Another world Game Developers in Japan`s 1991

Chapter 522: Chapter 472 Project Blue



Wednesday, March 19, 1994 – ZAGE Offices

Zaboru smiled as he looked over the document in his hand. Beside him sat a compact gray-and-white box with distinct purple lines, immediately evoking memories of the SNES from his previous life. This sleek, modern machine was none other than the culmination of Project Blue—the ZEPS 2 console, the embodiment of his vision and the next major step for ZAGE.

Yes, Zaboru decided to name it ZEPS 2 for many reasons, and now he chuckled at the thought. "I still remember so clearly how many parents were confused about which Nintendo console to buy for their kids," he mused. In his previous life, Zaboru had worked part-time at a video game store, where he frequently encountered bewildered parents trying to make sense of gaming consoles. Often, they would ask what system to get, and clerks like Zaboru would recommend the latest and most advanced model. But once they heard the price, many immediately asked for a cheaper alternative.

More often than not, they walked out of the store with the budget-friendly version, even if it wasn't what their kid actually wanted. He remembered how parents who asked for a Nintendo 64 would walk out with an SNES instead, rationalizing their decision with, "It's still Nintendo, right?" Zaboru had no doubt that the kid was dreaming of the latest console and would be crushed upon opening the box.

But this kind of confusion rarely happened with PlayStation, thanks to how straightforwardly the company named its consoles: PlayStation, PlayStation 2, PlayStation 3, and so on. The numerical sequence made it easy for non-gamers—especially parents—to instantly identify the latest model. Because of that, even if they couldn't afford it right away, parents often opted to wait and save up, knowing exactly which version to buy when they had the means. The simplicity and clarity of the naming convention made the PlayStation brand easy to recognize and remember, and that made all the difference.

Zaboru leaned back and caressed the ZEPS 2 with a sense of satisfaction. "Besides, the ZEPS name is already growing on me," he said, running his fingers along the smooth casing. "We'll follow the same naming strategy as PlayStation—they've stuck to simple numbers, and they're almost always the best-selling consoles." A nostalgic smile crept across his face, full of quiet confidence and fond memories. He remembered the days when Nintendo reigned supreme, and the SNES was the undisputed king of console gaming. Then came the PlayStation, which quickly earned the nickname "Nintendo's Worst Nightmare." And rightly so—once Sony entered the scene, Nintendo began losing ground in terms of player base and industry dominance And the worst part? Nintendo and Sony nearly created the Nintendo PlayStation together—until Nintendo pulled out at the last second. Zaboru remembered that back in the early 2000s, people often criticized Nintendo's decision, calling it foolish. But by the 2020s, opinions had shifted dramatically. Many now praised Nintendo for walking away, realizing that if the collaboration had gone through, Nintendo might have been consumed and eventually dismantled by Sony's more aggressive, profit-driven business model. It was a move that, in hindsight, preserved Nintendo's independence and identity.

Still, both Nintendo and PlayStation had their strengths and weaknesses. Each company brought something valuable to the table, and Zaboru knew it was his job to take the best from both video game giants. Drawing from his past life experience, he aimed to forge a path that combined innovation, clarity, and enduring appeal.

Next, he gripped the controller in his hands and immediately felt a rush of excitement. He couldn't help but smirk. While the ZEPS 2 might resemble the SNES in appearance, its controller told a very different story. Unlike older systems, this controller was thoughtfully modernized. It featured the familiar four D-pad buttons and four face buttons—X, Square, Circle, and Triangle—arranged in a way that mirrored the early PlayStation layout. In addition, it included R1, R2, L1, and L2 trigger buttons, as well as the classic select and start buttons. The overall design was clean, intuitive, and satisfyingly clicky. Zaboru had carefully modeled it after the original PS1 controller, which he considered a masterclass in ergonomics. He paused for a moment, contemplating the omission of analog sticks. While the ideal controller might include them, Zaboru had intentionally skipped that feature for now. After all, the ZEPS 2 was a 16-bit console, and analog functionality wasn't a priority—yet because lacks of Pure 3d games that absolutely need Diagonal inputs. Still, the thought lingered in his mind, a quiet promise of what future iterations might hold.

As for specs, the ZEPS 2 was powered by a Motorola 68000 processor clocked at 12 MHz—the very same chip that once drove the Neo Geo in Zaboru's previous life. It was a proven workhorse, and Zaboru's team had wisely secured a supply deal with Motorola to ensure consistency and reliability for their upcoming production.

Yet even as he finalized the specs, another concern began to simmer in Zaboru's mind. He realized that relying solely on third-party suppliers could limit ZAGE's long-term ambitions. If they truly wanted to innovate and control their technological destiny, the company would eventually need to forge a relationship with AMD and begin investing in proprietary processor development. It wouldn't happen overnight, but the seeds had to be planted now.

When it came to the rest of the console's hardware, Zaboru drew heavily from the Neo Geo blueprint, which had been the most powerful 16-bit system in his previous life. It was a tried-and-true design he respected, but he didn't just copy it—he improved upon it. He added a handful of key enhancements, including the integration of a streamlined, cost-effective version of the Super FX co-processor. This was the same groundbreaking technology Nintendo had once deployed in Star Fox and Yoshi's Island, capable of pushing advanced graphical effects well beyond the limits of traditional 2D hardware.

For the ZEPS 2, however, the Super FX chip had been optimized and miniaturized. It would now be embedded directly into game cartridges that required 3D rendering or needed major performance boosts. Just as Nintendo had done in the past—but this time, with greater efficiency and flexibility. Developers could push the limits of the hardware without being shackled by internal constraints.

The end result was staggering. In raw performance, the ZEPS 2 would outpace Sonaya's Titan Drive and leave it in the dust. Not just in benchmark specs, but in how it empowered developers to create visually stunning and complex games previously unthinkable on a 16-bit machine and if Sonaya Titan Drive wanted to win against ZEPS 2? they need to fight with Game Creativity which Zaboru really hoped that's the case if Sonaya is able to create something like that means Zaboru will have other good games to play!.

All told, the ZEPS 2 stood tall as the pinnacle of 16-bit engineering—at least by the standards of Zaboru's previous world. He couldn't help but feel a deep sense of pride. He had turned a dream into reality, and he knew this machine wasn't just a console—it was a dream his dream.

Zaboru grinned, a nostalgic glint in his eyes. "Hehehehe… my 16-bit console, hehehehe." The memory swept over him—the first 16-bit console he ever bought with his own hard-earned money: the Super Nintendo Entertainment System, back in 1993. He'd been two years behind the curve, but that didn't matter. That SNES had been his prize, earned through long shifts at a part-time job and endless hours of saving. It hadn't just been a toy—it was his badge of determination, and it had brought him an era of joy he would never forget.

"Heh, ZEPS 2 might not be SNES," he murmured fondly, gently patting the smooth casing of the device, "but my memory will always be with you, buddy." He lingered on the moment, letting the weight of the past and the promise of the future settle around him like a familiar, comforting cloak.

He smirked. The ZEPS 2 wasn't just a product; it was his partner. "I can't wait for developers to start creating games for it… my 16-bit console," he whispered to himself with quiet pride.

Zaboru already had a release plan in motion. Eight titles were locked in to launch alongside the system, each one handpicked to showcase the console's capabilities.

Also Last month, he had distributed development kits to ZAGE's most trusted third-party studios—teams that had proven their talent and loyalty over the years. While most of them were still getting acquainted with the new hardware, the early feedback had been promising.

He sipped his coffee, the rich aroma mingling with the scent of plastic and cardboard from the nearby cartridge boxes. He leaned back in his chair, eyes sweeping over the row of prototypes lined up on the desk. Those eight games… they would mark the beginning of ZEPS 2's journey and these games are..

To be continued

AN : That case with parents confused with Console's name was really true back then lol!

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