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Now reading: Chapter 1012 949 Team Tempest Next Task from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

Thursday 20 March 1999 ZAGE Campus USA.

At this mont, Zaboru was at the ZAGE Campus in Silicon Valley, preparing to hold a critical eting regarding the next major assignnt for Team Tempest.

He stepped into the designated eting room located on one of the upper floors of the campus. The room was already buzzing with anticipation. Present were key mbers of Team Tempest, including respected figures like John Carmack and Peter Wayne. They had just completed developnt on Rampage: Universal World Tour, which was set to launch in two days—Saturday, March 22, 1999.

Zaboru entered the room with a calm confidence and offered a warm smile. "Good morning, everyone. I hope you're all doing well! So, without further delay, let's begin our eting. The main item on the agenda today is the assignnt of a brand-new project for Team Tempest. As you've just wrapped up developnt on Rampage: Universal World Tour right on schedule, let's take a mont to applaud your trendous effort."

He began to clap, and the rest of the room quickly followed, their applause filled with genuine excitent. The mood was upbeat—not just because of the successful project launch, but also because they knew what usually followed: generous bonuses from Zaboru himself, a tradition that made every successful ga feel even more rewarding.

Zaboru smiled broadly, his eyes scanning the room with energy as he began pacing with his hands loosely clasped behind his back. "This next project," he began slowly, building anticipation, "isn't just big. No—it's massive. One of the most ambitious concepts we've ever attempted here at ZAGE." He let his voice rise with excitent. "This idea has required a lot of planning, preparation, and groundwork from multiple departnts across the company. Now, can anyone guess what it might be about?"

There was a mont of quiet curiosity in the room. Then John Carmack raised his hand, his brow furrowed thoughtfully. "Could it be connected to those 3D car models based on real-world brands you asked us to mock up a few months ago? You said it was mostly for helping the newer designers get used to modeling, but I've always had the feeling there was more to it."

Zaboru pointed straight at him with a playful grin. "Bingo, John. Right on the nose. It's exactly that."

He turned to the rest of the team, eyes gleaming. "But not just any cars. We're talking real-world vehicles. Licensed, modeled down to every curve, line, and sound. This isn't about Twisted tal, Hot Wheels, R.C. Mini 4WD, or Carmageddon, or even any of our other in-house racing franchises. No, this ti, we're venturing into new territory."

"The IP and Licensing team has successfully secured deals with so of the most prestigious automobile brands on the planet," Zaboru continued. "With the legalities out of the way, and the tech foundation already in progress, we're officially greenlighting what may very well be the most technically demanding and expansive racing simulator ZAGE has ever tackled. And Team Tempest—" he gestured at them with pride, "—you've been chosen to bring it to life."

He stopped at the front of the room, then leaned in with a conspiratorial tone. "The title of this ga, the one that's going to redefine driving simulations and maybe even the entire genre, is... Gran Turismo."

Zaboru then handed out sleek, professionally bound folders to every eting participant, each one stamped with the title "Gran Turismo" across the cover in bold silver lettering. As the attendees opened their folders and flipped through the docunts, they were t with early concept art, design blueprints, target feature sets, and technical outlines. Murmurs of amazent filled the room as everyone began to grasp the scope of the project and envision how such a high-fidelity driving experience might run on ZEPS 3 hardware.

Zaboru smiled with satisfaction, sensing their excitent, and then began to speak. "What we're setting out to build isn't just a ga—it's an experience. A riding and racing experience that will feel authentic, grounded, and unlike anything we've done before. We want players to feel the weight, traction, and resistance of each car they drive. This ans making the controls deep, rewarding, and yes—challenging. Mastery will take ti. New players will struggle. But skilled drivers? They'll shine instantly. There will be a real, tangible difference between a newcor and a veteran behind the digital wheel."

He walked slowly around the room as he continued, his voice calm but impassioned. "More importantly, we're pursuing true realism. Every licensed car will be represented as accurately as our hardware and artists allow—from the handling physics to the sound of the engine revving. We want the player to feel that they're inside the car—not just controlling it. This will be our love letter to automotive engineering, and it will redefine what people expect from driving gas."

Zaboru continued with growing excitent in his voice, "As you might have noticed, one of my core goals for this project is to achieve the absolute best car graphics in the entire world right now—no compromises. We want Gran Turismo to be the benchmark, the gold standard when it cos to how cars are rendered in video gas."

He paused for a mont, then resud, pacing slightly as he spoke. "We're pushing the ZEPS 3 hardware to its very limits, and I believe we can do it. Now, I know what you're thinking—racing gas are incredibly fast-paced. That's true. But here's the trick: we don't have to make every part of the environnt look hyper-detailed. Instead, we'll focus all of our processing power and graphical fidelity on the cars themselves. Every detail—from the way the sunlight reflects off the hood to how the tires react to the track—must look near realistic."

He gestured toward one of the concept sheets. "The environnts can have reduced texture quality, simplified assets, and smart motion blur. When players are speeding at 180 kiloters per hour, their eyes won't register every detail around them. Instead, they'll be focused on what's directly ahead and the feel of the car. That's where we win. That's how we create the illusion of realism while maintaining high performance."

Zaboru's tone beca even more confident. "In the end, players will co away feeling like they've driven sothing real. And that's the magic we're aiming for."

Zaboru grinned, his excitent building as he continued explaining. "Not only that, but we will also allow a deep level of customization for the tires, sothing that will actually affect the handling and performance based on track type, weather, and driving style. But that's just the beginning," he said with a sparkle in his eye. "This ga will offer a wide variety of race types and nurous ga modes to keep players engaged for months, maybe even years."

He gestured toward a visual breakdown in the presentation. "Of course, we'll include classic arcade-style modes for players who just want to jump in and drive as fast as possible with minimal setup—pure fun, fast-paced racing. But the heart of the ga, our main feature, will be what we're calling the 'Simulation Mode.'"

"In Simulation Mode," Zaboru continued, "the player will begin with absolutely nothing—no cars, no huge money, just a dream. They'll have to start by purchasing a cheap, used vehicle from a modest lineup, then prove themselves in local events. They'll earn cash by racing and completing driving challenges, slowly working their way up."

He smiled as he imagined the progression. "To unlock new opportunities, players must pass increasingly difficult 'Driving Tests.' These tests won't just be tutorials—they'll actually evaluate the player's driving skill in real, aningful ways. Their performance will influence which license levels they earn and which events they qualify for. These licenses beco the gateway to tougher competitions, better-paying races, and, of course, faster, more advanced cars."

"From there," he added, "players will earn money through success on the track, allowing them to upgrade their existing cars or buy entirely new ones. And they can modify these cars in incredible detail—engines, tires, suspension, even aesthetics. It'll be a true journey, where every race counts, and every decision shapes the player's career."

Zaboru grinned, clearly pleased by the energy in the room, while Peter Wayne practically jumped from his seat—he was beyond ecstatic. As a lifelong car enthusiast, everything about this project spoke directly to his passion. Then, with a knowing smirk, Zaboru added, "And... we'll also have a custom controller developed specifically for this experience. As you can see in the folder, we're not settling for anything less."

The team eagerly flipped to the next section, where a high-resolution render of the controller was revealed. It resembled a premium steering wheel setup with a sleek, futuristic design. The controller featured a gas pedal mapped to R2 and a brake pedal to L2, just like a real car. But it didn't end there—the wheel itself was packed with integrated controls: a D-Pad, a start button, and all the iconic face buttons—Square, Triangle, X, and Circle. Additionally, L1 and R1 were included, with R1 cleverly positioned at the center as the horn and L1 designated for manual gear shifting.

Peter Wayne's eyes widened as he leaned closer to the render. "Holy moly! This controller—wait, is it only for Gran Turismo?" he asked, his voice full of wonder and disbelief.

Zaboru chuckled, enjoying the mont. "No, Peter. This controller will be fully compatible with all ZAGE gas that support racing or driving chanics. But yes, it was definitely crafted with Gran Turismo in mind. It's going to be the definitive way to play the ga, and I want players to feel that instantly—just from holding it in their hands."

The Q&A session kicked off with energy, as Zaboru invited the team to ask anything on their minds about the upcoming Gran Turismo project.

John Carmack leaned forward, his expression thoughtful. "Boss, considering how important fra rate is in delivering smooth gaplay, especially in racing simulations, what's our target performance goal for Gran Turismo on ZEPS 3? Will we prioritize 60 FPS even if it ans cutting back slightly on graphical fidelity?"

Zaboru nodded appreciatively at the question. "Excellent point, John. Yes, our absolute minimum target is a stable 60 fras per second. Fluid motion is critical in a ga where player input and visual feedback need to be in perfect sync. We will sacrifice background complexity if needed to maintain that fra rate. The realism we want cos from feel first—graphical details are second to performance." Zaboru know Even on a regular CRT, running the ga at 60 makes steering and cara motion feel cleaner, reduces input delay, and keeps the whole driving experience more responsive.

Next, Peter Wayne raised his hand with an eager smile. "How about damage modeling? I know many real-world brands don't like seeing their cars wrecked, but will Gran Turismo have so form of visual or chanical damage system?"

Zaboru smirked slightly. "You're absolutely right, Peter—licensing restrictions can be tricky. So manufacturers are okay with light costic damage, while others prefer their cars to look flawless. But here's what we'll do: we'll implent a layered system. For brands that allow it, we'll show scratches, dents, and even cracked windshields. For more protective licenses, we'll still simulate chanical wear—tires degrading, engines overheating, transmission faults—without external visual damage. That way, realism stays intact, and we respect our partners."

The room nodded in approval, visibly more confident and energized after the session.

After the Q&A session, Zaboru smiled and addressed the room with a calm but determined tone. "This is an ambitious project, and to do it justice, we'll need ti—real ti. That's why I'm giving Team Tempest exactly one year and two months for developnt. The target release date for Gran Turismo is May 2000." He paused, letting the weight of the tiline settle in. "Now, I want to be clear—the custom steering wheel hardware will not be your responsibility. That will be fully handled by the ZAGE hardware division in Japan."

He leaned in slightly, a smile playing on his lips. "Specifically, it will be led by Zanichi Renkonan—my father."

As soon as the na was spoken, murmurs of relief and confidence swept through the room. Everyone at ZAGE knew of Zanichi's engineering reputation. He was a hardware genius, notorious for his relentless standards and unmatched technical insight. Though he was infamous for being strict and exacting, he was also deeply respected. When it ca to designing physical tech, no one in the company—or arguably the industry—matched his prowess.

Knowing Zanichi would be overseeing the hardware gave the team a huge morale boost. It ant they could fully focus on the software side of developnt, secure in the knowledge that the physical product would be nothing short of cutting-edge.

And with that, the next chapter for Team Tempest was officially underway.

To be continue

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