Saturday October 26 – Morning
As usual, Zaboru arrived at his office on the weekend, continuing to tinker with his second wave of upcoming games. He planned to release them in December, following the launch of Metal Gear, Sonic, and Legend of Akechi in november
Metal Gear was already 100% complete, merely awaiting the final preparations before launch. Sonic was about 70% finished, while Legend of Akechi had reached 50% completion. His goal was to release them by November 23, entrusting his team with most of the remaining development while occasionally checking in and fine-tuning things himself.
Now, it was time to think ahead—what would the next three games be? He had already decided on Ninja Gaiden, so that was locked in. As for the other two, he pondered. Well, let's make a shoot 'em up game. Gun-Nac is a good choice. He smirked, thinking about the final pick. *And the last one… heh, let's make *Metroid.
With that, he officially planned out three new projects. Ninja Gaiden was already blueprinted, but
Gun-Nac was a shoot 'em up where players piloted a lone spaceship, battling against bizarre enemies in an intergalactic war. The lore was absurd yet engaging—humanity had colonized distant parts of the galaxy, but exposure to solar radiation had mutated inanimate objects, bringing them to life as deadly foes. Players would fight against an army of sentient carrots, chopsticks, and other nonsensical enemies, leading to a wild and unpredictable battle for survival.
The gameplay was solid. Gun-Nac featured smooth and responsive controls, ensuring that every success or failure was based on skill rather than cheap game design. Enemies swarmed the screen in a mix of predictable formations and erratic movements, keeping players on their toes. Each level had a mini-boss at the midpoint and a full boss battle at the end. The first time players encountered the giant rabbit boss, they'd question their sanity—and love every second of it.
A key feature was the game's extensive upgrade system. Players could enhance their ship with power-ups, boosting their main weapons and bombs. The numbered icons (1-5) offered different attack types, such as homing boomerangs and flamethrowers, allowing for strategic customization. Bombs, marked with lettered icons, provided devastating effects, from concentrated explosions to ricocheting energy bolts.
Additionally, defeated enemies dropped cash bags, which could be spent in an upgrade shop between stages. Players could purchase speed boosts, weapon enhancements, and other bonuses, making each playthrough dynamic and strategic.
Zaboru grinned as he thought about it. Gun-Nac was an excellent game, but it had suffered due to its name and an unappealing box art. Yeah, I'm definitely improving the box art… but should I change the name, too? He jotted down a note to brainstorm better titles before moving on to the next project.
With Metroid, Zaboru was excited to introduce ZAGE's first female protagonist. The game's lore was gripping:
In the year 20X5, the Space Pirates attacked a Galactic Federation research vessel, stealing samples of Metroids—deadly creatures capable of draining life energy. The Pirates planned to replicate Metroids using beta rays, turning them into biological weapons capable of wiping out their enemies.
After tracking them to their base on the planet Zebes, the Federation launched an all-out assault. However, the Pirates' defenses proved too strong, forcing a retreat. As a last resort, the Federation hired the galaxy's greatest bounty hunter—Samus Aran—to infiltrate Zebes, eliminate the Pirates, and destroy their leader, Mother Brain.
Metroid was a fusion of action and adventure. Players controlled Samus in a vast, interconnected 2D world, exploring caverns, battling Space Pirates, and hunting for upgrades. At first, she started with only a basic power beam and her jumping ability. However, through exploration, she acquired new tools that expanded her capabilities.
Key power-ups included:
Morph Ball – Allowed Samus to curl into a ball to access tight spaces.
Bombs – Explosive charges that could open hidden paths.
Screw Attack – A devastating somersault attack that obliterated enemies.
Ice Beam – Essential for freezing Metroids and making them vulnerable.
Samus's journey took her through dangerous environments filled with alien creatures, culminating in fierce battles against Space Pirate commanders like Kraid and Ridley. After eliminating them, she ventured deep into the fortress to face Mother Brain. Upon victory, a timed escape sequence added tension to the final moments.
Zaboru smirked. Yeah, this is perfect! The combination of immersive lore, smooth gameplay, and rewarding exploration would make Metroid a hit. Zaboru also thought to introduce Zero-Suit Samus in this version , with some hidden ending if the player able to beat the game without dying even once , Samus will open her armor in ending , and show blonde hair and female body
With his ideas solidified, he got to work, fully immersing himself in game development.
To be continued…
*"K..Kono Pawa!" Stones! Last chapter for today , and this just info dump for next game Zaboru will make*