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Now reading: Chapter 1035 971 ZAN - The Cowboy Samurai 2 from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

Each boss stages are quite different based on their thes so the enemies are really unique as well depend on the bounty that player choose

Like the stages of Leoparmax, which are filled with hordes of beastn brutally experinted on by Leoparmax himself. These creatures are twisted failures of science—fast, savage, and relentless—forcing players to constantly manage crowds while avoiding being overwheld. The boss fight against Leoparmax himself is especially brutal, feeling less like a duel and more like fighting a wild, enraged beast. He lunges, pounces, and attacks with animalistic fury, pushing Zan's crowd-control abilities to their limits.

Immanuel's stages, by contrast, are soaked in blood and steeped in cult-like imagery. His minions are disturbingly resilient, often refusing to fall even after taking heavy damage. The atmosphere is oppressive, filled with chanting, ritual symbols, and suffocating tension. The boss fight against Immanuel is not about raw damage alone—it is a grim execution ritual. Zan must sever both of Immanuel's arms by attacking him from the left and right sides, carefully timing strikes while avoiding devastating counterattacks. Only after his hands are removed can Zan deliver the final blow by beheading him, making the encounter both chanically unique and narratively disturbing.

Then there is Snipero. His stage is entirely different from the others, as it contains no minions at all, stripping away any sense of safety through numbers or crowd control. Instead, the battlefield is a vast, open environnt filled with scattered cover—broken walls, abandoned structures, and ruined terrain that offer only temporary protection. Every step forward feels deliberate, every pause filled with unease.

The danger here does not co from overwhelming enemies, but from constant psychological pressure. Players must remain alert at all tis, scanning the horizon and listening carefully, because Snipero can fire from extre distances without warning. His attacks arrive suddenly, often from outside the player's field of view, reinforcing the feeling that they are being hunted rather than hunting. His shot types vary significantly—piercing rounds that ignore cover, explosive shots that punish hiding too long, and delayed attacks designed to catch players who move carelessly after dodging.

For those confident enough, a high-risk strategy exists. Skilled players can choose to advance straight toward Snipero, parrying his bullets one by one while closing the distance. This approach demands near-perfect timing, precise movent, and unwavering focus, as a single mistake can end the fight instantly. However, mastering this technique allows for a swift and imnsely satisfying victory, turning a stage built on fear and tension into a powerful display of player skill and control. Then player also surprised real form of Snipero is he is Bald man without legs and wearing Jetpack!

Horsea's stage transforms the ga into a relentless high-speed chase, imdiately shifting the pacing and demanding constant movent from the player. As Horsea steals from towns and flees across rooftops, canyons, and open terrain, the environnt itself becos part of the challenge. Buildings collapse behind him, narrow paths punish hesitation, and long stretches of desert leave no room for error. To keep up, Zan adapts by using his trusted katana, Sabakken, as a makeshift skateboard—balancing speed and control in a way that feels both absurd and exhilarating.

This technique is revealed as a hidden art of Sarashi no Tsurugi known as "Sabaku Ni Noru." While gliding across sand, stone, and uneven terrain at extre speed, players must maintain precise control of Zan's movent while simultaneously aiming and firing his revolver to slow Horsea down. The chase becos a test of multitasking and reflexes, blending high-speed traversal with accurate shooting under constant pressure. A single mistake can send Zan crashing or allow Horsea to widen the gap even further.

As the pursuit reaches its climax, Horsea's enchanted horse begins to falter, wounded and exhausted. Cornered and desperate, Horsea finally begs for rcy, pleading for his life as the chase cos to an end. Zan, however, shows no hesitation. In Dezpero, rcy is weakness, and weakness invites suffering. Knowing that Horsea's cris have already claid too many lives, Zan delivers final judgnt—ending both Horsea and his mount without regret. The mont reinforces the harsh morality of Dezpero and the transformation Zan Hayato has undergone to survive in this unforgiving world.

Finally, Gomingo's stage is pure chaos, designed to overwhelm the player from the very first mont. He commands an enormous number of minions, many of them drugged into uncontrollable, frenzied aggression. These enemies rush Zan relentlessly, ignoring their own safety, turning the battlefield into a claustrophobic nightmare. Explosions, gunfire, and screams overlap constantly, making it difficult to find even a brief mont of calm. The stage feels suffocating, with pressure coming from every direction at once, forcing players to stay in constant motion just to survive.

The boss fight against Gomingo himself is even more demanding. With his six unnatural arms spread wide, he fires six shots simultaneously, creating patterns of bullets that fill the screen and leave almost no room for error. Players must parry every single bullet in sequence, perfectly timing their defenses while managing stamina and positioning. Missing even one parry can quickly spiral into disaster. Only after Gomingo finishes reloading does he beco vulnerable, and even then, the window for attack is brief and unforgiving. The entire encounter becos a brutal test of rhythm, focus, and endurance, pushing players to their limits and fully embodying the chaos and cruelty that define Gomingo's rule over Dezpero.

Zabo-man also appears in this ga, serving as a series of hidden encounters scattered across multiple stages. If players are perceptive enough to locate the concealed Z-Emblems hidden within each level, they will trigger a secret battle against Zabo-man. These encounters are entirely optional, but they quickly beca so of the most talked-about monts in the ga due to their difficulty and mystery.

In this incarnation, Zabo-man wears a distinctive cowboy hat and a masked helt, maintaining his iconic black armor and glowing blue eyes. His presence feels unnatural, almost out of place, as if he does not truly belong to Dezpero—or any single world at all. Zabo-man fights primarily using a revolver, but unlike ordinary firearms, his bullets can ricochet violently off walls and terrain, forcing players to constantly reposition and rethink their movent. Fighting him feels less like a traditional duel and more like surviving a deadly puzzle, testing both reflexes and spatial awareness.

Many players quickly realized that Zabo-man was not just a bonus enemy, but a deliberate skill check. Defeating him rewarded players with rare materials, secret lore hints, and, more importantly, bragging rights. His silent deanor, relentless pressure, and unpredictable bullet trajectories made every encounter morable, reinforcing his reputation as a recurring legend within ZAGE gas.

The ga as a whole showcases an exceptionally strong presentation. Combat feels smooth, responsive, and stylish, rewarding mastery and confidence. Visually, the action flows seamlessly, while the soundtrack leans heavily into rock and tal influences. The aggressive music fuels the pacing of combat, pushing players forward and amplifying the hype during intense battles. Together, the fluid gaplay and high-energy soundtrack cent ZAN – Cowboy Samurai as one of ZAGE's coolest and most adrenaline-driven releases.

Then the story itself becos far more intriguing. After ZAN defeats the first five bounties, his attention is drawn to the final, previously locked target. The sixth bounty finally reveals its na: "Flint Beastwood," infamously known by his nickna, the Cowboy from Hell. Rumors surrounding Flint are unlike anything Zan has encountered before. It is said that Flint can travel anywhere he wishes—even between worlds themselves. This revelation imdiately captures Zan's interest, and just as importantly, it captivates the player as well.

For players familiar with ZAGE's other titles, the na Flint Beastwood carries heavy significance. Anyone who has played ZAGE Spawn imdiately recognizes him. Flint is not just another bounty—he is a recurring, mysterious figure from that ga, a wandering cowboy who appears and disappears at will, unconstrained by normal rules of space or reality. His sudden inclusion sends shockwaves through the narrative, blurring the line between worlds and hinting at sothing far larger than Dezpero alone.

Driven by both curiosity and desperation, ZAN begins actively searching for Flint. When they finally et, Flint does not behave like a traditional villain. He is relaxed, almost bored, treating the encounter as little more than a casual interruption to his wandering. Zan wastes no ti and asks him directly if he can be transported back to his rightful world. Flint rely shrugs, unimpressed, and replies with a lazy grin, "Who knows? Maybe… if you can make talk?"

That dismissive response ignites Zan's anger. Words are no longer enough. With no further warning, the atmosphere shifts, and the final battle begins.

Flint fights like a slippery eel, refusing to stay in one place long enough to be read or predicted. He wields a long shotgun with a skull embedded directly into its fra, a weapon that feels both ceremonial and monstrous. The shotgun is not limited to ranged combat—Flint swings it effortlessly as a lee weapon, striking with brutal force when players least expect it. His fighting style constantly shifts between distance and close quarters, never allowing the player to settle into a comfortable rhythm.

What truly makes Flint terrifying, however, is his mastery of space itself. He can teleport or completely conceal his presence, vanishing from sight before reappearing elsewhere in the arena without warning. He frequently teleports behind the player, turning cara awareness into a constant challenge. To deal damage, players must perfectly ti parries to briefly expose Flint's vulnerability windows—but even those windows are deceptive. Flint will often bait the player into parrying early, deliberately delaying his strike just long enough to punish impatience.

This makes the fight brutally difficult. While the other five bosses are undeniably challenging, none demand the sa level of concentration and ntal discipline as Flint. His unpredictability defines the encounter. One mont he strikes instantly after teleporting, the next he hesitates just enough to break the player's timing. Every exchange feels like a psychological duel, designed to frustrate, exhaust, and test the player's resolve. Flint does not simply attack—he plays with the player, making his battle the most punishing and unforgettable test in the entire ga.

Then, after the battle is finally over, Flint does not lose in the cutscene as one might expect. Instead, he stands there calmly, clearly amused rather than defeated. He lets out a low chuckle and speaks with genuine interest. "Heh… to think there is a warrior at your level in this world—and a pure one at that," Flint says, his tone relaxed, almost approving. There is no bitterness in his voice, no anger at having been pushed to his limits. Instead, there is curiosity.

Flint then continues casually, as if proposing a simple favor rather than altering the course of Zan's entire life. "I can help you get back to your land," he says, pausing deliberately. "But… there's a catch." He explains that once Zan returns to his own world and resus his business there, he will owe Flint a task in the future—sothing unspecified, sothing deliberately left vague. The request carries weight precisely because of its uncertainty.

Zan is clearly intrigued, his expression tightening as he weighs the consequences. Yet the pull of his holand is overwhelming. Years of exile, bloodshed, and survival press down on him all at once, and the chance to return ho is simply too powerful to refuse. After a brief silence, Zan agrees.

With a faint grin, Flint reaches into his coat and tosses Zan a compass shaped like a dragon. The object feels ancient and heavy in Zan's hand. "Follow that compass," Flint says lightly. "It'll lead you back to your land." Before Zan can say another word, Flint turns away—and in the next instant, he completely disappears, leaving nothing behind but dust and silence.

And ZAN looks down at the compass resting in his hand. The needle trembles slightly, then steadies, pointing decisively toward a distant, unseen direction. As he focuses on it, a familiar sensation washes over him—a faint but undeniable energy resonating from his holand. It is subtle, almost like a mory rather than a signal, yet it stirs sothing deep within his chest that he thought had long since hardened.

For a brief mont, Zan remains still, letting the weight of that realization sink in. Then, without hesitation, he closes his fingers around the compass. There is no dramatic speech, no final glance backward. He has already made his choice. With steady resolve, ZAN turns and begins his journey toward whatever awaits him beyond Dezpero's horizon. As he walks forward, the screen slowly fades, ending the ga on a quiet but powerful cliffhanger—one that promises return, consequence, and a future yet to be revealed.

The ga received an overwhelmingly positive response. Players praised the gaplay for being stylish, intense, and deeply satisfying, while Zan Hayato himself was widely regarded as edgy in the best possible way—cool, ruthless, and unforgettable. The character quickly beca a fan favorite. As for Zaboru, he was already thinking ahead. This was never ant to be a one-off story. He had clear plans for the future of the series, and ZAN – Cowboy Samurai was only the beginning.

To be continue

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