After thinking about the surprising success of Warcraft following its low-profile launch, Zaboru turned his focus back toward ZAGE's arcade division. The momentum in the arcade market wasn't slowing down, and he knew that maintaining ZAGE's relevance in both home and public gaming spaces meant continuously innovating—within reason.
"In December, there will be a new type of arcade machine, which is the UFO Catcher," Zaboru reminded himself as he paced in his office. "Last time, HanDai and Nanco confirmed that the UFO Catcher arcade project was going smoothly. They estimated it would hit the market in early or mid-December, probably within just a few days."
With that in mind, he sat down at his desk and scribbled in his thick design notepad.
"Now I want to create at least two arcade games to launch in January or early February next year. We'll keep things lean but strong. Hmm, what should I make?"
Zaboru thought carefully, staring at the ceiling for a few long seconds.
"For now, because of the short development window, let's not create anything too elaborate—no machines with steering wheels, no specialized gun peripherals, no motion sensors. Let's stick to standard upright arcade cabinets with classic button-and-joystick configurations."
He wrote another note:
"Avoid huge technical innovations like Time Crisis or any 3d games—for now."
Zaboru tapped the back of his pen on the notepad, brainstorming ideas that could still deliver a fresh experience without needing intricate hardware. He needed games that were visually gripping, fun to play, and reasonably simple to produce.
Suddenly, a grin crept across his face. "Yes. Let's go with that."
He scrawled down the titles: Captain Commando and 1942.
1942, a top-down shooter, would deliver that nostalgic military flair with high-octane, air-combat gameplay. "It's simple but satisfying," Zaboru thought. "The 1940s military aesthetic is timeless, and though the game is set in 1942, we can make the backgrounds a bit anachronistic, with exaggerated tech and design to make it stand out."
Then came Captain Commando—a side-scrolling beat-'em-up that would take cues from Streets of Rage but bring its own flavor. Unlike Streets of Rage, which had an urban, gritty realism, Captain Commando was more futuristic and wild. It featured four distinctive characters, each with unique weapons and abilities. The co-op experience would elevate the arcade gameplay, bringing players together just like in the old quarters-at-a-time era.
Zaboru nodded. "These two games will give players something new but comfortably familiar."
Still, he wasn't content to merely copy existing ideas.
"I'll improve the graphics in Captain Commando," he murmured as he jotted down additional notes. "And I'll enhance enemy AI and vary the level design—let's add multi-level platforms, interactive stage objects, and even destructible environments."
Zaboru paused to think deeper.
"For 1942, we can add branching paths in stages. Maybe a system where you choose your flight route before starting a mission. It'll create replayability without needing more content."
His mind was churning now.
"Eventually, I want to dive into more complex arcade builds," he mused aloud. "Racing games with actual steering wheels, shooting games with mounted guns, rhythm arcades like Dance Dance Revolution—the market for immersive arcade experiences is massive."
He leaned back, closing his eyes for a moment.
"But I'll need time. Those kinds of machines demand deeper research, extensive testing, and greater manufacturing capability. I saw them in my previous life—I played them, watched others play them, even read engineering articles and interviews with the people who made them. But I never opened one up. I don't truly understand their inner mechanics."
Even his Deep Memory Dive—his powerful ability that let him access and replay any memory in vivid detail—wasn't enough to give him technical mastery of things he'd never studied closely.
"Still," he said quietly, "I can always learn."
Zaboru smiled. He wasn't afraid of a challenge. In fact, that was what drove him forward more than anything. As long as he had a solid concept, he could bridge the rest through research, experimentation, and trial.
He leaned over the notepad once more, drawing a rough concept sketch for a futuristic arcade cabinet. It was just a thought—something to revisit later.
"There's nothing we can't learn. Sure, learning can be expensive and difficult—but it can also be fun and incredibly rewarding," Zaboru said with a smile.
He circled the two titles on the page: Captain Commando and 1942. Beside them, he drew a small check mark.
Then he wrote in bold letters: "Start Development: December 8th."
Below that:
"Contact Nanco – Confirm capacity to manufacture two new upright cabinets by the end of January."
With the UFO Catcher machine ready for release and two solid arcade concepts moving into development, Zaboru felt a familiar buzz in his chest—the thrill of creation.
Arcades were evolving. And ZAGE would be right at the center of it.
"Hehehe, I wonder what the reactions to the UFO Catcher will be. I can't wait to watch players having fun trying to get the dolls and figures—while 'scamming' their money... cough cough—I mean, while they're having fun," Zaboru said, smiling and grinning mischievously.
To be continued
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