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Now reading: Chapter 654 600 Rest Of July from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

In July 1995, many developnts were underway at ZAGE. First, Zaboru assigned new tasks to the Tokyo team, entrusting them with two additional projects for the ZEPS 2 system. These projects were none other than Sonic 3 and Knuckles and an original ga by Zaboru himself—SpongeBob SquarePants 2. Both titles were scheduled for a September release.

With these new assignnts, the Tokyo team now had three major projects in active developnt. Following the recent release of Phantasy Star 2 earlier in July, their workload included Unirally, Sonic 3 and Knuckles, and SpongeBob SquarePants 2. The montum was intense, and the Tokyo branch was operating at full creative and technical capacity.

Next, over at the Osaka branch, their main project at the mont was The Legend of Zelda: Oracle of Ages. However, Zaboru decided to assign them an additional title—Pac-Man 2 ZGB. This new ga would bring the iconic Pac-Man experience to ZAGE's portable handheld devices. Given the relatively modest scope of the project and its reliance on classic gaplay chanics, it was expected to be completed quickly and released by August.

The developnt team didn't find the workload overwhelming, and Zaboru hinted that more assignnts might be coming their way in the near future.

As for the USA team, after the July release of Warcraft, their focus shifted back to ZEPS 2 developnt. Their current project was NBA Live 1995, but Zaboru added two more ambitious titles to their plate—The Army n Ga and Clock Tower. The latter marked a bold new direction as ZAGE's very first horror ga. Although Zaboru wasn't sure whether horror would resonate with the fanbase, he was willing to take the gamble.

Army n was expected to launch in September, thanks in part to the developnt team being able to repurpose various assets from Fallout. anwhile, Clock Tower was aiming for an October release, just in ti for Halloween, where its eerie thes and suspenseful gaplay could make the most impact. It was a busy season for the USA team, but morale was high and montum strong.

As for the gas released this July by ZAGE, there were three major titles. For the ZEPS 2 system, players were treated to Donkey Kong Country and Phantasy Star 2, while Warcraft 2 debuted on PC. Each of these releases made a significant impact, showcasing ZAGE's growing reach across multiple platforms and genres.

For Donkey Kong country players were absolutely blown away by Donkey Kong Country—it felt like the future had arrived on their humble ZEPS 2. The mont they turned on the ga, the stunning pre-rendered 3D graphics left them speechless, making it look more like a next-generation arcade machine than a ho console title. For many, it was the most beautiful ga they had ever seen. But it wasn't just the visuals—players were hooked by the fluid controls, the tight platforming, and the clever level design that kept surprising them with hidden paths, bonus stages, and varied environnts. From swinging on jungle vines and outrunning collapsing mine carts to swimming through atmospheric underwater caves with a hauntingly beautiful soundtrack, every level felt fresh and exciting. The tag-team chanic between Donkey Kong and Diddy Kong added an extra layer of strategy, and players loved switching between the two depending on the situation. Combined with the charming animations, dynamic enemy variety, and that unforgettable music. It wasn't just another platforr—it was a ga that made players feel like they were witnessing a leap in video ga evolution, and they couldn't stop talking about it.

For Phantasy Star 2, when it hit the ZEPS2, RPG players were completely hooked. Its fresh chanics and ambitious depth pushed the genre far beyond expectations, surpassing even what Phantasy Star 1 had achieved on the original ZEPS system. Fans were impressed by how the sequel not only expanded the world but also redefined what an RPG in Space.

One of the biggest improvents over the first ga was the party system—players could eventually control up to eight unique characters, each with distinct abilities and personalities. This allowed them to customize their party composition before missions, offering deep strategy and high replayability. The turn-based battle system was fast-paced and efficient, featuring slick animations and the handy option to automatically repeat previous commands—a lifesaver when grinding through enemy encounters.

Players also appreciated the technique (magic) system, where each character had their own unique set of skills rather than relying on a pool of generic spells shared across the party. This design choice gave each character a stronger identity and made strategic planning even more essential.

Another standout was the equipnt customization. Players had to figure out who could equip what, carefully compare stats, and manage limited seta (money), all of which added another layer of tactical planning and resource managent. These decisions mattered—making a bad call on gear could an the difference between surviving a tough encounter or wiping out entirely.

While the huge, non-linear dungeons were notoriously punishing—often requiring players to draw their own maps on graph paper—they were also beloved for their sense of scale and mystery. Every step forward felt like a real adventure, and solving each dungeon's layout brought a powerful sense of accomplishnt. For many, it wasn't just about beating the ga—it was about proving they had the patience and smarts to master it.

But what really made players fall in love—and also occasionally curse in frustration—was the dark, mature sci-fi narrative. While the genre wasn't mainstream, it attracted a dedicated fanbase who appreciated its bold storytelling and emotional depth.

The story itself are really make player hooked but pissed

Set 1,000 years after the events of the original Phantasy Star, the ga takes place in the Algo Star System, primarily on the planet Mota. Society has beco a techno-utopia, where a supercomputer nad Mother Brain controls weather, food production, and population managent. Life seems perfect, but strange things begin to happen—monsters suddenly appear in the wild, food distribution systems are failing, and the ecosystem is destabilizing.

You play as Rolf, an agent of the governnt who has been having disturbing dreams of a mysterious woman battling a dark force (a direct reference to Alis from the original ga). He is assigned to investigate the anomalies and quickly forms a party of allies—including Nei, a gentle but powerful half-human, half-biomonster girl who has a mysterious past. Nei becos the emotional heart of the party, and her unique origin as a genetically engineered being raises unsettling questions about the ethics of bioengineering in this future society.

As the team uncovers hidden laboratories and corrupted systems, they discover that the governnt and Mother Brain have been concealing the truth. The paradise of Mota is built on secrecy and manipulation, and bio-monsters are deliberately created in secret facilities. The situation cos to a heartbreaking climax when the party must confront Neifirst, a violent clone of Nei who was created in the sa lab. In a tragic twist, Nei sacrifices herself in a mandatory one-on-one duel—there is no way to save her. This mont devastates players and serves as one of the most powerful emotional beats in 16-bit RPG history.

Driven by this loss, Rolf's team journeys beyond Mota, eventually reaching the frozen planet Dezoris and the remains of the planet Palma, destroyed by Mother Brain's experints. In the final sequence, they infiltrate the Noah, an ancient space station, where they confront Mother Brain. But just as they destroy her, an even more shocking truth is revealed: Earthlings—descendants of humans from Earth—had built Mother Brain and used it to control and weaken the people of Algo. Their goal was to conquer the system by turning its inhabitants into docile, dependent beings. The party defeats the Earthn… but just as players expect a final resolution, the ga ends with a cryptic cliffhanger—a suggestion that a greater evil looms and that the struggle is far from over.

The players were stunned. So were frustrated, even angry, at the abrupt, unresolved ending—but most couldn't deny the powerful impact of what they had just experienced. For many, it was their first ti encountering an ending that felt like a deliberately cruel cliffhanger—one that offered no closure, no reassurance, and no easy answers. It wasn't just unexpected; it was haunting. And it left them hungry for more.

For Warcraft 2 or the release title Warcraft II: Tides of Darkness beca an instant hits among PC gars, captivating players with its refined real-ti strategy gaplay, charming pixel art, and incredibly addictive multiplayer options.

What truly elevated Warcraft II beyond its predecessor was its introduction of naval battles—one of the ga's biggest new features. Players could now build docks, transport troops across water, and engage in full-scale sea combat using destroyers, battleships, and submarines. This expanded the battlefield vertically and added a dynamic strategic layer, forcing players to think beyond land tactics. Controlling the seas beca just as crucial as holding ground, and mastering naval dominance often determined the outco of a match.

Another major addition ca in the form of resources. While Warcraft I had only gold and lumber, Warcraft II introduced oil as a crucial third resource. Oil was primarily used for constructing and maintaining naval units and advanced structures, reinforcing the importance of mariti control.

Equally impactful was the overhaul of fog of war chanics. Warcraft II implented true fog of war—areas of the map that had been explored would remain visible only as static terrain unless actively scouted again. In contrast, Warcraft I allowed players to retain full visibility once a section of the map was discovered. This new chanic in Warcraft II added a heightened level of uncertainty and tactical risk, encouraging players to stay active with reconnaissance throughout the match. The unit roster also received a significant upgrade. Warcraft II introduced a wider array of new unit types, including mages, death knights, dragons, gryphon riders, ogre-mages, and ballistae. These additions brought fresh dynamics to the battlefield, particularly with the inclusion of advanced magical abilities and flying units that dramatically shifted combat strategy. Players had to adapt quickly to new counters and combinations, making each skirmish more complex and rewarding.

Players loved the satisfying rhythm of building bases, managing armies, and launching well-tid attacks—whether controlling the noble Alliance or the brutal Horde—just as they expected from a Warcraft ga. But what truly set Warcraft II apart was its revolutionary Battle support, which allowed players to engage in online multiplayer battles without the hassle of IP-sharing. This groundbreaking matchmaking system made it easier than ever to test strategies against human opponents from around the world.

To access Battle, players needed a ZAGE account, which added a layer of connectivity and community across the platform. Once logged in, players could dive into co-op campaigns or square off in competitive head-to-head matches. The ease of use, coupled with the thrill of playing against real opponents, made online multiplayer one of the most beloved features of Warcraft II and helped shape the future of online gaming on PC.

On top of that, ZAGE included a map editor, opening the door for custom scenarios and mods. Players created unique battlegrounds, custom rulesets, and even full fan-made campaigns, which fueled a thriving community and gave the ga near-infinite replayability. This enthusiasm carried over to the ZAGE forums, where a dedicated Mod Section was quickly established by Zaboru. Despite Warcraft 2 being relatively new, the section was already filled with creative and ambitious mods for the ga, highlighting how quickly it had captured players' imaginations.

Not just gaplay, the story of warcraft is becoming more engaging as well. The story of Warcraft II is a sweeping fantasy epic that builds on the events of the first ga. After the fall of Stormwind in the First War, the survivors of the human kingdom flee to the northern continent of Lordaeron and form the Alliance of Lordaeron, uniting elves, dwarves, gnos, and other races under one banner to resist the advancing Orcish Horde. The Horde, now bolstered by ogres, trolls, and death knights under the command of Orgrim Doomhamr, launches a full-scale invasion using portals, dragons, and even naval fleets. The narrative spans across both the Alliance campaign, where players fight to reclaim their lands and push back the Horde, and the Horde campaign, which shows the Orcs' brutal ambition to conquer all of Azeroth. Eventually, the Alliance manages to destroy the Dark Portal, cutting off reinforcents and winning the war. However, the final battle leaves Azeroth forever changed—its lands scarred by war and the Orcish threat still smoldering in the background.

Overall, that's what unfolded at ZAGE during the month of July. Now, at ZAGE's headquarters in Japan, he wants to hold a major eting to begin preparations for the next generation of consoles but before that he needs to get rid of the spy.

To be continue

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