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Chapter 979 - Chapter 917 ZAGE Japan New Team Next Task 2

After the meeting with Team KODO ended, it was now time to shift focus to Team FUMA. Zaboru had already planned the next set of projects: a lineup of farewell titles for both the ZEPS 2 home console and the ZGB handheld. These titles were meant to serve as a proper send-off for the beloved platforms before ZAGE fully transitioned into the ZEPS 3 era. Initially, Zaboru had considered handling these projects by himself—especially since they held deep nostalgic value for him—but he realized this would be the perfect opportunity to let Team FUMA take the lead. It would serve as a meaningful learning curve and a chance to prove their capability on something highly symbolic, yet manageable.

Compared to the complexities and high-budget demands of current ZEPS 3 projects, developing for ZEPS 2 and ZGB was significantly more accessible. The development tools were mature, documentation was extensive, and ZAGE's internal pipelines for both systems were already well-optimized. In other words, the technical barriers were low, making this the ideal training ground for a new team to get their hands dirty without overwhelming them. Zaboru saw it as a balance—high stakes emotionally and culturally, but lower risk on the production side. That combination made it the perfect challenge for Team FUMA's debut assignment.

At first, Zaboru wanted to prepare six games for the ZGB and five games for the ZEPS 2 as their respective farewell lineups. However, after carefully reviewing ZAGE's release history and legacy in the 16-bit era, he reconsidered. Zaboru realized that during the ZEPS 2's prime years, ZAGE hadn't released as many titles like the current ZEPS 3 games. This wasn't due to a lack of ambition but rather the company's limited size at the time—back then, ZAGE was still growing, with only a few hundred employees and a smaller development capacity. Compared to the present, where ZAGE had ballooned into a massive organization with thousands of skilled workers and expansive global infrastructure, the contrast was stark.

This reflection ignited something in Zaboru. He felt that the ZEPS 2, a console that had played a key role in ZAGE's rise, deserved more. It hadn't yet received the grand send-off it warranted. And now, with the benefit of better tools, more resources, and an experienced workforce, they could finally give it that proper farewell. So, Zaboru made the decision to expand the project—keeping the six planned titles for the ZGB, but doubling the ZEPS 2 output to ten. It would be a final tribute to the 16-bit era, correcting the missed opportunities of the past and showing respect to the console that helped build ZAGE's legacy. 

After Team KODO left the room, the trio from Team FUMA finally arrived at ZAGE HQ. Leading the group was Toshiro Nagoshi, a sharp-minded developer with a confident stride. Alongside him was a beautiful young woman with long flowing hair, wearing stylish glasses and an oversized jacket—her name was Kirei Saya, known for her sharp intellect and data-driven thinking. The third member was a stark contrast: a bald, muscular, middle-aged man with a laid-back demeanor and an ever-present grin—his name was Asahi Bandou.

As they stepped into the meeting room and took their seats, the atmosphere shifted. Each of them brought a different energy to the table, and Zaboru immediately sensed that this team was going to be something special.

"Welcome, Team FUMA! So, how's the transition going?" Zaboru asked with a welcoming smile.

Toshiro grinned confidently and gave a thumbs-up. "On our side, everything's okay, boss! We've been diving deep into the ZEPS 2 and ZGB hardware specs and tooling systems. So far, we've got a pretty solid grip on how things work. It shouldn't be an issue for us to start making games on them for our assignment."

Bandou nodded energetically, grinning from ear to ear. "Absolutely, boss! The team's synergy is surprisingly strong too—we've really clicked! Communication's flowing well." Without missing a beat, he suddenly began flexing his muscles, showing off his biceps with exaggerated enthusiasm. "We're pumped up and ready to go!"

Meanwhile, Kirei calmly adjusted her glasses and added, "At this stage, I would say our hardware and development tool comprehension is hovering around 80%. We're progressing rapidly and expect to improve even further. Additionally, we've begun exploring the ZEPS 3 toolchain for cross-reference efficiency, and—"

Kirei suddenly slipped into full statistical analysis mode, her voice accelerating as she rattled off performance benchmarks, projected render loads, and comparative tool compatibility rates.

Toshiro quickly raised a hand. "Saya-chan! Please, enough! You're going full data bomb again."

Kirei blinked, looking slightly embarrassed. She adjusted her glasses once more and quietly nodded.

Zaboru chuckled warmly at their interactions. This team really was something else. Unique personalities, contrasting energies—but no doubt about it, their skills were the real deal. He could already sense the chemistry that would carry them through the challenges ahead.

"Okay, anyway guys, as you already know," Zaboru began, his tone serious but passionate, "Team FUMA's main task is to develop farewell titles for both the ZEPS 2 and the ZGB. These games are intended to mark the end of their journey as we step into the next generation. The farewell is set for the end of 1999, which gives us about a year and a month from now. And let me be very honest with you—this isn't an easy task. This isn't just about software. I'm entrusting you with a piece of my dream. A legacy."

He paused, letting the weight of that statement settle in. "These machines helped shape what ZAGE is today. And giving them a proper farewell means a lot—not just to the fans, but to me personally."

Zaboru's expression shifted into a confident grin. "I won't just be giving you orders from the top either. I'm jumping into the trenches with you. I'll be directly involved in development. Our goal is ambitious—we're aiming to release a total of sixteen games in just one year. But don't panic," he added quickly, raising a hand, "I've already prepared the planning documents, game outlines, and overall layout strategies in this folder."

He reached into his iconic brief case and pulled out a thick, color-coded binder. Inside were detailed breakdowns: six titles assigned to the ZGB, and ten to the ZEPS 2. He handed the folders to the team, and as Toshi, Saya, and Bandou eagerly opened them, their eyes scanned the pages filled with game titles, concepts, target milestones, and initial direction. The room went quiet for a moment as each of them absorbed the magnitude of the task ahead—and the trust Zaboru was placing in them.

For the ZGB, the farewell lineup included:

Pokémon Puzzle Challenge

Megaman Xtreme

Rayman

Donkey Kong Country

Mario Golf

Kirby Tilt 'n' Tumble

Zaboru grinned as he looked at the list. "These are the games that will push the ZGB to its absolute limit, one last time," he said with pride. "This handheld has served us well. It's been a reliable companion to millions around the world, but now it's time to give it a proper rest. Next year, it officially retires with honor."

Everyone around the table nodded in agreement, visibly understanding the emotion behind those words. There was something poetic in the idea of saying goodbye to such a legacy device with a bang.

Zaboru didn't waste time. He flipped to the next section of the binder, revealing the next set of titles.

"For ZEPS 2, here's the list," he said.

Sparkster / Rocket Knight Adventures

Pilotwings

X-Men: Mutant Apocalypse

Secret of Mana

Mario Paint

Metal Warriors

Kirby's Dream Course

Earthworm Jim 2

Zombies Ate My Neighbors

Breath of Fire II

He took a breath and let the moment settle. "These ten titles," he continued, "will showcase everything the ZEPS 2 was capable of all of them will show just how far the 16-bit era has come under our hands."

He turned to the team and added, "We're not just releasing games—we're closing a chapter with love, care, and creative force. These two lists represent our final salute to ZGB and ZEPS 2."

Zaboru chuckled and said, "These are our games—farewell games for ZEPS 2 and ZGB. Altogether, sixteen titles that will close the curtain on an era we've all helped build. You'll be the ones working on the bulk of them—six for ZGB, and ten for ZEPS 2—but don't worry, I'll be jumping in to help with the project myself. I won't just be supervising; I'll be deep in the trenches, building alongside you."

He leaned back slightly in his chair, the grin on his face growing more nostalgic. "And actually... there's one more title—an extra that's not on the list. It'll launch alongside the ZEPS 2 farewell lineup, but this one's my own personal project. It's something I've been wanting to do for a long time. A final love letter to the ZEPS 2. You don't need to worry about it—it's fully under my development."

Zaboru chuckled again, his voice softening. "This is something special to me, and I want it to be a surprise—not just for the players, but even for you. Just know it'll be part of the goodbye."

Then the three leaders began to fire off a flurry of questions to Zaboru, their curiosity and eagerness to fully understand the scope of the project spilling out all at once. Toshiro wanted clarification on scheduling windows and how quality assurance cycles would be handled. Kirei asked about engine limitations for certain types of sprites and audio layering on ZGB, while Bandou, with his usual enthusiasm, asked whether they'd have access to enhanced debugging tools for memory compression and ROM size optimization.

Zaboru handled their questions with a calm mix of seriousness and casual confidence. When the questions were technical, he answered with clarity, drawing from both his prior planning and past experience with ZAGE's tools. When they asked about creative direction, he gave thoughtful insights but also left room for their ideas, emphasizing that this was a collaborative process. His demeanor reassured them—he wasn't just handing off a massive task; he was walking with them. The room grew more alive with each answer, the atmosphere now buzzing with the hum of understanding and shared ambition. 

After the wave of questions and detailed answers, Toshiro let out a long, exaggerated sigh, slouching slightly in his chair. "Sixteen games in a single year… If my old boss at BANZ heard this, he'd probably have a heart attack on the spot," he muttered, half-joking, half-serious. He rubbed the back of his neck and glanced at the folders again, the weight of the responsibility starting to settle in—but so did the thrill.

Bandou, always the spirited one, couldn't stay seated any longer. With a sudden burst of energy, he stood up and flexed both arms like a bodybuilder, grinning from ear to ear. "Sixteen games! One year! A farewell for an old friend! Such a glorious mission! ZEPS 2 is my favorite console of all time!" he declared proudly, as if he were about to wrestle the deadline into submission himself.

Meanwhile, Saya adjusted her glasses with composure and calmly spoke. "Sixteen games spread across ZEPS 2 and ZGB… with the detailed folders and design documents already prepared, this is theoretically manageable. Especially since the titles span a balanced mix—sequels, spin-offs of established IPs, and a handful of original titles. For instance, Secret of Mana falls under the new IP category for ZAGE, while *Earthworm Jim 2 *represents a sequel branch…"

Before she could launch into another extensive analysis, Toshiro gently raised a hand in mock alarm. "Saya-chan, I love your stats, but please—not another spreadsheet in spoken form!"

Saya paused mid-sentence, cheeks puffing slightly in faux annoyance before she pushed her glasses back into place and nodded with a quiet "Understood."

Zaboru couldn't help but laugh, thoroughly enjoying the team's chemistry. Their quirks, their passion, even their small clashes—it all felt right. This wasn't just a development team; it was a balanced trio with energy, insight, and raw spirit. And Zaboru didn't mind the antics one bit. Personalities like these weren't a distraction—they were fuel for something great.

"Okay, just to make sure you're all clear on this," Zaboru said, his tone firm yet encouraging, "the deadline I'm giving you is the end of December 1999. That gives us exactly one year and one month from today. Are we all on the same page?"

The three team leaders exchanged glances and responded in unison with enthusiasm, "Clear, Boss!"

Zaboru smiled, satisfied with their spirit. He clapped his hands once, signaling the end of the meeting. "Alright then, that's all for now. Get ready, everyone—we have a lot of work ahead."

Without wasting time, Zaboru stood and gathered his documents, already switching gears mentally. There was no time to rest. He had three days left before his scheduled trip to the United States, where his responsibilities would continue. He was set to meet and assign major new projects to ZAGE's two freshly established American teams—Team Blaze and Team Frost.—b

But the trip wouldn't be purely business. While in the U.S., Zaboru also intended to visit Aldrich, the young cancer patient whose story had left such a profound impact on him. Zaboru had been making arrangements to bring Aldrich and his parents to Japan, where he could personally ensure they would receive access to cutting-edge treatment and support. It was a promise he had made in his heart—and one he intended to fulfill.

To be continue 

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