Chapter 551: Chapter 500: Rest of June
In early June, Zaboru and Michael Jackson began working together on the music video for Smooth Criminal. They agreed that Zaboru, as the song's original creator, would receive 10% of the song's share, while Michael Jackson's team—who handled the full production—would receive the remaining 90%. Zaboru provided the script and music, and MJ's team brought the vision to life with excellence.
Zaboru also committed to developing video games featuring Michael Jackson. MJ requested only 10% of total game sales. As of now, Zaboru holds the rights to use Michael Jackson's likeness in video games and plans to launch the first title by August.
Next, Zaboru met with Nickelodeon to pitch two original cartoon series: Transformer and X-Men Animations. He offered to provide the scripts for both. In this world, Transformer content had already been teased in Gun-Nac—with the secret boss Star Stream and a brief glimpse of Megatron—and now, Zaboru was ready to expand it into a full series.
For X-Men, since Zaboru owns Marvel, he wanted to revive the beloved mutant team in animated form. Trusting one of his top Marvel writers—who also pens the MRU X-Men comics—Zaboru left the creative direction of the series in capable hands. His only request was to include the iconic X-Men cartoon theme song from his previous life which he also played by himself.
Nickelodeon approved both projects and scheduled production to start in October, which Zaboru happily accepted.
Next, Diablo development at the USA branch continues steadily, showing promising progress. Meanwhile, the arcade title Tekken—also under development at the same branch—is experiencing a slight delay and is now scheduled for a July release. The trailer is already finished, and Zaboru has chosen to unveil it in early July, simultaneously in both the USA and Japan, to generate excitement ahead of the launch.
Next, Japan's Tokyo branch is creating Shin Megami Tensei for ZEPS 2, and the Osaka branch is creating the game Shantae for this month, which was also already released in the late month of June.
Both games are well received by players.
First, Shantae is released on ZGB, offering gorgeous visuals, deep gameplay, and a unique, charming heroine. Oh, Shantae, and the graphics were stunning. Shantae featured some of the most detailed sprites, smooth animations, and vibrant colors ever seen on current ZGB. The character animations—especially Shantae's iconic hair-whip attack and her belly-dancing transformations—were impressively fluid. Players were amazed a handheld game could look this good.
But the gameplay was just as impressive. Shantae blended Metroidvania-style exploration with classic platforming action. The world was open, filled with secrets, upgrades, and hidden areas that you could only reach after learning new transformation dances (like turning into a monkey, elephant, or harpy). This gave players a rewarding sense of progression and discovery, as backtracking became essential once new powers were unlocked.
Shantae herself was a huge part of the appeal. She was full of personality—confident, quirky, and fun. The game's world had a distinct tone, mixing Arabian Nights fantasy with a cartoonish, slightly cheeky vibe. Players loved it. While some objected to having a female protagonist, the game's quality and charm ultimately won over many fans, and it sold well.
Next is Shin Megami Tensei. Players loved Shin Megami Tensei on the ZEPS 2 because, just like Megami Tensei on ZEPS 1, it offered a dark, mature, and deeply philosophical RPG experience that was very rare in any game.
Megami Tensei fans or new Fans loved it because it takes everything they already enjoyed from the original Megami Tensei game and evolves it into something bigger, deeper, and more personal. While Megami Tensei laid the groundwork with demon summoning and dungeon crawling, Shin Megami Tensei expanded the formula with morality-based choices, branching storylines, and richer world-building—turning the series into more than just a dungeon RPG, but a philosophical journey.
What Megami Tensei fans especially appreciate is how Shin Megami Tensei keeps the core elements that define the series: demon negotiation, fusion, and the ever-present struggle between Law and Chaos. But in Shin, those elements feel more refined. The alignment system gives players real agency—the choices you make can change not just your party but the fate of the entire world. Law players might side with divine order, even if it means sacrificing freedom. Chaos players might tear down the old world in favor of strength and survival. Neutral players try to walk the hardest path of all—one without gods or devils. This level of narrative depth and consequence was revolutionary and made every playthrough feel different.
Fans also loved the post-apocalyptic Tokyo setting, blending cyberpunk tech, demonic forces, and ruined civilization. The atmosphere was bleak and oppressive, but also rich with lore, mystery, and unexpected moments of humanity. The demon fusion system remained as addictive as ever—constantly experimenting to create new allies, managing loyalty, and crafting the ultimate team gave a constant sense of progression and strategy.
For Megami Tensei players on ZEPS 1, Shin Megami Tensei felt like the series had matured—more intricate, more resonant, and significantly more ambitious. It preserved the franchise's signature dark tone, mythological richness, and strategic gameplay, but added greater freedom of choice, deeper replay value, and heavier philosophical themes. These enhancements elevated the experience and turned Shin Megami Tensei into a defining chapter of the series. That's why it became a franchise cornerstone and why longtime fans embraced it with such enthusiasm.
In the end, this game has a niche fanbase. Many people dislike it because of its dark themes, and ZAGE even marked it as a 17+ title due to content that requires a mature audience to fully understand. In its American release, the game received a Mature rating. Despite its niche appeal, many players are drawn to the game because it offers something truly different from other titles.
Next, for 3rd party game developers—just as Zaboru anticipated—July will be packed with numerous titles, including contributions from several American developers. There are already many developers that submitted their games in June to be released in July. Recognizing this surge, Zaboru chose not to compete by releasing any of his own games this month. Instead, he is concentrating all available resources on the Japanese branches—either Tokyo or Osaka—for a major August push, where he plans to unveil eight new games. The Japanese teams have been working on these titles since late May, which explains why only one game was released in June. This strategic pacing ensures quality and avoids oversaturation in the crowded July market. It also demonstrates the incredible speed and efficiency of ZAGE in creating new games. The project, dubbed "The Eight," showcases the team's ability to develop eight titles in roughly two months—a feat that would be impossible without Zaboru's leadership and direct involvement. His vision , skills , experience and drive are the cornerstone of this project.
Now it's already July and Zaboru is already in Japan, preparing for the release of Tekken arcade, which will blow players away—it's a full-fledged 3D game after all.
To be continued
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