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Chapter 487 - Chapter 438: Time Skips to the End of March Part 2

In February, ZAGE released two games—Final Fantasy 2 for ZEPS and The ZAGE Spiderman for ZGB Final Fantasy 2 is similar to its predecessor, Final Fantasy 1, but with slight improvements introduced by Zaboru. Meanwhile, for ZGB game is Marvel's Spider-Man titled The ZAGE Spider-Man. This side-scrolling game allows players to swing from webs and battle iconic Spider-Man villains.

Zaboru managed to create this Spider-Man game after traveling to the USA again in February, where he met with Marvel executives to introduce himself as the new owner of Marvel. During his visit, he had a meeting with Stan Lee and expressed his desire to develop Marvel games for the ZEPS platform. Future Marvel plans, however, were deferred until the ZAGE office in the U.S. becomes operational in March. As a result, Zaboru and Stan Lee only had a brief conversation. Stan Lee didn't have the authority to prevent Zaboru from creating Marvel-based games, and since such projects could ultimately benefit Marvel's popularity and reach, he saw no reason to object.

Feedback for both games—Final Fantasy 2 and The ZAGE Spider-Man—has been positive. Final Fantasy already enjoys a solid fanbase, especially among JRPG enthusiasts who appreciate deep role-playing systems. In Final Fantasy 2, Zaboru introduced a bold shift by abandoning the traditional experience-based leveling system. Unlike the original Final Fantasy, players cannot upgrade their characters' classes. Instead, character progression is determined by their in-game actions. For example, characters who frequently use swords will grow more proficient with that weapon type, improving their strength and accuracy. Similarly, casting magic repeatedly boosts magical ability and mana capacity. This system emphasizes organic character growth, encouraging strategic gameplay and rewarding players who carefully tailor their characters' roles throughout the adventure. The feature originally existed in Final Fantasy 2 during Zaboru's previous life, and he has since enhanced it slightly. So far, players have responded positively to these refinements and are praising ZAGE for its continual efforts to innovate and improve. As for Spider-Man, while Japanese and global players were only vaguely familiar with the character, the game served as a compelling introduction to his story and enemies. After playing, many fans found themselves drawn to Spider-Man as a character.

Zaboru did not release any arcade games in February. He preferred to give players more time to enjoy recent arcade hits like 1942 and Captain Commando before introducing new titles.

On the PC front, Zaboru has been diligently working on Age of Empires. Recreating this 1997 classic with 1993 hardware has proven a real challenge, but Zaboru remains focused and hopes to release it by the end of March or early April. So far, this has been the most challenging task he has undertaken. He has been intensely brainstorming ways to make Age of Empires playable on current 1993 hardware while doing his utmost to preserve the original game's graphical fidelity.

Meanwhile, he also launched Solitaire in early February. This release came with several variations and customization options, allowing players to change the card and board art to feature ZAGE characters. The game Priced lower than other ZAGE PC titles, Solitaire received no advertising, yet still found success. In the U.S., word of mouth continues to fuel the popularity of ZAGE games—even in a world without the internet. Zaboru remains curious and grateful about who keeps spreading these rumors in US.

Regarding the Osaka expansion, Zaboru scheduled it to be ready a month after the U.S. branch launch. For now, the recently acquired Osaka office is undergoing renovations to prepare it for active use. Zaboru doesn't want to rush things; as long as he's within the expected timeline, he prefers to work slowly but carefully, rather than quickly and carelessly.

In March, Zaboru released Mega Man 3 for the ZEPS console. For the ZGB, he developed a new game featuring Captain America. With Mega Man 3, he chose not to stray far from the original design, opting instead to fine-tune the gameplay.

The Captain America game is an action-platformer that incorporates motorcycle combat and is set during World War II, focusing on Captain America's battle against Red Skull. The core mechanic centers around the shield, which serves as a tool for attack, defense, and ranged throws. When thrown, the shield bounces back to the player. Successfully catching it on the rebound grants Captain America a temporary speed boost and attack boost. During this state, the shield's damage and velocity increase, but the added speed makes it more challenging for players to catch the rebound. However, with skillful timing, players can chain these throws together to amplify damage—resulting in a high-skill-ceiling experience that rewards mastery and quick reflexes. This feature also appears during the motorcycle sections, where Captain America can throw his shield or use it to guard his motorcycle. These mechanics elevate the excitement of motorcycle combat, adding a dynamic layer of offense and defense that challenges players to strategize and react quickly in high-speed scenarios.

The players feedback for Megaman 3 is really great Megaman is already ZAGE strong franchsie and players love it when ZAGE release new games of this Megaman 3 and for the gameplay itself Zaboru don't change too much from his previous life.

As for Marvel's Captain America, players are especially enamored with the shield throw mechanics. The feeling of hurling the shield and watching it ricochet through enemies is deeply satisfying. Players with high skill ceilings take great pride in their ability to chain multiple shield bounces—sometimes even a dozen or more in a single sequence—despite the incredible speed at which it moves. This mechanic has become a badge of honor for skilled gamers, who often showcase their mastery to impress others.

In March, as scheduled, the R.C. Pro AM anime Let's n Go officially premiered, animated by YaDo Studio—the animation studio owned by ZAGE. Despite airing only two episodes during the month, the series quickly captivated viewers, who praised its high-quality animation and engaging Game adaptation. Fans were delighted by the faithful yet dynamic portrayal of racing sequences, which translated the thrill of the game into animated form.

Zaboru took special care to revise and elevate the script compared to the version in his previous life. The original storyline had leaned slightly toward a childish tone, but this time, Zaboru enhanced the narrative depth, character development, and thematic resonance. The new version retained its accessibility for younger audiences while incorporating more mature and emotional layers that broadened its appeal. Viewers appreciated this richer storytelling, and early reactions suggest the anime has the potential to become a cornerstone franchise for ZAGE's anime expansion.

Next in March, Zaboru began laying out plans to bring Yu-Gi-Oh to life as a ZGB game for the following month. In addition to the digital game, he also wanted to introduce a physical card version of Yu-Gi-Oh. To make this possible, Zaboru visited Ninzendo—the Nintendo equivalent in his world—which still functioned primarily as a card game company and had already been acquired by ZAGE. He instructed Ninzendo to begin preparations for manufacturing physical Yu-Gi-Oh cards, ensuring that once the digital game launched, players would also be able to collect and play with real-life cards, bridging both digital and physical gameplay experiences.

Next on 3rd game developer as always ZAGE ZEPS there are many Game Dev that submit their games to ZAGE and even there are developers that submint game to ZGB now and overall the ZEPS and ZGB become more colorfull. 

Akaishdan, the game studio founded by Akechi and Ayumi, submitted a new title called MESAGI: Mecha Usagi. It's a robot platformer featuring a unique twist—the main character is a Rabbit Mecha. Akechi and Ayumi collaborated closely on the game, and their creativity shines through in every detail. Zaboru was genuinely impressed by how distinctive and imaginative the game turned out.

In MESAGI: Mecha Usagi, players control a Mecha Rabbit that can collect power-ups themed around carrots, such as Carrot Mecha Swords, Carrot Shurikens, and even Carrot Beams. The Rabbit Mecha can also evolve into either a Ninja or Warrior form, depending on the player's choices. Zaboru found this evolution mechanic particularly intriguing and asked Akechi more about their design philosophy. He wanted to understand how they approached the blend of cute aesthetics with intense action mechanics. Akechi explained that their goal was to create a contrast—to take something adorable and give it powerful, dynamic gameplay. Ayumi added that they wanted the game to feel light-hearted on the surface but offer surprising depth and challenge underneath atleast that what akechi trying to say but Ayumi just said that she loves rabbit and Akechi wants to create mecha games so they decide to create Mecha and Rabbit games. 

Zaboru chuckled at Akechi, reflecting on how the once-feared Rashomon of Hamazou had transformed into a respected game developer. Although Akechi couldn't develop games entirely on his own, his game design philosophy had matured impressively. Coupled with Ayumi's unique and whimsical approach, the siblings were forming a partnership rooted in contrast to his structured thinking balanced by her imaginative flair—making them a formidable and complementary team and increasing Akashidan quality as game developer.

Now, as March comes to a close, Zaboru prepares for another trip to the U.S., where ZAGE America is nearly ready to launch.

To be continued

 

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