Following the successful release of Paperboy 2 and Quake Zaboru in June, and a series of key meetings with Philips in early July, Zaboru continued to focus on advancing ZAGE's ongoing projects in both the USA and Japan. Momentum was building, and he was determined to keep it going on both fronts.
The Tokyo team was focused on two main projects. First was Phantasy Star 2, scheduled for release later this month in July. The second was Unirally, which was set to launch in August. Both games were still in development stages, and the team was working hard to ensure smooth releases.
In the United States, ZAGE USA was primarily focused on the development of Warcraft 2 and refining the Battle.net feature to ensure seamless online functionality. Alongside that, the team was also hard at work on NBA Live 1995, which was scheduled for release in August 1995.
In Osaka, the development team was also working on two major titles. The first was Donkey Kong Country, scheduled for release in July. The second was The Legend of Zelda: Oracle of Ages, a new entry for the ZGB handheld system. It had been quite some time since ZGB had received fresh content, and Zaboru planned to change that. Once Donkey Kong Country launched, he intended to greenlight a wave of new ZGB games to reignite interest in the platform.
Friday 17 July 1995 ZAGE Tokyo.
Zaboru arrived at the ZAGE Tokyo offices accompanied by Shigeru Miyamoto, the lead game developer from ZAGE Osaka. Their mission for the day was to showcase Donkey Kong Country to the Tokyo branch team and provide an inside look at its development process.
Zaboru took a seat as Shigeru Miyamoto stepped forward to address the room. "Good morning, everyone. Today, I'll be giving you a walkthrough of what Donkey Kong Country is all about and how we brought it to life."
Shigeru then explained, "As we all know, Zaboru-san provided us with an incredibly powerful PC to support our development process. These Silicon Graphics computers have been a massive help to our teams in both Tokyo and Osaka. They've allowed us to take our game design to the next level—and Donkey Kong Country is a perfect example of that." Shigeru smiled and continued.
"When Zaboru-san first handed us the draft for Donkey Kong Country, we were shocked. We honestly thought, how could visuals like this possibly fit onto a ZEPS 2 cartridge? But then Zaboru-san taught us techniques to exceed expectations—and we did. Before I get into the details, let's take a look at what we've built."
The Tokyo developers leaned forward with anticipation as Shigeru Miyamoto powered up the game. The screen came to life, and the room instantly fell silent. Eyes widened, jaws slackened. The visuals were nothing short of astonishing—crisp, vibrant, and brimming with detail. It looked like something pulled straight from an arcade cabinet, yet it was running effortlessly on a 16 bit home console. The animation flowed with silky precision, defying expectations for what the ZEPS 2 was thought capable of.
Hideo Kojima gasped, "How did you pull this off, Shigeru-san?"
Everyone leaned in, captivated. Heads nodded, eyes fixed on the screen, as anticipation built. Miyamoto took a breath and smiled, ready to unveil the breakthrough that had stunned even the most seasoned developers in the room.
"This technique was developed by Zaboru-san, and we call it Advanced Computer Modeling," Miyamoto began. "The concept was revolutionary for its time. Our team created fully rendered 3D models of Donkey, Diddy, the enemies, and all the environments using high-powered Silicon Graphics workstations—the same kind of machines Hollywood uses for blockbuster visual effects.
However, since the ZEPS 2 lacks the processing power to render those 3D models in real time, Zaboru-san devised a clever workaround. Rather than running the models directly, we rendered every animation—every movement, jump, and idle pose—as individual 2D frames. These frames were then meticulously cleaned up, color-balanced, and compressed to fit within the cartridge's memory limitations. We stored them as sprites and background tiles, ready to be played back in sequence. The end result gives players the illusion of fluid, three-dimensional graphics—without the system ever actually generating 3D visuals in real time.
When the game runs on the ZEPS 2, it sequences these 2D images with such precision and fluidity that it convincingly mimics full 3D animation. The combination of dynamic lighting, smooth shading, and meticulous motion timing creates a sense of depth and realism that goes far beyond what typical pixel art could achieve. It's an engineered illusion—but an incredibly effective one. And that, in essence, is the process we used to bring Donkey Kong Country to life."
The Tokyo team sat in stunned silence, their mouths agape in awe. Zaboru chuckled, clearly amused by their reactions. Even Zanichi cracked a smile. "This technique opens up so many possibilities for us, doesn't it?"
Zaboru nodded and added, "It does require a lot of detail and precision, but overall, it's a major leap forward for our graphics. Sure, the ZEPS 2 can't handle real-time 3D—but who says we can't fake it convincingly? If we can 'pretend' it's 3D and still make it look this good, then nothing's off the table." Zaboru grinned. "When you have imagination, hardware limitations shouldn't be a barrier. Instead, they should be challenges we outthink. We need to find ways to make things possible—regardless of what the hardware says we can or can't do. That's the mindset we have to preserve, even in a future where hardware limitations may no longer be an issue."
Laughter and Claps filled the room.
Shigeru Miyamoto smiled and chimed in, "Exactly. That's how our Osaka team was able to pull off Donkey Kong Country. And I hope I can collaborate with the Tokyo team in the future when you're assigned to projects like this."
Everyone nodded, excited by the possibilities ahead.
After Zaboru left, many of the ZAGE developers gathered together, still buzzing from the demonstration. They loaded Donkey Kong Country onto the office ZEPS 2 and took turns playing. Hideo Kojima was the first to grab the controller. "Honestly, this is a genius idea," he said, eyes locked on the screen.
Shigeru Miyamoto nodded with a smile. "It really is, Hideo-san. I was eager to try this technique as soon as Zaboru introduced it to the Osaka team."
Yugo grinned and leaned back. "Heh, Boss-sama is always a genius, no doubt about it."
Laughter filled the room again as they continued to play and chat, inspired and energized by what they had just witnessed.
Donkey Kong Country is set for release at the end of July, following ZAGE's standard launch schedule—specifically, on July 25, 1995.
To be continue
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