Another world Game Developers in Japan`s 1991

Chapter 523: Chapter 473: 8 Games



Zaboru examined the lineup of eight games that would accompany the launch of the new console. Interestingly, these games had required even more effort than the console itself. While the hardware he personally had been meticulously planned and its blueprints finalized well in advance, for each of the eight games demanded a full creative and technical build from the ground up. The ZAGE teams had poured their energy and passion into every pixel, crafting experiences meant to define and elevate the console's debut.

Zaboru then turned his attention to the first game in the lineup: Starfox 2. In his previous life, he had created a pseudo-3D version of Starfox on the ZEPS 8-bit system—an admirable feat, but one that merely replicated the SNES original in limited fashion. Now, with Starfox 2, Zaboru intended not just to recreate but to significantly enhance the original concept. This new version would take full advantage of ZAGE's cutting-edge Super FX technology, which allowed for advanced graphics and performance well beyond anything seen before on the system. The ZAGE team had run extensive tests, and the game performed smoothly, with no issues. It was poised to be a technical and creative showcase, setting a high bar for the rest of the launch titles.

Zaboru then put down Starfox 2 and picked up another title: Sonic The Hedgehog 2, the sequel to Sonic from ZEPS. This game featured enhanced pseudo-3D running, and Zaboru had carefully refined its presentation to showcase the ZAGE system's capabilities. Despite the upgrades, he chose to stay mostly faithful to the version of Sonic 2 from SEGA Genesis in his previous life. His goal was to position Sonic as one of the defining icons of the 16-bit ZAGE era.

In Zaboru's previous world, Sonic was widely beloved in the West but curiously underappreciated in his homeland, Japan. Ask any Japanese person about Mario, and nearly everyone across generations would recognize him instantly. But Sonic? Only a small fraction—maybe 10%—knew who he was. Zaboru, however, had always been a fan. To him, Sonic represented pure speed, a blue blur who stood side by side with The Flash in his imagination. That admiration fueled Zaboru's mission: to make Sonic a household name in this new world.

And now, since Sonic and Mario were both his creations, they weren't rivals—they were brothers. This new origin gave him the creative freedom to redefine gaming legends on his own terms.

Next is Fire Emblem: Mystery of the Emblem, which serves as both a remake and a sequel to the original Fire Emblem from ZEPS. In Zaboru's previous life, this title marked the series' debut on the SNES and brought significant improvements across the board—from gameplay mechanics to story depth and visual presentation. The narrative itself retells and expands upon the events of the first two NES games, blending nostalgia with refined storytelling. Since ZEPS had only released the first Fire Emblem, this game represents a major leap forward. It's a long and intricate journey, but one that delivers a deeply satisfying experience from start to finish.

The fourth game is F-Zero. This high-speed, futuristic racing title is set in the 26th century and features sleek, anti-gravity hovercars blazing across magnetically suspended tracks that twist and soar through a range of sci-fi-themed environments. In Zaboru's previous world, F-Zero served as a dazzling technical showcase for the SNES, famously utilizing Mode 7 graphics to simulate a dynamic, pseudo-3D racing experience. That innovation gave players a visceral sense of speed and depth that was revolutionary at the time—and it's exactly that same thrill Zaboru sought to recreate and elevate for ZEPS 2.

Gameplay revolves around selecting one of four unique vehicles, each offering a distinct balance of speed, acceleration, and durability. Among them is the legendary Blue Falcon, piloted by the equally iconic Captain Falcon. The races themselves are blisteringly fast and punishingly difficult, featuring tight turns, sudden drops, and environmental hazards such as landmines, jump pads, and magnetic strips that test reflexes and strategic driving. Each vehicle has a limited energy bar that drains when damaged or when veering off the track—and once it hits zero, the craft explodes in a satisfying burst of sparks and flame, leading to immediate disqualification. The adrenaline, the skill, the risk—it all comes together to make F-Zero a bold and electrifying addition to the launch lineup.

The Legend of Zelda: A Link to the Past came next in the lineup. Zaboru released this masterpiece with one goal in mind: to give players the opportunity to experience one of the greatest adventures ever crafted. In his previous life, A Link to the Past was a true classic—widely regarded as a landmark title not only for the Zelda series but for the entire 16-bit era. Its sweeping narrative, ingenious dungeon design, and tight gameplay had earned it universal acclaim and a legendary status. Remembering all that, Zaboru didn't hesitate to include it in the launch lineup.

Next game is Street Fighter, a port of the arcade version originally developed by ZAGE. Zaboru ensured that this version would be fully optimized for the capabilities of his newest ZEPS 2 console, maintaining the fast-paced action and tight controls that made the original a hit. More than just a straightforward port, this edition included a host of enhancements. Zaboru added an impressive roster of new characters, expanding the lineup well beyond the original cast. These additions brought fresh fighting styles and dynamic matchups, giving the arcades fans and newcomers alike new reasons to dive into the fray. The visual fidelity was also significantly improved, with sharper sprites and fluid animations that took full advantage of the new hardware. Zaboru viewed this Street Fighter not just as a port, but as a rebirth—an evolution of the series tailored to define the next generation of fighting games on ZEPS 2.

Next game is Final Fantasy 3, which in Zaboru's previous life was known as *Final Fantasy 6 or Final Fantasy 3 too in western. This title was chosen deliberately, as ZAGE had already released the first two Final Fantasy games, paving the way for this epic installment to make its debut. Zaboru didn't just pick it out of nostalgia—it was a masterclass in storytelling, character development, and turn-based combat, widely regarded as one of the greatest RPGs ever made for the SNES. With its memorable cast, emotionally resonant plot, and ambitious scope, Final Fantasy 3 stood as a pinnacle of what the 16-bit generation could achieve. Zaboru knew that including it in the launch lineup would set a high narrative standard and capture the hearts of a whole new generation of gamers.

For the final game, Zaboru set out to create his own original take on Spider-Man, aptly titled Friendly Neighbourhood Spider-Man! This action-platformer was more than just another superhero game—it offered players a thrilling array of power-ups such as electric webs, web bombs, and glide abilities, each adding new layers to both combat and traversal. These upgrades weren't just handed out; players could earn and purchase them at strategically placed checkpoints, adding an element of resource management and player choice.

In a bid to enhance the game's variety and narrative excitement, Zaboru introduced several team-up chapters. One of the standout moments was a dramatic boss battle against Venom, where Spider-Man teams up with Iron Fist, brought in as a powerful ally. These crossover segments elevated the experience, giving players a sense of connection to a broader superhero universe. With tight gameplay, inventive mechanics, and clever storytelling, Friendly Neighbourhood Spider-Man! Zaboru hoped to be a strong and memorable addition to the ZAGE launch lineup.

Zaboru gently placed all the games down and leaned back, his thoughts swirling with satisfaction. "Hehehe," he mused, "even though Mario and Donkey Kong aren't part of this launch, that's perfectly fine." A sly grin spread across his face. He already had plans in motion for both iconic characters. There was no need to show all his cards at once—releasing every heavy hitter at launch would only dilute their individual impact. By spacing them out, he could keep the excitement alive and extend the console's momentum across multiple waves.

With that in mind, Zaboru let himself sink deeper into his chair, the weight of months of effort finally lifting. He closed his eyes, allowing himself a rare moment of peace, and drifted off into a well-earned nap.

To be continue

 

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