Monday, 6 July 1993
Zaboru was now relaxing in his office, sipping on a fresh cup of coffee as the morning sun filtered through the blinds. His mood was light, the soft jazz playing in the background giving his workspace a calm energy. The weekend's buzz was still in the air. The MARVEL VS ZAGE ads had been a massive success—exactly as he'd envisioned. Across Japan, arcades were reporting overwhelming demand. Dozens of locations had already pre-ordered the arcade cabinets, and some had even doubled their orders after seeing the televised trailer.
This response didn't surprise Zaboru. He knew the quality of the game spoke for itself. The graphics had received a significant overhaul from their previous fighting release, NEW ZASStreet Fighter , and now featured richer colors, smoother animations, and more cinematic special moves. The gameplay engine was tighter, faster, and more dynamic.
It was the start of a new week, and just a few days remained before the game would officially hit arcades nationwide. Zaboru shifted his focus to the next milestone: the launch of the Osaka branch. The opening was scheduled for mid-July, and preparations were in full swing. Flyers were being printed, the recruitment process was underway from ZAGE tokyo employee, and supply chains were being locked in.
Unlike the bustling Tokyo headquarters, the Osaka branch would operate on a leaner scale. Zaboru's vision was clear—this division would specialize in ZGB games, ZAGE's growing line of handheld projects. Meanwhile, Tokyo would remain the hub for ZEPS development and arcade game innovation. Zaboru believed in focused ecosystems. Each branch would play to its strengths.
He didn't plan to staff Osaka too heavily, similar to the structure in the United States. But if the need arose, he wouldn't hesitate to increase manpower. He had learned by now that flexibility was critical in business.
Next on Zaboru's mental checklist: Europe. With the American operations stable and growing, it was time to explore ZAGE's potential overseas. But Europe presented new challenges. Connections were limited, the market was more fragmented, and the cultural differences in gaming preferences needed to be understood.
Zaboru leaned back in his chair, eyes narrowing as he considered the options. "Europe will need careful planning," he thought. "I can't go in blind. I need market data, local insights, and the right partners."
He was especially interested in Italy. Not only for its strategic location but also because of his personal passion: football. Zaboru had long been a supporter of Inter Milan ever since his previous life, one of Italy's iconic clubs. In his heart, he dreamed of one day owning the team. It was currently held by Ivanoe Fraizzoli, and the current Inter Milan roster looked nearly identical to how it did in 1983—clearly a decade behind the times, just as Zaboru had anticipated. Buying Inter would take serious capital—more than ZAGE currently could afford—but Zaboru wasn't discouraged. It was a long-term goal, not a fantasy. However, the current state of Italy still seemed entangled with heavy mafia influence, which added another layer of complexity to any future business dealings there.
Thinking further about football reminded him of another opportunity: football video games. Europe's obsession with the sport made it a natural gateway. When the ZAGE Europe branch eventually launched, Zaboru wanted to spearhead the development of a premier football title. It would be tailored to European tastes, but polished with ZAGE's high standards. That same studio could lead sports game production globally. There was so much untapped potential in sports gaming, and Zaboru knew it was time to prepare.
His mind then shifted to event planning in the United States. While ZAGE's products had found success in the American market, Zaboru was cautious about live events. Would people actually attend a ZAGE tournament in Los Angeles? or in any states? Would they queue up like Japanese fans? Or would the culture clash prove too great? He needed answers before taking risks. He made a mental note: Talk to the marketing team in LA. Conduct local surveys. Build hype with low-cost exhibitions first. Zaboru also wants to discuss this with Ryan and James on USA emerald wings.
Then there was the issue of merchandise. Dolls, action figures, toys, posters—ZAGE's brand was ripe for expansion. But execution would be tricky. One route was to create a dedicated ZAGE-owned merchandise company. The other option was to acquire HanDai. While ZAGE already had a partnership with the company, Zaboru wanted to secure full control in the future to avoid potential complications. He believed that owning the company outright would streamline production and licensing. Acquiring HanDai was a smart move—they already had an established distribution network and robust manufacturing infrastructure, making them a valuable asset for ZAGE's merchandise expansion. Of course, that came with its own hurdles. Mido Mitoma, HanDai's head, wasn't known for compromise, and a full acquisition was still out of the question right now.
Still, Zaboru believed a licensing deal or partial joint venture could work. It might be costly upfront, but it would give ZAGE a foothold in the merchandise world without burning internal resources. Long-term, it could evolve into something bigger. He just had to play it smart.
He let out a small laugh. "So many pieces. So many moving parts." He swirled his coffee and took another sip. "But this is what I live for."
Zaboru stood up and walked to the window, gazing down at the Tokyo streets. The people, the energy—it all fueled him. The dream of building ZAGE into the most beloved entertainment company in the world didn't seem so distant anymore. Each day, they were gaining ground.
He turned back to his desk and pulled out his notebook. It was time to brainstorm new game concepts. July's release schedule needed fresh entries for ZEPS and ZGB. He tapped his pen against the page and smiled and continued working but then a knock sounded in his offices.
To be continued
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