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Now reading: Chapter 1013 950 The Rest of March 1999 Rampage 2 from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

In the remaining days of March, following Zaboru's assignnt of the Gran Turismo project to Team Tempest, a flurry of events began to unfold, especially surrounding one of ZAGE's biggest releases this quarter.

First and foremost, Rampage: Universal Tour officially launched on the ZEPS 3 console—and the reception? Overwhelmingly positive. Critics and fans alike praised the title for its distinct blend of classic gaplay and modern flair. What made this version particularly fascinating was that it cleverly rged elents and concepts from both Rampage 1 and Rampage 2—gas from Zaboru's previous world, originally released on the PlayStation One—and reimagined them through the lens of ZAGE's universe on the more advanced ZEPS 3 system. As a result, the final product was not only longer and more content-rich but also more refined in its chaos.

The core gaplay remained faithful to the classic Rampage formula—giant monsters destroying cities in exaggerated, arcade-style mayhem—but ZAGE infused this release with nurous enhancents. Players were greeted with an impressive variety of new enemies beyond the standard military fare. Now, they had to contend with tanks, high-speed jet fighters, stealth submarines, armored assault vehicles, and even elite squadrons equipped with high-tech tools specifically engineered to capture and subdue the rampaging monsters. The sheer scale of enemy variety added layers of strategy and unpredictability, while the graphical improvents made each encounter more explosive and satisfying. It wasn't just about mindless destruction—it was a full-blown monster war, and fans couldn't get enough of it.

The first few stages of the ga allow up to three players to join in simultaneously, a big appeal for friends wanting to experience the madness together. This multiplayer aspect is tied to a new storyline—one that didn't exist in the version of the ga from Zaboru's previous life. In this fresh narrative, players begin their rampage with the iconic trio of George the Ape, Lizzie the Lizard, and Ralph the Wolf—the original legends of the arcade-era Rampage series.

These three colossal creatures embark on a globe-spanning journey of destruction, but this ti the world is no longer defenseless. In contrast to their earlier adventures, countries now fight back with uniquely tailored counterasures. For instance, when the monsters wreak havoc across Spain, they encounter an inventive and localized weapon: the Matador Bomb. This device temporarily shrinks the monsters down to human-size, forcing players to continue the fight while small and vulnerable. It creates an entirely new dynamic where scale and vulnerability change mid-level, delivering a fresh gaplay twist.

In Japan, the action escalates with a battle against "GunZam," a massive, heavily armored robot that's a tongue-in-cheek nod to the Gundam franchise. It's likely a self-referential joke from ZAGE, who in this world actually owns the rights to Gundam. GunZam's sleek cha design and exaggerated ani-style attacks add cinematic flair to the chaos, making this stage a fan favorite.

The journey climaxes in Britain, where the monsters face off against an army of technologically enhanced dieval knights. These foes wield strange devices capable of enlarging their own size, turning them into towering juggernauts capable of standing toe-to-toe with the player-controlled monsters. The final boss, a massive knight wielding a glowing lance, proves to be one of the toughest encounters in the ga. Even after a hard-fought victory, the story twists—the three original monsters are ultimately captured, hinting at even more danger on the horizon and setting the stage for the second act of the campaign.

Then the scene shifts to a new trio of monsters—Curtis the Rat, Ruby the Lobster, and Boris the Rhinoceros—who take over as the protagonists in the second major act of the ga. These stages follow a similar structure but offer a completely different flavor of destruction and mayhem. This ti, the monstrous team sets their sights on China, launching a full-scale invasion that quickly descends into chaos. However, unlike previous stages where modern military forces stood in their way, here they encounter a bizarre and fantastical resistance.

They are t by mysterious robed warriors who defy conventional physics. These enemies wield floating swords and harness mystical energy, shooting powerful beams from their hands and summoning constructs from thin air. The most striking difference in this chapter is the thematic shift toward ancient mysticism mixed with high fantasy. As the monsters bulldoze their way through ancient cities and modern skylines alike, they eventually confront a majestic and terrifying boss: a massive, dragon-like creature conjured by the enigmatic group known as the "Cultivators." This organization seems to blend elents of traditional martial arts sects with supernatural powers, making the battles surreal and over-the-top.

Despite the increase in difficulty and the more magical nature of the enemies, the ga retains its core tone—absurd, unapologetic, and deeply satisfying. The monsters remain overwhelmingly powerful, creating scenes of mayhem and destruction that feel both cathartic and hilarious. Even as players face beam-shooting monks and mythological beasts, the essence of Rampage is preserved: chaos, carnage, and cody. This sequence, like others, is made even more morable thanks to the distinct cultural flavor of the enemies, giving each country its own identity while keeping the gaplay fresh and surprising.

Then, when the monstrous rampage reaches the United States, things take an even wilder turn. If players manage to destroy the infamous Area 51 facility during the level, they unlock a brand-new monster: a green alien creature with a single large eye nad Myukus. Myukus imdiately becos a fan-favorite, not only because of his bizarre yet charming design, but also due to his unique attack animations—such as flinging gooey plasma and warping short distances in a flash. He becos a fully playable character for the rest of the ga, expanding the roster in delightful and unexpected ways.

The boss fight in the USA stage is another highlight. In a spectacle of over-the-top satire, the United States unveils its newest military invention: a prototype power suit capable of enlarging a human being to the size of a kaiju. The one chosen to wear the suit is a professional wrestler known as "The Stone!"—a direct parody of "The Rock." Despite ZAGE owning a significant share in WWE within this alternate tiline, the developers still took the opportunity to poke fun at their own holdings, resulting in a humorous and exaggerated boss fight. The Stone fights exactly like a pro wrestler, complete with elbow drops, taunting poses, suplexes, and crowd-hyping gestures. It's a high-energy, theatrical showdown that tests player reflexes while keeping them entertained with absurd flair.

But the insanity doesn't stop there. If players explore thoroughly, they'll stumble upon a hidden bonus stage called Z-Country—a surreal digital wasteland filled with ZAGE logos and distorted skyscrapers. Triggering this level leads to an unforgettable boss battle with "Huge Zabo-Man," the massive, easter-egg version of Zaboru's alter ego that has appeared in nearly every ZAGE ga to date. This ti, Zabo-Man is larger than ever, striking poses straight out of classic Ultraman episodes. During combat, he lets out exaggerated vocalizations like "SHAA!!" while unleashing laser beams, flying kicks, and giant karate chops. The scene is so ridiculous and self-aware that players can't help but laugh and cheer. The sheer joy of battling a parody of your own company's mascot, in a level filled with self-referential madness, perfectly embodies the spirit of Rampage: Universal Tour.

As the ga nears its dramatic finale, the story shifts focus back to the four newly introduced monsters, who arrive in London for the climactic showdown. Awaiting them once again is the towering, heavily armored Big Knight from earlier in the campaign—now even more powerful and upgraded with new weapons and reinforced plating. This confrontation serves as the final boss battle and leads into a set of multiple branching endings, depending on the player's performance.

There are three core endings that players can unlock, each hinging on the ti it takes to defeat the Big Knight. In the first and most bittersweet ending, if players take longer than 12 minutes to beat the boss, they manage to rescue only one of the original monsters—George, Lizzie, or Ralph—while the other two are captured and transford into governnt-controlled enforcers. These two are shown in a grim cinematic as being reprogramd into obedient, mindless puppets, now serving human institutions as emotionless tools of order. It's a somber, cautionary conclusion that raises questions about control and freedom.

In the second ending, if the boss is defeated in under 9 minutes, players successfully save two of the original monsters. However, the last one still falls into the clutches of the governnt and is reconditioned into a propaganda figure, appearing in posters and staged military drills. This ending offers partial victory, suggesting that while so chaos survives, the world has still succeeded in taming one of the beasts.

The best possible outco—often considered the true ending—requires defeating the Big Knight in under 7 minutes. In this version, all three classic monsters are successfully rescued, leading to a triumphant reunion cutscene where George, Lizzie, and Ralph celebrate their freedom alongside the new monsters. The team escapes into the sunset, leaving behind a world in ruins, but finally united in their monstrous glory.

And then, for those who explore every corner of the ga or simply perform poorly in the final boss fight, there's a hidden fourth ending—an unexpected and hilarious twist. If players take more than 20 minutes to defeat the Big Knight, a failure cutscene plays out. Not only do all the monsters fail to escape, but a mysterious new force arrives on the scene: ZUTRAMAN, an obvious parody of Ultraman. In an absurd and over-the-top cinematic, ZUTRAMAN descends from the sky, striking a glowing hero pose before absolutely demolishing every monster in sight with blinding energy blasts and acrobatic finishers. The entire mont is presented with tongue-in-cheek flair, complete with exaggerated sound effects and explosive comic panels, making it one of the most talked-about Easter eggs in the ga.

And players absolutely loved the chaotic, over-the-top gaplay. As a multiplayer title, Rampage: Universal Tour truly shined—delivering an experience that felt unpredictable, explosive, and endlessly enjoyable with friends. The ga never tried to be too serious, and that beca one of its greatest strengths. At its heart, it embraced pure fun, unfiltered madness, nonsensical destruction, and an unapologetic embrace of absurdity.

It was a ga where the rules of logic bent in favor of entertainnt. And it did so proudly, leaning into its identity as a cartoonishly chaotic title. One of the most appreciated elents was how it wove in references to other ZAGE-owned franchises. Players were delighted by subtle and not-so-subtle nods to Ultraman and Gundam, both of which ZAGE owned in this alternate world. Seeing Zabo-Man parody Ultraman or battling a chanical behemoth inspired by Gundam served as inside jokes that felt like love letters to long-ti fans.

What made Rampage special wasn't just the nostalgic gaplay or technical polish—it was how it celebrated the idea that not every ga has to be "cool," "gritty," or "serious." Sotis, a ga can just be ridiculous, vibrant, and joyfully chaotic, and still deliver an incredible ti. It didn't need a deep philosophical narrative or lifelike graphics to captivate players. It just needed heart, humor, and destruction.

ZAGE proved once again that even the wildest concepts could be executed with style, and Rampage: Universal Tour beca a shining example of how a ga rooted in playful insanity could still erge as a critically and comrcially successful release.

As for what else is happening this March, there are a couple of noteworthy developnts worth ntioning. These events play a crucial role in the ever-evolving montum of ZAGE's expanding empire and creative ecosystem.

To be continue

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