Meanwhile, across the United States, excitement for Doom had reached fever pitch, particularly within the now rapidly expanding PC gaming community. Released on May 13, 1992, Doom immediately captured widespread attention through an unforgettable advertisement featuring Zaboru himself, completely engrossed in playing Doom on his PC. The advertisement vividly showcased graphics that appeared strikingly three-dimensional, something unprecedented at the time, captivating anyone who owned a PC and had even the slightest interest in gaming. Word spread quickly, fueled by discussions in gaming magazines, computer stores, and among friends, rapidly transforming Doom into an essential topic across countless American homes.
One particularly captivated gamer was Brian Reynald, widely known among his friends for his deep love of Contra and action-packed shooter games. Initially skeptical about Doom due to it being a PC game rather than a familiar ZEPS console release, Brian nonetheless felt compelled to purchase it. His decision was largely influenced by his trust in the ZAGE brand, the fact he already owned a capable PC, and his insatiable enthusiasm for games featuring intense, gun-based action. Almost immediately after starting Doom, his initial reservations vanished entirely, replaced by pure excitement and an adrenaline rush unlike anything he'd experienced before. Doom perfectly encapsulated everything Brian had ever wanted from a game—intense gore, a heavy metal soundtrack that heightened every action, and a massive arsenal of devastating weaponry.
Brian plunged headfirst into the chaos, eagerly blasting through hordes of demonic enemies with shotguns, chainsaws, plasma guns, and the legendary BFG9000. With every demon slain, Brian's enthusiasm intensified, his heart pounding in sync with the relentless soundtrack. He played with wild abandon, shouting "TATATATA!" at the screen, grinning madly, and immersing himself completely in the visceral thrill of the gameplay. For Brian, and countless other American gamers, Doom was far more than a mere game—it had become an outright obsession, reshaping the landscape of what they expected from future gaming experiences.
Meanwhile at Emerald Wings, ZAGE's official distributor in America, rapidly reaped the rewards of Doom's skyrocketing popularity. Profits soared, surpassing even the most optimistic expectations. Ryan Miller and James, the leadership duo at Emerald Wings, struggled to contain their exhilaration. James laughed triumphantly, shouting, "See, Ryan? Didn't I tell you we just needed to follow Zaboru's instructions? His ideas are beyond incredible! Honestly, who else could conceive of a game as wildly brilliant as Doom?" Ryan, deeply engrossed in his own Doom playthrough, simply nodded enthusiastically and declared, "From now on, my answer to any of Zaboru's requests is a firm, immediate yes! HAHAH! Die, you demons!" As he continued mowing down the endless waves of hellspawn. With his Machine guns!
ZEPS Doom largely stayed faithful to the original masterpiece from Zaboru's previous life, preserving its uniquely gripping charm. Yet, Zaboru enriched the experience by embedding exciting Easter eggs to further captivate players. Occasionally, the ZAGE easter egg character Zabo-man would dramatically appear to aid Doomguy in challenging moments. In other amusing moments, demons attempting to teleport through green portals were humorously dragged back to hell by Spawn himself, delighting gamers already familiar with Spawn from his earlier appearance in Castlevania.
With the ZEPS console already successful and popular for over a month in America, a dedicated and passionate fanbase quickly solidified. Even as rival Sonaya introduced their MGB console in the American market, most gamers saw it merely as a curiosity, maintaining fierce loyalty to ZAGE and their beloved ZEPS system. Doom's unprecedented success further reinforced this devotion, prompting fans to enthusiastically support ZAGE's continued innovation. Remarkably, fans had absolute trust in ZAGE because, incredibly, the company had released 27 games so far, and not one of them was anything less than exceptional.
Meanwhile, in a modest apartment in New York City, a brilliant college student named John Carmack sat analyzing Doom's groundbreaking software, utterly fascinated by its ability to simulate three-dimensional environments on limited hardware. Already acknowledged as a genius programmer among peers, Carmack had discovered a new passion with the release of ZEPS, his mind increasingly fixated on the exciting potential of gaming technology. Driven by his passion for PCs and gaming, he dreamt of one day creating groundbreaking games himself. Doom profoundly inspired him, not just as an exhilarating gaming experience, but as an extraordinary technological accomplishment. In awe of Doom's brilliance, Carmack whispered to himself, "I wish ZAGE would open a branch here in America. I'd love to work for them once I graduate. And I especially want to meet Zaboru Renkonan—I have so many questions for him."
Carmack wasn't alone; countless other aspiring programmers and passionate gamers shared his admiration and gratitude. ZAGE's generous decision to release Doom first stages as open-source shareware allowed an entire generation to dissect, study, and learn from the revolutionary software. As gamers completed Doom and observed the credits, they repeatedly encountered Zaboru Renkonan's name, steadily establishing him as a respected visionary in gaming innovation. Unknown to Zaboru, his contributions had already begun amassing a dedicated fanbase in the United States, setting the stage for surprising developments and unexpected outcome in the future
To be continue
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