Another world Game Developers in Japan`s 1991

Chapter 583: Chapter 531: Rest of September



After the visit from Bill Gates, ZAGE and Zaboru were on a roll as always.

First of all, the ZAGE USA team — after creating Diablo — was tasked by Zaboru to create another PC game that would be released in October, and that game was none other than Fallout. Zaboru gave them around two months, and since the team would reuse many assets from Diablo, they could focus more on refining gameplay, atmosphere, and storytelling. This project would take the majority of ZAGE USA's manpower, and despite the short timeline, excitement buzzed through the team, knowing they were shaping something fresh and ambitious.

Next, Virtua Cop arcade was finally completed and released in mid-September in the USA, Japan, and Europe. The game quickly became a sensation, especially in the USA, where players had a long-standing love for gun games. Arcades buzzed with excitement as lines formed to play, and players praised its fast-paced action and immersive co-op gameplay. The arcade itself became a hot topic, even after Diablo launched, and the media marveled at how ZAGE pulled off the incredible feat of releasing two standout titles in the same month Though it make sense its ZAGE after all.

The Virtua Cop arcade used full 3D polygons like Tekken, and there were two guns on the arcade machine for co-op gameplay. The game still used light gun technology, but it was more advanced — enemies would react differently depending on where players shot them, which amazed players and made every encounter feel dynamic. Not only that, the story of Virtua Cop took place in the same world as ZAGE's RoboCop, adding extra depth for fans. Player One took control of Michael Hardy (codename: Rage), and Player Two played as James Cools (codename: Smarty), both portrayed as elite cops wearing enhanced gear developed by Solbrain, the same company responsible for creating RoboCop. The combination of sharp visuals, smart enemy reactions, and connected world-building made it a standout title that players kept talking about long after they left the arcade.

Next, in late September, ZAGE Japan finally released four games — two for ZEPS 2, one for ZGB, and one for ZEPS 1 — which, as always, became instant hits.

First was Earthworm Jim. At its heart, Earthworm Jim was a side-scrolling action-platformer where you played as Jim, a regular earthworm who gained a powerful robotic suit and was suddenly thrown into a bizarre adventure across strange worlds. What really made players love it was the unique personality and humor packed into every part of the game. The animations were incredibly smooth and cartoon-like, with Jim stretching, squashing, whipping himself around, or using his head as a weapon, making every movement funny to watch.

The level design was great — each stage was wildly different in theme and mechanics, from launching cows into space, bungee-jumping against snot monsters, or navigating underwater levels inside a glass bubble. No two levels felt alike, and players loved not knowing what strange challenge would come next.

Combat was simple but satisfying, combining gunplay, whip attacks, and platforming. The variety of weapons, quirky enemy designs, and unpredictable bosses (like Evil the Cat or Queen Slug-for-a-Butt) kept the action engaging. On top of all that, Earthworm Jim had an amazing soundtrack, blending rock, surf, and goofy tunes that matched the game's mood perfectly. The game itself was also really hard, and there were many optional stages that only good gamers could conquer.

Also, Zabo-man appeared as a hidden boss in this game — a black chicken wearing a silver Z helmet, trying to devour Jim!

Next was Super Bomberman, a sequel to Bomberman from ZEPS 1, and this game became a hit. At its core, Super Bomberman had a brilliantly straightforward mechanic: you dropped bombs in a maze to destroy blocks, defeat enemies, and trap opponents. But what made it so fun was the strategic depth beneath the simplicity — players had to carefully time bombs, avoid trapping themselves, and outsmart both computer enemies and, more importantly, their friends.

The real magic came from multiplayer mode, where up to four players (using the ZEPS Fourscore, still compatible with ZEPS 2) could face off in fast-paced, explosive arena battles. It was competitive, tense, and hilarious — friendships were tested as players gleefully blew each other up, stole power-ups, and set off accidental chain reactions. The arenas were well-designed, the power-ups (like extra bombs, increased blast range, or speed boosts) kept the matches dynamic, and no two battles ever felt exactly the same.

Zabo-man also appeared in this game as an unlockable character.

Next was Super Mario Land 3: Wario Land. Players absolutely loved it because it offered a fresh twist on the Mario formula, introducing Wario as a playable antihero with his own unique personality and gameplay style.

Unlike previous Mario Land games, where you controlled Mario with his classic jump-and-run moves, Wario brought a heavier, brawling playstyle. He could shoulder-bash enemies, break blocks with brute strength, and use special hats (like the Bull Helmet or Dragon Hat) to gain new abilities. Players loved this rougher, more aggressive approach, which made the game feel different and exciting compared to Mario's more agile, careful platforming.

Another big reason players were drawn to Wario Land was its focus on treasure hunting. Instead of just reaching the end of the level, you were encouraged to explore every nook and cranny, collect coins, and find hidden treasures to boost your final score — which determined how big Wario's castle would be at the end. This gave the game replay value and a fun sense of greed-driven progression that fit Wario's character perfectly.

Zabo-man also appeared here, but just as a cameo — hidden in some treasure chests marked with a Z. When players opened them, a small Zabo-man would jump out of the treasure, then disappear.

Finally, Double Dragon II for ZEPS 1, a solid 8-bit beat-'em-up. Zaboru added many improvements, such as charged attacks and special skills, which players really appreciated. The game delivered a darker and more personal storyline — Billy and Jimmy Lee were out for revenge after the murder of Marian, their love interest — drawing players in emotionally and making them feel more attached to the main characters. The improved controls and added depth to combat made it slightly stand out among other beat-'em-ups of 8 bit system.

Zaboru also added three unlockable characters, unlocked by beating the game: first, Takiya Genji, a Japanese delinquent who came to America to prove himself in fierce battles; second, Yuri Boyka, a Russian prisoner and underground fighting champion with a brutal fighting style; and lastly, Zabo-man, in this world wearing a signature hat and mask with his striking blue eyes visible. Overall, the game was polished and released at a slightly lower price, which boosted sales and helped it reach a wider audience. Fans were also thrilled to see that ZAGE hadn't abandoned ZEPS 1 — at least, not yet.

For October's games in Japan, Zaboru was already deep in planning. This month, the ZAGE Tokyo and Osaka branches would each release a title — Tokyo focusing on ZEPS 2 and Osaka on the ZGB handheld. ZEPS 2's release would be Yu-Gi-Oh: Forbidden Memories, a sequel of card battle game fans were already buzzing for the Sequel, and for ZGB, it would be Ganbare Goemon, a quirky adventure full of charm and humor from Zaboru previous life.

Outside video games, ZAGE had officially acquired land in Silicon Valley after months of negotiation. For the past couple of months, Ryan Miller and Zaboru had been working hard on the deal and finally secured a big piece of land. It was slightly expensive but still within reach, and Zaboru planned to allocate part of the budget to build another office for the ZAGE USA branch there. For now, he entrusted James Yoel with overseeing the construction plans, confident in his ability to handle the details smoothly.

As for the building design, Zaboru wanted to create a tall, multi-story building with elegant lines and room for several smaller buildings around it, blending functionality with a modern architectural flair. Right now, he was allocating around $40 million for this project.

The next thing was that Zaboru was preparing a wide range of songs for his upcoming arcade game, He and the Zankoku band — also known as Z&Z — were gearing up for an intense creative period, Zaboru want to challenge the band to perform these songs from his previous life.

Outside ZAGE, Sonaya was also releasing their first-ever PC game, called Magic Canon. It's a 3D shooting game where players control a cannon, facing off against a variety of enemies, from ships to aliens. Overall, it's considered a good game, with a fairly simple but enjoyable story. Zaboru himself rated it as a solid 7.0, recognizing its charm despite its simplicity.

Overall, that's what happened in September 1994. And now, it was already early October, with Zaboru sitting back, watching some new game console commercials.

To be continued.

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