Another world Game Developers in Japan`s 1991

Chapter 525: Chapter 475 ZEPS 2 Teasers Friday 21 March 1994



On Friday night, anticipation surged across Japan. People everywhere—especially gamers—were glued to their TVs, counting down to 19:00, the long-awaited release of ZAGE's official teaser ads. It was more than just a commercial—it was an event, a cultural moment that thousands had been eagerly waiting for.

Earlier that March, ZAGE had begun ramping up the hype machine to full throttle. Flyers were plastered across every major city, cryptically teasing a major reveal on March 21. The streets buzzed with speculation, and the rumor mill kicked into overdrive. Most assumed, almost instinctively, that this was the long-awaited unveiling of ZAGE's next-generation 16-bit console. The buzz was electric, and not just among hardcore fans—mainstream media picked up on the excitement too. For gamers, 16-bit wasn't just a technical upgrade; it was a badge of honor, a leap into a sleeker, more prestigious future. Until now, only Sonaya had staked a serious claim in that realm.

However, Sonaya had let some fans down. Despite seizing an early lead in the 16-bit race, their output was painfully slow—barely one game a month—and third-party developer support was sparse though its still considered plenty because of ZAGE influence over the years one games per month is slightly lacking for current players.

Their Titan Drive, though technically impressive, had failed to deliver the avalanche of content many had hoped for. While it still remained popular among gamers due to its graphics and advanced sound chip, its reputation for quality was undermined by a thin release schedule. Meanwhile, players couldn't help but compare that sparse lineup to ZAGE's 8 bit games years especially the early ZEPS , the company routinely dropped half a dozen hit titles in the span of a single month. Expectations were sky-high, and the sense that ZAGE might finally deliver on the promise of 16-bit dominance only added fuel to the fire.

ZAGE's track record spoke for itself. During early ZEPS , they had managed to launch six games in a single month, even before third-party developers had joined the ecosystem. That kind of momentum was unheard of. For players, ZAGE wasn't just a game company—it was an unstoppable force. Even if Sonaya had the lead in hardware at the moment, ZAGE's brand loyalty and insane output gave them the upper hand in spirit and reputation.

Besides flyers, ZAGE had also amped up the anticipation in their monthly magazine, ZAGE POWER!, promising readers a surprise that would change everything. The wording hinted at something far more significant than a routine update—it practically dared readers to dream big. The writing was on the wall, and fans were more than just ready—they were bracing for impact.

In one cozy household in suburban Tokyo, a group of middle schoolers crowded in front of a flickering CRT television, clutching snacks and cushions. This scene was mirrored in countless homes across Japan. Friends, siblings, families—all united in their curiosity and excitement about what ZAGE would unveil.

At exactly 19:00, the screen on TV Tokyo faded to black. A moment later, the ZAGE logo burst forth in radiant gold. The teaser had begun.

A deep, confident narrator's voice echoed across the screen. Behind his voice, images flickered—ZAGE company logo.

"ZAGE revived the dead video game industry."

The scene changed to a sunny park where Zaboru and his original team stood in costume as ZAGE characters, passionately handing out game flyers to curious passersby while bunch of children queueing to play first ever ZEPS in Shinsuke Van.

"We always strive to improve."

Then came the games—dozens upon dozens—scrolling in an endless vertical stream. The titles spanned genres and variations , showcasing ZAGE's enormous back catalog from ZEPS , ZGB , PC or even Arcades.

"Giving you the Best of the Best."

The footage shifted again, now showing high-energy scenes from ZAGE events: fierce e-sports battles in Street Fighter, roaring crowds at the R.C PRO AM Tournament, the joy and fire of competition.

"WE NEVER RETREAT."

The screen then went still. A shadowy silhouette of a new console slowly emerged, flanked by smoke and sparks. Below it, bold white text:

"Wait until Sunday morning at 10:00 for grand reveal."

And just like that, it ended.

Screams of frustration echoed across the nation, erupting from living rooms, bedrooms, and arcades alike.

"What! No! Don't just end it like that! I'm dying to know what happens next!"

The emotional rollercoaster was real. Fans were ecstatic, confused, and desperate for answers. The cliffhanger was mercilessly effective, dangling possibility in front of their eyes without delivering the full picture. It wasn't just a teaser—it was a masterstroke of suspense. Two days might as well have been a lifetime. The teaser had done exactly what it was meant to do: ignite a nationwide obsession. All of Japan was counting the hours, unable to think of anything else.

At Sonaya HQ, Hikaru Kurata and Junpei Hoshida had also been watching, both perched tensely in the boardroom, eyes glued to the television.

Junpei, the head of Sonaya's gaming division, rubbed his temples, visibly stressed. "So it's finally coming—ZAGE's 16-bit console. They've actually pulled the trigger."

Hikaru nodded with a faint trace of resignation in his voice. "Yeah. We knew it was coming, but still... this feels like a tidal wave. Let's hope we can hold our ground. Any idea how many games ZAGE is dropping with it?"

Junpei leaned forward slightly, thinking hard. "My guess is five, maybe six. They'll want to outdo us, make a splash right out of the gate."

Hikaru chuckled dryly, shaking his head. "No way they can double our number. I mean, I've heard whispers they're planning four games for launch. That's ambitious already."

Junpei folded his arms and leaned back, trying to sound more confident than he felt. "That sounds about right. Eight? That's just not realistic. Nobody pulls that off—not at launch. But still, we're talking about Zaboru here." He shook his head slightly, skepticism creeping into his voice. In his mind, launching eight games in under a year for a 16-bit console seemed nearly impossible. As far as Junpei knew, ZAGE's next-gen console hadn't even been in active development for a full year. It simply didn't add up. The resources, the coordination, the manpower—it all seemed too much to achieve in such a short window. To him, the idea that ZAGE could launch ZEPS 2 with eight full-fledged titles felt more like fanboy fantasy than feasible reality.

But reality was about to surprise them in ways they couldn't imagine.

Because in just two days, the truth would blow their expectations out of the water.

To be continued.

 

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