Tuesday, 11 February 1992
Zaboru continued making progress on the February ga releases, ensuring that each title was refined, enhanced, and polished to et ZAGE's standards. His main priority was improving Dragon Quest, which he envisioned as a combination of Dragon Quest 1 and Dragon Quest 2 from his previous life. The first half of the ga would be a solo adventure, reminiscent of Dragon Quest 1, allowing players to experience a traditional RPG journey. However, in the later half, the ga would transition into a party-based RPG set 100 years after the first part, mirroring Dragon Quest 2's structure. This shift would introduce multiple playable characters, new locations, and a deepening story filled with twists and engaging character interactions.
This unique approach would introduce players to RPG chanics in a gradual and imrsive way. Zaboru saw this as the foundation for future RPGs on ZEPS, particularly the eventual release of a sequel equivalent to Dragon Quest 3, which had been one of the most critically acclaid RPGs in his past life. He spent ti tweaking the ga's chanics, adding an equipnt system, refining the battle system to be more intuitive, and making sure the "Select" button would act as a dedicated nu button instead of requiring a button input, which was common in earlier RPGs. Additionally, he added side quests, hidden dungeons, and a secret final boss to reward dedicated players who fully explored the world.
Of course, Zaboru couldn't resist adding secrets and Easter eggs to the ga. Hidden within the adventure was an appearance from Zabo-man, though the specifics of his role were kept under wraps. He wanted players to be surprised when they found him, adding an extra layer of excitent and engagent.
Next was Alex Kidd in Miracle World, a platforming ga that stood out from others like Mario. Unlike Mario, which focused mainly on running and jumping, Alex Kidd offered a variety of gaplay chanics, including bicycle-riding sections, swimming stages, flying levels, and even boss battles decided through rock-paper-scissors matches. To enhance the experience, Zaboru extended the ga's stages, tweaking them to be more challenging yet fair. He also planned to introduce new items, subtle chanics that improved player control, and, of course, hidden Zabo-man appearances. A secret shop was also added, where players could unlock hidden weapons and alternate costus for Alex Kidd.
Following that was Donkey Kong Jr., a ga that flipped the perspective of the original Donkey Kong. Instead of playing as Mario, players controlled Diddy Kong, who had to rescue Donkey Kong from Mario, who acted as the antagonist. Since the core gaplay was already well-designed, Zaboru didn't make any drastic changes. Instead, he focused on adding additional levels, improving enemy AI to make challenges more dynamic, introducing power-ups to give players new strategies, and sprinkling in a few fun Easter eggs for dedicated fans. He kept the core experience straightforward, knowing that more ambitious Donkey Kong gas would co in future console generations. He also added a hidden hard mode, accessible only through a special code, which increased enemy speed and added new obstacles.
The last ga on the release list, RC PRO AM, was the most ambitious of them all. Zaboru wanted to completely overhaul the ga, making it more in line with RC PRO AM 2 from his previous life while introducing a new elent that would set it apart: Mini 4WD-style Cars like Let's & Go the Ani in his Previous Life. In his previous life, Mini 4WD vehicles moved on their own but could only move straight, relying on track designs to guide their turns. However, Zaboru wanted players to feel like they were still controlling remote-controlled cars, which was why he chose not to rena the ga. This adaptation ant improving car abilities, track designs, and controls to create a smooth and competitive experience. He also added new customization options, allowing players to modify their vehicles with different parts, enhancing speed, grip, and acceleration. The ga also featured an exciting multiplayer mode that could be played by up to four players, Zaboru also added weapons and special abilities to this ga.
But the biggest change ca in the form of new hardware: ZEPS 4 Scores. This was an additional adapter that allowed ZEPS to support four-player gaplay, sothing that had not yet been done on the ZEPS console. The accessory would launch as part of a bundle featuring RC PRO AM and two extra controllers, encouraging players to experience competitive multiplayer racing, or they could buy it separately. To promote this feature, Zaboru planned a marketing campaign focused on showing groups of friends playing RC PRO AM together, highlighting the fun of local multiplayer experiences.
'I wonder if this will be successful. So far, only RC PRO AM will support four-player mode, but I could add more multiplayer gas in the future,' Zaboru thought. 'Even if sales are limited, this is a good way to introduce additional hardware to the market. It's also relatively cheap to manufacture, so there's little risk involved.' He made a ntal note to plan future gas that could utilize the four-player function, ensuring that the accessory remained relevant.
He also started planning for the next hardware accessory: the Light Gun, which would debut alongside a ga like Duck Hunt. These accessories would help expand the ZEPS experience beyond just standard controllers, further solidifying ZAGE's place as a peak innovator in the gaming industry. If successful, he envisioned additional shooting gas and even arcade-style experiences that could be played at ho. The Light Gun project was still in the conceptual phase, but he was confident that it would be a hit, given how well shooting gas perford in arcades.
With all of this in motion, Zaboru felt excited. His February lineup was shaping up well, and each ga had sothing unique to offer. As he continued working, he reminded himself that this was just the beginning. There was still so much more to co, and the future of ZAGE was brighter than ever.
To be continued.
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