Another world Game Developers in Japan`s 1991

Chapter 557: Chapter 506 Rest of July



After the release of Tekken, July became a whirlwind of Tekken-related excitement. The buzz starts in arcade stores across the country, where clusters of players gather daily to test their skills. Among them, many so-called "experts" emerge—players who have quickly mastered the mechanics and combos, and now take it upon themselves to coach and mentor newcomers. These early community leaders begin to form the foundation of a growing scene.

Despite Tekken being less than a month old, it's already sparked a competitive movement. In Japan, several arcades host informal tournaments, with bragging rights and snacks as prizes. In the USA, players teach combo guides and tier lists in arcade wallsThe Tekken community is thriving in both regions.

Next, for ZAGE in Japan, the company decides to take a strategic pause for the month. Instead of pushing out new releases, they shift their full focus to "The Eight" projects—an ambitious slate of upcoming titles scheduled for release in late August. This internal regrouping allows the teams to fine-tune the games, polish the mechanics, and align marketing efforts for a strong launch.

Meanwhile, on the other side of the world, ZAGE USA makes headlines with the release of a brand-new PC game: Lemmings. This clever puzzle-strategy title invites players to guide a horde of clueless, marching lemmings to safety using a finite toolkit of commands and character abilities. On the surface, the game seems lighthearted and whimsical—complete with cartoony visuals and silly animations—but underneath lies one of the most deceptively complex and engaging games ever brought over from Zaboru's previous life. It's a perfect mix of charm, challenge, and strategic depth, showcasing just how versatile ZAGE's global output has become.

The concept is deceptively straightforward: lemmings fall into a level from a trapdoor and start walking blindly in one direction. If there's a cliff, they walk off it. If there's lava, they stroll right in. Your job is to stop that from happening. You don't control the lemmings directly—instead, you assign them roles like Builder (build stairs), Basher (dig horizontally), Climber, Floater (to safely fall from heights), or Blocker (to stop others from walking off ledges). Each level has a certain number of lemmings, a time limit, and a required number that must survive to win.

What made Lemmings so fun and unique was its blend of time management, resource limitation, and environmental problem-solving. Players had to carefully observe the terrain, plan ahead, and experiment with different ability combinations to lead their lemmings to the exit while avoiding traps, hazards, and dead ends. Some levels were simple and fast-paced, while others required precise timing and almost Rube Goldberg–like planning.

Visually, it had a charming, cartoony style with tiny animated characters, silly sound effects, and a whimsical soundtrack that contrasted beautifully with the often grim outcomes of failure. Watching dozens of lemmings fall to their doom was strangely entertaining, but also motivated players to do better next time.

In short, Lemmings on PC was a unique, brainy puzzle game that mixed humor, challenge, and creativity, which enriched ZAGE's library this month. This game also sold quite well because right now, anything ZAGE-related will be consumed by the customers—and the customers believe ZAGE never disappoints, which they don't this time.

Meanwhile, the USA team continues to make steady progress on the Diablo game, which remains on track according to ZAGE's internal milestones. The game is shaping up to be a massive, genre-defining title in the action-RPG space while also a presentation for Windows 94, and Zaboru is closely monitoring its development.

In addition, Zaboru has assigned the team a bold new task: to develop an arcade shooter for September—something high-energy and cinematic that will leave a lasting impression. That game is none other than Virtual Cop, a 3D rail shooter that promises fast-paced action and immersive environments. Since Zaboru already introduced a RoboCop game to this world, he wants Virtual Cop to aligned with ZAGE Robo-Cop story line

In July Development on Virtual Cop was already underway . The game will feature light-gun mechanics, branching level paths, and destructible environments—elements that were groundbreaking in Zaboru's previous life and are likely to blow players' minds in this one. The official release is targeted for September if possible and if its need another adjustment Zaboru won't mind to wait for October to release it

Outside of ZAGE, this month, many third-party game developers submitted their games to ZEPS 2. Overall, there are 10 games submitted this month, while the 4 most popular come from 4 studios: Triangle Soft, BANZ, Kogane Studio, and Akaishidan Studio.

A game from Triangle Soft is none other than the highly anticipated sequel to their JRPG, Jewel Swords 2. Interestingly, the story isn't a direct continuation of the first game. Instead, it stands alone—similar to how each Final Fantasy title presents a new narrative with its own unique world and cast. This creative freedom allows Triangle Soft to explore new themes and mechanics without being tied to past lore.

The game itself is excellent. The Jewel Elemental Weapons system, a hallmark of the series, has been expanded significantly. Now players can trigger powerful combination attacks by fusing elemental orbs, adding a layer of depth and strategy to every battle. The visuals are vibrant, the music is immersive, and the pacing of the story keeps players hooked from beginning to end. It's clear that Triangle Soft has poured an extraordinary amount of care and craftsmanship into every detail.

Zaboru isn't surprised by the quality—Triangle Soft is the spiritual counterpart to Square Soft from his previous world, and he always expected them to deliver top-tier RPGs. Still, he's genuinely delighted with how Jewel Swords 2 turned out. As soon as the game is released, he dives in, savoring the experience as both a fan and a creator watching another studio shine.

Next is a game from BANZ, a studio traditionally known for its dedication to shoot-'em-up games. This time, they've taken a bold new step with a title called RAZER. The game centers around an elite aircraft, RAZER, which is part of an anti-chaos squad tasked with defending Earth from an alien invasion. The premise is simple and classic—aliens threaten the planet, and it's up to the brave pilots of the RAZER Squad to push them back and restore peace.

RAZER is a side-scrolling shoot-'em-up, but what sets it apart from others in the genre is its innovative life system. Instead of the standard retry mechanic where players endlessly respawn at checkpoints, RAZER introduces a squad-based life system. Players are given ten RAZER aircraft, from RAZER-01 to RAZER-10. Each time a plane is destroyed, the next one in line takes its place. Once RAZER-10 falls, it's game over—no continues, no second chances. Each RAZER aircraft has its own unique strengths and weaknesses. For example, RAZER-01 offers a balanced setup ideal for general-purpose combat. RAZER-02 is lighter and faster, making it perfect for dodging enemy fire—but it's more fragile and prone to destruction. On the other hand, RAZER-03 is heavily armored and delivers stronger attacks, but it moves more slowly and takes longer to reposition. Each subsequent aircraft introduces new attributes—some with specialized weapon systems, others with enhanced mobility or defensive capabilities.

This system forces players to think carefully about how they approach each level. Losing a particular RAZER unit means losing its unique advantages, which in turn affects how future battles must be tackled. Every decision and maneuver carries real consequence, turning each playthrough into a tense, strategic experience where survival feels truly earned.

Visually, the game shines with vibrant, detailed pixel art and a stunning color palette that brings both alien worlds and high-tech battlefields to life. Explosions pop with intensity, enemy designs are imaginative, and the smooth animations make the fast-paced action incredibly satisfying. For Zaboru, RAZER isn't just another shoot-'em-up—it's a refreshing take on a genre he's loved since childhood. The "10 planes, 10 chances" mechanic is completely new to this world, and he can't help but smile at the ingenuity behind it. BANZ has taken a genre staple and evolved it into something more tense, more strategic, and ultimately, more fun.

Next is KOGANE Studio, which released a stylish and ambitious Metroidvania game called 6 Petals. The story follows a young cyborg girl named HG-01 Crushy, equipped with a mechanical hammer arm as her primary weapon. Her mission: to take down the Six Petals—six powerful and infamous crime lords who dominate a sprawling, neon-drenched futuristic city.

Crushy is the first prototype in the Hammer Girl cyborg squad, created by the GC (Girl Cyborg) Corporation. As the lone operative in the field, she must navigate hostile environments, unlock new abilities, and gradually uncover the deeper conspiracy behind the Six Petals and their connection to her own creation. The gameplay embraces classic side-scrolling Metroidvania mechanics—interconnected maps, gated progression, ability-based exploration—but also introduces unique weapon mechanics tied to her hammer upgrades.

Throughout her journey, Crushy receives help from other GC-model cyborgs. One notable ally-turned-antagonist is SG-11 Slasho, a sleek and deadly sword-wielding robot who eventually becomes the game's main villain. The twist is emotional and narratively impactful, giving the game a layer of depth that stands out in the genre.

Zaboru is deeply impressed. The world-building is rich, the pixel art vibrant, and the soundtrack pulses with cyberpunk energy. More than anything, he's struck by how fresh and distinct the game feels—especially given how oversaturated the Metroidvania space often is. For him, 6 Petals is a true standout this month, and he finds himself returning to it often, both as a player and as a creator inspired by another studio's bold vision.

Lastly, from Akaishidan Studio, comes a bold and stylish fighting game called Shidan Battle. Unlike the more polished aesthetics of Street Fighter or the spectacle-heavy style of MARVEL VS ZAGE, Shidan Battle embraces a distinct, hand-drawn visual flair with an almost gritty comic-book vibe. The character designs are offbeat, creative, and undeniably memorable.

Among the roster is Murai, a tough guy with a massive pompadour and a leather biker outfit with a baseball bat, exuding 80s street swagger. Then there's Tatsu, a sharply dressed bald gentleman who's obsessed with flowers and wields floral-themed attacks in unexpected and elegant ways. Perhaps the most intriguing is the Demonic Prince—a dual-playstyle character who can switch between a brutal, savage fighting mode labeled "Demonic" and a graceful, calculated style known as "Elegant." The transition between the two forms not only alters his moveset but also changes his voice lines, posture, and animations.

Zaboru immediately recognized the soul behind this game—it was created by Akechi and Ayumi. While Ayumi his girlfriend contributed primarily to the combat mechanics and balance, the heart of the game—the character design and world-building—was all Akechi. He later revealed to Zaboru that many of the characters were inspired by real individuals from Hamazou Yakuza family especially his subordinate. Each fighter in Shidan Battle wasn't just a creation, but a tribute.

Zaboru found that deeply moving. These weren't just quirky characters tossed together for entertainment—they carried real meaning, personal history, and emotional weight. And beneath the wild exterior, the game itself was technically sound, fluid, and competitive. Shidan Battle wasn't just another fighting game; it was a love letter wrapped in uppercuts and super moves.

Next, an update from Sonaya. They continue their aggressive campaign of acquiring prominent game studios that previously published exclusively on ZAGE consoles. One of the biggest acquisitions this month is Chu Soft, the studio behind some of ZAGE ZEPS 1's most beloved titles—most notably Karen Ichimonji and Shippu Densetsu Kagura.

Since Zaboru chose not to lock Chu Soft into exclusive publishing contracts, both of those popular franchises will now be shifting platforms. Their sequels are set to release under Sonaya's Titan Dive label, marking a major transition in the competitive landscape.

Yet Zaboru isn't fazed. In fact, he views it with calm optimism. Studio migration is a natural part of the industry's ebb and flow. While some might see this as a blow to ZAGE, he hopes it leads to even greater creative output from Chu Soft. In his eyes, if Sonaya can provide them the resources and stability to grow, then the result will be more excellent games—and that's a win for everyone, especially players like him who are always looking for something great to play. He hoped Chu-Soft can still thrive under Sonaya and other studios that Sonaya acquired too.

Outside video games, in July, Saint Seiya manga was officially released as one of the manga featured in Hakushensa Weekly Shonen Shock! Overall, the readers love it, and they also realize that this is another story created by Zaboru—while the artist is different, just like Hokuto no Ken, which is also now a popular manga in Weekly Shonen Shock.

Also, this month sees the release of "Smooth Criminal" by Michael Jackson, and it takes the world by storm. The song rockets to the top of the charts almost instantly, stunning listeners with its slick rhythm and unforgettable hook. As Michael Jackson's publisher, Sonaya is thrilled by the overwhelming success, and Hikaru Kurata is initially just as pleased—until he discovers who wrote the song: none other than Zaboru Renkonan.

Kurata promptly arranges a meeting with Michael Jackson to clarify the situation. During their conversation, Michael casually explains that he made a private deal with Zaboru—not with ZAGE. Technically, all Zaboru did was compose the song, and since no ZAGE assets were involved, Sonaya has no legal grounds to intervene.

This revelation infuriates Kurata. It feels like yet another win that stems from Zaboru's creative input—something he can't take credit for, control, or even fully understand. The fact that the hit single's success is tied to someone outside his corporate grasp leaves a sour taste in his mouth.

What Kurata doesn't realize, however, is that Michael Jackson has also granted Zaboru the rights to use his likeness in video games. That detail, still under wraps, would completely blindside Kurata—especially since the idea of a Michael Jackson video game is so far outside his realm of imagination right now.

Overall, that's what happened in July. Now it's already August, and Zaboru is currently negotiating whether he can acquire the rights to Kamen Rider from TOEI.

To be continued

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