Another world Game Developers in Japan`s 1991

Chapter 533: Chapter 483 ZEPS 2 Officially Released and Players Reactions



Sunday, 30 March 1994 – Evening

On the evening following the official release of ZEPS 2, the event was widely regarded as a major success. Excitement was high, and the atmosphere buzzed with anticipation from fans who had been waiting months for this day. The initial shipments of ZEPS 2 ZAGE consoles—manufactured and distributed from Japan—were estimated at around one million units. Remarkably, nearly every single unit had already been sold by nightfall, signaling not just strong demand, but overwhelming enthusiasm for the next step in ZAGE's console legacy.

Zaboru stepped outside into the cool night air and made his way toward Toki Bakudan Arcades, a familiar place that had grown alongside the gaming boom. Toki purchased five units of ZEPS 2, intending to rent them out to customers eager to experience the new console without buying one outright. As he stood in front of Toki's arcade, a smile crept across his face. The place had expanded impressively over the years, a living testament to how well Bakudan Arcades had performed in the competitive arcade scene. Despite all the changes, it still pulsed with life—bright lights, echoing sound effects, and excited chatter filled the air. ZEPS 2 was drawing huge crowds, and many players without the means to own one were flocking here just to get a chance to play. "Bro, let me play, please!" one of the kids pleaded.

"You just played, dumbass! Wait your turn!" another friend snapped, crossing his arms.

Zaboru chuckled quietly as he watched the chaos unfold, amused by the passionate arguments and energy radiating from the group. The spirit of gaming was alive and well.

Zaboru, wearing a face mask, greeted Toki, the owner of Bakudan Arcade. "Yo Toki-san, long time no see!"

Toki smiled and greeted Zaboru, "Hey there, brat, long time no see hahaha."

The two chatted for a while, their conversation drifting through memories, and casual talk. Afterward, Zaboru wandered deeper into the arcade, soaking in the lively atmosphere. He genuinely enjoyed watching players immersed in ZAGE creations—the flashing screens, intense focus, and spontaneous laughter made it all worth it. Zaboru chuckled, "This feeling of observing people playing arcades... not bad at all."

But not everyone was thrilled about ZAGE's release of ZEPS 2. Sonaya CEO Hikaru Kurata sat in his office, having picked up a ZEPS 2 console earlier that morning. Now, with the device hooked up and humming, he had just begun a play session of Star Fox 2. The room was quiet except for the sounds of blaster fire and the background music of the game, as Kurata leaned in, eyes locked on the screen. Hikaru Kurata sat speechless, astonished by how convincingly Star Fox 2 mimicked real 3D visuals. He still couldn't grasp how the ZEPS 2 was pulling off such effects—especially on what was still, at its core, a 16-bit system. The fluidity, the depth, the illusion of full polygons—it all defied his technical expectations.

"How did they even manage to generate polygon 3D like this…? Junpei said it shouldn't be possible on a 16-bit console… Tomorrow… tomorrow, we'll study this."

With that, Hikaru Kurata sighed and leaned back in his chair. For now, he decided to set aside his curiosity and simply enjoy the game. Tomorrow, he and the Sonaya team would begin digging into how ZAGE pulled off the impossible.

As for the players who bought ZEPS 2, they absolutely loved it. Inside the ZEPS 2 box were four key items: the Console manual, the ZEPS 2 console, two ZEPS 2 controllers, and a special Day One poster. The poster featured eight iconic characters from the launch titles—Fox McCloud, Sonic, Captain Falcon, Link, Ryu, Tina Brandford, Spider-Man, and Marth—striking dynamic poses together. Beneath them were the bold words: ZAGE ZEPS 2!

Fans were thrilled by the high-quality artwork and wasted no time hanging the posters in their rooms. It wasn't just a collector's item—its like expensive painting to them!.

The ZEPS 2 cartridges marked a clear departure from those of ZEPS 1. Gone were the black and gray Z-cards with embedded hints. Instead, players found Z-Coins—shiny, token-like inserts that hinted at Zabo-man's presence within the game, though without revealing his exact location. This mysterious touch echoed the design of Z-pins from the ZGB handheld catrdiges, adding a playful layer of discovery. Each box also included the ZEPS 2 ZAP—a vibrant flyer showcasing the lineup of ZAGE's launch titles for the new system.

Player feedback on Day One of ZEPS 2 games was overwhelmingly positive. Everyone agreed it was worth every cent—possibly even underpriced for what it delivered. One game in particular stole the spotlight: Star Fox 2. Players were stunned by how authentic the 3D graphics looked, far beyond the pseudo-3D effects seen in the original Star Fox on ZEPS. This new version felt like a leap forward—fluid, immersive, and shockingly advanced for the hardware. To many, it wasn't just "good for a 16-bit game"—it was real 3D, and it blew their minds.

Besides the impressive graphics, players praised the gameplay for being smooth, responsive, and genuinely fun. The shoot 'em up mechanics were tight and well-balanced, keeping players locked in from the first level. The fluid controls and fast-paced action made every encounter feel exciting and rewarding.

Players were also pleasantly surprised by how well-designed the ZEPS controller turned out to be. On the right side beside the D-pad, it featured four main buttons—Square, Circle, X, and Triangle. What truly elevated the experience were the addition of the R1, L1, R2, and L2 shoulder buttons. These extra inputs proved to be game-changers, especially for fighting games like ZEPS 2 Street Fighter. In this version, Zaboru and the ZAGE team introduced customizable controls, allowing players to map their preferred input scheme. This thoughtful feature thrilled fans, giving them a new level of comfort and control during matches.

As for Street Fighter on ZEPS 2, players were thrilled by the amount of single-player content packed into the new version. There were numerous new unlockable characters exclusive to the ZEPS 2, giving players more reasons to keep coming back. One major highlight was the engaging Story Mode, where players could select a character, battle through arcade mode, and unlock a unique storyline at the end. This personal touch added depth and replayability.

A fun surprise was the inclusion of Zabo-man as a hidden unlockable character and secret boss. While he wasn't particularly strong as a playable fighter, his hidden boss version was a real challenge. Zabo-man as the super hidden boss is brutally difficult. He has a move that swaps positions with the player—so if you're on the right side, he'll instantly switch places and put you on the left, disorienting even the most experienced fighters. On top of that, he launches projectile attacks that are fast, unpredictable, and incredibly tough to dodge!. It was another smart nod from ZAGE, rewarding fans who explored every corner of the game.

As for the other games...

To be continued

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