Another world Game Developers in Japan`s 1991
Chapter 797 737 Rest of April.
During the remainder of April, many things happened. First and foremost, just two weeks after its release, the ZEPS 3 was receiving overwhelming praise from players. Gamers absolutely loved the console — not only for its powerful gaming capabilities, but also for an unexpected reason: its ability to play DVDs. Sales of the ZEPS 3 skyrocketed, and it wasn't just gamers buying them. A large number of movie enthusiasts also rushed to purchase the console simply because it functioned as a DVD player. At the time, standalone DVD players were extremely expensive, whereas the ZEPS 3 offered the same functionality at a fraction of the cost. It played DVDs flawlessly, making it an unbeatable entertainment solution for households everywhere.
This also made Philips CEO Jan Timmer increasingly bitter, despite the fact that ZAGE and Philips had been collaborating closely on the development of DVD technology. Timmer initially believed that ZAGE had betrayed their partnership by releasing a cheaper alternative to Philips' premium DVD players, undercutting the market and threatening Philips' sales strategy. From his perspective, it felt like a stab in the back. After all, Philips had invested heavily in positioning their DVD players as high-end, premium products.
However, deep down, Timmer knew that wasn't entirely fair. Zaboru had warned him on multiple occasions that Philips needed to reconsider its pricing strategy. Zaboru had been clear: if they continued to price their DVD players too high, they would lose out to more affordable competition. Zaboru wasn't being hostile — he was being honest. And now, as sales of ZAGE's ZEPS 3 skyrocketed — partially due to its DVD functionality — Timmer was forced to face the truth of that warning.
With mounting pressure from the board and shrinking market share, Philips was now scrambling to respond. Their next move was clear: they would need to develop and release a new line of DVD players that were more affordable yet still maintained the quality Philips was known for. Internally, plans were already being drafted, teams were being assembled, and the directive was simple — adapt or fall behind. Even with the sting of competition fresh in his mind, Timmer knew this pivot was essential for Philips to stay relevant in a rapidly shifting tech landscape.
Aside from this, the 13 launch titles for the ZEPS 3 were nothing short of phenomenal. Among them, the standout was undoubtedly Resident Evil, which ignited massive hype throughout the gaming community. It marked the first-ever survival horror game to appear on the Home console series, and its tense atmosphere, limited resources, and immersive storytelling captivated players instantly.
But it wasn't just Resident Evil that drew attention — the entire lineup of launch titles showcased ZAGE's versatility and mastery across different genres. It was creativity that made it clear ZAGE wasn't just producing games — they were shaping the industry standard. The ZEPS 3 proved to be not only powerful hardware but a platform capable of delivering groundbreaking gaming experiences across the board.
Aside from this, Team IZAN and Team NIWA of ZAGE officially released their respective projects. First up, Team IZAN launched their arcade fighting game Fatal Fury, and it was met with overwhelming praise. Players loved it immediately — the gameplay felt fluid, fast-paced, and balanced. What many didn't know was that Zaboru had based the entire game on the memories of his previous life, specifically drawing inspiration from King of Fighters 2002. Thanks to current ZAGE technology, they were able to faithfully reproduce and even enhance what was once considered a classic fighting game.
In its new form as a ZAGE-produced Fatal Fury, the game boasted an impressive cast of 40 playable characters. Each character was grouped into a team, and the format followed a dynamic 3 vs. 3 battle structure, similar to Marvel vs. ZAGE, which had already become a fan favorite. This new system brought an additional layer of strategy to the game, as players had to carefully consider team synergy, matchups, and individual strengths.
The character roster wasn't just big — it was diverse. Each fighter had a distinct style, backstory, and set of moves.
In arcades across the country, Fatal Fury quickly became a centerpiece title. Crowds gathered around machines, team compositions, and tier lists. It wasn't just another game — it was the birth of a new fighting game phenomenon under ZAGE's roof.
Here's the full roster, broken down by team:
Hero Team
Kyo KusanagiBenimaru NikaidoGoro Daimon
Fatal Fury Team
Terry BogardAndy BogardJoe Higashi
Art of Fighting Team
Ryo SakazakiRobert GarciaTakuma Sakazaki
Ikari Warriors Team
Leona HeidernRalf JonesClark Still
Psycho Soldier Team
Athena AsamiyaSie KensouChin Gentsai
Women Fighters Team
Mai ShiranuiKingYuri Sakazaki
Korea Team
Kim KaphwanChang KoehanChoi Bounge
Yagami Team
Iori YagamiMatureVice
Orochi Team
ChrisShermieYashiro Nanakase
K' Team
K'MaximaWhip
NESTS Team
Kula DiamondK9999Angel
Other Fighters / Single Entries
Shingo YabukiBilly KaneRyuji YamazakiBlue MaryVanessaSethRamonHinako ShijoMay Lee
Each character was impressively well-designed, with unique moves, animations, and personality. One particularly exciting surprise was the inclusion of Mai Shiranui from Dead or Alive, a guest appearance that thrilled fans and added even more energy to the game's reception. Her crossover presence was a bold move, but it worked perfectly, elevating the game's popularity even further. As a result, Fatal Fury quickly cemented itself as one of the major titles in the fighting game genre, rapidly rising in popularity across arcades and among competitive players alike.
Next, Team NIWA officially released Mega Man X, and to the surprise of many, it quickly became a hit—even though it was technically a ZEPS 2 title. Thanks to the ZEPS 3's full backward compatibility, players had no problem running the game on the new console, and they flocked to buy it without hesitation. What caught everyone off guard was just how good the game turned out to be. The gameplay, visuals, and refined mechanics exceeded expectations, earning praise across the board from both longtime fans and newcomers alike.
Mega Man fans are eating well lately. After a couple of years of drought, ZAGE has reignited the series with a burst of energy. First came two new titles during the ZEPS 1 closure, followed by the release of Mega Man 7 last month. And now, the arrival of Mega Man X has taken things to a whole new level — not only because it's a fantastic game, but because it marks a shift toward a more serious tone for the franchise.
Mega Man X is a darker, more mature evolution of the original series. Set around 100 years after the timeline of the classic Mega Man, the game unfolds in a futuristic world where advanced robots known as Reploids coexist with humans. But when some Reploids go rogue and become Mavericks, chaos erupts. Players take on the role of X, a next-generation robot created by Dr. Light, equipped with free will and emotions — a true leap forward from the original Mega Man design.
The tone is noticeably more intense and atmospheric, and the gameplay mechanics have evolved as well. Mega Man X introduces a progressive power system, allowing players to permanently increase X's health using Heart Tanks, while Sub-Tanks can be collected to store extra health for later use. Equippable upgrades like the Helmet, Armor, and Boots provide meaningful enhancements, making the player feel a real sense of growth and progression.
Hidden armor pieces are scattered throughout the game, rewarding exploration and strategic play. One of the most talked-about secrets is the inclusion of the iconic Hadouken move — a clever fan-service Easter egg that adds an extra layer of excitement and nostalgia. Players were ecstatic to discover it, and it became a badge of honor among fans to unlock and use it.
Overall, Mega Man X serves as a strong continuation of the beloved franchise. It respects the roots of Mega Man while boldly evolving its themes, visuals, and mechanics. Players absolutely love it — and with good reason. It feels like the series has not only returned, but reached a whole new level.
Aside from this, Zaboru assigned additional tasks to the NOVA, IZAN, and NIWA teams, all focused on developing new games for the ZEPS 3. For Team NOVA, Zaboru gave them a massive undertaking that demanded their full attention. He planned not to overload them further, as this single task was already ambitious: to recreate all of ZAGE's classic 16-bit and 32-bit arcade fighting games for the ZEPS 3. These would come with enhanced graphics, refined mechanics, and entirely new storylines.
This initiative was dubbed the "King of Fighters Project," a nod to the genre's importance in ZAGE's legacy. Currently, many of these fighting games are still limited to arcade cabinets, and bringing them to the ZEPS 3 would make them accessible to a broader audience while preserving and modernizing their gameplay. Titles included in the project were Mortal Kombat, Marvel vs. ZAGE, Street Fighter II, Tekken, Dead or Alive, Soulcalibur, Guilty Gear, Nightstalker, Bloody Roar, and the recently released Fatal Fury.
Zaboru knew this was a heavy task, but he grinned with confidence. He had full faith in Team NOVA's ability to deliver. As one of ZAGE's most elite development teams, they had proven time and again their technical prowess and creativity. Zaboru gave them ample time, targeting an October release window to ensure the games could be completed with the level of polish and innovation ZAGE was known for.
For Team IZAN, Zaboru assigned the task of creating a ninja-themed game—not Ninja Gaiden, but a new title called Tenchu. This would be a stealth-based ninja action game, with a heavy emphasis on silent takedowns, strategic movement, and atmospheric world-building. Naturally, Zaboru planned to improve many aspects of the original concept to match ZAGE's high standards. The game was scheduled for release on the ZEPS 3, and development was expected to take around four months, with a targeted launch date in August.
For Team NIWA, Zaboru grinned and assigned them another Mega Man task: developing Mega Man X2. This new title would be released on the ZEPS 3 and would feature the visual style of Mega Man X4 from the PS1 era in Zaboru's previous life. However, the art would be enhanced to fully utilize the more powerful ZEPS 3 hardware, bringing smoother animations, higher resolution sprites, and better effects. While the game wasn't expected to be a massive project, Zaboru still gave the team a solid three-month window to ensure polish and quality. With that schedule, the game was slated for a July release.
As for Jasper Crank, the collaborative game between Kojima and Yugo, it's currently in development. Both developers have stated that the game will be ready by the end of the year. Similarly, Zanichi's game Lunar Knight 2 is also on track for completion within the same timeframe, with Zanichi confirming that it should be ready before the year concludes.
Aside from video games, something huge happened in the world of animation — Toy Story was finally released to the world. And just as expected, it blew up in a massive way. The film was a groundbreaking 3D animated feature that took Pixar three years to complete. With the ZAGE influence behind the scenes, many viewers began to notice that there are Zaboru names in "Story From" and beside Toy Story itself are from ZAGE games titles. Even Walt Disney himself was deeply impressed, falling in love with the film's heart, humor, and innovation.
After the monumental success of Toy Story, Zaboru, who owned 60% of Pixar, returned to the studio with big plans. He wanted to keep the momentum going and immediately tasked them with a new challenge: create not just one, but three new animated films over the next three years. If possible, he wanted them completed in under that timeframe. The Pixar higher-ups, closely monitoring the situation and inspired by ZAGE's aggressive vision, accepted the challenge.
Fortunately, Zaboru was well-prepared. He already had detailed drafts for three separate projects, including complete story outlines, character designs, core plot elements, and even the art styles. This would give the Pixar teams a significant head start in development. The three films were Toy Story 2, Monsters, Inc., and The Incredibles — each envisioned to push storytelling and animation boundaries even further.
To tackle this ambitious roadmap, Pixar's leadership quickly organized three dedicated teams, each with its own studio division. Each team was assigned one of the films, ensuring focused development and creative autonomy. Pixar's leadership was thrilled with the vision, and they eagerly accepted the challenge. Zaboru, fully confident in their talent and dedication, placed his trust in them to deliver — and if all went according to plan, the world would witness an animation revolution unlike anything before.
And now, in early May, Zaboru is in Europe for a business trip, accompanied by Risa Miller — the sister of Ryan Miller from Emerald Wings and the owner of Flocks, ZAGE's official distributor for Europe. Also joining them on the trip is Ayumi, Zaboru's wife.
To be continue
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AN " Don't worry there will be a reactions chapters for those 13 games but not all of them still it will be later lol"