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Another world Game Developers in Japan`s 1991-Chapter 224 - 201 Zaboru Tries Sonaya Games
Chapter 224 - 201 Zaboru Tries Sonaya Games
Zaboru decided to start with Sheriff Juan, and as the game loaded, the story appeared in classic 8-bit text.
"Sheriff Juan, the legendary ranger of the Wild West, is ready to catch all outlaws! But there is one outlaw more evil than any before—Pablo, the ruthless bandit! He has just robbed Sando Bank, and only Sheriff Juan can stop him!"
Zaboru chuckled at the dramatic introduction. "Heh, pretty absurd, really." Without hesitation, he started the game. Sheriff Juan was a side-scrolling shooting platformer where the protagonist wielded a revolver against waves of cowboy bandits. The mechanics allowed players to switch weapons via an inventory menu. At the moment, Juan had three options: Juan's Silver Revolver, a Cowboy Knife, and a Cowboy Lasso.
Zaboru experimented with the gameplay, switching between weapons and analyzing their effectiveness. The revolver offered rapid shots, the knife required close combat but had no ammo restrictions, and the lasso could temporarily immobilize enemies. As he progressed, he noticed a similarity in movement and platforming style—a mix between Mario and Mega Man—though it had its own unique flair. The enemy variety was decent, featuring outlaws armed with rifles, dynamite throwers, and even horseback riders who would attempt to trample Juan. Some enemies also had trash bin shields, forcing players to use the lasso or knife at close range to disable them before landing a shot.
After a few stages, the gameplay suddenly shifted into a horseback-riding section. Juan galloped forward as enemies appeared from both sides, turning the game into something similar to Hang-On but with the ability to shoot left and right. The change in gameplay kept things fresh, and Zaboru smirked. "Hah, they actually put effort into this."
The difficulty ramped up in later stages, introducing more environmental hazards such as collapsing bridges, runaway trains, and ambushes inside saloons. Juan could now collect different types of bullets, including Piercing Rounds that could shoot through multiple enemies and Explosive Rounds that dealt area damage, but the special bullet are limited.
Eventually, he reached the first boss—Jorge the Fast Draw. The duel took place in a wide-open desert field, with Jorge pacing back and forth, waiting for an opening to strike. Zaboru quickly learned that Jorge had an instant-draw attack, meaning he had to bait out the attack and dodge before countering. The fight was tense, requiring precise movements and quick reflexes. Jorge also had a second phase where he tossed dynamite while shooting, adding another layer of challenge. After a few well-timed shots, Jorge fell to the ground, defeated.
After defeating Jorge the Fast Draw, Juan acquired a new weapon—Jorge's Fast Revolver, a sleek six-shooter with a much quicker firing rate but a slightly reduced range, making it ideal for rapid duels but requiring closer positioning for effectiveness. This added an interesting layer of strategy to the game, as players had to decide whether to trade range for speed.
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Zaboru leaned back. "Hmm... so far, it's not bad, really. There's a lot of room for improvement, but the game is fun, and the soundtrack suits the Wild West atmosphere. If they refine the controls and enemy balance, this could be a great series."
Satisfied with his evaluation, he turned off Sheriff Juan and moved on to J-Yagyu, a sports title. Unlike the previous game, this one didn't seem inspired by any of Zaboru's creations, which immediately intrigued him. "Interesting. This game is definitely their own idea. Let's see how it plays."
The game booted up, revealing itself as a baseball game, reminiscent of the early NES baseball games from his past life. The mechanics were simple: a pitcher, a batter, and fielders moving in a fixed pattern. The pitching mechanics were basic, with options to throw fast, slow, or curved balls. Batting relied on simple timing rather than advanced physics. While playable, it lacked depth, making it clear that Sonaya was still figuring out how to create a proper sports simulation.
As Zaboru played more matches, he noticed an interesting feature—the ability to customize teams. Players could rename their teams and modify some player stats before each match. While limited, it hinted at future potential for deeper team-building mechanics. There was even a small season mode, allowing players to compete through multiple matches leading up to a championship game. Teams had different strengths and weaknesses, with some focusing on raw power while others relied on speed and defense.
However, the AI was still rudimentary, often making odd decisions like attempting to steal bases at the worst possible moments or missing easy catches. The animations were also a bit stiff, with fielders moving in awkward, robotic motions. "They've got a foundation, but they need to refine it a lot more," Zaboru thought. He also found a strange bug where the catcher sometimes wouldn't react in time to tag out runners at home plate, making it easy to score if the ball wasn't hit deep into the field.
Despite its flaws, J-Yagyu had potential. If Sonaya refined the mechanics, and expanded the customization options, it could become a solid baseball franchise in the future. But for now, it felt more like an experiment rather than a polished sports game.
Zaboru's mind immediately raced with ideas. "Heh, everyone... one day, we'll create the true baseball game. But not just a normal one." He grinned mischievously, causing his employees to exchange puzzled glances. What exactly did he mean by that? Some of them were already imagining what kind of ridiculous but innovative ideas Zaboru was brewing.
He ignored their stares and continued testing Sonaya's lineup. There were two more games remaining, and he was eager to see if Sonaya had anything else that could truly surprise him.
To be continued...
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