November 29 Saturday 1995 Morning - ZAGE USA
Now in late November 1995, Zaboru sat back in his chair, deep in thought. "Well, ZAGE is another success this year," he mused with a chuckle. Despite the massive expenditures the company had made—ramping up production, expanding teams, and investing heavily in marketing and acqusitions—the returns had been nothing short of astonishing. The revenue generated from their product lineup had exceeded all expectations. While the financial breakdown could be analyzed later, for now, Zaboru allowed himself a moment of satisfaction, knowing the risks taken throughout the year had paid off handsomely.
Zaboru then reflected on the upcoming December schedule. He anticipated ZAGE would release four games that he had already mapped out. Two titles were planned for the ZGB: Wario Land 2 and R-Type DX, both being developed by the Osaka team. Meanwhile, the Tokyo team would handle the release of E.V.O.: Search for Eden, and the USA team was set to launch The Elder Scrolls II: Arena. Although this lineup felt more than sufficient—especially considering the packed release window in December—Zaboru noticed that some teams still lacked enough workload. With that in mind, he considered assigning additional tasks for games slated for release in January 1996.
Zaboru then thought to himself, "Well, in January, let's make a Mario game." He chuckled at the idea. He decided to assign the Tokyo team to develop Super Mario World 2 for the ZEPS. Given that the game wouldn't be overly complex and the team already had experience with side-scrolling platformers, Zaboru expected they could complete it in time for a January release. Confident in their capabilities, he also planned to assign them another project shortly after to maintain momentum and fully utilize their talent.
As for the Osaka team, Zaboru decided to let them remain focused on their December releases without additional assignments for now. Meanwhile, for the USA team, he planned to assign two ambitious projects slated for a February release: Carmageddon and Blood Omen: Legacy of Kain. Both titles were bold and technically demanding, and Zaboru saw this as an opportunity to challenge the team. He wanted to see if they could deliver two high-quality games within a tight 2–3 month development window. Of course, as always, Zaboru would provide the initial drafts and creative direction to help guide them through the process.
Across both the USA and Japan, the ZAGE teams currently operate like a world-class development force. Much of this can be attributed to Zaboru's leadership—he consistently mentors them, sets clear and demanding goals, and encourages rapid execution without sacrificing quality. His direct involvement and motivational drive, amplified by his unique "Aura of Influence" ability that enhances team-wide performance, have elevated the entire organization. As a result, the ZAGE teams have become highly skilled, efficient, and remarkably consistent in delivering top-tier games.
Beyond video games, Zaboru believed 1996 would be an exceptional year for another reason. At the start of January, Rekka Studios—a ZAGE subsidiary that holds the rights to Ultraman, Kamen Rider, and Super Sentai—was set to debut new entries in each of these iconic franchises. Naturally, this multimedia expansion was Zaboru's idea. In 1996, Kamen Rider Kuuga, Kyoryu Sentai Zyuranger, and Ultraman Tiga would all begin airing simultaneously. Rekka Studios already had the episodes fully produced and scheduled, with broadcasts planned on both TV Tokyo and YaDo, ZAGE's own subscription-based television network. This strategic rollout aimed to dominate the tokusatsu landscape and further solidify ZAGE's influence across multiple entertainment sectors.
"After this release, I can start planning to bring the Power Rangers series to the US. Should I also consider Kamen Rider and Ultraman?" Zaboru pondered. "But in my previous life, those didn't perform well overseas... better to focus on Power Rangers for now." He nodded decisively, locking in the plan in his mind.
Zaboru was also planning to focus heavily on the development of ZEPS 3 throughout 1996, aiming for an official release in early to mid-1997. This would be ZAGE's most ambitious console project yet. So far, progress remained in the early stages of development, as the ZEPS 3 was a groundbreaking idea—a console that didn't exist in his previous life. Unlike anything before it, this system would run on a 64-bit operating system similar to the Nintendo 64 but with notable advancements. Instead of relying solely on cartridges, ZEPS 3 would use DVDs as its primary medium, pushing capacity and performance far beyond what current consoles offered.
Despite this innovation, backward compatibility was still a critical feature for Zaboru. The console would also include a cartridge slot to allow players to enjoy titles from the previous generation. However, this hybrid design presented significant engineering challenges, which his ZAGE engineers had already warned him about. Still, Zaboru remained determined. "I won't compromise on backward compatibility," he declared. "We'll find the solution, no matter how complex."
He laughed to himself. "Heh, this console will be like the Nintendo 64 on drugs." It would combine the performance of the N64 with the expansive game library of the PlayStation . This fusion of power, versatility, and a robust library positioned ZEPS 3 as a potential game-changer. In fact, Zaboru firmly believed it could be the best third-generation console across both his current world.
Next Zaboru then thought "Well in this world even though it's still 1995. The internet speed is quite good compared to my previous life really.. Hmm should i create a subsidiary for Delivery services but only for ZAGE products? Well lets keep that in Mind" Zaboru chuckled Amazon is already in this world though they are still in early stages.
"Next up: MMORPGs... should I establish ZAGE offices in Korea and China?" Zaboru wondered aloud although he already had the Red Falcon in their official distribution. He was well aware that both countries represented booming markets for online RPGs—he was confident they would eagerly embrace the genre. After a moment of contemplation, he shook his head. "No, better to wait until internet infrastructure improves further. Once connection speeds are more stable and widespread, I'll launch a proper community forum alongside our first global online RPG title." A confident grin spread across his face as he envisioned the future of worldwide online gaming.
In December, as is tradition, ZAGE would host its annual ZAGE Game of the Year (GOTY) event—a celebration of creativity, innovation, and the year's standout titles. Zaboru was particularly eager for this occasion, anticipating both the internal recognition it would bring to the development teams and the public excitement it would generate. It was one of his favorite moments of the year, a culmination of all the hard work, passion, and strategic decisions that had driven ZAGE forward and aside from ZAGE GOTY Zaboru will hold Small events in ZEB Japan too.
Zaboru chuckled to himself and thought, "Well, so far, 1995 is going pretty well—and since it's still early in the morning, I might as well get in a workout." He decided on basketball and picked up a ball for some solo shooting practice. Conveniently, there was a basketball court right next to the ZAGE offices—a common sight in the United States. It was the perfect spot for a morning workout, and Zaboru welcomed the chance to clear his mind while staying active.
As he practiced his shots under the crisp morning sky, two familiar figures appeared in the distance. James Yoel and Ryan Miller—executives from Emerald Wings, ZAGE USA's official distribution company—were out for a jog. As they passed by the basketball court, they immediately noticed Zaboru taking shots with smooth precision.
Ryan Shout "Yo! Boss! Playing by yourself? let us join too!."
They jogged over to Zaboru and eagerly joined in the game. As they played, both James and Ryan were visibly impressed by Zaboru's accuracy and technique. His shooting was nearly flawless—every shot seemed perfectly calculated. What they didn't realize was that Zaboru was using his deep memory dive ability to recall the exact amount of force, angle, and precision needed for each basket. This gave him an uncanny edge on the court, making even his casual plays look professional.
James's eyes widened. "Holy moly! That's a 30 for 30 3 pointer—you're insane, Boss!" Ryan Miller added with a groan, "The world is unfair! How can someone be a genius and an athlete at the same time?" The three of them burst into laughter, the sound echoing across the court.
The three of them continued enjoying their friendly game of basketball, sharing laughs, playful taunts, and impressive shots. After a solid round of play, they decided to cool down with a jog around the nearby park, chatting about work, life, and silly things as the morning sun climbed higher in the sky.
To be continue
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