Another world Game Developers in Japan`s 1991-Chapter 390 - 346: November Release
Chapter 390 - 346: November Release
Wednesday, October 29, 1992
Inside the bustling ZAGE offices, Zaboru sat at his desk in his Personal Workshop, surrounded by stacks of sketches, design documents, and half-drunk cups of coffee. The energy from October's successful release still lingered in the air, but Zaboru knew he couldn't afford to get complacent. He leaned back in his chair, deep in thought, plotting the blueprint for November's release schedule.
He decided to scale back slightly, aiming for a sharper, more curated offering: four games in total—two under the flagship ZEPS Console and two for the rising ZGB Handheld. The decision wasn't just about workload; a surge of third-party developers had swarmed in, eager to showcase their creations. It was a pleasant problem to have. Zaboru knew it was smarter to step back a little and allow the new blood to shine, ensuring fans of ZEPS and ZGB wouldn't feel overwhelmed, but would still have a solid lineup of polished games to enjoy.
As he tapped his pencil against his notepad, a small smile crept onto his face. This month was going to be different. This month was about precision, not volume. And he was ready.
The first ZEPS game was obvious: "Lunar Knight," a project led by his father, Zanichi. Development was progressing steadily, with both of them pouring heart and soul into every aspect of the game, especially Zanichi who seems to have become 10 years younger. Zaboru and Zanichi had already spent countless hours tweaking and refining the gameplay, smoothing out mechanics, and adding small but meaningful details that elevated the entire experience. The bond between father and son strengthened through their collaboration, and the excitement was contagious. Zaboru felt a surge of pride and confidence—he was certain that "Lunar Knight" would not only succeed but become a memorable hit that players would cherish for years to come.
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The second ZEPS title would be "Rollerdance," an underrated gem from his previous life. The concept was pure chaos: a buff dude beating people up while wearing roller shoes. It was goofy, it was ridiculous—and it was fun. Zaboru planned to overhaul it heavily, making this version far more unique and polished than the original. He remembered he would mold it based on certain anime in his previous world.
For ZGB, the first game would be "Mr. Driller," another cult classic from his past life that he couldn't wait to revive. In this fast-paced puzzle-action hybrid, players would control a cheerful character armed with a trusty drill, tasked with digging their way down through a tower of colorful, fragile blocks. Some blocks would disappear with one hit, others required multiple strikes, and some would collapse dangerously if not handled carefully. Oxygen levels would deplete steadily as players dug deeper, forcing them to grab air capsules strategically placed throughout the stage. Power-ups such as speed boosts, reinforced drills, and protective helmets added layers of strategy, while traps like falling rocks and unstable block patterns kept players on edge. It was deceptively simple to pick up but required quick reflexes, smart planning, and nerves of steel to master—the perfect recipe for an addictive hit.
The second ZGB game would be "Lion King: The Mighty Simba Adventure," an ambitious platformer where players would guide a young, sprightly Simba through vast, lush jungles, rocky canyons, and shadowy graveyards teeming with danger. Each level would challenge players with precise platforming, puzzle-solving, and combat against rogue animals and hazards of the wild. Simba would have a basic claw attack, a pounce move, and a roar ability that could stun enemies or reveal hidden paths. As players progressed, Simba would grow stronger, learning new skills symbolic of his journey to adulthood. Zaboru was determined to intertwine the classic Lion King storyline with subtle, heartfelt nods to Osamu Tezuka's "Kimba the White Lion," a legendary manga that had been shamefully overshadowed in his previous life by Disney Lion King. Disney never admits that they took inspiration from Kimba in his previous life. So in this life Zaboru will ensure such a thing won't happen.
Zaboru looked over the November draft and felt a wave of satisfaction. "Phew, this will be a great month. Only four games from us, but high quality across the board," he thought. The third-party developers were bringing serious heat too—eight titles for ZEPS and three for ZGB. Zaboru was excited to play them all; he knew there would be some real hidden gems.
Meanwhile, Sonaya was also stepping up. They were releasing just one game this month, "Yokai Racing," a creative new take on the racing genre. Players could choose from a diverse roster of yokai—legendary creatures from folklore—each with their own unique abilities and stats like speed, acceleration, and special powers. Some yokai could glide over obstacles, others could momentarily stun opponents, and a few even manipulated the terrain itself. The racetracks ranged from misty mountain passes and enchanted forests to bustling spirit towns, filled with shortcuts and hidden hazards. Though the core gameplay followed traditional racing mechanics, the yokai abilities added a strategic layer to the competition, making every race dynamic and unpredictable. Zaboru smiled, thinking, "They're experimenting now. 'Harvest Moon' really woke them up. A capable guy like Junpei Hoshida gets it—a good game is a good game, no matter the genre or how absurd it sounds."
Feeling energized, Zaboru turned back to his work, ready to make November another month to remember.
To be continued...
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