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Chapter 1019 - Chapter 956 The Task of Team NOVA.

On the very same day, not long after Zaboru finished assigning tasks to Team Enigma, he moved on to his next agenda. Without wasting time, Zaboru headed straight to the 21st floor of the ZAGE Tower to meet Team NOVA, as he intended to entrust them with another important assignment. His steps were calm but purposeful; Team NOVA was one of the pillars of ZAGE's development force, and whatever task he was about to give them would not be something trivial.

At this moment, Team NOVA was already handling several major projects. Their primary focus was developing multiple launch titles for the upcoming ZGBA release, which was expected to be completed by the end of the year. In addition to that, they were also working on Sonic Racing, a title scheduled for release in September, and Pac-Man World, a project whose development had already been completed and was set to launch at the end of April 1999. With Pac-Man World nearing release and Sonic Racing steadily progressing, Team NOVA would soon have open production slots. As one of ZAGE's most efficient teams—capable of developing up to three games simultaneously—they were ready to take on yet another ambitious project.

Zaboru then made his way into the meeting room located on the east side of the 21st floor. As he stepped in, he saw the familiar faces of Team NOVA's core leadership already gathered and waiting. The four leading figures—Hideo Kojima, Yugo Kanai, Yumiko Kojiyuki and Daichi Sumeda,were seated around a sleek oval table made of polished black wood. These four were the cornerstone of Team NOVA Japan, and each of them brought a unique strength to the development force behind some of ZAGE's most iconic titles.

Zaboru smiled warmly as he entered, his footsteps light with excitement. "Hello guys! Hope you're all doing fine," he greeted with a casual wave and his usual charismatic grin. Hideo Kojima gave a respectful nod, adjusting his glasses slightly. "We're fine, boss," he said in his calm tone. Yugo, always the jokester of the group, gave a cheeky grin and said, "Hehehe, never better Boss-sama!" with a dramatic salute. Yumiko chuckled and leaned forward, resting her chin on her hands. "I hope the task today is something really interesting, hehehe," she added playfully. Meanwhile, Daichi leaned back in his chair with an excited glint in his eye. "Man, I really hope we get another fighting game assignment! I just can't get enough of those," he said, grinning as he threw a couple of playful punches into the air, as if shadowboxing an imaginary opponent.

The atmosphere in the room was warm and lively—exactly the kind of energy Zaboru loved. It was this kind of chemistry and enthusiasm that fueled Team NOVA's success, and Zaboru knew that whatever he brought to the table today, these four would rise to the challenge with passion and creativity.

Zaboru chuckled, genuinely amused by how energetic and spirited Team NOVA still was. Even after all these years and projects, they remained as lively and full of personality as ever. He truly cherished moments like this—surrounded by passionate developers, sharing laughter, light banter, and a sense of creative camaraderie. It was in these relaxed, casual atmospheres that some of the best ideas were born, and he wouldn't trade that for anything.

With a clap of his hands and a mischievous sparkle in his eye, Zaboru said, "Okay, okay, now let's get down to business. Time to focus—because the task I'm about to give you is no joke." He let the words hang for a moment, letting the gravity settle in. "This will be one of those games that fans will remember for years to come. A game that defines a generation," he added, his voice now a bit more serious but still filled with enthusiasm.

He flashed a wide grin, but instead of handing out the expected project folders to the NOVA team, Zaboru turned and made his way toward the projector at the front of the room. He was building anticipation, as he often did. The team watched with growing curiosity as the lights dimmed slightly, waiting to see just what kind of project their eccentric but visionary boss had in store for them this time.

Zaboru had already prepared a slide, and as the screen lit up, the title "ZAGE IP" appeared in bold, glowing letters. He smiled confidently and turned back to address the team. "ZAGE IP," he began, "We all know how many iconic characters we've created. These characters—our creations—have become household names. They've gone beyond the boundaries of their games and become part of pop culture. The value of our IP is something you can't measure. The possibilities are endless, the potential is infinite." He walked slowly across the front of the room, gesturing at the screen. "From Mario, Pac-Man, Sonic, Pokémon, Tekken, Final Fantasy, Metal Gear Solid, SpongeBob, Armored Core, and many more—we've built up an incredible library of intellectual properties and legendary characters over the years. Since our founding in 1991, we've amassed a roster that not only spans genres, but defines them. And now, here we are, standing in 1999 with a legacy that's only growing stronger."

He clicked to the next slide, which read: "Fighting Games." Zaboru continued, "Now sometimes, we ask ourselves—what if we created a fighting game using ZAGE IP characters?" He walked slowly across the front of the room, building suspense. "Well, we already did something similar before. MARVEL VS ZAGE let players pit Marvel characters against ZAGE characters. It was fun, it was stylish, and it was a solid game overall. But…"

He grinned as he transitioned to the next slide, this one titled: "Fighting Game Skill Ceiling."

"One of the biggest problems in fighting games is the skill gap," he explained, his tone thoughtful. "Let's say you're a veteran fighting game player—someone who knows how to do quarter-circle motions in your sleep, who understands spacing, footsies, punishes, and has trained hours in lab mode. Now, imagine trying to introduce your friend—someone who's never even played a fighting game before—to this world."

He looked at the team, making sure he had their attention. "What usually happens? They get destroyed. Not just beaten, but utterly overwhelmed. And it's not really their fault. It's the nature of the genre. The learning curve is steep, and even learning basic movement and defense takes time. To catch up to your level, they wouldn't just have to 'play more'—they'd need to dedicate real effort, study mechanics, and learn complex systems this make them unable to have fun"

He started pacing slowly again. "The barrier to entry is high. The game language is cryptic—motion commands like half-circles and dragon punches, frame traps, option selects. Not to mention frame data and punishes. Just hearing the terminology can make people feel like they're already behind."

Zaboru pointed back to the slide again. "It's not exactly friendly to newcomers. These games are built with mastery in mind—but what if someone just wants to jump in and have fun? What if we could make something that keeps depth but removes that huge wall in front of players? That's the kind of problem worth solving."

Zaboru walked back to the center of the room with renewed energy, his hands moving expressively as he spoke. "And that brings us to our task," he said, voice rising with enthusiasm. "We want to reimagine what a fighting game can be. Not just a battleground for the hardcore players or tournament veterans—but something that can bring people together. Whether you've been grinding out combos for years or you've never touched a fighter in your life, this game should make you feel excited the moment you pick up a controller."

He paused for a second to let his words breathe. "It should be chaotic. It should be fast. It should be unpredictable, and most of all, it should be fun. We're talking about a game where everyone's laughing, shouting, and screaming in delight. Not just sweating over inputs. That's the spirit we're chasing."

Then, with a dramatic flick of his hand, he tapped the projector remote. The next slide appeared on screen, emblazoned with bold, colorful text:

"ZAGE IP Game: Simple 4-Player Fighting Game. The ZAGE Super Smash Bros."

The room was momentarily silent as the title sank in.

Zaboru grinned widely as he turned toward the group, his eyes gleaming with anticipation. He walked over to the table and, with both hands, handed out a folder to each person present. Each folder bore the project's official title: "The Super Smash Bros."

"This," he said with a confident smile, "is going to change everything."

"ZAGE IP Game: Simple 4-Player Fighting Game. The ZAGE Super Smash Bros," Zaboru announced proudly as the slide beamed onto the screen. He grinned, clearly excited, and then handed a folder to each person in the room—each one boldly labeled with the project's official name: "The Super Smash Bros."

The moment each folder was in their hands, the room buzzed with curiosity. As they flipped through the pages, the energy shifted from polite interest to stunned excitement. The leaders of Team NOVA leaned in, eyes widening as they realized the true scale of the concept. It wasn't just another standard fighting game. Inside the document was a bold proposal: the game would include an incredible 64 playable characters from across the entire ZAGE universe.

But that wasn't all. Yumiko gasped as she read further, noticing the unique twist that separated this from traditional titles. "Wait... four-player battles? Simultaneously?" she murmured.

Zaboru nodded enthusiastically. "That's right. It's not just 1 versus 1. This is an all-out, free-for-all brawl. Four fighters on-screen at once, pure mayhem, and completely different from what the genre has seen before."

The idea of controlled chaos, of seeing beloved characters from drastically different franchises clash in one arena, instantly sparked excitement in every member present. It was clear—this was more than just a fighting game. This was a celebration of everything ZAGE had built so far, transformed into an entirely new gameplay experience.

Zaboru began to explain, his tone now shifting into presentation mode. "In this fighting game, there's no health bar—none at all. The objective isn't to deplete your opponent's HP. Instead, the entire point of the match is to launch your opponents off the stage. It's what we call a 'Ring Out' system. Every time you land a hit, your opponent's knockback percentage increases, making them easier to launch the next time. It's about building pressure—literally."

He stepped toward the screen again and pointed at a visual example of the percentage meter climbing. "So rather than tracking damage with a decreasing bar, you're increasing a meter that represents how far a character will be thrown with each strike. The higher it goes, the more dangerous even a light hit becomes. It flips the traditional idea of fighting damage upside down."

"As for the controls," he continued, "for most of the characters they'll be kept intentionally simple. Think of directional inputs paired with a single action button—Up + Circle, Down + Circle, Left or Right + Circle, and Neutral + Circle. Four core inputs. That's it. No motion commands, no dragon punches, no crazy combo strings. Anyone can pick up a controller and start doing cool things instantly. The depth will come from timing, positioning, and strategy—not memorizing complicated input chains."

He paced back to the center of the room and raised a finger. "Now here's where it gets interesting. In this game, stage control matters far more than just mashing attacks. It's not about who hits the hardest—it's about who knows where to be, when to strike, and how to recover from the edge. It becomes a game of awareness and opportunism."

Zaboru grinned with infectious energy. "With this setup, a group of friends—veteran or complete newbie—can have a blast together. You can still knock your cocky friend off the stage, even if they're a tournament monster. Or team up with the rest of the room to gang up on the best player just for fun. It creates chaos—but chaos that's balanced, hilarious, and most importantly, deeply entertaining."

Daichi's eyes lit up like fireworks, his entire body practically vibrating with excitement. As a lifelong fighting game enthusiast, he could barely contain himself. "Boss! Oh my god, this is genius!" he exclaimed, standing up halfway from his seat. "I never expected this kind of fighting game could be designed like this! I can already imagine the chaos—the screaming, the betrayals, the last-second saves and ring-outs! This… this could redefine how people experience multiplayer fighters!"

He laughed in disbelief, running a hand through his hair. "You don't understand, this scratches an itch I didn't even know I had."

Hideo Kojima adjusted his glasses with a thoughtful frown, ever the pragmatic mind in the room. "But ZAGE characters are incredibly diverse," he said slowly. "Each one comes from wildly different game genres. Their playstyles are tuned to entirely different mechanics. How do we balance that in a four-player brawler?"

Zaboru smiled confidently, anticipating the concern. "That's the challenge we embrace," he said. "We're going to make each character distinct, yes—but we'll also categorize them. We'll create 'Easy Characters' and 'Advanced Characters' in terms of input and complexity."

He leaned forward, tapping the roster section in the design document. "Take Ryu and Kazuya, for example. They're both included in the roster. Their move sets will closely resemble what players are used to in our versions of Street Fighter and Tekken. For those familiar with traditional fighting games, they'll feel right at home. But that doesn't mean they'll have a competitive edge—it just means they're more technical. Harder to master. A casual player might struggle with them, while gravitating instead toward characters with simpler, more intuitive inputs."

Zaboru spread his hands. "The point is: familiarity without unfair advantage. We want to reward skill and allow depth without creating gatekeeping. Everyone should feel empowered to pick their favorite ZAGE character—whether they're a mascot from a platformer, a hero from an RPG, or a brawler from a beat-'em-up—and feel like they have a shot."

Yumiko asked, raising an eyebrow while flipping through the character roster section. "Wait… 64 main characters? And this part also mentions many unlockable ones too? Isn't that a little excessive?" Her voice carried a hint of disbelief, mixed with curiosity.

Zaboru grinned, leaning back in his chair with hands folded behind his head. "Maybe? Depends how you see it," he said with a chuckle. "But this is my ambitious plan. We at ZAGE aren't just any studio—we're a powerhouse of iconic IPs that have shaped entire generations. We've built worlds, legends, and unforgettable characters. Why limit ourselves when we have the legacy to do more?"

He stood up again, pacing toward the whiteboard as he spoke. "The way I see it, the more characters we include, the more fun the game becomes. Sure, it's a big number. But imagine the sheer excitement of unlocking your favorite hero mid-game, or discovering someone you hadn't thought would make the cut. It's not about overwhelming players—it's about celebrating everything we've created."

He turned back toward the team, eyes gleaming. "And besides, we're not just dumping them all at once. The progression system will make the process rewarding. You'll start with a solid core lineup, and then unlock new characters by playing, completing challenges, or exploring easter eggs. Every character added will feel earned, like a treat—not a chore."

"The more, the merrier," he repeated with a confident smile. "This isn't just a roster. It's a festival of everything ZAGE represents."

Yugo then leaned forward, his eyes gleaming with excitement and a grin stretching from ear to ear. "Boss-sama! Can we add my character to it!?" he blurted out, barely able to contain himself. "Like—I really want to add Koro-cool! character The Korosi! He'd be amazing in this kind of chaos! Can I, Boss-sama? Pleeeease?"

The whole room chuckled at Yugo's over-the-top enthusiasm, but Zaboru just laughed warmly and gave him a nod. "Of course you can," he said, smiling. "But to make that happen, we'll need to adjust some things. That brings me to the next major point—our development timeline."

Zaboru walked up to the whiteboard, picked up the marker, and paused for a moment. "This is going to be a huge project. Not just big—massive. We're dealing with dozens of characters, each from different genres, each with their own feel and mechanics. It'll take time to get the animations right, the voice lines, the balance, the stages, the effects—it's a full-blown universe colliding into one game."

He wrote down in bold: "September 2000."

"That's our target. We'll aim to release it in September next year, which gives us 17 months. It's generous, but necessary. We want this to be polished, tight, and worthy of the ZAGE name. There's no room for shortcuts—not with this vision."

Everyone nodded in agreement—seventeen months was clearly enough time for a project of this scale. With that settled, the room transitioned into an energetic Q&A session. The team fired off a wave of questions ranging from character balance to stage variety, item mechanics, soundtrack ideas, and even potential cross-promotions. Zaboru answered them all with calm confidence, outlining clear creative boundaries and technical possibilities while encouraging bold suggestions.

The excitement in the room had reached a peak, like electricity buzzing in the air. Everyone could feel it—this was the birth of something legendary.

By the end of the meeting, the goals were aligned, the roadmap was clear, and the development of The ZAGE Super Smash Bros. had officially begun.

To be continue

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