Aside of Smash Bros Hype Zaboru assigned the team that completed these months game into new task, he didn't want any momentum to be wasted especially after such a massive release, so every team that had just wrapped up their project were immediately redirected into new developments with clearer goals and tighter coordination across divisions.
First, Zaboru assigned a new task to the Japanese Team Nexus, as they had already completed Soul Calibur 2. The next project would be another fighting game, this time Bloody Roar 2. After the success of Bloody Roar 1 in arcades, it was the perfect time for the franchise to continue and evolve further. Zaboru wanted this sequel not only to refine the fast-paced transformation combat, but also to significantly improve animation fluidity and impact, allowing players to truly feel every hit and transformation.
This version would reach the graphical level of the PS2 version of Bloody Roar, featuring sharper character models, smoother transitions, and more detailed stages. However, Zaboru decided to keep the original character designs from the first Bloody Roar, as they were already iconic and beloved by arcade players. Instead of redesigning them, he preferred to enhance their expressions, animations, and personality through gameplay improvements.
He also planned to introduce more interactive stages and slightly expand the roster, while carefully preserving the core identity of the series so it wouldn't lose its charm. With a focused development pipeline in place, Zaboru expected the game to be completed within 14 months, targeting a release in November 2000 as one of the key fighting titles supporting both ZAGE's arcade and console ecosystem.
For Team Nexus USA, Zaboru assigned them two major tasks. The first one was House of the Dead 2, which would serve as a significantly upgraded version of House of the Dead 1, not just a simple sequel but a full evolution of the arcade shooter experience. The second project was Landing, a flight simulator game inspired by the famous arcade simulator from Japan in Zaboru's previous life, a title known for its realism and immersive cockpit experience.
Zaboru gave the team around two years for Landing, as he wanted them to push the boundaries of arcade simulation. He expected improvements not only in visual fidelity, but also in control systems, realism, and player immersion. He wanted the cabinet design itself to feel premium, with better feedback, smoother motion, and a more engaging overall experience so that players would feel like they were truly piloting an aircraft rather than just playing a game.
As for House of the Dead 2, Zaboru set a more aggressive timeline. He expected it to be released in October 2002, but with major upgrades across the board. The graphics needed to be significantly improved, with better enemy models, more detailed environments, and enhanced lighting to increase the horror atmosphere. At the same time, the controller system also had to be refined, making shooting feel more responsive and satisfying, ensuring that every trigger pull delivered impact. Zaboru wanted this title to stand as one of the definitive arcade horor shooter experiences under ZAGE, capable of drawing crowds just like its predecessor, but with a much stronger and more polished presence.
For Team OMNI, after successfully completing NBA 2K and WE 2000, Zaboru wasted no time and immediately assigned them their next projects, NBA 2K1 and WE 01.
For NBA 2K1, Zaboru emphasized smoother player movement, better crowd atmosphere, and more immersive match presentation, making each game feel alive and energetic. Meanwhile, for WE 01, he wanted improvements in ball physics, player control, and tactical depth, ensuring that both casual players and hardcore fans could enjoy the game at different skill levels. With a steady development pace and strong foundation from their previous titles, both games were expected to be released in August next year as flagship sports entries for ZAGE.
Next for Team NOVA, now that Smash Bros was completed, they were finally free and fully prepared to take on a much heavier workload. This time, Zaboru entrusted them with a total of five games, placing them firmly among the senior ZAGE development teams. The expectation was not just quantity, but also creativity and versatility, as Team NOVA had proven that they could handle a wide range of genres while maintaining high quality across all of them.
First game on the list is Crash Bandicoot 3 : Warped, a title that Zaboru considered extremely important for maintaining strong momentum in the platformer genre. This game would introduce many new characters as well as new types of gameplay mechanics in the Crash Bandicoot series, expanding beyond the traditional running and jumping formula into more varied and creative level designs. Zaboru wanted this entry to feel fresh and exciting, making players constantly surprised by what each level had to offer.
He also planned to enhance the pacing of the game, ensuring that it remained fun and engaging without becoming repetitive, while also improving animation quality and responsiveness so the controls would feel smoother than ever before. The variety of gameplay, from vehicle sections to unique stage mechanics, would become one of the defining strengths of this installment.
With a well-prepared development structure already in place, Zaboru expected the team to complete the game within one year, targeting a release in September 2001 as one of the key platformer titles under ZAGE, capable of attracting both casual players and longtime fans of the series.
The next project is Bomberman World, as the Bomberman franchise has not yet received any entries on ZEPS 3, making this their first appearance on the platform. Zaboru saw this as a great opportunity to reintroduce the series with a slightly fresh direction. Unlike the usual Bomberman formula, Bomberman World combines traditional bomb-based gameplay with light adventure elements, allowing players to explore stages more freely rather than being confined to purely grid-based arenas.
However, Zaboru understood that the original Bomberman World in his previous life had pacing issues, often feeling a bit too slow and less engaging over time. Because of that, he specifically instructed the team to slightly increase the overall speed of gameplay, making movement more responsive and explosions feel more impactful, while still keeping the strategic depth that defines Bomberman.
At the same time, Zaboru wanted to make sure the multiplayer aspect remained strong, as that was one of the core identities of the franchise. He planned to enhance multiplayer modes with smoother controls, better stage variety, and more chaotic fun, ensuring that both solo and group play would feel equally enjoyable.
With a clear direction and a well-prepared development structure, Zaboru gave the team 11 months to complete the project, targeting a release in August 2001 as a solid and refreshing entry for Bomberman on ZEPS 3.
The next game is Cyborg Kuro-chan, and yes, this was originally an anime-based game in Zaboru's previous life, but in this world it will become a fully original title since the anime does not yet exist. Zaboru saw this as a rare opportunity to build the identity of the series from the ground up, allowing the game itself to define the characters, tone, and world before any other media adaptation could shape it.
This game will be a beat 'em up featuring the cyborg cat Kuro alongside Matatabi, combining fast-paced action with comedic and chaotic moments that reflect the unique personality of the characters. It was one of the games that Zaboru genuinely loved in his previous life, not because it was complex, but because of its charm, simplicity, and fun factor, something he wanted to preserve while still improving it significantly.
Zaboru planned to enhance the combat system to feel more responsive and satisfying, adding better hit feedback, smoother animations, and more dynamic enemy interactions so the gameplay wouldn't feel repetitive over time. He also wanted to expand stage variety, introduce more cat cyborg, introduce more expressive character movements, and slightly deepen the mechanics while keeping it accessible for casual players.
With a clear vision and strong direction, Zaboru expected the game to be completed within a tight schedule, targeting a release in August 2001 as a fun and energetic beat 'em up title that could stand out among ZAGE's growing lineup.
Next for Team NOVA, Zaboru gave them another unique task, which was to create a horror game, Parasite Eve. Usually, Team NOVA had never taken on horror projects before, but they welcomed the challenge with excitement, as it was a chance to step outside their comfort zone and explore a completely different genre. Zaboru intentionally gave them a longer development time, allowing them more freedom to experiment with atmosphere, storytelling, and gameplay mechanics that define a strong horror experience.
In Zaboru's previous life, Parasite Eve was considered a very unique and memorable game because it combined multiple genres in a way that felt fresh at the time. It wasn't just a horror game, but also mixed elements of RPG systems with real-time combat, creating a hybrid gameplay style that felt both strategic and intense. Players didn't just fight enemies, they had to think, manage positioning, and react carefully, which made every encounter feel meaningful and engaging.
Another reason why Parasite Eve stood out was its setting and presentation. Instead of the usual haunted houses or fantasy worlds, it took place in a more realistic urban environment, which made the horror feel closer and more believable. The story itself was also deeper, blending science fiction concepts with horror themes, giving players something intriguing to follow rather than just relying on jump scares. This combination of narrative, atmosphere, and gameplay made it one of the most distinctive titles of its time.
Because of that, Zaboru wanted Team NOVA not just to recreate the game, but to elevate it further. He encouraged them to refine the combat system so it would feel smoother and more dynamic, improve environmental storytelling, and enhance the emotional tension throughout the game. With the extended timeline and strong direction, Zaboru expected the game to be completed and released in October 2002 as one of ZAGE's standout horror titles.
Next game Zaboru asked Team NOVA to make was Paper Mario, a project he considered both creative and strategic for expanding ZAGE's RPG lineup. This would be a unique RPG using the Mario cast as its main characters, but with a distinct paper-like art style, something that in Zaboru's previous life felt extremely charming and visually memorable. Instead of focusing purely on realism or high-end graphics, this game would stand out through its style, personality, and presentation, making it instantly recognizable among other titles.
Zaboru wanted the team to fully embrace the "paper" concept, not just as a visual gimmick but as a core part of the gameplay itself. He encouraged them to experiment with mechanics such as flipping environments, interacting with flat objects, and using creative transitions that would make the world feel alive despite its simple appearance. This approach would allow the game to feel fresh and playful, appealing to both younger audiences and RPG fans looking for something different.
In terms of gameplay, Zaboru aimed for a more accessible RPG system compared to traditional ZAGE JRPGs, combining light turn-based mechanics with interactive elements so players would stay engaged during battles rather than just selecting commands. He also wanted the story to have humor and heart, giving the characters more expressive dialogue and personality, something that would make the journey memorable rather than just another standard RPG progression.
With a strong concept and a well-prepared development plan, Zaboru gave Team NOVA exactly one year to complete the project, targeting a release in September 2001. He expected Paper Mario to become one of ZAGE's most charming and distinctive RPG titles, proving that creativity and style could stand alongside technical power in defining a great game.
With all teams already receiving their new assignments and development pipelines moving forward smoothly, Zaboru took a brief moment to shift his focus. Now, he turned his attention to the future of ZAGE's arcade division, deciding to personally discuss it with Nando Michio, as the direction of arcade growth would play a crucial role in their overall strategy.
To be continue
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