously.
With the new office nearing completion, Zaboru had his hands full managing the
February game releases
. He had already assigned tasks to
Yuna
, the
ZEPS Development Head
, and
Yugo
, the
Quality Control Head
, ensuring that everything was on schedule for the release of four major titles:
Dragon Quest
Alex Kidd in Miracle World
RC Pro-AM
Donkey Kong Jr.
Each game had its own development challenges, but
Zaboru had a clear vision
for their improvements.
For
Dragon Quest
, he focused on
enhancing
the original gameplay. The
core mechanics remained the same
, but he introduced
a dedicated equipment section, inventory improvements, and better game balance
. His goal was to
modernize the experience
without drastically changing its essence. Additionally,
minor tweaks
were made to the enemy difficulty scaling and in-game economy, ensuring a smoother experience for both casual and hardcore players.
For
Alex Kidd in Miracle World
and
Donkey Kong Jr.
, the improvements were
subtle yet effective
—gameplay tweaks, improved animations, and refined
level designs
to make them more engaging for new players. For Alex Kidd, he adjusted some of the controls and hit detection, making movements
more fluid and responsive
.
However,
RC Pro-AM
was were
Zaboru's creativity truly shined
. Instead of using standard remote-controlled cars like in the original,
he replaced them with Mini 4WD cars
. The game would allow players to
customize their Mini 4WDs
with different body kits, engines, and tires while still
controlling them like remote-controlled cars
. This would introduce a layer of strategy as players would have to
adjust their setups based on track conditions and opponent behavior
.
"This is going to be
amazing
.
RC Pro-AM
with
Mini 4WD?
Players will love it," Zaboru smirked, already picturing how the game would captivate players. Though he wasn't planning on introducing a
story-driven Mini 4WD anime-style game yet
, the thought lingered in his mind for future projects.
Perhaps, down the line, a dedicated Mini 4WD racing with Anime stories could be a hit.
Zaboru set the official
release date for February 22, 1992
, giving his team less than a month to finalize everything. He also saw this as a
crucial test
to see if current ZAGE could
handle producing four games simultaneously
—a significant milestone for the company.
After some time, he walked over to
Yugo
, who was
deeply focused
on testing and adjusting game mechanics. Yugo's work ethic, while eccentric, was unmatched. He always approached game testing with a
mixture of scientific precision and chaotic excitement
, often pushing mechanics to their absolute limits just to see if anything would break, and if he broke something he usually knew and was able to fix it.
"Yugo," Zaboru called out.
Yugo, still staring at his screen, responded, "Yes, Boss-sama? What's wrong?"
Zaboru smiled. "Next month, we're focusing on
your
game. It'll be our
April release.
"
Yugo
froze in place
, turning to Zaboru as if he had just seen a ghost. Then, within seconds, he
grinned maniacally
and
jumped at Zaboru
, wrapping his arms around him in excitement.
"Thank you, Boss-sama! Thank you! You're the best!"
Zaboru, struggling to free himself, sighed. "Let me go, Yugo!"
Yugo chuckled, releasing his grip. "Oops! Got carried away." He then
returned to his work with renewed enthusiasm
, clearly
motivated by the news
. Zaboru couldn't help but smirk—he loved seeing his employees passionate about their work.
As Zaboru walked back to his office, his mind was already filled with
bigger plans
. ZAGE was expanding fast, and he needed to start thinking
long-term
.
"
I need to start hiring more people
once the new
building is ready next week
. Our team is growing, and soon, we'll need
even more space
."
His eyes scanned the
cityscape
beyond the office windows. He knew ZAGE wouldn't
stay in this building forever
. The company was growing
rapidly
, and in the coming years, he envisioned something much
grander
.
"There's no way ZAGE can stay confined here.
Someday, we'll need our own skyscraper.
"
His grin widened as another
bold idea
struck him.
"
Maybe even a ZAGE-themed amusement park?
Imagine a place filled with attractions based on our games... a place where people can experience gaming in an entirely new way."
His mind was brimming with
endless possibilities
. Perhaps even
collaborations with other industries
—merchandising, movies, and even
ZAGE-branded technology like handheld consoles or personal computers
.
The thought of seeing
millions of people enjoying his creations
in various forms beyond just games excited him. He wanted to push the industry forward in ways never seen before.
But for now, he knew he had to take things
one step at a time
.
His next immediate focus was ensuring the February games were
polished to perfection
.
Releasing four titles at once was no small feat
, and he needed to prove to the industry that ZAGE was
capable of producing high-quality content at an ambitious pace
.
Smirking, he
returned to his desk
, ready to
dive back into work
, knowing that
ZAGE's future was only just beginning
.
To be continued...
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