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Chapter 317 - Chapter 282 May Release Details and Plan June Release

Thursday, May 22, 1992.

With stacks of player reviews from ZAGE Power still fresh in his mind, Zaboru turned his attention to the upcoming May releases. Tomorrow marked the big day when six highly anticipated games would finally hit the shelves. As he meticulously reviewed the final details, he felt a mixture of excitement and determination. This was more than a release — it was a statement.

The six games slated for May release included:

Duck Hunt

Ninja Gaiden II

Teenage Mutant Ninja Turtles (Beat 'em Up)

Metal Gear 2: Solid Snake

Megami Tensei

Paperboy

Duck Hunt would be bundled with the Light Gun, a necessity for gameplay. Without the Light Gun, players couldn't participate, and without the right games, the Light Gun itself was a dust collector. Zaboru made subtle but impactful gameplay tweaks to enhance engagement, adding more challenging duck patterns and a bonus mode to keep players hooked. "Even old classics need a twist," he thought.

Ninja Gaiden II built upon the success of its predecessor. "The core formula works," Zaboru noted, but tweaks were essential to keep the gameplay exciting. Adjustments to enemy AI, level design, and new weapon mechanics aimed to challenge even hardcore players while maintaining the fluidity that made Ninja Gaiden a fan favorite.

Teenage Mutant Ninja Turtles, the beat 'em up sensation, introduced four-player co-op to ZEPS. By requiring the ZEPS 4-Score adapter for four controllers, Zaboru aimed to create a social gaming experience. "This isn't just a game," he thought. "It's a reason for friends to gather." To keep the experience fresh, Zaboru added unlockable costumes and additional characters "Let them keep coming back for more."

Metal Gear 2: Solid Snake was a particularly personal project for Zaboru. In his previous world, the game never had a console release, but this time, he was determined to change that. Gameplay tweaks ensured it retained the classic Metal Gear feel while adapting it for ZEPS hardware. Zaboru also added a new stealth gadget system and a tweak storyline, And not Only that even he got Hideo Kojima as his employee although he didn't design this game in this current world but still this is kojima games in the previous world , so this release is important.

Megami Tensei was a bold addition. Its dark themes and demon-recruitment mechanics were unique, a far cry from the typical RPGs in ZAGE's library. Zaboru knew it wouldn't appeal to everyone, but the game had a charm that could attract a devoted fanbase. "We need something different. Something memorable," he muttered as he reviewed the final tweaks. To broaden its appeal, he added a morality system that influenced the ending, giving players a reason to replay the game.

As for Paperboy? Zaboru grinned. "I just want to go nuts with this one." Like Base Wars, he wasn't concerned about reception. It was a quirky, chaotic experience meant to stand out, whether players loved it or hated it. With destructible environments, random events, and humorous power-ups, Zaboru ensured it was a game players would talk about long after release.

With May's releases finalized, Zaboru shifted his focus to June. He wanted a diverse lineup that could expand ZAGE's reach and keep players intrigued. His goal was not just to release games but to introduce genres that ZEPS players hadn't experienced before.

The planned June releases included:

Kid Icarus: Underrated in his previous life, Zaboru believed this title deserved a chance. Its blend of platforming and action offered something unique.

Fire Emblem: A tactical strategy game with permanent character death. It was a genre yet to be introduced to ZEPS. "This will be a game that makes players think," Zaboru thought. He also introduced a save feature to ease the difficulty curve for newcomers.

Battletoads: Infamous for its difficulty, Battletoads was a test of endurance. "Players will suffer... and they'll love it," Zaboru smirked. The game featured co-op gameplay with shared lives and additional levels exclusive to the ZEPS version.

Bomberman: A fun, multiplayer-focused game perfect for parties. It was a genre missing from ZAGE's library, and Zaboru believed it could be a hit. He expanded the multiplayer mode to support up to eight players with the ZEPS 4-Score adapter.

RoboCop: Inspired by the original, this iteration would receive gameplay tweaks tailored for ZEPS. Zaboru wanted to capture the essence of RoboCop while refining the mechanics. He added non-linear levels and a weapon upgrade system. "Players should feel powerful," he thought.

Nightshade: A hidden gem from his previous world. "It deserved better," Zaboru thought. This time, he wanted to make sure it got the recognition it missed before. He added a new side quest system and voice-acted cutscenes to enhance immersion.

As he jotted down ideas for gameplay changes and marketing strategies, Zaboru leaned back in his chair. "June is shaping up nicely," he thought. The detailed adjustments would come later, but for now, the foundation was set. He envisioned tournaments, promotions, and community events to keep players engaged.

With a deep breath, he gathered his notes and prepared to get back to work. Tomorrow's release was just the beginning, and Zaboru was determined to keep pushing the boundaries of what ZAGE could achieve. 

To be continue 

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