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Chapter 786 - Chapter 726 ZAGE March

March was a busy and exciting month for ZAGE, marked by several major game releases. This month alone, the company launched four highly anticipated titles: Counter-Strike, Mega Man 7, Castlevania 3, and ActRaiser. Each game was handled by a different division within ZAGE's global development teams. Counter-Strike was developed by Team Tempest in the USA, Mega Man 7 was crafted by Team NIWA in Japan, Castlevania 3 was built by Team IZAN—also based in Japan—and finally, ActRaiser came from Team Enigma, another talented group in the United States..

First, Mega Man 7 and Castlevania 3 stood out as exceptional releases. These marked the first entries in both franchises to debut on ZAGE's 16-bit console—a huge milestone, considering how beloved these series had become during the 8-bit era. The transition was not just visual; both games delivered exactly what longtime fans had been hoping for.

With Mega Man 7, the improvements were instantly noticeable. The graphics were significantly enhanced, the gameplay refined, and the stage design thoughtfully crafted. Yet, despite these updates, the game still retained that unmistakable "Mega Man" feel—fast-paced action, precision platforming, and memorable boss battles. Fans were thrilled. Many praised the game as a long-overdue but welcome return, with comments like, "ZAGE may have taken their time, but it was worth the wait."

The release showed ZAGE's commitment to honoring classic franchises while pushing them forward, and it left Mega Man fans hopeful for what's next.

For Castlevania fans, this release of Castlevania 3 was exactly what they had been hoping for. In fact, this version of Castlevania 3 is heavily inspired by what Zaboru remembered as Castlevania 4 from his previous life. In this timeline, Zaboru and ZAGE had previously created Castlevania 1 based on a blend of Castlevania 1 and 2 from his original world, making their Castlevania 2 essentially the equivalent of Castlevania 3 in Zaboru's past timeline.

That installment, Castlevania 2, had already earned its place as one of the most acclaimed 8-bit games ever—often mentioned alongside great titles like Super Mario Bros. 3 and Choujin Sentai Z-Man. Now, Castlevania 3 carries that legacy forward, raising the bar for what fans expect from the series and delivering an experience that feels both nostalgic and freshly reimagined. 

Castlevania 3, while technically a sequel, feels more like a reimagining and significant enhancement of the original Castlevania 1. The improvements are evident in nearly every aspect of the game. Visually, it showcases pseudo-3D effects using Mode 7 graphics—a feature that has become a defining hallmark of the ZEPS 2 16-bit console. These effects give the game depth and dynamism, drawing players deeper into the gothic world of Castlevania.

In terms of gameplay, one standout feature is the addition of the whip-swing mechanic. Simon Belmont can now use his whip to swing across gaps and obstacles, adding a layer of mobility and platforming finesse that didn't exist in previous entries. This single feature transforms level navigation into a more engaging and fluid experience.

Furthermore, the entire stage design has been overhauled. Levels now feature more intricate layouts, environmental storytelling, and dynamic pacing. These changes have elevated the gameplay significantly, making it feel modern yet faithful to the series' roots. Fans of Castlevania are thrilled—many declaring that their beloved franchise is not only back, but better than ever.

As for Act Raiser, players loved ActRaiser because it was unlike anything they had ever experienced before because, ActRaiser boldly combined two completely different genres — side-scrolling action and city-building simulation — into one cohesive, emotional journey. You played as "The Master," a god-like being who fights demons in human form, then returns to the sky to guide civilization's rebirth. That sense of switching between divine creator and heroic warrior gave players a feeling of power and purpose few games had offered before.

The action stages were thrilling on their own. Using a sword, shield, and magic, players descended from the heavens to fight monsters in beautifully animated, mythic landscapes — forests, deserts, volcanoes, and temples — all backed by the ZEPS 2 rich graphics and smooth scrolling. The combat was simple yet satisfying, with a heroic rhythm that matched the game's tone of divine justice. Boss fights were especially memorable, mixing cinematic presentation and dramatic music that made every victory feel sacred. 

Then came the god-simulation mode — the part that truly set ActRaiser apart. After purging evil from a region, players guided the rebirth of human civilization from a heavenly view, controlling an angel to help people build towns, direct their growth, protect them from monsters, and shape the land. Watching villages expand, people thrive, and prayers rise to the sky created a powerful sense of connection. It wasn't just about saving the world through battle; it was about nurturing it afterward. The dual structure made players feel both heroic and compassionate, blending action and strategy into a surprisingly emotional experience.

Finally, the music as Usual ZAGE music are always slaps with orchestral-style soundtrack makes the players feel delighted, elevating every moment to something epic and spiritual. 

Overall, the game was a huge success, and it reinforced the idea that ZAGE continues to push boundaries by experimenting with new genres. This creative risk-taking has earned the admiration of their fanbase, many of whom are thrilled to see the company consistently delivering fresh, innovative experiences across different types of gameplay.

As for Counter-Strike, it has become insanely popular, especially with the explosive rise of "Internet Cafés" around the world. These cafés—booming in popularity across countries like China and Korea—have become social hubs where people gather to play multiplayer games, and Counter-Strike has emerged as the ultimate LAN experience. The game's smooth, highly optimized network performance makes it perfect for local play, offering a seamless and lag-free experience even with multiple players connected.

One of the biggest reasons for its success lies in its gameplay balance. The weapon mechanics—particularly the recoil system—introduce a clear skill gap that separates casual players from highly skilled ones. This makes matches both competitive and rewarding. Players love how every shot matters, and how mastery of movement, aim, and recoil control can determine the outcome of a match. The result? An adrenaline-fueled shooter that feels both fair and addictive.

All of these factors combined have made Counter-Strike a worldwide phenomenon, with fans praising it as one of the most exciting and skill-driven multiplayer ever.

The two main modes of Counter-Strike—Bomb Mode and Deathmatch Mode—have quickly become fan favorites. What truly amplifies the game's appeal, however, is its modding capability. Thanks to the freedom given to players and community creators, an explosion of custom game modes has emerged shortly after release. These include wild variations like Knife-Only Mode, Bomb-Only Mode, Hyperspeed Mode, and countless other inventive twists on the original gameplay.

Players are crafting insane, creative experiences that have added unexpected layers of fun and strategy, keeping the game fresh and infinitely replayable. The sheer speed at which these mods are spreading speaks volumes about the game's flexibility and the community's enthusiasm. Many in the gaming world are now saying that Counter-Strike hasn't just launched successfully—it's actively redefining what the modern FPS should be, placing player creativity and balance at the core of its design. 

After each team completed their primary assignments, Zaboru, as usual, assigned them one additional task to keep their momentum going and further challenge their creativity.

For the ZAGE Japan IZAN team, Zaboru tasked them with creating another ZGB game: Tetris DX. This version of Tetris would include improvements and tweaks he envisioned, aiming for a May release. Additionally, he assigned team NIWA to work on EarthBound, a highly anticipated sequel to ZAGE's previous title Mother, continuing the beloved RPG series with new storytelling and emotional depth and both of these games will be released in May 1997.

Next, for ZAGE's Team Tempest, Zaboru gave a focused directive—develop just one major title as part of a collaboration with Microsoft. That title was none other than Diablo II. Given how ZAGE had previously showcased the original Diablo during the Microsoft 1994 event, the follow-up was not just logical—it was necessary. Diablo II would be positioned as a flagship title for the upcoming Windows XP showcase in August 1997, with the game slated for release in the same month.

Lastly, for Team Enigma, Zaboru assigned the development of another exciting arcade title—Metal Slug. Known for its fast-paced gameplay, exaggerated animation, and explosive action, this new project would tap into the booming arcade scene and reinforce ZAGE's presence in that space this title would released on June 

In addition, Yugo and Kojima's long-awaited game finally received an official release window. Titled Jasper Crank, the game is expected to launch near the end of the year. It is being developed specifically for the upcoming ZEPS 3 console, which has yet to be released but is nearing the final stages of development. Similarly, Zanichi: Lunar Knight 2, a project led by Zaboru's father, is also being prepared for the ZEPS 3. As a result, both titles are currently still in progress despite the ZEPS 3 not yet officially launched.

Outside of video games, Zaboru's wife Ayumi and her pregnancy continued to progress healthily. Her belly had now visibly rounded, a clear sign of the baby growing strong. Concerned for her well-being, Zaboru gently asked her to take a break from work and rest. However, Ayumi firmly expressed her desire to keep working. She didn't want to spend her days simply relaxing or doing nothing—she still felt capable and motivated to stay active in her usual routine. Respecting her determination, Zaboru ultimately agreed to let her continue working, trusting her instincts and strength.

ZAGE is now hosting a small internal Counter-Strike tournament, pitting its various development teams against each other in friendly yet competitive matches. 

To be continue 

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