Another world Game Developers in Japan`s 1991
Chapter 659 605: ZEPS 1 Closure Plan and Special Projects
10 August 1995 – Night
While a shadowy scheme involving Akechi and Zanki was quietly unfolding elsewhere, Zaboru was simply enjoying a peaceful night. After devouring a plate of delicious gyoza at a small restaurant near the ZAGE offices, he returned to his Tokyo headquarters. With a full stomach and a clear mind, he leaned back at his desk and resumed work on an ambitious project—his plan for the graceful retirement of his very first console: the ZEPS 1.
Zaboru smiled to himself. "ZEPS 1... such a great console, hehehe," he chuckled fondly. His mind drifted back to the early days of ZAGE. Back then, he had managed to raise just enough capital to launch the company by selling his custom-made arcade machine—the now-infamous ZAGE Arcade System (ZAS)—to local arcades such as Bakudan Arcade and Dream Catcher Arcade. Those initial deals provided the foothold ZAGE needed to find early success.
When the first batch of ZEPS 1 consoles hit the market, they sold out almost immediately. The enthusiastic reception filled Zaboru with pride and confidence. Buoyed by the momentum, he placed a second production order with Saiko Machine Manufacture. Although Saiko wasn't officially affiliated with ZAGE at the time, they proved to be a dependable partner even in those formative days. It was then that the seeds of ZAGE's global future were quietly sown.
Now, nearly four years later, Zaboru looked at a ZEPS 1 unit resting proudly on his desk. Though time had passed, the memories remained vivid. Today, ZAGE was a billion-dollar global company, but the ZEPS 1 still held a special place in his heart. Even now, third-party developers continued to release new games for the ZEPS 1—some even preferring it over the newer ZGB or ZEPS 2 systems. Occasionally, ZAGE itself would release new titles for it, honoring its legacy.
But all things must eventually come to an end. After much thought and reflection, Zaboru had made the difficult decision to officially cease ZEPS 1 production the following year. He knew it was time, but he also believed the console's legacy deserved more than a quiet farewell.
"Well, ZEPS 1 may have debuted modestly... but it deserves to go out with a bang," Zaboru mused with a soft chuckle, eyes gleaming with a mix of nostalgia and excitement. He wasn't one to let a milestone pass without celebration, and in his mind, this was more than the end of a product—it was the closing of a chapter that had defined his life's work.
He was planning something special—an unforgettable send-off for the console that had launched his company into the spotlight. More than 20 brand-new games would be created as a grand final tribute to the ZEPS 1. These titles would be packaged together and sold as a bundle at a low price point, intentionally set slightly above the cost. For Zaboru, this wasn't about making money; it was about paying homage to the machine that had started it all. He didn't mind the financial loss. What mattered most was crafting a moment of gratitude, a gesture that would resonate with players and developers alike.
From now until the ZEPS 1's final days, Zaboru would personally plan the development of each game, pouring his heart and energy into every title. If needed, he would rally his most trusted developers to assist. This wasn't just business—it was a passion project. Production of the console was slated to officially cease in September 1996, but until that date, the ZEPS 1 would continue to receive new games and creative energy. In Zaboru's eyes, it would remain alive until the very last moment, its legacy celebrated with every new game released.
Among the planned releases was a of Super Mario 3, The best 8 bit games of all time in his previous life accompanied by other beloved titles from Zaboru's previous life. He wanted players to feel the same admiration for the ZEPS 1 that he did, and when its time finally came to an end, he hoped they would commemorate it with both joy and sorrow. He envisioned a celebration that embraced the bittersweet nature of saying goodbye—one that allowed players to relive the highlights, laugh at the memories, and shed a tear for the passing of an era. For Zaboru, it was important that the farewell wasn't just an event, but an emotional journey that honored the console's enduring legacy.
Zaboru smiled to himself, feeling inspired once again, and began contemplating another creative endeavor—a truly unique project that would stand apart. Couple of months ago, following the release of Fallout 1, ZAGE had faced unexpected scrutiny from the government. The authorities had taken issue with the game's depiction of nuclear devastation, viewing it as a culturally insensitive portrayal given Japan's historical experiences. As a result, they issued a peculiar form of punishment: ZAGE was mandated to develop a game that would honor the samurai ethos and help reintroduce their cultural legacy to a new generation of players. After some deliberation, Zaboru had found the perfect inspiration—Rurouni Kenshin, a story set during Japan's 11th Meiji Era. Though the manga didn't exist in this world, Zaboru knew it had the makings of a compelling video game. The Rurouni Kenshin manga tells a powerful story of redemption, centered on the legendary assassin Hitokiri Battosai, who vows to abandon killing and instead wields a reverse-blade sword as a symbol of his commitment to peace. It's a deeply moving narrative with well-crafted characters, both allies and foes, that resonate with readers. Among its most memorable antagonists is Shishio Makoto, an iconic villain whose brutal ideology and strategic genius pose a serious challenge to the protagonist's ideals. The series blends action, emotion, and historical intrigue, making it a perfect candidate for an engaging and thought-provoking game adaptation.
He envisioned it as a JRPG, richly steeped in the evocative backdrop of the Meiji Era, featuring deeply emotional storytelling and a diverse cast of well-developed characters. While historical JRPGs weren't entirely new in this world, Zaboru felt that Rurouni Kenshin represented a unique opportunity to push the genre in a fresh, resonant direction. Its themes of atonement, peace, and the clash between tradition and progress could translate powerfully into interactive narrative design. He imagined dynamic, turn-based combat infused with swordsmanship mechanics, branching dialogue choices, and side quests that revealed the internal conflicts of each character. Zaboru planned to assign the project to either the Tokyo or Osaka development team the following month, with a tentative release window set for November. He hoped this game wouldn't just entertain but also leave a lasting emotional impact, rekindling cultural appreciation while honoring the essence of samurai philosophy with that he began planning the draft of Rurouni Kenshin Game.
To Be Continued...
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