Mitsu began to speak, glancing down briefly at his notes before looking back up. "I have so data here that says ZEPS 1 sold around 60 million units worldwide over five years. Is that accurate?"
Shinsuke chuckled and nodded, clearly familiar with the number. "That's close, yes. And honestly, it's quite impressive when you really think about it. Back when ZEPS 1 was first released, we didn't even have what you would call a 'decent' distribution network, especially outside the country."
He leaned slightly forward, his tone becoming more reflective.
"In the earlier years, our reach was very limited. It wasn't until later in its lifecycle that we finally secured Erald Wings as our official distributor, which helped expand our presence globally. But even before that, the console was already selling at an incredible pace."
He gave a small smile.
"It really speaks to the charm of the console itself. People didn't just buy it because it was available, they bought it because they genuinely wanted it. The appeal was strong enough to overco the limitations we had at the ti."
Nigo smiled, clearly intrigued as he leaned slightly forward. "Is it true that in the early stage of ZEPS 1, ZAGE marketed it almost like it was a computer? I think I once saw a flyer that said ZEPS 1 was a 'Family Computer.' Is that actually true? Oh, and I even have one of those posters! It's really rare, but we've preserved it carefully."
He quickly handed the old flyer to Shinsuke. The paper, now frad, showed signs of age but was still well preserved, almost like a piece of history frozen in ti.
Shinsuke took a look at it and grinned, clearly recognizing it instantly.
"Ah… this brings back mories," he said, his tone slightly nostalgic as he examined the details more closely.
He held it up slightly, as if appreciating not just the content, but the era it represented.
"Heh… that's the one," he said, pointing at it with a faint grin. "It says, 'ZEPS: Bring the Arcade Ho! and Enjoy the Family Computer!'"
Shinsuke chuckled softly, his expression filled with a mix of embarrassnt and nostalgia.
"Yeah, I made that myself. And you know what's funny? I actually printed those with my own money. Back then, I didn't even think twice about it."
He shook his head slightly, smiling.
"I was just… really excited. Everything felt new, everything felt possible. So I just went ahead and did it without worrying too much about cost or anything else."
He looked at the flyer again for a mont.
"Looking back now, it might seem a bit reckless, but at that ti… it felt completely natural."
"Back then, we had to be creative with how we presented things. The idea of calling it a 'Family Computer' wasn't just marketing, it was strategy. We needed people to see it as sothing more acceptable, more useful, sothing that belonged in the ho rather than sothing risky or unfamiliar."
Shinsuke chuckled softly, still looking at the flyer.
"And honestly… seeing this again like this, it feels a bit surreal. We didn't think sothing like this would beco part of history."
Shinsuke leaned back, taking a mont before speaking, his tone more reflective as he explained the situation from that ti. "But it's true, back then the term 'video ga' carried a very negative image. The Atari crash had just happened, and the industry hadn't fully recovered yet. Even arcades, which used to be thriving, were starting to fade. Because of that, we needed a different way to attract custors."
He folded his arms slightly as he continued.
"And in 1991, owning a personal computer was considered a luxury. It was expensive, and not sothing every household could easily afford. So the idea ca from our boss, Zaboru, to market it as a 'Family Computer' instead. That way, it wouldn't feel like just a video ga console, but sothing more acceptable, sothing that belonged in every ho."
Shinsuke gave a small nod, clearly acknowledging the impact of that decision.
"And honestly, it paid off. ZEPS 1 managed to attract a large number of custors, far beyond what we initially expected. The response wasn't just good, it spread quickly through word of mouth. People started recomnding it to each other, families talking to other families."
He smiled faintly, rembering those early days.
"In just the first couple of months, ZEPS 1 sold close to one million units. At that ti, that number was unbelievable for us. We didn't expect it at all."
He let out a quiet breath.
"But looking back now, it was a turning point. That strategy didn't just sell a product, it changed how people saw gaming itself."
The chat instantly beca lively, ssages flooding in faster than before as viewers reacted with excitent, argunts, and shared mories.
"Whoa! ZEPS 1, King of Kings!"
"The true starting point of everything!"
"Chojin Sentai Z-man is still the best ga ever, no debate!"
"Nope, Super Mario Bros 3 is the king, don't even try!"
"Ah… ZEPS 1… good tis, really good tis. I still rember begging my mom to buy ZEPS 1 gas!"
The chat quickly turned into a mix of nostalgia and playful argunts, with people recalling their childhood experiences, favorite gas, and the monts that defined their early connection with gaming.
So users began sharing specific mories, while others debated which titles truly deserved to be called the best, creating a lively and emotional atmosphere.
It wasn't just excitent, it was sothing deeper.
The chat was filled with nostalgia.
Kiara smiled brightly, clearly energized by the discussion and the reaction from the audience. "ZEPS 1 really is such a great console, and it really marked the rise of ZAGE! Honestly, it's still surprising when you think about it. ZAGE isn't even 10 years old yet, but it has already changed the world so much."
She leaned slightly forward, glancing at her notes before continuing with even more enthusiasm.
"And not just that, when we talk about ZEPS 2, the numbers are just as incredible. I have data here showing that from 1994 until last year, 1999, it sold around 74 million units in just five years. That's an insane number, especially considering how competitive the market has beco."
Kiara tilted her head slightly, her curiosity clear.
"Is that actually true? And if it is, what do you think made ZEPS 2 perform even stronger than ZEPS 1 in such a relatively short period of ti?"
Shinsuke nodded and smiled, clearly confident as he began to explain. "When ZEPS 2 was released, we were already prepared. By that ti, we had started building our distribution networks across Europe, Korea, China, and even Latin Arica. Compared to ZEPS 1, we were no longer limited, we were ready to reach the world properly."
He leaned slightly forward, his tone steady but proud.
"That preparation made a huge difference. Because of that, ZEPS 2 was able to sell around 74 million units throughout its lifeti. It wasn't just about the product anymore, it was about accessibility, timing, and montum."
He paused briefly before continuing.
"And at the sa ti, the video ga industry itself was rising again. Companies like Sonaya entered the market with their Mugen Ga Box and their 16-bit console, the Titan Drive. The competition beca stronger, but that also ant the industry was becoming healthier."
Shinsuke gave a small smile.
"By then, ZAGE already had a strong reputation. People trusted our products, they trusted our quality, and that trust carried forward into ZEPS 2. So when everything ca together, the result was sothing much bigger than what we achieved with ZEPS 1."
Nigo grinned, clearly enthusiastic as he leaned forward slightly. "Yeah, honestly, ZEPS 2 is my favorite console. The gas on it feel so tiless, even now. There's just sothing about that era that's hard to replace."
He paused briefly, then continued, his curiosity returning.
"And speaking of that, I wanted to ask about ZGB. We have data showing that it sold around 90 million units from 1992 until 1999. Is that correct?"
He tapped the table lightly, clearly interested in the answer.
"Because if that number is accurate, then ZGB is not just successful, it's on a completely different level, especially for a handheld device during that ti."
Shinsuke chuckled and nodded, taking a mont before answering. "Handheld devices themselves were not a new concept back then. Even ATARI had attempted sothing similar in the past. But none of those reached the level that ZGB achieved. In many ways, ZGB didn't just succeed, it defined the genre itself."
He leaned slightly forward, his tone becoming more analytical.
"It beca one of our longest-lasting platforms, both as a ga console and as a handheld device. Even in later years, when we weren't focusing on it as much and updates for new gas beca less frequent, it still maintained strong relevance in the market."
He gave a small shrug.
"Of course, other handhelds like the Reborn 16 started to beco popular as well, bringing competition into the space. But even then, ZGB had sothing unique that kept it alive."
He raised a finger slightly.
"A big factor was how easy it was to develop gas for it. Many third-party developers preferred working on ZGB because our ga engine was accessible and efficient. It lowered the barrier for developnt, which encouraged more creators to enter the space."
Shinsuke smiled faintly.
"And on top of that, ZGB was affordable and portable. It was sothing people could carry anywhere, play anyti, and still get a solid experience. That combination of accessibility, developer support, and practicality is what allowed it to keep selling consistently over ti."
He concluded calmly.
"So in the end, it's not just that it sold more. It's that it remained relevant for much longer than anyone expected."
Mitsu grinned, clearly excited as he leaned slightly forward. "And ZGB is the one that gave birth to Pokémon, right? That alone makes it one of the best ZAGE franchises, doesn't it…?"
He let the thought linger for a mont before continuing, shifting the topic.
"Then how about the current generation, ZGBA and ZEPS 3? We don't really have concrete data yet on how well ZEPS 3 has perford since its release in 1997, but there are already so interesting developnts surrounding it."
Mitsu glanced briefly at his notes again.
"Especially with Sonaya releasing their Ga Station first as a 32-bit console. And then… there's that 'I'm Your Freaking Nightmare Incident.'"
He looked back up, clearly intrigued.
"Could you elaborate on that, Yamaguchi-san, if possible? I think a lot of people are still curious about what really happened during that mont."
Shinsuke laughed, clearly amused as he recalled the mont. "Hahaha, yeah, that one… it's actually quite a unique story. You see, we developed ZEPS 3 very quietly, almost completely under the radar. anwhile, at that ti, Sonaya had already released their first 32-bit console, and well… we all know how that turned out, right?"
He leaned back slightly, his tone becoming more animated.
"They set their prices quite high. Gas were selling for around 7000 to 8000 yen, and they justified it by calling it 'the new standard pricing.' On top of that, they kept mocking us, saying things like 'The ZAGE era is over.' They were very confident at the ti."
Shinsuke let out a small chuckle.
"But then… our boss snapped."
He paused briefly, as if emphasizing the shift.
"It was one of the few tis I've ever seen Zaboru genuinely angry. Not loud, not chaotic… but you could feel it. He was seriously irritated. And instead of responding in a typical way, he did sothing completely unexpected."
Shinsuke grinned.
"He made a song."
He shook his head slightly, still amused.
"And not just that, he personally arranged to appear at Sonaya's annual electronics event. Then, right there, in front of everyone, he perford that song… 'I'm Your Freaking Nightmare.'"
Shinsuke's tone carried a hint of admiration.
"The aning was clear. ZEPS 3 was going to be Ga Station's nightmare. More gas, cheaper prices, stronger performance, and backed by ZAGE. It wasn't just marketing, it was a statent."
He chuckled again.
"And honestly… it worked. After that, Sonaya beca noticeably quieter. It was like all that confidence just… faded."
The chat beca even more lively, ssages appearing rapidly as viewers reacted with excitent, laughter, and strong emotions.
"Still can't forget that mont!"
"I actually watched that live, it was insane!"
"That song was absolutely crazy!"
"I really miss Zaboru singing tal songs like that!"
"Sonaya is finished after that!"
"A lot of Sonaya fanboys were crying over this, hahaha!"
"The best revenge ever, no doubt!"
The energy in the chat kept rising, with more viewers joining in, sharing their mories of the event and how shocking it felt at the ti. So treated it as a legendary mont in gaming history, while others simply enjoyed the chaos and boldness of it.
it had beco a symbol of ZAGE's dominance and confidence, sothing that left a lasting impression on everyone who witnessed it.
Mitsu chuckled, clearly impressed as he leaned forward slightly. "That's really sothing else. But Yamaguchi-san, can you tell us more? How much has ZEPS 3 sold so far? And what about ZGBA as well?"
Shinsuke chuckled, nodding as he considered how much he could share. "I can give a small spoiler for ZEPS 3… but for ZGBA, not yet. It hasn't even been a full year since the handheld was released, so the data is still too early to discuss in detail."
He adjusted his posture slightly before continuing.
"But for ZEPS 3, since its release in 1997, we've already sold around 52 million units so far. And honestly, we expect that number to keep growing. ZEPS 3 still has many years ahead of it, both in terms of ga releases and market presence."
Shinsuke gave a small, confident smile.
"The platform is still evolving, and there's still a lot we haven't shown yet. So this is only the beginning for it."
Nigo's eyes lit up imdiately, clearly impressed by the number. "Hoo…? That's already a huge amount. And you're saying ZEPS 3 still has a long lifespan ahead? Then… is there any ntion of ZEPS 4 yet?"
Shinsuke raised his hand slightly, a playful smile forming on his face.
"No comnt regarding that… hehe."
The three hosts groaned playfully, clearly entertained by the answer, before quickly recovering and continuing the interview with Shinsuke. The atmosphere remained lively and engaging, with a natural flow between serious discussion and lighthearted monts that kept both the hosts and the audience invested.
As the conversation went on, it beca clear that this wasn't just a standard interview, it felt more like a shared experience, filled with stories, insights, and genuine reactions from everyone involved.
Eventually, as ti passed, the interview gradually began to approach its conclusion, the energy settling slightly while still maintaining its overall warmth and enjoynt.
To be continue
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