As of the end of March, many significant developments unfolded across April, May, and into June.
In April, Zaboru launched a specialized UFO catcher machine designed around Hello Kitty. This machine was already being prepared for months and It was an instant hit, especially among younger audiences and collectors. Riding the wave of popularity, he also released a charming Hello Kitty video game on ZEPS titled Hello Kitty Daibouken. The game featured simple platforming mechanics where players controlled Hello Kitty, navigating through obstacles and battling enemies in a whimsical, colorful world. To add depth and appeal, Zaboru introduced additional playable characters, including Keroppi and Pochakko—fan favorites from Sanrio from his previous life and even included two ultra-secret characters: Zabo-man and Anpan-man. Unlocking them required a flawless run—beating the game with all three main characters without dying.
Although Anpan-man isn't as traditionally cute as the other characters, his goofy charm sets him apart. In Zaboru's previous life, Anpan-man was one of the most beloved mascot figures in Japan, and that enduring appeal carries over here. Players still adore him for his quirky design and heroic cape, making him a standout addition to the game's roster. This Hello Kitty Daibouken game also attracted a large female audience, thanks in part to its adorable and vibrant pink cover art. The design resonated strongly with young girls and collectors alike, leading to a significant surge in purchases among female gamers or soon to be .
The game generated a media storm in Japan. Its cuteness, coupled with clever gameplay, ignited Hello Kitty fever. Seizing the moment, Zaboru collaborated with HanDai to produce a broad line of Hello Kitty merchandise beyond the UFO catcher machines. These products sold out quickly, flying off shelves like hotcakes.
Also in April, Yu-Gi-Oh was released on the ZGB handheld, alongside a groundbreaking physical card collection. Zaboru went all in on the promotion, commissioning animated advertisements that featured Yugo dueling Kaiba in high-stakes matches. This strategy resonated immediately with children ,teens alike, even adults. A unique feature lets players enter codes from physical cards into the game, allowing for crossover between real-world collecting and digital dueling. The game launched with a variety of starter decks based on Season 1 of the anime from his previous life and included a basic version of the Extra Deck system with fusion mechanics. While simple, it was innovative and effective.
The gameplay story closely follows the narrative arc from the anime, starting with the intense Pegasus tournament and progressing all the way to the high-stakes duels involving the God Cards and the final confrontation with Malik. The story is told using charming 8-bit cutscenes, blending text with engaging storytelling. Players were thrilled with the story and delighted by the wealth of options available for deck building and card strategy. The game allowed for a highly personalized approach to gameplay, making each duel feel fresh and unique. It offered fans a rare and satisfying opportunity to create their own deck and beat the boss with it.
The release was a commercial phenomenon. Kids , teens , adults everywhere were trading cards, building decks, and talking about strategies. In the USA, Emerald Wings, led by Ryan and James, handled the distribution of Yu-Gi-Oh cards and coordinated their rollout with remarkable precision. In Japan, Ninzendo handled the manufacturing. Since they were already owned by ZAGE and had extensive experience producing cards—as a dedicated card manufacturing company—they had no trouble managing the high volume of orders. However, the sudden surge in demand did make things hectic. Ninzendo's employees found themselves busier than ever, a drastic change from the relatively quiet workload they were used to before the company was acquired by ZAGE.
Meanwhile, over at the ZAGE USA branch, work continued steadily. For the time being, the U.S. team was tasked primarily with porting all major ZEPS titles to PC platforms. Developers and the Quality Control department focused on ensuring these ports maintained high standards while optimizing performance. Zaboru structured things this way to ensure that the current employees in the U.S. could gradually build experience in both game development and porting. At the same time, it allowed the company to produce a steady stream of high-quality PC versions of ZEPS titles. Since this was a long-term initiative, there was no need to rush—the team could take their time, refine their skills, and ensure each release met ZAGE's standards.
On the hardware side, the U.S. team began exploring Zaboru's vision of creating an arcade dance machine inspired by Dance Dance Revolution. Peter Wayne, the team leader of hardware in the U.S., was thrilled when Zaboru entrusted him with such a unique challenge. Known for his love of complex problems and creative engineering, Peter was eager to take on the task. He saw the arcade dance machine as more than just a project—it was a chance to shape something bold that aligned perfectly with Zaboru's innovative vision. Energized and focused, Peter set out to develop a machine.
As for a unique arcade machine Back in Japan, the hardware speialist team formed earlier in February and temporarily being led by Zanichi Renkonan ZAGE CTO —had begun prototyping a racing arcade cabinet featuring a steering wheel, gas pedal, and brake. When Nando Michio heard of the project, he practically begged Zaboru to let his team join. The idea of building such high-concept, futuristic machines thrilled him.
In the heat of this excitement, Nando proposed that Zaboru buy a stake in Nanco, enabling ZAGE to co-own the company and collaborate on arcade innovations. The offer came with the condition that Nanco's hardware team would work on arcade tech. Zaboru agreed and bought a portion of Nanco's shares at a reasonable price. Now that Nanco is partially owned by ZAGE, Nando couldn't be happier. For him, this partnership isn't just a business deal—it's a dream come true. As someone utterly obsessed with arcades, Nando sees this as his golden opportunity to witness the birth of countless innovations. Zaboru's mind is famous for conjuring up wild, outlandish ideas, especially in the arcade space, and that's exactly what excites Nando. With their forces combined, he's convinced they'll produce marvels that redefine what arcade experiences can be.
Meanwhile, HanDai's Mido Mitoma also offered to sell some of his shares—but at a steep premium. Zaboru wasn't in a rush and politely declined for now, saying they could revisit negotiations at the end of the year or early next year. Zaboru wasn't even upset with Mido. He understood that Mido was simply a realistic, pragmatic person—unlike Nando, whose passion often allowed him to recognize Zaboru's brilliance in motion. Mido, on the other hand, focused squarely on the financial side of things. While Zaboru respected that practicality, he also acknowledged that Mido's vision could be a bit narrow. Still, he had a plan: once the money was ready, Zaboru intended to acquire HanDai entirely. That way, he could unlock its full potential without being held back by short-term thinking.
Another major release in April was Age of Empires. Zaboru had been tweaking the game for months to ensure it ran smoothly on lower-end machines. Compared to his version from a previous life that was released in 1997 the graphics were scaled down slightly to match the 1993 hardware, but still managed to outshine ZAGE Warcraft. The result was a highly playable and complex RTS that immediately gained traction. Players loved the upgrade system, the strategic warfare, and the broad scope of civilizations. A dedicated RTS fanbase began to form, giving ZAGE two powerhouse franchises: Warcraft and Age of Empires.
Age of Empire was a success and sold a lot of copies in the USA and Japan. The runaway success of PC games didn't go unnoticed. Rivals like Sonaya and even Microsoft realized the PC gaming market was no longer niche. In fact, Microsoft founder Bill Gates decided to form a dedicated internal division focused solely on creating Windows-exclusive games that Bill Gates aimed to release in late December or next January 1994/.
Back at ZAGE, Emerald Wings delivered even more good news. After lengthy negotiations, they successfully acquired a U.S.-based manufacturing facility. This meant ZAGE could now produce cartridges and consoles domestically, reducing production time and shipping costs significantly.
All in all, April was a month of major breakthroughs and decisive moves for Zaboru and the ZAGE team.
To be continued...
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