Another world Game Developers in Japan`s 1991-Chapter 276 - 245 Zaboru Doom PC

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Chapter 276 - 245 Zaboru Doom PC

Sunday 30 March 1992

Zaboru kept working even though it was Sunday, fully immersed in completing his latest project—Doom for PC. The game was already 95% done, and he could feel the excitement building as he played through the near-final version. Doom was one of the most legendary games in his previous life, a title that could run on almost anything, from computers to calculators, and even bizarre platforms like ATMs. Its reputation was legendary, not just for its high-speed action and demon-slaying mayhem, but for its iconic heavy-metal-inspired soundtrack that perfectly complemented its adrenaline-pumping gameplay.

In Zaboru's previous life, Doom had been engineered with lightweight and highly efficient code. The developers at id Software had optimized it with tricks like BSP (Binary Space Partitioning) for rendering only the visible portions of the map, ensuring smooth gameplay even on limited hardware. What made Doom even more revolutionary was that its source code was eventually released as open-source, leading to countless ports across every imaginable platform. The phrase "Will it run Doom?" became an internet meme, something Zaboru was determined to recreate in this world. He wanted Doom to be a game that people would experiment with, testing its limits on all sorts of hardware.

As he played, the familiar opening track, "At Doom's Gate," blasted from his computer speakers, sending a wave of nostalgia through him. He couldn't help but grin as he tore through enemies, dodging fireballs and unloading shotgun blasts with precision. The level design, the fluid movement, the intensity of the combat—it all felt just as thrilling as he remembered. There were only a few minor adjustments left before the game was fully optimized, but for now, he just wanted to enjoy the moment. The thrill of mowing down demons with the super shotgun, evading fireball attacks from towering Barons of Hell, and searching for hidden secrets in the labyrinthine maps felt just as exhilarating as it did in his past life.

His fingers flew across the keyboard as he experimented with different movement techniques, testing the game's responsiveness. Every weapon felt smooth, the combat mechanics were fluid, and the sound design perfectly complemented the high-energy action. The pixelated gore, the satisfying reload animations, and the brutal enemy AI made it an absolute blast to play. It was a masterpiece in the making, and Zaboru felt an immense sense of pride watching it all come together.

Just as he was getting into the groove, the door to his workshop swung open, and Ayumi and Akechi Hamazou walked in. They had long since stopped knocking before entering—Ayumi, as his girlfriend, came and went as she pleased, and Akechi, his close friend and business partner, was practically his bro at this point.

"Zaboru! We came to hang out, and Nii-sama decided to tag along," Ayumi announced, holding up a small box. "I even brought cake!"

Akechi, ever the stoic, simply stepped forward and took in the scene. His sharp eyes locked onto Zaboru's screen, and for the first time in a while, his expression showed genuine surprise. "What the hell is that?"

Zaboru paused the game and turned toward them, grinning. "Oh, this? Just a little something special for the PC. You know, Akechi-san, PCs are great for gaming too, not just work."

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Ayumi peered over Zaboru's shoulder, her eyes lighting up as she watched the action on-screen. "Whoa, Zabo! How did you even make something like this? It looks insane!"

Akechi remained silent for a few moments, his gaze fixated on the screen. The sheer speed, the fluidity of the action, and the perspective—it was unlike anything currently available. "This game... it has its own unique charm," he finally muttered, still processing what he was seeing.

Zaboru leaned back in his chair, stretching. "Heh, well, that's just how I roll." He turned to them and set his keyboard aside. "Anyway, what brings you two here today? It's rare to see you both visiting together on a Sunday."

Ayumi grinned, practically bouncing on her feet. "You'd better be prepared, Zaboru, because I'm officially joining Nii-sama's Akaishidan! I'll be developing my own game there!"

Akechi gave a small nod. "She'll be a valuable addition. With Ayumi on board, I can manage two game projects simultaneously for Akaishidan's future releases."

Zaboru's eyes widened before he broke into a smile. "That's awesome! Congratulations, Ayumi! And you too, Akechi-san. If you ever need my advice, don't hesitate to ask—I'd love to help."

Ayumi and Akechi exchanged glances before Ayumi pouted playfully. "No way! I want to make a cool game without your help, Zaboru! If I rely on you too much, you'll spoil me, and I won't improve!"

Akechi crossed his arms. "As for me I want to create something great on my own while keeping an eye on your work as a reference." Akechi grin

Zaboru chuckled and leaned back in his chair. "Well then, keep at it, you two. I'll be watching."

With that, the three of them settled in, spending the next few hours discussing games, development ideas, and, of course, Doom. As Akechi asked about the game mechanics, Ayumi curiously tapped at the keyboard, trying to understand how Zaboru had built such a groundbreaking experience on PC. The room buzzed with excitement, each of them knowing that they were witnessing something truly special in the making.

Akechi's curiosity turned into full-blown fascination as Zaboru explained the mechanics. "The reason this game feels so fast is because of how it processes player input and movement. There's no real jumping in Doom, but the player can gain momentum from slopes, allowing for pseudo-platforming. The combat feels satisfying because of the enemy AI patterns. They aren't just mindless zombies—they have their own logic, dodging shots and coordinating attacks."

Ayumi was trying to process all of this while randomly pressing buttons. "So if I shoot the enemies here—OH CRAP! What is THAT!?" She had unknowingly unleashed a Cyberdemon, one of the strongest enemies in the game. The towering creature immediately began firing massive rockets directly at her. "HELP! HOW DO I KILL IT!?"

Zaboru laughed as he took over the controls. "You can't panic! Cyberdemons aren't meant to be taken down carelessly. You have to move constantly and time your shots perfectly. Watch." He expertly dodged incoming rockets, moving in a rhythmic pattern while landing well-timed shots with the plasma rifle. Within moments, the Cyberdemon let out a final growl and collapsed, pixelated flames consuming its corpse.

Ayumi stared in awe. "Okay... I take it back. You're insane at this."

Doom wasn't just a game. It was the beginning of something much bigger , the first ZAGE PC games

And Zaboru was at the center of it all. Just thought of that make Zaboru excited as hell

To be continue

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