Tuesday, 1 July 1994.
At the ZAGE offices in Japan, Zaboru smiles as he gazes at the brand-new NEW ZAS – Tekken arcade cabinet, now proudly stationed in one of the company’s gaming rooms. Nando Michio from Nanco had already arranged for the delivery to both the USA and Japan, ensuring everything went off without a hitch. The launch proceeded smoothly, and Nando is thrilled about these groundbreaking 3D arcades—he’s been endlessly raving about them ever since.
Zaboru examines the Tekken machine. "Soon the 3D era will begin... hehehe, and I still can’t believe it—I’m the one who brought Tekken into this world." He nods, clearly pleased. Creating this machine took countless trials and errors, but Zaboru and the ZAGE USA team finally pulled it off.
Now in Japan, many employees are gathered near the gaming room, eager to catch a glimpse of the newest arcade marvel from their Arican counterparts. Among them is Zanichi, Zaboru’s father and ZAGE’s Chief Technology Officer, who shares the sa curiosity. The buzz around the machine is undeniable—everyone wants to see what their U.S. team has achieved.
"So boss, when are you showing us what this arcade machine can really do? It’s not like the UFO Catcher, OutRun, or Dance Dance Revolution—those had their own style. Is this just a regular arcade machine?"
The other employees in the ZAGE gaming room leaned in with interest. Zaboru smiled. "Absolutely. Dad, go ahead and give it a try. You might recognize the na—Tekken. Dad, Yugo, hop in and play."
Zaboru asks his dad and Yugo, ZAGE’s head of Quality Control, to give it a try. Zanichi smiles and nods, while Yugo grins with enthusiasm. "Sure thing, Boss-Sama!" he replies. Yugo can’t wait to see what Zaboru has cooked up this ti—he’s practically a Zaboru fanboy all over again.
Both stand ready at the arcade cabinet. They press start, and the screen cos to life. A dramatic 3D cutscene plays, stunning everyone in the room. Zanichi’s eyes widened. "This is a cutscene? In 3D? Just the cutscene, right?" But as the intro fades out, the shock deepens—this isn’t just the opening. The entire ga is in full 3D.
They start playing. Yugo picks Kazuya, and Zanichi chooses King. The gaplay is fluid, the character models crisp. Yugo can’t hold back. "This is insane, boss! It’s so good!" he shouts mid-match. Zanichi nods, fully focused, and ends up winning the round. He glances at Zaboru, a mix of amazent and admiration on his face. "This is really... insane. It’s so smooth and polished."
Zaboru grins. He made this first Tekken similar to Tekken 2 in his previous life, which was a major improvent over the first original Tekken arcade in his previous life. There are also many characters that players can choose in this Tekken, just like the Tekken 2 roster from his previous life consist of Alex, Angel, Anna Williams, Armor King, Baek Doo San, Bruce Irvin, Ganryu, Heihachi Mishima, Jack-2, Jun Kazama, Kazuya Mishima, King, Kunimitsu, Lei Wulong, Michelle Chang, Nina Williams, Paul Phoenix, Roger, Wang Jinrei, and Yoshimitsu and unlike its console part of his previous life in this arcade all the characters is already unlocked Zaboru also really enhanced the move and characters to make them simillar to their future versions altought not as complex.
Zaboru then says, "Well, glad you like it. Tonight the ads will start."
Zanichi, Yugo, and other employees then begin to play Tekken more. They are really captivated by the 3D graphics, which seem alien and great in their eyes while Zaboru leaves for his offices.
Hideo Kojima played it against Satoru Iwata. Kojima was instantly impressed.
"This will open up a whole new realm of possibilities," he said with excitent.
Satoru Iwata nodded. "I agree, Kojima-san."
Then Eiji Aonuma, a new employee, chid in, "But... will people even be able to create sothing like this? As far as I know, our boss is quite an anomaly..."
Kojima scratched his head. "Well, they definitely will—eventually."
Zanichi nodded. "True, though it might take a long ti for others to create sothing on this level."
Yugo chid in, "That’s how great Boss-sama is!"
The gaplay and the conversation continued, and ti passed.
That night, the Tekken advertisent finally aired.
It began simply—dark screen, no flashy logos, no intro music. Then, from the shadows, Zaboru stepped into view. Dressed in a sleek black coat, lit only by flickering arcade lights, he looked directly into the cara.
"Are you ready for innovation?" he asked, his voice calm but charged with anticipation. He let the question hang for a beat before leaning forward with a smirk.
"Then you’re ready for Tekken."
The screen imdiately cut to black—and then exploded with energy.
A blistering rock soundtrack kicked in as gaplay footage took over. Lightning-fast punches, fluid 3D movent, bone-crunching combos—all rendered in stunning arcade-quality 3D graphics that felt like they were from the future. Characters like Kazuya, King, Paul, Nina, and Yoshimitsu flashed across the screen in rapid succession, each performing signature moves in high-intensity battles.
The trailer didn’t slow down—it escalated. Explosions, grunts, slow-motion replays of counter-hits, brutal throws, and crowd-pleasing finishers. It wasn’t just a ga; it was a visual warzone, loud and confident, proudly announcing that the 3D era of fighting gas had officially begun.
Finally, the screen faded to white text:
TEKKEN
Experience it.
Saturday, July 5 – In arcades near you.
It was only around 35 seconds long. It’s as simple as that, but the reactions of players? It’s insane.
"OH MY GOD! It’s 3D! ZAGE done it again! 3D Arcades!"
"The gaplay looks so fun! I can’t wait to play it!"
The trailers drive players absolutely wild. The excitent was so overwhelming that the next day arcades in both Japan and Arica rushed to pre-order Tekken arcade units even before the official release. As a result, the initial shipnt sold out almost imdiately, leaving many arcades on a waiting list for the next wave. Demand has far exceeded expectations. Now, Nando Michio, Nanco, and the ZAGE manufacturing teams are working around the clock to produce another batch of Tekken arcades within the coming days in hopes of eting this unprecedented demand at release date of 5 July 1994
To be continued
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