Another world Game Developers in Japan`s 1991-Chapter 421 - 375: The Arcade Reactions from Other Game Developers

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Chapter 421 - 375: The Arcade Reactions from Other Game Developers

After the national airing of the New ZAS arcade ad, the Japanese arcade industry saw a resurgence unlike anything in the last decade. Orders at Nanco and ZAGE surged, their phones ringing off the hook. Arcades across Tokyo and beyond scrambled to place orders for the three featured titles—ZAS: Street Fighter, ZAS: Streets of Rage, and ZAS: Rampage. Players lined up around corners, eager to get a turn. The buzz only intensified as word of mouth spread and the upcoming ZAGE November game release loomed.

But the impact didn't stop at customers. Game developers—especially ZAGE's third-party collaborators—were buzzing with excitement. For them, the New ZAS launch represented more than just successful hardware; it was a sign that arcade gaming had entered a new era.

"If ZAGE can bring games like these to arcade cabinets," one developer from Fuji-dan Studios that created the Mugen Road game for ZEPS said, "then maybe someday our projects could be adapted for arcades too. The potential's huge."

Several developers sent inquiries to ZAGE, expressing serious interest in developing games optimized for the ZAS platform. Many were already speculating whether it would be possible to create their own arcade titles under ZAGE's publishing framework, with distribution handled by Nanco. While Zaboru hadn't formally announced plans to release an arcade development kit or SDK to third parties, the growing excitement among 3rd party developers was impossible to ignore. The energy was palpable. Developers saw ZAGE's revival of arcade culture as a potential gateway for innovation and renewed relevance in Japan's competitive gaming industry.

Also Developers across studios were especially taken aback by the sheer quality of the 16-bit visuals. "How did ZAGE manage this level of polish? Is this really just 16-bit?" one designer muttered in awe. Others echoed the sentiment, scribbling notes and admiring the graphics.

"We should break down how their animations and how their programs work, maybe find a way to adapt our assets to match this fluidity," another programmer suggested. The excitement wasn't just about replicating what ZAGE had done—it was about learning from it, studying how they pushed the hardware and using that insight to refine their own arcade and console projects. The buzz of creativity and competitive energy pulsed through dev studios all over Tokyo and as usual ZAGE really innovated stuff.

Meanwhile, over at Sonaya's headquarters in central Tokyo, the atmosphere was more cautious. Their secret 16-bit home console project, code-named "Kagutsuchi," was deep in development. CEO Hikaru Kurata and lead developer Junpei Hoshida had kept their eyes on ZAGE's growing momentum, but they hadn't expected this surge in arcade relevance.

Within a day of the ad's airing, Hikaru ordered every version of the New ZAS arcade cabinets delivered to Sonaya's internal dev studio for evaluation. The machines were installed in their private R&D floor. Hikaru and Junpei stood before the machines in silence, absorbing the vibrant colors and smooth animation of the games.

Junpei broke the silence first as he played Rampage. "So... they've managed full, fluid 16-bit action in an arcade system. And with these visuals and gameplay mechanics? They've got the chops."

Hikaru crossed his arms, his jaw tight. "So our Kagutsuchi isn't ahead of them at all. That's what you're saying."

Junpei shrugged. "Not necessarily boss. The 16 bit system for arcades is not certainly new although no one is creating 16 systems like ZAGE and ZAGEs arcade tech—it's impressive, but it's tailored to specific, closed systems. ZAGE hasn't yet pushed a 16-bit home console. Kagutsuchi still has a chance to shine, especially if we market it right. we can use this as our advantage imagine this: 'Arcade power, now in your living room.'"

Hikaru's shoulders relaxed slightly. He nodded. "That's a solid angle. Our pitch will center on high-performance, home-based gaming. We bring the arcade experience home before ZAGE does. That could shift the balance."

Junpei smiled, eyes still on the screen as George the gorilla crushed another tank. "Exactly. And until then, we learn from these. Study their pacing, game loops, and player feedback mechanics. ZAGE's paving the road—we just have to make a smoother ride."

Hikaru glanced over at Junpei, who was fully immersed in the experience of playing the New ZAS arcade titles. His fingers moved instinctively over the controls, a bright grin plastered on his face as he rotated between Rampage, Streets of Rage, and Street Fighter.

Hikaru frowned, folding his arms. "You look way too happy playing ZAGE's games. Shouldn't you be taking this more seriously?"

Junpei chuckled without taking his eyes off the screen. "I am taking it seriously, boss. That's exactly why I'm happy. All three of these games are incredibly well-designed. I need to understand why they work so well, down to every animation frame and feedback loop. If we want our 16-bit console to thrive, our launch games need to rival these."

Hikaru sighed, watching George the gorilla punch through a building. Despite himself, he found his tension softening just slightly. He didn't entirely approve of Junpei's laid-back attitude—but at least the man was learning from the best but still he pissed again with Zaboru 'Damn you Zaboru! how can your inspiration never be exhausted!' Hikaru thought.

Elsewhere, the upcoming ZAGE release for November—new games for ZEPS and ZGB—was stirring even more buzz. The latest issue of ZAGE POWER Monthly had teased glimpses of the upcoming titles, and that sneak peek had been enough to ignite player anticipation.

On the morning of Tuesday, 22 November 1992, long lines formed outside electronics stores and gaming retailers across Japan. Teenagers, parents, kids—even salarymen on break—queued in front of shops like Dream Tower Electronics, Hamano Game Center, and even the newly remodeled Utsunomiya ZAGE Retail store, which Zaboru and the ZAGE team had rapidly renovated and rebranded, now proudly bore the ZAGE logo and operated as an official retail outlet. The Utsunomiya family continued managing the shop, which had begun drawing in loyal ZAGE fans eager to purchase exclusive merchandise, from collectible figurines to branded apparel and hardware accessories

"Today's the day!" one boy shouted, holding a small fistful of saved-up allowance. "I'm getting Mr. Driller and Lunar Knight, no matter what!" fгee𝑤ebɳoveɭ.cøm

At the front of the line, an older high school student nodded. "Don't sleep on Rollerdance. That game's gonna be insane!, mark my words."

With the ZAGE retail network expanding and media coverage at an all-time high, Zaboru and his company were riding a wave of success. Still, he remained focused, planning not just for this month's release—but for the next frontier: tournament leagues, international expansion, and arcade innovation.

Zaboru grinned, eyes scanning the skyline from his office window. 'There are still so many things to create,' he thought, heart thumping with both pressure and anticipation. His schedule was packed, there were many things to create , improve and adjust but in all that chaos, he found joy. For him, every idea was a seed and every challenge a chance to innovate. The busier he got, the more alive he felt because he loved what he was working for.

To be continued...

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