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Another world Game Developers in Japan`s 1991

Chapter 182 / 1,238

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Chapter 182

Another world Game Developers in Japan`s 1991

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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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