Another world Game Developers in Japan`s 1991-Chapter 232 - 209 Handheld Batteries Progress and April Release
Chapter 232 - 209 Handheld Batteries Progress and April Release
Saturday night, March 15 1992
After eating with the Bakurou brothers, Toki and Tomi, Zaboru returned to his office. He continued working on his handheld project, refining its design and enhancing the development of the March game releases. As the hours passed, the office became quieter, the only sounds being the occasional hum of the machines and the scratching of his pen on paper. By the time he glanced at the clock, it was already 10:00 PM. One last brainstorming session before heading home wouldn't hurt.
His battery development was progressing smoothly. Miyagi Batteries had exceeded expectations, showing impressive abilities in creating a new type of enhanced battery. But for now, he was still designing the handheld entirely on his own, making every decision from shape to functionality. He sketched rough outlines on a notepad, constantly tweaking minor details.
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"The size needs to be just right. Too big, and it won't be portable. Too small, and it'll be uncomfortable to hold for long sessions."
He flipped through some earlier sketches, making quick adjustments to button placement.
"I want a proper D-pad, not those weird separated buttons. It has to feel smooth, precise."
With the casing design nearly finalized, his mind shifted back to the battery. Inspired by his previous life's technology, Zaboru decided to introduce the ZAGE A2 battery. Unlike conventional A2 batteries of 1992, which could only sustain three to four hours of gameplay, his new battery was designed to last at least eight to nine hours.
"Battery life is going to be a huge selling point. The longer people can play without swapping batteries, the more they'll love this handheld."
He reviewed the latest test results from Miyagi Batteries, nodding in approval. The engineers had done an exceptional job refining the energy output without sacrificing safety. One of their lead engineers had suggested an optional rechargeable dock—an ambitious feature for the time. Zaboru had toyed with the idea but scrapped it due to cost and production complexity.
"This isn't the right time yet, but someday, I'll make rechargeable handhelds the industry standard."
His goal was to release the handheld by November or December, assuming no major setbacks occurred. The foundation was in place, and with the battery nearing completion, the next step was fine-tuning the hardware design and optimizing power consumption. He ran his fingers over a newly drafted sketch, envisioning the final product.
"I want it to look like the Game Boy Color from my past life, but better. A sleeker design, an ergonomic grip, and a vibrant screen. This is going to be my dream handheld."
Moving on from hardware, Zaboru shifted his focus to the upcoming April game releases. He had already decided that this month, Yugo's game would get a chance to shine. Tetris was also a must—it was incredibly simple to develop but had an addictive quality that guaranteed massive success. Six games were planned for this month's release, and he also had his sights set on launching PC games by May. If necessary, the first PC title could be delayed until June, but the goal remained clear: expand ZAGE beyond Japan for PC games.
He methodically listed the April games. The third game would be Mega Man 2, widely regarded as one of the best in the 8 bit megaman in his previous life.
"This game has everything—tight controls, memorable levels, and an iconic soundtrack. I can't wait to bring this masterpiece to life."
The fourth game needed to be an RPG, but rather than sticking to traditional fantasy, he wanted to introduce sci-fi elements.
"Phantasy Star. One of the best 8-bit RPGs. How will players react to the blend of futuristic storytelling RPG?."
For the fifth game, he wanted to create a baseball game—but not an ordinary one. A straightforward baseball simulation would be too dull. Instead, he decided to go all out with something absurd and unique. That's when he thought of Base Wars, a game where robots played baseball and engaged in combat during close calls.
"Even if this fails, I don't particularly care. I just want to make this game!" He grinned, already imagining the chaotic fun players would have with it.
Finally, for the last game, he had something special in mind. Aladdin. But this wouldn't just be a simple adaptation. He wanted to tweak it, making it stand out from the version in his previous life.
"Heh, I'm going to have so much fun with this one. Hehehehe."
With his list finalized, he leaned back in his chair, feeling satisfied with his selections:
TetrisMega Man 2Koro-Cool (Yugo's game)Base WarsPhantasy StarAladdin
A grin spread across his face as he imagined how Sonaya would react. They probably thought ZAGE was only releasing six games a month to counter their MGB launch, but the reality was far more ambitious.
"You think this is just a countermeasure? No, this is how ZAGE operates. We're not reacting—we're leading."
He could already picture Hikaru Kurata's pale face when he realized that ZAGE could consistently push out six high-quality games every month. The thought was so satisfying that he chuckled to himself. The industry was changing, and ZAGE was the one shaping its future.
to be continue
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