July 1 Wednesday 1995 Philip Offices.
Zaboru was invited by Jan Timmer, the CEO of Philips, to their offices in Japan. The agenda for the meeting was to discuss progress on their joint development of a larger-capacity CD drive—one that could store significantly more data than current models.
Zaboru then arrived at Philips' main lab, where he was shown a CD that looked nearly identical to a standard disc—except for its slightly glossier backing, hinting at something new beneath the surface.
Jan Timmer then approached Zaboru with a broad smile. "Zaboru, come here. This is the progress we've made at Philips on the bigger CD, all based on your ideas."
Zaboru stepped closer, picking up the disc and examining it with interest. "Impressive, Jan. The surface is clean, the build feels solid. So, tell me—how much data can this new CD hold?"
Jan grinned. "When you submitted the design to us, we honestly couldn't believe our eyes. It was such a bold idea—and absolutely brilliant! The single-layer version of the this new CD can hold around 4.5GB of data, which is already a massive leap from current CDs. But just like you suggested, we went even further. We developed a dual-layer format, a multilayered DVD that can store up to 8.5GB! That's nearly double the capacity, and frankly, it's incredible. We've never seen anything like it in this industry—it's going to change everything from software distribution to home video." Jan grinned. "This is truly a genius idea, Zaboru! You've reshaped how we think about optical storage."
Zaboru nodded with a wide smile. "Hahaha, it's really great—and the development moved so quickly! I'm impressed."
Jan chuckled. "Well, I'm just thrilled about it, and so is our entire engineering team. The pace surprised even us. We managed to take the concept and turn it into a working prototype faster than most of our previous projects."
Zaboru nodded thoughtfully. "Do you already have a name in mind for this large-capacity CD, Jan?"
Jan looked momentarily surprised, then chuckled. "Well, at Philips, we've been calling it the 'Super CD project,' but honestly... that name doesn't really stick, does it? Feels a bit generic." He paused, then looked at Zaboru with interest. "Do you have something better in mind?"
Zaboru chuckled and said, "What about DVD? It could stand for Digital Versatile Disc—or maybe Digital Video Disc, especially if we're talking about movies."
Jan Timmer's eyes lit up. "Wow, that's a brilliant name! It sounds sleek, modern... and it fits the format perfectly. Alright then, let's go with DVD as the official name for this new disc."
Zaboru nodded in agreement, clearly pleased. "DVD it is."
Zaboru then continued, "So, how about the DVD player? Is there already a development plan in place?"
Jan Timmer nodded confidently. "Yes, we're already working on it. Our teams have begun laying the foundation for production, and if all goes well, we expect it to be ready by the end of the year. Does that timeline work for you?"
Zaboru nodded. "It's fine, Jan. Don't rush the development—just make sure the quality is solid."
Jan nodded in agreement. Zaboru had already provided the full design and technical blueprints for the DVD player to Philips. Their job now was to bring the concept to life and ensure a smooth transition from prototype to final production. Jan was deeply impressed by Zaboru's contributions. He was genuinely delighted that Zaboru had provided Philips with so many forward-thinking ideas that pushed their innovation forward.
Zaboru then asked, "Well then, do you have any plans for movies that will be formatted for the DVD?"
Jan paused for a moment, considering. "Honestly, not yet, Zaboru. We've been so focused on the hardware and technical side that we haven't lined up any specific titles just yet. But it's definitely something we need to prioritize soon."
Zaboru nodded. "That's fine. There are already plenty of Disney animated movies that could be formatted for DVD. Plus, we could release the ZAGE series on DVD as well—it's a perfect opportunity to showcase our content in a new format."
Jan nodded in agreement, clearly seeing the potential. The two continued discussing the future of DVDs, exploring ideas for distribution, packaging, and possible exclusive releases. After a productive exchange, Zaboru politely excused himself and departed the Philips offices, heading back to his own headquarters in Tokyo, Japan.
Leaning back in his chair, Zaboru muttered, "DVD, huh? Heh... I still can't believe ZAGE is playing a role in making this happen with Philips. DVD... it's going to define an entire era, just like VHS once did."
Zaboru couldn't forget DVDs—the DVD menu art that played before the movie started, the iconic bouncing logo that changed colors as it idled on the screen, and the warm, communal experience of renting a movie from the local video store to enjoy with friends or family on a weekend night. For him, it wasn't just a format; it was a ritual. It marked the golden era of home theater, when owning or renting a physical disc felt like holding a piece of cinema in your hands.
Zaboru then grinned, a spark of excitement in his eyes. "With DVD almost ready, it's time to begin planning ZAGE's next-gen console. This time, we're not just building a machine—we're setting a new standard for gaming. And yes… I'll make DVD the core of it."
Zaboru grinned again, his mind racing with possibilities. The next console would be a true game-changer for ZAGE, and he was already mapping out a strategic release for early 1997. He wasn't interested in rushing it—this time, he wanted every component, every feature, to work flawlessly. Unlike the ZEPS 1 and ZEPS 2, this next-generation console wouldn't just be an upgrade—it would be a leap into uncharted territory. It would offer innovations the world hadn't seen before. It would feature significantly better graphics and faster load times—core improvements that gamers would notice instantly. But beyond performance, Zaboru envisioned something far more ambitious: a system unlike anything from his previous world. He planned to design a console that combined the best features from platforms—cutting-edge hardware, a sleek user interface, multimedia functionality, and support for both physical and digital formats. This wouldn't just be a step forward for ZAGE—it would redefine what a game console could be.
Meanwhile, at Sonaya Japan
Junpei Hoshida sighed as he studied the bulky prototype of the 32-bit console before him—codenamed the Amaterasu Project. Though still in its early stages, the machine had a working prototype, humming softly on the desk. Sonaya had already developed a demo game that could showcase the capabilities of 3D 32-bit graphics, a major leap forward. But the real challenge wasn't the visuals—it was storage. Getting the game's data compressed and optimized enough to fit onto traditional cartridges was proving to be a nightmare. The technology felt promising, but the limitations were painfully clear.
"Sigh… Compressing these games to fit into cartridges is brutal. I don't know how we're supposed to pull this off without sacrificing half the game's content or quality…"
Hikaru Kurata silently observed the scene, his arms crossed as he leaned against the wall. He chose not to interrupt Junpei Hoshida, who was visibly caught in the stress of development. The Amaterasu Project remained a long way from completion—more an ambitious vision than a functional reality at this point.
To be continued
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