Tuesday, September 30, 1992
The buzz of the ZGB had yet to die down, but Zaboru was ready to proceed to the next game's release. As the sun crept into the sky on the last day of September, he sat in his office, surrounded by piles of design sketches, development reports, and early mock-ups for games set to release in October. His mind buzzed with possibilities. Despite ZAGE's massive success, he never stopped thinking about how to push things further.
Today wasn't just about brainstorming ZAGE's next wave of titles—it was also the release day of Sonaya's latest MGB games: Fantasy Fencer and Universe Bike. Though he hadn't played them yet, Zaboru had seen the box art from a promotion poster. Fantasy Fencer had a knight with a glowing fence sword and ethereal forest behind him; Universe Bike featured a biker racing through stars and meteor fields. with a floating Motorcycle "The presentation's getting better," Zaboru mused as he flipped the flyer. "Still, we'll see about the gameplay later tonight."
For now, he was focused on ZAGE's next release.
October would feature five brand-new games. Three for the ZEPS console: The Legend of Zelda II: The Shadow of Link, Star Fox, and Harvest Moon. And two for ZGB: Kirby's Dream Land and Metroid II: Return of Samus.
"Time to show players they haven't seen everything yet," Zaboru muttered, grinning. He knew people were already starting to believe they'd seen the limits of the ZEPS and ZGB gameplay type. But Zaboru thrived on defying expectations.
The Legend of Zelda II was a departure from the original, introducing side-scrolling action, RPG-style level-ups, and a more narrative-driven approach. Zaboru planned to overhaul the pacing and world design to make exploration more meaningful, introducing richer side quests and enhancing enemy behavior. "This one's going to be divisive," he thought. "But if I tweak it right, it'll be revolutionary."
Star Fox, meanwhile, would be the first 3D shooter on the ZEPS. Built with Zaboru's custom-developed "Z-Polygons" tech, it aimed to blow minds. Players would control Fox McCloud and his Arwing squadron as they soared through space battles in real-time. "This is going to define what a space shooter means on console," Zaboru said, already imagining the first time a player dodged asteroids and engaged enemies in a barrel roll. "Players will not believe this" Zaboru also wants to fix and enhance the game features from Star Fox from his previous life.
Harvest Moon, though, was the biggest gamble. A farming simulator? Zaboru knew if this idea were presented today many would scoff at the idea, but he knew better. The concept of growing crops, raising livestock, and living a peaceful rural life in contrast to action-packed games? It offered something wholesome and emotionally satisfying. "We need more games that make players feel calm and accomplished," he thought. Back in his previous world this kind of game had its own major fanbase and was even very popular.
On the ZGB side, Kirby's Dream Land would be a flagship release, and not just because it was fun. Kirby himself was designed to be a ZAGE mascot—a cute, iconic figure who could represent ZAGE as powerfully as Mario or Sonic. The lawsuit with Universal Studios had inspired Zaboru to create a character based on the lawyer that represents ZAGE John Kirby as he promised to him. Kirby, with his ability to inhale enemies and transform, was simple to pick up but deceptively deep.
Metroid II, the sequel to the NES classic, would take players deeper into the alien-infested caverns of SR388. The dark, lonely tone of Metroid remained, but Zaboru wanted to push the limits of the ZGB hardware—adding more detailed sprites, atmospheric music, and even a crude save system through battery backup. He also wants to improve the overall gameplay for this game. In Zaboru's previous world this game was released on OG Gameboy but it somehow failed to satisfy metroid fans.
As Zaboru finalized the October lineup, his attention shifted to an even bigger project: Sailor Moon.
Months ago, he'd begun writing the concept for what would become one of ZAGE's biggest media crossovers. Partnering with YaDo Animation Studios—the same group behind the Spongebob anime adaptation currently airing on TV Tokyo—Zaboru delivered the full script and early character designs for Sailor Moon.
The studio was already hard at work bringing the magical girl team to life, aiming to debut the anime in December right after Spongebob's finale. Zaboru had timed it carefully.
"One show finishes, and the next sensation begins," he told the animation producers. "No breaks in the hype."
The anime would follow Usagi Tsukino, a seemingly normal girl who discovers her identity as Sailor Moon, the guardian of love and justice. As more Sailor Guardians joined her, they would fight against dark forces threatening Earth's harmony. Drawing inspiration from Super Sentai and classic shoujo manga, the series mixed action, friendship, and romance in a way Zaboru knew would resonate with audiences of all ages and genders. Back in Zaboru's previous world this Anime was created for female audiences but somehow when it aired the show became really popular to each audience from Girl , Boys even Men.
As for Voice acting he wants to hire a good VA this time. Zaboru insisted on quality voice acting—he didn't want just cute voices, he wanted emotion. Characters who felt alive. "They have to believe they're Sailor Guardians," He even might be present when the auditions happen.
Parallel to the anime production, Zaboru also want to create Sailor Moon games in December
ZAGE would launch the game alongside the anime to double the impact. "Simultaneous media blitz," Zaboru said
"By the time the anime ends its first episode," Zaboru said to his development team, "players will already be punching monsters with their favorite Sailor Girls in-game."
His goal wasn't just to create a hit anime. He wanted Sailor Moon to be a cultural event.
So when people who only watch the show and like it they want to try the games and vice versa when people who only play the games and like it they want to watch the shows.
Before wrapping up for the day, Zaboru walked down to the development floor and handed out folders to each team.
"October games are locked in," he announced. "Let's make it another legendary month. And get ready for Sailor Moon—the world doesn't know what's about to hit it."
With that, ZAGE entered October with unstoppable momentum and as usual Zaboru lead them with his Aura Influence power.
To be continued.
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