Another world Game Developers in Japan`s 1991-Chapter 274 - 244 ZAGE progress and Nanco games other 3rd party developer
Chapter 274 - 244 ZAGE progress and Nanco games other 3rd party developer
Saturday 29 March 1992
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It had been a week since the global release of ZEPS, and the ZEPS Special release in Japan and Zaboru could hardly believe how well things were going. The launch had exceeded all expectations, with ZEPS Special consoles selling out almost instantly in Japan. It was as if they couldn't even keep up with demand, as every new shipment disappeared from store shelves as quickly as it arrived. The game sales were equally impressive, with titles flying off the shelves at a record-breaking pace. Even the most optimistic projections had underestimated just how deeply the market had embraced ZAGE's console. Reports from major retailers confirmed that stock shortages were already an issue, and the demand was only increasing.
Meanwhile, across the ocean in the United States, the ZEPS launch was showing no signs of slowing down either. James Yoel of Emerald wings representation had called earlier in the day with an update. The American audience was eating up the ZEPS lineup, and sales were still growing. More importantly, James had confirmed that Sonaya had postponed their global release plans, seemingly choosing to wait until the ZEPS hype died down before launching their own system internationally. He even mentioned that some American retailers were worried about keeping up with demand, which was a good problem to have.
Zaboru could only smirk at the news. "ZEPS hype dying down? They really think it's that simple? If they believe waiting a month or two will make people forget about ZEPS, they're sorely mistaken." He had already planned several strategies to ensure ZEPS remained at the center of attention, and his long-term vision for keeping the momentum going was only just beginning. His marketing team was already working on another wave of advertisements and new promotional campaigns. He also considered a ZEPS tournament in future featuring the most popular titles, a move that could solidify ZAGE's dominance.
While the console's success was the immediate priority, ZAGE was also making steady progress on several other projects. The development of the secret handheld console was moving along well, particularly in the area of battery technology. Miyagi Batteries had made significant breakthroughs, and their latest report indicated that a working prototype of the handheld battery could be ready as early as May. If things continued at this pace, the handheld project might meet its ambitious timeline. A sleek design was already in the works, and Zaboru was personally overseeing aspects of the handheld's control layout, ensuring that it would be ergonomic and easy to use for extended gaming sessions.
At the same time, Zaboru was pushing forward with PC gaming development. He had begun training a dedicated team, introducing them to the tools and techniques necessary to create high-quality PC games. By mid-April, he expected the team to be capable of assisting in full-scale development, marking the start of a whole new Chapter for ZAGE. PC gaming had always been a niche market, but he wanted to expand it further, possibly even integrating ZAGE's brand into it. His vision was for ZAGE to dominate both console and PC markets.
One of the most exciting developments came from the 3rd party scene. Nanco had recently passed ZAGE's strict quality control checks, and their upcoming game, Dig-man, had been thoroughly tested over the past week. It was a maze-based arcade-style game where players had to dig tunnels while evading enemies, pressing buttons at the right moment to crush or eliminate their foes. The similarities to Dig Dug from his previous life were striking, yet it had its own unique twist with new power-ups and mechanics.
"I can't believe it... someone actually made a game so similar to one from my past life." Zaboru leaned back in his chair, still processing the irony. Nanco's owner, Nando Michio, had explained that his deep love for Pac-Man had inspired him to create Dig-man. It was an amusing twist of fate—Namco had created Pac-Man in his previous life, and now, in this world, Nanco's owner was obsessed with the game and making something with a similar spirit. The more Zaboru thought about it, the more he realized that history had a funny way of repeating itself in this new reality.
As he reviewed other submissions from 3rd party developers, Zaboru noticed a trend. Many independent studios wanted ZAGE to publish and market their games, seeing it as an opportunity to reach the massive ZEPS audience. While he welcomed the influx of 3rd party titles, he also realized that their release dates needed to be handled carefully. He couldn't afford to have them clash with ZAGE's own mainline releases—it wouldn't be fair to the smaller developers, and it might even hurt ZAGE's planned game cycles. The only exception he had made was for Ayumi, and that was purely because of their relationship. Other developers would have to follow a structured schedule, much like Akaishidan had done with their releases.
To ensure quality control, Zaboru had his team implement a new verification system for third-party games. Developers had to pass rigorous testing before being approved for ZEPS, making sure the console maintained its reputation for excellence. He knew that if he let just any game through, it could hurt the console's overall image. Instead, ZAGE would be seen as a brand that valued quality above all else.
Beyond Nanco, several other studios were beginning to rise through the ranks. One in particular, called Kogame Studio, had shown potential with a unique side-scrolling shooter like ZEPS game Contra that incorporated RPG elements. Another, Fuji-Dan Interactive, was working on an experimental racing game that used procedural generation to create endless random levels. The 3rd party industry was evolving rapidly, and ZAGE was at the center of it. Most third-party developers opted for ZAGE's revenue-sharing model, where they would receive 60% of their game's earnings while ZAGE handled the manufacturing, distribution, and marketing. This allowed developers to focus entirely on game development while leveraging ZAGE's extensive reach and resources. However, there were conditions attached—if a third-party developer wanted additional exposure, they had to pay extra fees to secure prominent placement in advertisements or store promotions. Furthermore, ZAGE initially produced limited copies of third-party titles, gauging performance before committing to mass production. If a game sold well, ZAGE would scale up manufacturing accordingly. However, if a developer insisted on producing more copies beyond ZAGE's calculated estimates, they had the option to pay an additional fee to increase production. This strategy ensured that only quality games received widespread distribution while maintaining ZAGE's reputation for high standards.
"ZEPS is going to have an enormous library of games," Zaboru thought to himself. "With so many 3rd party developers showing interest, it's only a matter of time before the system is overflowing with content. And the best part? The more games there are, the harder it will be for any competitor to catch up."
He checked the clock. It was already past midnight, but he still had more work to do. Marketing strategies, developer partnerships, game approvals—his plate was full, but that was exactly how he liked it. The road ahead was long, but ZAGE was dominating the industry, and as long as he had a say in it, they weren't slowing down anytime soon.
With that, Zaboru grinned and got back to work, refining the April release schedule, setting up future partnerships, and ensuring that ZEPS stayed on top for months—if not years—to come. So he planned to commit to an all-nighter and had already informed his family. Thanks to his Enlightenment abilities, his body remained in peak condition even with minimal rest, allowing him to function optimally with just one or two hours of sleep a day.
To be continue
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