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Chapter 886 - Chapter 826 Zaboru work and Solo..

Tuesday 11 December 1997 ZAGE Tower Japan.

Zaboru was working as usual in his room on the 51st floor of ZAGE Tower. He was swamped with preparations for the upcoming ZAGE event, scheduled for Saturday the 15th. The event would take place at the newly renovated ZAGE Events Building in Japan, known as ZEB. The renovations were complete, and the building now felt unmistakably like ZAGE's domain. The walls and decorations were covered with iconic ZAGE characters, bringing the whole place to life.

Zaboru himself is busy most of the time. He spends countless hours creating scripts for upcoming games or working on game artwork—often drawing directly from memories of his previous life, which he can perfectly recall using his Deep Memory Dive ability. This power allows him to revisit any detail, no matter how small, giving him access to an enormous well of ideas, mechanics, and artistic styles far beyond this world's current capabilities.

Beyond game development, Zaboru constantly brainstorms ideas for ZAGE's future. He thinks strategically about what direction the company should take, potential expansions, and smart investments that could push ZAGE ahead even further. But Zaboru doesn't just manage; he creates. He regularly sketches new characters and concepts, sometimes even developing full manga or comic issues. Until now, he completed a Deadpool comic under ZAGE's banner—since the company now owns Marvel Comics. He also released a one-shot manga: "Fate/Stay Night," drawn in the dynamic style of Yusuke Murata. Creating manga is one of Zaboru's favorite pastimes, not only because of nostalgia, but because he truly loves the art of storytelling through visuals.

His artistic range is incredible. Thanks to Deep Memory Dive, Zaboru remembers every detail of the many art styles he encountered in his past life, from classic Western comics to hyper-detailed Japanese manga. Combined with his Enlightenment Body, his physical capabilities have evolved far beyond normal. His hands move with precision and dexterity, allowing him to replicate—or even surpass—the masterpieces of legendary artists. His movements are so refined, it's as if he was born to draw.

And when ideas get too big for the real world, he uses his Emulator Minds ability. This transports his consciousness into a virtual creative space, where time moves slower and distractions disappear. In that mental sandbox, he can build, refine, and iterate on artwork or game concepts before returning to reality with something nearly finished. It's like a hyperbolic time chamber for creativity, and Zaboru uses it to its fullest.

Overall, Zaboru was already incredibly busy—balancing his demanding workload, gym sessions, and now carving out more time to be with his family. It was a change he welcomed with open arms. Lately, he had been making a habit of coming home earlier, around 8:30 PM, instead of his usual late returns at 11:30 PM. This new routine gave him more precious hours with his wife and their newborn son, who was now three months old and impossibly adorable. Every moment he spent holding his son or chatting quietly with his wife felt like a reward, a soft counterbalance to the high-octane world of ZAGE.

Even though his schedule was tighter than ever, he found peace in these little things. Tonight, instead of rushing into another meeting or diving into endless concept sketches, Zaboru allowed himself a rare moment of rest. He sat back in his chair, the city skyline flickering beyond his window, and bit into a warm, pan-fried gyoza—his favorite comfort food. The savory flavor grounded him, reminding him of his college days in his past life, where cheap dumplings were a luxury and dreams of making games felt so far away. Now, those dreams were his reality, but moments like this were what made it all feel real.

"Well, it's been a while since I developed a game by myself," Zaboru chuckled, leaning back in his chair. His mind drifted back to the ZEPS 1 8-bit era, when the foundation of ZAGE was still being laid. Back then, nearly all of ZAGE's early games were made solely by him. Every sprite, every line of code, every sound effect—Zaboru had done it all, channeling the deep reservoir of knowledge and experience from his previous life.

Despite the limitations of the era—no advanced software, clunky development tools, and strict hardware caps—those early days had been magical. There was something raw and pure about the process. He worked long hours in a cramped space with barely any ventilation, driven only by obsession and inspiration. That's why players started joking about the credits. In game after game, only one name appeared: Zaboru Renkonan. It became a meme among fans. "Did one guy really make all of this?" they'd ask in disbelief. But yes, he did.

As time passed and ZAGE evolved, the transition to 16-bit development made everything more complex. The expectations were higher, the tools more sophisticated, and the production process far less forgiving. Thankfully, by then, Zaboru had already built a solid team of artists, designers, and engineers he trusted. With them, ZAGE entered a new golden era. But the shift meant he no longer had time—or the necessity—to do it all alone.

Still, he never stopped missing that feeling: the total creative control, the solitary challenge of building a world from scratch. The last time he made a game entirely by himself was for ZEPS 1 Farewell, a nostalgic tribute to the era of ZAGE 8 bit consoles . That project had marked the end of an era. He had poured everything into it—knowing it might be the final time he'd experience that kind of creative solitude.

It had been over 20 games, each built from nothing but his memory, skill, and sheer will. Looking back, it was an insane workload. But to Zaboru, those years were some of the best of his life. And now, standing at the peak of his empire, he wondered if maybe—just maybe—it was time to do it again.

Zaboru thought for a moment, tapping his pen against the edge of his desk. "Now, making games for ZEPS 3 is a big deal," he muttered to himself. "It's not something small anymore. The scale, the detail—it's on another level. But with ZAGE's resources and the advanced capabilities of Unreal Engine Z3, I think I can pull off a couple of titles on my own." A small smile crept across his face. This wasn't about distrust. He had full faith in his team. They were talented, hardworking, and had helped build ZAGE into the powerhouse it had become. But this was something else. This was personal.

He missed the feeling of complete ownership, of crafting a world from nothing with his own two hands. It wasn't just about nostalgia. It was about proving to himself that he could still do it—that the spark was still alive. Zaboru wanted the challenge, the struggle, the late nights where the only sound was the hum of his computer and the occasional sound of pen or keystroke. There was a beauty in that solitude. And creating ZEPS 3 games on his own would give him that feeling back, even if just for a while.

Besides, he thought, this could be his own personal test. A benchmark. A way to measure how far he'd come—not just in terms of skill, but in terms of passion. Could he still push boundaries alone or can't he?

"That settles it," Zaboru grinned. "I'm going to take on a solo game project again—no help from the team. It'll probably take over a year to finish, but I have a feeling it'll be worth every second." He paused, then smirked. "And the project will be… yeah, let's go with the Z-Man sequel. People have been begging for it non-stop lately." He let out a small sigh and chuckled to himself.

Choujin Sentai Z-Man had become something of a legend among classic ZAGE titles. Many fans still called it one of the best 8-bit games ever released, often comparing it directly with Super Mario 3—another major ZAGE title from the ZEPS 1 era. It wasn't just a game. It was a symbol of what early ZAGE could do when pushing against the limits of old hardware. Fans had been asking for a sequel for years, and for just as long, ZAGE hadn't responded.

Some fans even started believing that Z-Man had been quietly abandoned. After all, ZAGE now fully owned the Super Sentai IP. They no longer had to license it from Toei like they did in the past. The company had the rights, the resources, and the recognition to build something massive—but nothing came. The silence fed speculation. People thought ZAGE was ignoring the franchise in favor of newer, bigger brands.

But that wasn't the truth.

Zaboru had always wanted to return to Z-Man, but the timing had never been right. During the ZEPS 2 era, he had been stretched thin—buried under dozens of projects, responsibilities piling up from every direction. Unlike most of ZAGE's games, Choujin Sentai Z-Man was largely his own original creation. While it was inspired by the Super Sentai series from his previous life, the world, characters, and mechanics were his vision brought to life. That made it more than just another title—it was personal.

The game deserved more than a rushed sequel, and Zaboru knew it. He refused to half-bake something that meant so much to him and to the fans who had supported it all these years. For a long time, the idea had sat in the back of his mind, waiting for the right moment to resurface. Now, with the ZEPS 3 generation in full swing, the stars had finally aligned. The technology was powerful, the tools refined, and for once, he had enough breathing room to consider doing it the way he always wanted: entirely on his own.

"I'll do it right," he said softly, almost like a promise to himself. "This time, I'll build Z-Man 2 from the ground up—solo beside my teams are already so mature well probably i still need teach newest team in future but this Z-man 2 projects can be side projects for me." 

Zaboru chuckled. "Sigh… I hope Sendou's fiber optic project succeeds. If it does, the internet could finally speed up and open the doors to a true digital era." He leaned back, letting out a breath. "Still, even with all the positive signs, this kind of project is massive. Realistically, we might not see widespread fiber optic integration until late 1999 or early 2000."

He had already invested heavily in Sendou Inc., the company leading the charge. It was backed by the government, but it would likely need another round of funding from ZAGE. Zaboru didn't hesitate. In his eyes, this wasn't just infrastructure—it was the groundwork for the future. Revolutionary tech like this needed champions, and he was all in.

"If the internet stabilizes," he said with a grin, "I can finally kick off the digital era of gaming."

His U.S.-based team had already built a working prototype of a digital storefront—an early version of what he envisioned as "Steam." The concept was simple but powerful: a unified platform where players could browse, purchase, and instantly download games. It would cut out the need for physical cartridges, shelves, shipping, and brick-and-mortar retail. Everything would be online.

But as visionary as it sounded, the plan had two immovable obstacles: download speeds and payment systems. The current internet just wasn't there yet. Broadband wasn't widespread, and most people still relied on dial-up connections that would choke on even the smallest game file. On top of that, there was no efficient, secure global payment solution at least not proper one. No digital wallets. No card protection. Nothing scalable.

Zaboru understood the tech limitations, but he wasn't discouraged. He didn't expect the world to catch up overnight. Instead, he played the long game—investing in infrastructure through Sendou's fiber optic project and he still observing about the Digital payment too.

He wasn't just sitting on the idea. Behind the scenes, he was moving pieces into place like a chess master. In his mind, the digital storefront wasn't a matter of "if," it was "when."

And once those two pieces—fast, reliable internet and a secure payment method—were solved?

He'd hit the switch. No hesitation.

That platform would launch, and it would redefine everything. Distribution, development, access—everything would change. Games wouldn't just be sold. They'd live online, evolve with updates, connect communities, and give developers total creative freedom..

"And when that happens," he laughed, "I'm gonna start making a ton of indie games, just for fun."

He was already planning to go undercover, releasing games anonymously without anyone knowing it was him. No expectations, no company name attached—just raw creativity. The idea of sneaking his way into the indie scene thrilled him.

Zaboru could already imagine the possibilities—creating strange, experimental titles that didn't need to meet any deadlines, genre expectations, or commercial targets. He'd release them quietly, maybe under different pseudonyms for each project. One game might be a narrative-heavy pixel RPG, another a physics-based puzzle platformer, and yet another a weird, artsy walking simulator. He had no intention of revealing his identity. Letting the games speak for themselves was the most exciting part.

He even fantasized about engaging with the online community in disguise—posting updates, joining forums, receiving honest feedback from people who had no idea they were speaking to the founder of ZAGE. It would be like living a second life in the world of gaming, one with zero pressure and maximum freedom.

It wouldn't just be fun. It would reconnect him with the part of himself that first fell in love with game development—not for profit or prestige, but for passion.

"But alright," he said, sitting forward. "Enough of daydreaming. Time to start drafting Z-Man 2." He chuckled, already visualizing the opening sequence.

As he picked up his pen, a thought hit him. "Wait... isn't our KOF trailer dropping Friday night?" He smirked. KOF trailers definitely will stirred the crowd, and other than that On December 15, 1997—his birthday—ZAGE would be hosting one of the biggest events at ZEB which will also show the detailed of KOF Projects

It was going to be a legendary night.

To be continue 

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