The other game ZAGE released, aside from WE 98 and Digimon World, was RC PRO AM 3 : Lets N go. For Zaboru, this project had a special meaning, because in his previous life he remembered a Mini 4WD title called Lets N Go : Eternal Wings on Playstaion 1. That game was not perfect, but it carried a very specific kind of excitement, the feeling of building a machine you love, then pushing it to its limits on crazy tracks. Zaboru wanted to capture that same excitement again, but with stronger hardware, better pacing, and a much bigger audience.
In this world, Mini 4WD culture did not start with the anime. It started earlier, through ZAGE itself. The concept was introduced as R.C PRO AM in the 8 bit era on ZAGE ZEPS 1, and it already had two entries that became surprisingly popular. Those early games were simple compared to modern standards, but they became competitive fast. In the early days of ZAGE tournaments, RC PRO AM was one of the titles people played seriously, because it rewarded skill, knowledge of tracks, and smart builds. Some players became known specifically as RC PRO AM specialists, and the community was strong enough that the sequel felt inevitable.
Now RC PRO AM 3 was the true evolution of that legacy. It was still a sequel to those two classic ZEPS 1 titles, but the new version added something massive, the anime related element. LETS n GO had become extremely popular in this world, and it was not an outside product either. The anime was created by ZAGE subsidiaries, YaDo Animation studio, which made the collaboration feel natural. With the anime connection, RC PRO AM 3 was no longer just a racing sequel for old tournament players. It became a bridge between the original RC PRO AM fanbase and the new wave of kids who fell in love with Mini 4WD through the show.
The changes Zaboru made for ZAGE's version in this world were huge. In his previous world, Let's N Go: Eternal Wings basically had only one type of super skill, a simple speed boost that felt the same no matter what car you used. Here, Zaboru redesigned the whole idea so super skills became varied and meaningful, more like the classic RC Pro AM games that rewarded both skill and creativity.
The controls were also built to feel modern and responsive. R2 is your main drive button, always ready for full throttle. L2 handles drifting and braking, letting players slide into corners and control their speed without killing momentum. L1 gives a quick rear view so you can see who is chasing you, and R1 toggles the minimap on and off depending on whether you want focus or information. Triangle cycles camera angles, so players can choose a close action view or a wider view for precision. Circle flashes the lights, which sounds like a joke at first, but it becomes part of the chaos in multiplayer because players can taunt, signal, or distract rivals during tight races.
Then comes the core feature, special abilities. Square and X activate your abilities, and every Mini 4WD car has exactly two abilities to keep each build focused and each machine distinct. Instead of giving unlimited power, both abilities share a Special Ability gauge which Normal car have 3 that can be filled.
The gauge fills over time, but it fills faster if you drive smoothly. Clean cornering, stable lines, and good control reward you with more energy. If you crash too often or drive recklessly, you lose tempo and you wait longer to build the bar. That design turns skill into fuel, making special moves feel earned instead of free. When the gauge is finally full and you trigger an ability at the right moment, it feels powerful, dramatic, and completely under your control.
The abilities were varied, because even the anime characters came with signature car abilities that matched their style. That alone was already exciting for fans, but what truly made RC PRO AM 3 shine was the custom car system. When players built their own machines, the game basically opened up the same deep freedom that the older RC Pro AM titles were known for, but now with far more parts, far more styles, and far more room to invent ridiculous builds.
The customization was insane. You could adjust stats in multiple layers, speed, acceleration, handling, stability, and even how quickly your Special Ability gauge filled. But the game never let you create a perfect car that dominated everything. Most custom cars could not excel at everything because there were clear thresholds and tradeoffs. For example, if a player used the Great Speed Dynamo, they could not keep three Super Skill bars. That motor drained batteries too aggressively, so you either gained raw speed or you kept more ability capacity. The same logic applied to tires, gears, and weight parts. A grippy tire might improve turning but reduce top speed. A heavy chassis might give stability and guard resistance, but it would punish acceleration. Balance became everything, and that is why builds felt personal.
Then came the best part, super skills. Players could select two abilities, and the ability list was huge. Some were inspired by anime style techniques, some were completely new ideas, and some were classic skills returning from earlier RC Pro AM games. But abilities were not just menu picks, many required additional parts and physical add ons, and you could not overlap conflicting setups. Heavy Canon abilities required two cannons mounted beside the wings, changing both your weight and your balance. Loco Flash, the blink forward dash, needed extra chips installed, so you had to sacrifice other upgrades to fit it. Revolver Straight Line, the high speed straight dash, required a trigger accessory mounted behind the car, and when activated it reduced turning ability hard, so using it at the wrong moment could throw you into a wall.
Overall, the ability types were clearly divided into categories like Attack abilities, Speed and Movement abilities, and Guard abilities, with some hybrid skills that mixed two roles. That meant players were always thinking about synergy. A heavy tank build might choose an Attack skill plus a Guard skill and bully others off the racing line. A lightweight racer might combine movement plus recharge utility, playing clean and patient until the perfect moment to burst ahead. Some builds even focused on disruption, sacrificing top speed just to mess with opponents at corners and choke points. Because of that, customization became the key heart of the game. It was not just about racing, it was also about building, testing, and refining your machine until it matched your personality, and until it felt like something only you could have created.
Track customization was another huge feature, and players loved it for the same reason. They could edit and build their own courses, then share them in a group of friends to challenge their friends locally. The tracks were varied, and the editor gave enough tools to make each one feel different. Players could add obstacles, jumps, tight turns, speed lanes, and sneaky shortcuts that rewarded skill or punished careless driving. Some people built fair competitive circuits, while others made pure chaos tracks full of traps and sudden turns just to watch their friends crash. That freedom made the game endlessly replayable, because even when you mastered the cars, you still had new tracks to learn and new tricks to survive.
Then there was the story campaign, and the story itself was surprisingly good. It did not strictly follow the anime plot, but it still felt connected in spirit, like a standalone adventure set in the same world. The campaign gave players a clear journey, moving from small local races into bigger leagues, rival crews, and finally high pressure championship circuits where one mistake could ruin your run.
Still, most players did not obsess over the story dialogue. What they truly cared about was the bosses. Each boss racer had a signature car build with its own identity, parts philosophy, and ability combo. One boss might be a heavy bully who uses Guard and Attack skills to control corners. Another might be a pure speed monster that sacrifices stability for straight line dominance. The campaign was basically a showroom of crazy builds, and every time players cleared a boss, they felt like they discovered a new blueprint for their own ultimate machine. Many people replayed the campaign just to study those setups, then tried to recreate them in the garage with their own personal twist.
Multiplayer, however, was the real heart of the game, just like the previous RC PRO AM titles. This time, the split screen mode supported up to four local players, and it turned races into pure chaos. With four cars, abilities flying, traps on custom tracks, and people shouting on the couch, every match felt like a tournament highlight.
The most insane part was how personal it became. Players could transfer their custom cars using their Memory Card, bringing their own machines to any console and racing with friends without losing their builds. That meant every player arrived with their own signature car, their own paint style, and their own ability strategy. The moment the countdown started, it was not just a race, it was a clash of personalities, a battle of pride, and a bragging contest. That feature alone made RC PRO AM 3 feel like a real community game, because your car was not just data, it was your identity.
Such as right now, the Bakudan Boys—now all employees of ZAGE—were spending their weekend at Bakudan Arcade. The place was loud, packed, and full of flashing lights, but their corner was the noisiest of all. Rikki, Sawada, Kumogi, and Sakaki stood shoulder to shoulder in front of the big split-screen setup, each holding a controller like it was a weapon. Their eyes were sharp, their mouths were already trash-talking, and the energy was pure chaos. They were about to have a blast playing R.C PRO AM 3: Let's N Go together.
Rikki grinned wide. "Some things never change, boys! My Rikki Mugen Canon V2 will destroy you all!" he shouted, laughing as the car selection screen displayed his build. His Rikki Mugen Canon V2 was a full heavy tank machine, thick chassis, reinforced wheels, and a brutal looking double-cannon setup. Its abilities were Heavy Canon Shot and Overdrive Heat—one for explosive pressure, the other for a temporary performance surge that made the car feel unstoppable… right before the penalty hit and the stats dipped for a while.
Sawada sighed dramatically, already tired of Rikki's confidence. "You're still using that build? Come on, Rikki. There are so many new abilities in this game," he said, flicking through his own parts list. His car, SawaMax, looked lean and clean, built for speed bursts and perfect timing. It ran Loco Flash and Ultima Recharge, a sharp one-ability focused setup that could instantly fill the super bar one time only. Sawada's whole strategy was simple: stay calm, drive smooth, then explode and blink forward at the exact second someone else made a mistake.
Sakaki leaned in with a wicked grin. "My SAKAKI MAGNUM will obliterate you all!" he declared, showing off a flashy, balanced build that looked like it belonged on a magazine cover. His first ability was Snipe Shot, a long-range attack skill that didn't explode like Heavy Canon, but demanded precision and rewarded skill with additional canon on top of its car. His second ability was his old favorite from the first RC Pro AM: Revolver Straight Line. It was a straight dash so fast it felt illegal, but it punished turning hard, forcing Sakaki to plan his lines like a pro.
Kumogi clicked his tongue and sighed, as if everyone else was just noise. "You all talk too much. Let me show you the emperor of R.C … THE FLAME EMPEROR!" he said, then laughed evilly. His machine was covered in flame decorations and aggressive red parts, like it was built to intimidate before the race even started. Its abilities were Flame Trails—leaving burning fire behind that destabilized anyone who crossed it—and Flame Spin, a spinning attack that summoned fire around the car. If it hit, rivals slowed down, lost control, or even crashed. But it had a cost: it needed about one second to charge, and while charging it also slowed Kumogi down, meaning he had to use it at the perfect moment or get punished for it.
Then the Bakudan Boys were finally ready to race.
The countdown echoed through the arcade speakers—3… 2… 1… GO!—and four tiny machines exploded off the starting line like bullets. Controllers clicked and triggers slammed, and within seconds the whole corner of Bakudan Arcade was filled with shouting.
But this time, the one who dominated wasn't Rikki.
Sakaki's SAKAKI MAGNUM moved like it was glued to the perfect line. He drifted clean through the first corner, barely losing speed, then snapped into a straight section and triggered Revolver Straight Line. His car launched forward so fast the others looked like they were standing still.
"WHAT!?" Rikki barked, instantly offended. "Since when are you this good, you punk!?"
Sakaki laughed like a villain. "Since always. You just never noticed because you were too busy talking!"
Rikki tried to answer with violence. He lined up his heavy tank build and fired Heavy Canon Shot into the pack. The explosion effect blasted across the track and the split screen shook. Kumogi's FLAME EMPEROR wobbled, and Sawada's SawaMax got clipped.
"Rikki you idiot!" Sawada yelled, half laughing and half furious. "You're shooting like a drunk pirate! That was me!"
"Everyone looks the same from behind!" Rikki snapped back. "Stop crying and drive!"
Kumogi clicked his tongue, eyes narrow. "Tch… childish." Then he dropped Flame Trails right on the tight corner exit. The flaming path lit up the track like a trap.
Sawada hit it a second later and spun. "AAAAH! FUCK Kumogi! You snake!"
Kumogi cackled. "It's called strategy. Learn it."
Sawada's pride burned hotter than the flames. He slammed Ultima Recharge, instantly filling the bar, then used Loco Flash to blink forward—cleanly skipping past a cluster of obstacles and cutting back into the race he even passed Sakaki in front.
"HA! I'm back, losers!" he shouted.
Sakaki didn't even look worried. He simply lined up a long straight and used Snipe Shot with perfect timing. A sharp hit effect popped bulls eye!, and Sawada's car jolted sideways.
"NO WAY!" Sawada screamed. "YOU SNIPED ME!? IN SPLIT SCREEN!? HOW!?"
Sakaki laughed so hard he almost missed a drift. "Skill issue! i'm just that good!."
Rikki tried to bully his way back with Overdrive Heat, his tank build roaring with temporary power. He rammed into Kumogi at a corner.
"Move, flame clown!"
Kumogi's controller nearly cracked. "DON'T TOUCH MY EMPEROR!" He charged Flame Spin—one full second of dangerous slowdown—then released it at the perfect choke point. The spinning fire burst caught Rikki's heavy machine right as it tried to turn.
Rikki slammed the wall. "ARE YOU KIDDING ME!? THAT FUCKING CHEAT ABILITY!"
Everyone laughed at once—loud, ugly laughter that only friends could survive. People nearby even turned to watch.
Through all the chaos, Sakaki stayed clean. He drifted like a pro, avoided the traps, and timed Revolver Straight Line on every long section. While the others were busy yelling, crashing, and trying to murder each other with abilities, Sakaki quietly built a lead.
Final lap.
Rikki tried one last Heavy Canon Shot again but missed. Sawada tried a desperation Loco Flash. Kumogi laid one more Flame Trail like a spiteful goodbye dead last place.
Sakaki slid past it all.
He crossed the finish line first by a full second, and the victory jingle played while his friends screamed.
"NOOOO!" Rikki shouted. "That's BS! That's actual BS!"
Sawada pointed at the screen like it betrayed him. "You Fucking Lucky! Rematch! Rematch right now! I wasn't warmed up!"
Kumogi scoffed, then grinned despite himself. "Fucking Coward Built , Sakaki as always"
Sakaki leaned back, smug, laughing. "Aw Keep talking ladies. I'll keep winning."
Even while they cursed each other out and got genuinely pissed for a second, the next second they were laughing again. That was the insanity of RC PRO AM 3 in multiplayer—pure chaos, pure ego, and pure fun. And the Bakudan Boys loved it.
And the same was true everywhere else: RC PRO AM: Let's N Go became the kind of racing game people loved—fast, chaotic, and unbelievably fun in multiplayer.
To be continue
Please give me your power stone and if you want to support me and get minimum 35+ advance chapter and additional 1 chapter a week for 4$ considering subscribe to my patreon patreon.com/Zaborn_1997
Or buymecoffee https://buymeacoffee.com/Zaborn_1997 which same with patreon
current Patreon/buymecoffe chap 919
Also Join my discord if you want https://discord.gg/jB8x6TUByc
