During the remainder of April, many things happened. First and foremost, just two weeks after its release, the ZEPS 3 was receiving overwhelming praise from players. Gars absolutely loved the console — not only for its powerful gaming capabilities, but also for an unexpected reason: its ability to play DVDs. Sales of the ZEPS 3 skyrocketed, and it wasn't just gars buying them. A large number of movie enthusiasts also rushed to purchase the console simply because it functioned as a DVD player. At the ti, standalone DVD players were extrely expensive, whereas the ZEPS 3 offered the sa functionality at a fraction of the cost. It played DVDs flawlessly, making it an unbeatable entertainnt solution for households everywhere.
This also made Philips CEO Jan Timr increasingly bitter, despite the fact that ZAGE and Philips had been collaborating closely on the developnt of DVD technology. Timr initially believed that ZAGE had betrayed their partnership by releasing a cheaper alternative to Philips' premium DVD players, undercutting the market and threatening Philips' sales strategy. From his perspective, it felt like a stab in the back. After all, Philips had invested heavily in positioning their DVD players as high-end, premium products.
However, deep down, Timr knew that wasn't entirely fair. Zaboru had warned him on multiple occasions that Philips needed to reconsider its pricing strategy. Zaboru had been clear: if they continued to price their DVD players too high, they would lose out to more affordable competition. Zaboru wasn't being hostile — he was being honest. And now, as sales of ZAGE's ZEPS 3 skyrocketed — partially due to its DVD functionality — Timr was forced to face the truth of that warning.
With mounting pressure from the board and shrinking market share, Philips was now scrambling to respond. Their next move was clear: they would need to develop and release a new line of DVD players that were more affordable yet still maintained the quality Philips was known for. Internally, plans were already being drafted, teams were being assembled, and the directive was simple — adapt or fall behind. Even with the sting of competition fresh in his mind, Timr knew this pivot was essential for Philips to stay relevant in a rapidly shifting tech landscape.
Aside from this, the 13 launch titles for the ZEPS 3 were nothing short of phenonal. Among them, the standout was undoubtedly Resident Evil, which ignited massive hype throughout the gaming community. It marked the first-ever survival horror ga to appear on the Ho console series, and its tense atmosphere, limited resources, and imrsive storytelling captivated players instantly.
But it wasn't just Resident Evil that drew attention — the entire lineup of launch titles showcased ZAGE's versatility and mastery across different genres. It was creativity that made it clear ZAGE wasn't just producing gas — they were shaping the industry standard. The ZEPS 3 proved to be not only powerful hardware but a platform capable of delivering groundbreaking gaming experiences across the board.
Aside from this, Team IZAN and Team NIWA of ZAGE officially released their respective projects. First up, Team IZAN launched their arcade fighting ga Fatal Fury, and it was t with overwhelming praise. Players loved it imdiately — the gaplay felt fluid, fast-paced, and balanced. What many didn't know was that Zaboru had based the entire ga on the mories of his previous life, specifically drawing inspiration from King of Fighters 2002. Thanks to current ZAGE technology, they were able to faithfully reproduce and even enhance what was once considered a classic fighting ga.
In its new form as a ZAGE-produced Fatal Fury, the ga boasted an impressive cast of 40 playable characters. Each character was grouped into a team, and the format followed a dynamic 3 vs. 3 battle structure, similar to Marvel vs. ZAGE, which had already beco a fan favorite. This new system brought an additional layer of strategy to the ga, as players had to carefully consider team synergy, matchups, and individual strengths.
The character roster wasn't just big — it was diverse. Each fighter had a distinct style, backstory, and set of moves.
In arcades across the country, Fatal Fury quickly beca a centerpiece title. Crowds gathered around machines, team compositions, and tier lists. It wasn't just another ga — it was the birth of a new fighting ga phenonon under ZAGE's roof.
Here's the full roster, broken down by team:
Hero Team
Kyo KusanagiBenimaru NikaidoGoro Daimon
Fatal Fury Team
Terry BogardAndy BogardJoe Higashi
Art of Fighting Team
Ryo SakazakiRobert GarciaTakuma Sakazaki
Ikari Warriors Team
Leona HeidernRalf JonesClark Still
Psycho Soldier Team
Athena AsamiyaSie KensouChin Gentsai
Won Fighters Team
Mai ShiranuiKingYuri Sakazaki
Korea Team
Kim KaphwanChang KoehanChoi Bounge
Yagami Team
Iori YagamiMatureVice
Orochi Team
ChrisShermieYashiro Nanakase
K' Team
K'MaximaWhip
NESTS Team
Kula DiamondK9999Angel
Other Fighters / Single Entries
Shingo YabukiBilly KaneRyuji YamazakiBlue MaryVanessaSethRamonHinako ShijoMay Lee
Each character was impressively well-designed, with unique moves, animations, and personality. One particularly exciting surprise was the inclusion of Mai Shiranui from Dead or Alive, a guest appearance that thrilled fans and added even more energy to the ga's reception. Her crossover presence was a bold move, but it worked perfectly, elevating the ga's popularity even further. As a result, Fatal Fury quickly cented itself as one of the major titles in the fighting ga genre, rapidly rising in popularity across arcades and among competitive players alike.
Next, Team NIWA officially released ga Man X, and to the surprise of many, it quickly beca a hit—even though it was technically a ZEPS 2 title. Thanks to the ZEPS 3's full backward compatibility, players had no problem running the ga on the new console, and they flocked to buy it without hesitation. What caught everyone off guard was just how good the ga turned out to be. The gaplay, visuals, and refined chanics exceeded expectations, earning praise across the board from both longti fans and newcors alike.
ga Man fans are eating well lately. After a couple of years of drought, ZAGE has reignited the series with a burst of energy. First ca two new titles during the ZEPS 1 closure, followed by the release of ga Man 7 last month. And now, the arrival of ga Man X has taken things to a whole new level — not only because it's a fantastic ga, but because it marks a shift toward a more serious tone for the franchise.
ga Man X is a darker, more mature evolution of the original series. Set around 100 years after the tiline of the classic ga Man, the ga unfolds in a futuristic world where advanced robots known as Reploids coexist with humans. But when so Reploids go rogue and beco Mavericks, chaos erupts. Players take on the role of X, a next-generation robot created by Dr. Light, equipped with free will and emotions — a true leap forward from the original ga Man design.
The tone is noticeably more intense and atmospheric, and the gaplay chanics have evolved as well. ga Man X introduces a progressive power system, allowing players to permanently increase X's health using Heart Tanks, while Sub-Tanks can be collected to store extra health for later use. Equippable upgrades like the Helt, Armor, and Boots provide aningful enhancents, making the player feel a real sense of growth and progression.
Hidden armor pieces are scattered throughout the ga, rewarding exploration and strategic play. One of the most talked-about secrets is the inclusion of the iconic Hadouken move — a clever fan-service Easter egg that adds an extra layer of excitent and nostalgia. Players were ecstatic to discover it, and it beca a badge of honor among fans to unlock and use it.
Overall, ga Man X serves as a strong continuation of the beloved franchise. It respects the roots of ga Man while boldly evolving its thes, visuals, and chanics. Players absolutely love it — and with good reason. It feels like the series has not only returned, but reached a whole new level.
Aside from this, Zaboru assigned additional tasks to the NOVA, IZAN, and NIWA teams, all focused on developing new gas for the ZEPS 3. For Team NOVA, Zaboru gave them a massive undertaking that demanded their full attention. He planned not to overload them further, as this single task was already ambitious: to recreate all of ZAGE's classic 16-bit and 32-bit arcade fighting gas for the ZEPS 3. These would co with enhanced graphics, refined chanics, and entirely new storylines.
This initiative was dubbed the "King of Fighters Project," a nod to the genre's importance in ZAGE's legacy. Currently, many of these fighting gas are still limited to arcade cabinets, and bringing them to the ZEPS 3 would make them accessible to a broader audience while preserving and modernizing their gaplay. Titles included in the project were Mortal Kombat, Marvel vs. ZAGE, Street Fighter II, Tekken, Dead or Alive, Soulcalibur, Guilty Gear, Nightstalker, Bloody Roar, and the recently released Fatal Fury.
Zaboru knew this was a heavy task, but he grinned with confidence. He had full faith in Team NOVA's ability to deliver. As one of ZAGE's most elite developnt teams, they had proven ti and again their technical prowess and creativity. Zaboru gave them ample ti, targeting an October release window to ensure the gas could be completed with the level of polish and innovation ZAGE was known for.
For Team IZAN, Zaboru assigned the task of creating a ninja-thed ga—not Ninja Gaiden, but a new title called Tenchu. This would be a stealth-based ninja action ga, with a heavy emphasis on silent takedowns, strategic movent, and atmospheric world-building. Naturally, Zaboru planned to improve many aspects of the original concept to match ZAGE's high standards. The ga was scheduled for release on the ZEPS 3, and developnt was expected to take around four months, with a targeted launch date in August.
For Team NIWA, Zaboru grinned and assigned them another ga Man task: developing ga Man X2. This new title would be released on the ZEPS 3 and would feature the visual style of ga Man X4 from the PS1 era in Zaboru's previous life. However, the art would be enhanced to fully utilize the more powerful ZEPS 3 hardware, bringing smoother animations, higher resolution sprites, and better effects. While the ga wasn't expected to be a massive project, Zaboru still gave the team a solid three-month window to ensure polish and quality. With that schedule, the ga was slated for a July release.
As for Jasper Crank, the collaborative ga between Kojima and Yugo, it's currently in developnt. Both developers have stated that the ga will be ready by the end of the year. Similarly, Zanichi's ga Lunar Knight 2 is also on track for completion within the sa tifra, with Zanichi confirming that it should be ready before the year concludes.
Aside from video gas, sothing huge happened in the world of animation — Toy Story was finally released to the world. And just as expected, it blew up in a massive way. The film was a groundbreaking 3D animated feature that took Pixar three years to complete. With the ZAGE influence behind the scenes, many viewers began to notice that there are Zaboru nas in "Story From" and beside Toy Story itself are from ZAGE gas titles. Even Walt Disney himself was deeply impressed, falling in love with the film's heart, humor, and innovation.
After the monuntal success of Toy Story, Zaboru, who owned 60% of Pixar, returned to the studio with big plans. He wanted to keep the montum going and imdiately tasked them with a new challenge: create not just one, but three new animated films over the next three years. If possible, he wanted them completed in under that tifra. The Pixar higher-ups, closely monitoring the situation and inspired by ZAGE's aggressive vision, accepted the challenge.
Fortunately, Zaboru was well-prepared. He already had detailed drafts for three separate projects, including complete story outlines, character designs, core plot elents, and even the art styles. This would give the Pixar teams a significant head start in developnt. The three films were Toy Story 2, Monsters, Inc., and The Incredibles — each envisioned to push storytelling and animation boundaries even further.
To tackle this ambitious roadmap, Pixar's leadership quickly organized three dedicated teams, each with its own studio division. Each team was assigned one of the films, ensuring focused developnt and creative autonomy. Pixar's leadership was thrilled with the vision, and they eagerly accepted the challenge. Zaboru, fully confident in their talent and dedication, placed his trust in them to deliver — and if all went according to plan, the world would witness an animation revolution unlike anything before.
And now, in early May, Zaboru is in Europe for a business trip, accompanied by Risa Miller — the sister of Ryan Miller from Erald Wings and the owner of Flocks, ZAGE's official distributor for Europe. Also joining them on the trip is Ayumi, Zaboru's wife.
To be continue
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