Chapter 660 606 Rest Of August. - Another world Game Developers in Japan`s 1991 - NovelsTime

Another world Game Developers in Japan`s 1991

Chapter 660 606 Rest Of August.

Author: Zaborn_1997
updatedAt: 2025-09-15

During the rest of August, plenty of things happened .

First of all the Zanki and Hamazou drama.

After Akechi informed his grandfather, Azai Hamazou, about the troubling situation with Zanki, Azai immediately understood the gravity of the issue and took action. Drawing on his connections within the Japanese government, he requested their assistance in protecting Zaboru's image. To Azai's relief, the government held ZAGE in very high regard. ZAGE had significantly contributed to the increase in tourism to Japan, and even more impressively, Zaboru's influence had led to a surge in English language learning among the general public—something the Japanese government had long struggled to encourage.

Thanks to ZAGE's websites and gaming forums, Japanese gamers were engaging with English content, improving their language skills in a natural and entertaining way and Z&Z Songs make many Japanese want to understand the song's meaning so they are eager to learn English. Furthermore, ZAGE played a vital role in boosting Japan's economic growth. Unlike many conglomerates, ZAGE was not a greedy corporation. They acquired numerous companies, but rather than stripping them down, they invested in their growth, expanding their reach, paid their employees generously, and created new job opportunities. This commitment earned them the admiration of the Japanese public and government alike.

When Azai revealed that someone was attempting to slander Zaboru's name, one of his old friends in a high-ranking government position couldn't sit idly by. They swiftly organized a meeting involving Zenzou and Zanki Zagashira to address the matter. The government made it clear—they would stand behind Zaboru and ZAGE.

Zanki was furious when he found out that the government was backing Zaboru. He felt blindsided and believed it was incredibly unfair. However, realizing he had no real power to oppose such strong support, he reluctantly decided to stop slandering Zaboru's name. Instead, he shifted his attention to focusing on ZUSUGA, directing all his energy and efforts into their ongoing project—the upcoming release of their handheld console, which is still in development and he sure it can generate growing interest within the gaming community.

And all of these Happen without Zaboru even knowing.

Next in ZAGE news, this August saw the release of four exciting new games from the company's global divisions. From ZAGE Tokyo, Unirally was launched for the ZEPS 2, offering players a high-speed, visually dynamic racing experience with an innovative twist. Meanwhile, ZAGE Osaka delivered 3 titles for the ZGB handheld: The Legend of Zelda: Oracle of Ages and Seasons and Pac-Man 2.

Finally, from ZAGE USA, the much-anticipated NBA Live 1995 dropped for the ZEPS 2 console. This game made a significant impact in the gaming world, generating considerable buzz across both the sports and gaming communities.

First, the Unirally Players loved Unirally because of its fast-paced, quirky, and truly one-of-a-kind gameplay that stood out , Unirally put players in control of sentient, riderless unicycles racing through colorful, abstract tracks at breakneck speeds. The game's unique physics-based system encouraged players to perform stunts and flips mid-race—not just for style, but to gain speed boosts. This mechanic made races feel skill-based and rewarding, with a high skill ceiling for mastering tight turns, timing tricks, and chaining boosts. The vibrant visuals, smooth 60fps animation, and jazzy rock soundtrack gave it a distinct identity, while the bold attitude and personality of each unicycle added charm. Players love the unusual settings and it quickly becomes player favorite. Also it said that ZAGE will never stop innovating a new genre even if it sounds absurd.

Next for The Legend of ZELDA : Oracle of Ages and Oracle of Seasons

The Legend of Zelda: Oracle of Ages and The Legend of Zelda: Oracle of Seasons are two separate but deeply interconnected action-adventure games, designed for the ZGB Though each can be played independently, they form a linked dual adventure: playing both games and connecting them via a password or Game Link Cable reveals deeper story elements, additional items, and an epic true final ending.

For the Oracle of Ages the story is set in the land of Labrynna, Oracle of Ages focuses heavily on puzzle-solving and time manipulation. Link is summoned by the Triforce and arrives to find the world falling into chaos after the sorceress Veran possesses Nayru, the Oracle of Ages. Using Nayru's power, Veran distorts the flow of time—altering history, empowering enemies, and constructing obstacles across two eras: the past and the present.

Link gains the Harp of Ages, which lets him travel between the two timelines. The key mechanic involves solving puzzles and exploring dungeons that require manipulating the world's state in one time period to influence the other. For example, planting a seed in the past will grow into a tree in the present; or a bridge built in the past will exist centuries later. The game's dungeons are often intricate, requiring careful observation, tool usage, and mental challenges. It leans into logic-heavy puzzles more than fast-paced action.

As for Oracle of Seasons Set in the world of Holodrum, Oracle of Seasons is more focused on action and combat, while still offering classic Zelda puzzle elements. Here, Link witnesses the capture of Din, the Oracle of Seasons, by the villain Onox, a general of darkness who throws the land into environmental chaos. The natural balance of the seasons is broken, causing snow in summer, blooming flowers in winter, and other bizarre effects that reshape the world.

Link obtains the Rod of Seasons, which allows him to change the current season at special tree stumps. This ability becomes the central mechanic for solving puzzles and accessing new areas—for example, using spring to make vines grow for climbing, or winter to freeze lakes and walk across. The focus here is on using season-based transformations to alter terrain and environment, creating new paths and enemy behaviors. The combat is a bit more intense, and boss fights are more frequent and aggressive compared to Ages.

What made these games so beloved was how they were designed as a linked experience:

After completing one game, players receive a password that can be input into the other game. This seamlessly continues the adventure, with characters acknowledging Link's past journey and carrying over some items from the previous playthrough. New side quests and hidden content become available only when playing the second game in a linked state. Special linked bosses and mini-bosses appear exclusively in the linked mode, offering unique battles and narrative twists. Certain events unfold differently as well—such as the appearance of the infamous ZABO-man Zombie, a hidden boss well-known in the Zelda franchise, who only emerges after the games are linked. Completing both games with the password system unlocks the true ending, where the real masterminds, Twinrova, attempt to revive Ganon, culminating in an epic final battle. This final confrontation is not accessible in either game individually, making the linked experience not just a bonus, but an essential and climactic part of the saga.

Players loved Oracle of Ages and Seasons how they gave different flavors of Zelda in one connected saga. Ages appealed to those who enjoyed puzzle complexity, logic, and clever world-building. Seasons appealed to fans of action, terrain manipulation, and fast-paced exploration. Together, they offered one of the most ambitious and rewarding handheld adventure experiences ever made—showing how the same hero could be placed in two completely different challenges, with one story leading into the other in a way that felt deeply satisfying and personal. They weren't just companion games—they were two halves of a grand, unified adventure.

Players were absolutely thrilled with the interconnected storylines—something ZAGE executed masterfully. While ZAGE had experimented with connectivity in the past, such as with the original Pokémon Red and Green, those games primarily featured trading mechanics and lacked a deeply woven narrative between versions. This time, however, the Oracle games delivered a fully integrated story that felt cohesive and intentional. The success of this storytelling approach has only further cemented ZAGE's reputation for genre innovation and bold experimentation, which continues to delight and surprise their audience.

Next game that ZAGE Osaka release are simple one Pac-man 2

The ZGB handheld release of Pac-Man 2 offers a full and satisfying Pac-Man experience, tailored perfectly for on-the-go gaming. Fans of the iconic yellow hero were thrilled to finally receive a proper sequel, and it was clear that ZAGE had not forgotten about the pac-man. While Pac-Man has occasionally appeared as a guest character in other titles, it had been quite some time since he starred in a new installment of his own. This long-awaited sequel was met with enthusiasm, as players warmly embraced the return of Pac-Man in a fresh adventure, showcasing ZAGE's commitment care for their old IP while delivering new content that fans genuinely enjoy.

Next for NBA Live 1995 it defined a new sports genre. And Zaboru even created dedicated ads for this.

Licensed with real NBA teams, the game reflects what would closely resemble the 1985 NBA roster from Zaboru's previous life, as entertainment in this world tends to lag about ten years behind. Zaboru utilized a technique inspired by Donkey Kong Country, which rendered 3D images as 2D sprites through advanced computer modeling methods. This method resulted in visually impressive courts that stood out for their realism and polish. The gameplay itself draws clear inspiration from NBA Live 1996 in his former life, but features notable enhancements in both graphics and animation, offering smoother movement, sharper character models, and more fluid transitions on the court.

What truly captured players' hearts in NBA Live 1995 was the incredibly engaging Career Mode, which featured two standout options: "My Team" and "Master League." In "My Team," players could take control of existing NBA teams, participate in league seasons, buy and sell players, and make strategic draft choices—offering a grounded, realistic simulation experience. However, it was the "Master League" that brought a new level of creativity and obsession to the game. This mode allowed players to create entirely fantasy teams filled with fictional athletes—many of whom had hidden or unrealized potential. This added a layer of mystery and replayability that made the game incredibly addictive.

On ZAGE's official forums, entire threads were devoted to discussing the best ways to maximize your Master League roster. Players shared tips on how to build the ultimate fantasy squad and identify hidden gems within the starting lineup. One of the most iconic examples was a player named Zab Oman, a character instantly recognized by fans due to his signature name : thick glasses and a surgical mask—a clever reference to Zabo-man, Initially, Zab Oman seemed underwhelming with a modest overall rating of just 65 at a young age. Many players overlooked him—until a few dedicated fans discovered his true potential.

According to a popular forum post, if players consistently included Zab Oman in the starting lineup for five straight in-game seasons, his development curve would explode. His stats would climb rapidly, and by the end of the fifth season, Zab Oman could reach an astonishing overall rating of 93. This revelation spread quickly throughout the community, and players began starting using him. The shared excitement over unlocking Zab Oman's hidden abilities became a phenomenon within the fanbase, turning him into a cult favorite.

Thanks to these kinds of in-depth gameplay mechanics and the active online community, NBA Live 1995 didn't just feel like a basketball game—it became a social experience, where players bonded over their fantasy legends and underdog stories.

Overall, this game sold exceptionally well in America, and in Japan, it sparked significant interest among curious gamers—even those unfamiliar with basketball. Despite not fully understanding the sport, many Japanese players were eager to try it out, drawn in by the game's engaging mechanics and immersive career mode. Their enthusiasm contributed to a rising interest in basketball across Japan, with the game serving as a gateway for many to learn about the sport. This unexpected cultural impact highlighted the power of video games in introducing and popularizing new interests within different regions.

Zaboru continued assigning tasks to the Tokyo team, ensuring their focus remained on two main projects scheduled for release in September: Sonic 3 and The Knuckle. Additionally, they were tasked with completing SpongeBob SquarePants 2, another high-profile title expected to make a splash that month. But Zaboru didn't stop there—he surprised the Tokyo division by announcing a new set of projects and the project was the long-awaited sequel to a classic beat-'em-up: Streets of Rage 2.

For the Osaka team, Zaboru assigned two new projects for the upcoming September release. The first was to develop a new title for the ZGB handheld system called Legend of the River King, a game intended to blend calming fishing simulation with a heartfelt narrative experience. The second project was for the Rurouni Kenshin JRPG game. Zaboru decided to assign the project to the Osaka team.

For the USA team, Zaboru allowed them to concentrate on two ongoing projects: the upcoming Army-Man game, slated for a September release on PC, and Clock Tower, scheduled for October. However, Zaboru didn't stop there—he expanded their workload by introducing an additional arcade project titled House of the Dead. This horror-themed shooter was specifically planned for an October launch to coincide with Halloween. The development timeline is expected to be short, as the team can efficiently reuse many assets from Virtua Cop, enabling a quick turnaround while still delivering a high-quality arcade experience that fits the spooky season perfectly. This October ZAGE will officially release their first 2 horror games Clock Tower and House of The Dead.

And that's the full recap of ZAGE's activities in August. Currently, Zaboru is visiting the ZAGE offices in America to personally welcome their newest hire—the newly appointed Chief Technology Officer, Gabe Newell—with a warm reception and celebratory introduction to the team.

To be continue

AN : Honestly i just conclude this drama at first i want to make it long but then i decide not to.

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