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Now reading: Chapter 621 569: Zaboru Think Stuff from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

Sunday, 1 March 1995 – ZAGE Tokyo, Japan

Zaboru sat in his Japanese office, surrounded by prototypes, sketches, and product catalogs. On his desk lay a detailed list of new toys slated for release this year, along with a growing collection of ideas and concepts he was brainstorming for ZAGE's future. His mind buzzed with possibilities, each one aid at pushing the company into his dedicated vision.

Zaboru smiled to himself. "Hot Wheels are a must…" he murmured, tapping his pen against the desk. In this world, Hot Wheels hadn't been introduced yet—an untapped goldmine. He knew from mory how wildly successful the brand had beco in his previous life, beloved not just by children but by collectors and car enthusiasts of all ages. That blend of creativity, collectibility, and fun was sothing he knew could translate perfectly into ZAGE's growing toy empire.

"Hmm… should I design futuristic cars for Hot Wheels? Maybe sothing with jet engines or glowing energy cores? Or go wild with fantasy cars, like beasts on wheels or vehicles shaped like animals?" He grinned, already picturing rows of sleek die-cast supercars, so straight out of a sci-fi dream, others wildly imaginative with exaggerated features and bold colors. "Actually… let's do a mix—cars from the future and fantastical designs like Hot Wheels itself… hehehehe and in future Twisted tal gas, each would have its own uniquely designed Hot Wheels-style car," Zaboru added with a sly grin. He had already mapped out plans to bring Twisted tal to ZAGE's next-generation consoles, envisioning it as a flagship title to showcase their new hardware and graphics capabilities but that's plan for the future.

For ZAGE Hotwheels itself He envisioned a whole line of miniatures launching in 1995—cars that could twist, transform, launch from ramps, and defy expectations. Zaboru didn't care if these machines never existed in reality. What mattered was their impact: these designs could inspire children to imagine new technologies, and maybe, just maybe, influence real-life automotive designs in the years to co. As far as he was concerned, imagination was a powerful engine—and he was about to hit full throttle.

Zaboru leaned back, tapping his chin thoughtfully. "Hmmm… Power Ranger toys are extrely popular in my past life, in 1990s but right now Power Rangers hasn't even been released yet… and for so reason, Super Sentai toys just aren't catching on." It was puzzling—despite the strong content and 10 years series, Super Sentai rchandise lacked traction in the market.

Although he had already secured the rights to Super Sentai, Zaboru decided to hold off on launching any major toyline until after the global debut of Power Rangers. He knew from experience that the western adaptation would supercharge interest, and once that wave hit, he'd be ready with figures, zords, and full rchandising strategies. His tiline? Most likely 1997 or 1998. That would give him enough room to build anticipation and align it with international exposure and after Super Sentai Zyuranger released he ready to release Mighty Morphin Power Rangers in the USA.

Then, as if lightning struck, another idea burst into his mind.

"Well, it's ti for the world to be introduced to Beyblade." Zaboru grinned, eyes gleaming with excitent. In his past life, Beyblade wasn't just a toy—it was a cultural phenonon, a competitive battle-top craze that captivated children around the globe. This ti, he had the chance to launch it even earlier and do it right from the beginning.

He envisioned more than just spinning tops—he imagined a dynamic, collectible system with launchers, arenas, accessories, and character-driven designs. To give it the push it needed, Zaboru also planned a compelling ani series that would breathe life into the world of Beyblade, making kids not just want the toys but want to live the story. With compelling characters, fierce rivalries, and high-stakes battles, the ani would create the emotional hook that turned a product into a lifestyle. If done right, Beyblade would dominate toy aisles and TV screens alike and even adults might find the ani hilariously over-the-top, with dramatic lines like, "Want to destroy the world? Then play Beyblade!" and "I want to protect the world—so I play Beyblade!" That exaggerated intensity was exactly what gave the ani its charm and made it so cool.

Zaboru then mused, "Barbie already exists and is quite popular in this world, and Mattel is still going strong. Hmm… what if I create a new dress-up doll with an ani aesthetic?" He smirked as inspiration struck and quickly scribbled down: Kitagawa Marin – Dress-Up Doll.

"I don't want Marin to feel like an adult collectible or sothing inappropriate," he thought. "She should have the sa innocent charm as Barbie. Even if she's unclothed in packaging, there should be no adult features—just a blank canvas to dress up and accessorize, although it should still highlight her feminine charm and curve."

Zaboru smiled again. He briefly considered giving Marin a backstory to deepen her appeal, but the challenge lay in her original context—it ca from a future era filled with smartphones, modern high schools, and 2010s pop culture. Rather than struggle to adapt it, he decided to simplify. For now, Marin would just be a charming, stylish doll for kids to enjoy—soone who embodied creativity, not complexity well maybe not just kids.

"Well, let's release Hot Wheels, Beyblade, and Marin this year," Zaboru decided, nodding to himself. "But not all at once. Each one needs its mont to shine, to dominate the spotlight without competing with the others." He flipped through his schedule, spacing out their launch windows strategically to give each toy a fair shot at becoming a cultural hit.

"Tamagotchi counts as a toy too," he added, glancing at the end-of-March release notes. "Yeah… let's let that one roll out first. Then Hot Wheels maybe in early sumr, Beyblade in the fall, and Marin right before the holiday season. That'll give each enough room to breathe… and conquer."

Zaboru then went to the next session, and it was none other than the idea of a ZAGE the park.

"Hmm… a ZAGE the park really sounds appealing," Zaboru murmured, twirling a pen between his fingers. "But first, I need to find the right location. Tokyo is ideal—it has the foot traffic, the dia presence, the prestige… but it's also ho to Disney Tokyo."

He leaned forward, drawing imaginary dots on the desk. "Maybe Osaka? Or Kyoto?. It might be the perfect contrast for a futuristic the park."

Zaboru sighed. "But then again, ZAGE already spent a fortune acquiring Disney. I should really hold off on buying more land—at least for this year. Yeah… let's revisit the idea next year when our finances stabilize a bit and our toys start generating profit. The dream can wait a little longer."

Zaboru grinned. "Well, if it's not too expensive, ZAGE could acquire a company from Japan, right? Or maybe invest in one?" He chuckled at the idea. He had already decided to buy at least one company and invest in another within the year—and both targets were in Japan.

He jotted down the note: "Buy Tatsunoko, Help Ghibli Get Founded."

Zaboru chuckled again. He realized he needed to be mindful of the timing, especially with Studio Ghibli. If he was going to help establish it, this year would be the ideal mont. Tatsunoko, on the other hand, was currently struggling. Acquiring them could be a strategic move—ZAGE would gain access to their vast library of intellectual properties and their experienced animation talent, a perfect way to expand the volu and quality of ani ZAGE could produce moving forward.

Zaboru smiled again, his mind now turning toward the future of gaming. "Alright, ti for sothing big in gas… I should create a new real 3D video ga engine." He glanced at the notes on his desk and continued, "ZAGE already has the 2.5 Engine—we used it for Duke Nukem, and it's been evolving steadily since DOOM. But now? Now it's ti for sothing far more advanced."

With a confident nod, he scribbled on his notepad: Unreal Engine Project. "This won't be just another tool," he muttered with excitent. "It'll be a groundbreaking platform—powerful, flexible, and built for the future of 3D gaming."

He leaned forward, tapping the words on the page with his pen. "If everything goes smoothly, we can launch it by 1996. At the latest, 1997. And when it's ready… the entire industry will feel it."

Zaboru leaned forward, eyes gleaming with foresight. "After we release it, we can offer the Unreal Engine to developers—no licensing fees required," he said aloud. "Instead, they just have to share their usage data. How they implent the engine, what challenges they face, what innovations they add… that data will be gold."

He chuckled to himself and sank back into his chair. "People in the 1990s have no idea just how valuable data is going to beco. They think code is king, but it's the feedback and insights that really drive evolution."

His fingers tapped rhythmically on the desk. "By 1997, I want to see the video ga world fully embrace 3D. I know there will be an explosion of developers eager to step into the third dinsion. ZAGE will be there to guide them—with the Unreal Engine in their hands and the data they provide fueling unreal engine future iterations."

Zaboru chuckled again, this ti more determined. Without wasting another second, he rolled up his sleeves and began sketching out the frawork for the Unreal Engine. The future was closer than anyone realized, and he planned to shape it one line of code at a ti.

To be continued

AN : LoL

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