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Chapter 793 - Chapter 733 ZEPS 3 Official Trailer 2.

The audience was curious about what had happened to Zaboru. The screen went dark for a moment, building suspense, and then suddenly lit up again — revealing a 3D version of Zaboru. "Oh wow! I became 3D!" he exclaimed, clearly amused. Though the graphics were still crude by modern standards from Zaboru's previous life— typical of the late '90s to early 2000s — for people of that era, it was astonishing. The room filled with gasps and laughter. The 3D transformation was great, and it amazed the audience with its novelty and ambition.

Then the ad continued, cutting to a mysterious and cinematic scene deep within a pixelated forest. Lush trees with blocky leaves swayed in the breeze. Birds chirped overhead. Suddenly, the camera panned to 3D Zaboru standing in the clearing, looking around in awe. His expression was pure joy, like a kid dropped into a fantasy world.

From the edge of the trees, a familiar face emerged — Mario, now in full 3D. He jogged toward Zaboru with his classic bouncy stride.

Zaboru lit up on screen. "Hey, Mario!" he shouted, waving enthusiastically.

But something felt off. A low rumble grew louder. Zaboru paused, looked over his shoulder — and there it was.

Another figure barreled toward him through the underbrush: a red creature with spiky hair, wild eyes, sneakers, and... jeans? It was strange and chaotic, with an energy that screamed trouble.

Zaboru blinked. "Huh? Who are you?"

Before he could finish his thought, the creature skidded into view, raising its fists. It opened its mouth wide and shouted, "MARIO! WHOA!"

Mario, undeterred, raised his fists too and shouted back, "CRASH BANDICOOT!"

Without warning, the two characters lunged at each other and threw simultaneous punches. Just as their fists were about to collide, the entire screen flashed white, then snapped to black.

A beat of silence.

Then, glowing text appeared in the center of the screen, bold and dramatic:

SEQUEL VS NEW

7 New Games · 6 Sequel Games

The crowd in Bakudan Arcade erupted. Cheers, laughter, and applause filled the room. 

Then the real Zaboru appeared on the TV again, this time no longer in 3D. He exhaled sharply, looking both relieved and energized. "Huft! That was intense! And it turns out, the creature Mario was fighting was Crash Bandicoot — the main character from one of our brand-new games!"

He faced the camera with a wide grin. "We're officially presenting 13 launch titles for the ZEPS 3! That's right — 13 games. Seven of them are brand-new titles, and six are sequels to fan favorites. And why isn't it a perfect split? Well, originally it was going to be six new and six sequels... but then I had another idea — so I added one more. Hehehe."

Everyone watching chuckled. Zaboru's delivery was relaxed and genuine, and that spontaneous addition only made the moment more exciting.

"Alright, here are the 13 titles that will be available at launch when the ZEPS 3 hits shelves! Let's kick things off with the sequels first — because we know how much you all love your returning favorites!"

The screen shifted, transitioning smoothly into gameplay footage of Super Mario 64. Zaboru's voice came in with excitement. "It's a Mario game! Of course — this Italian plumber has always been beloved by so many ZAGE fans, so we're proud to present Super Mario 64, now in a fully realized 3D environment!"

The gameplay resembled what Zaboru remembered from his previous life, but with significant improvements — enhanced textures, smoother animations, and a far more colorful palette, all thanks to the ZEPS 3's hardware capabilities. Mario ran, jumped, and explored vibrant worlds that felt alive and immersive.

The audience was in awe. While they weren't strangers to 3D platformers — Sonaya Game Station had offered similar titles — the Super Mario 64 showcase hit differently. This wasn't just a new Mario game; it was a glimpse into what 3D gaming could truly become. For many, it was the first time seeing 3D executed with such clarity, depth, and playfulness. The colors popped. The movement flowed. It was, as one kid whispered, "what the future looks like."

Zaboru then continued by showcasing brief gameplay footage for each of the upcoming sequel titles. First up was Metal Gear Solid. The screen lit up with sleek, cinematic stealth-action scenes, featuring high-tech gadgets, tactical espionage, and a gritty narrative that instantly caught the audience's attention. The futuristic spy thriller style made hearts race, and many fans were already leaning forward in anticipation.

Next came The Legend of Zelda: Ocarina of Time. The screen transitioned into a sprawling fantasy world filled with lush meadows, ancient temples, and epic battles. Zaboru explained how the game will be full of adventure and time-travel mechanics. Viewers were mesmerized by the sweeping landscapes and sense of adventure. "Whoa! Zelda game in 3d let me in!," someone in the arcade shout.

Then came Harvest Moon: Back to Nature. The tone shifted into a warm, cozy atmosphere. The vibrant countryside setting, peaceful farming mechanics, and adorable character interactions created a strong contrast from the high-stakes action of the previous titles. The audience smiled as scenes of planting crops, raising livestock, and celebrating town festivals played out, accompanied by calming music. It looked like a slice of life many wanted to live.

Shin Megami Tensei II followed next, and the mood darkened. Gothic architecture, haunting music, and philosophical themes filled the screen. Zaboru highlighted the game's turn-based combat and branching storylines. With its dark and mysterious vibe, it immediately hooked fans of deeper, mature JRPGs. Plus, the graphics looked far more advanced than anything seen in the genre so far — detailed sprites, atmospheric lighting, and cool battle animations.

Finally, the showcase shifted to Starfox 64. A voice shouted, "Do a barrel roll!" and the screen exploded into a fast-paced space battle. The game featured smooth 3D aerial dogfights, vibrant explosions, and tight controls that looked incredibly responsive. Zaboru pointed out how fluid the gameplay was, with constant movement and nonstop action. It was a visual feast — the kind of game that made your pulse quicken just watching it.

Each of the five games brought something different to the table, and judging by the excited reactions in the room, ZAGE had nailed the balance between nostalgia, innovation, and technical power. 

Zaboru then continued and asked the audience, "Pretty cool, right? The sequels? Don't worry if your favorite isn't here yet — at ZAGE, we've got way too many great IPs to drop all at once! So keep hoping, and who knows? Your favorite might get its turn in a future release. Hehehe."

He grinned with playful energy and continued, "And now I've got a question for you — do you prefer new games, or sequels? Because up next, we've got seven brand-new titles that we at ZAGE are excited to share with you. Let's go!"

The screen then shifted to showcase gameplay from Crash Bandicoot. Immediately, the contrast with Mario 64 was clear. While Mario 64 offered players freedom to explore vast, open environments, Crash Bandicoot delivered a focused, linear 3D platforming experience. The camera followed closely behind Crash as he sprinted through narrow jungle paths, dodging hazards and leaping across treacherous gaps with split-second timing.

"And this guy — this is Crash Bandicoot!" Zaboru declared with a grin.

Right on cue, Crash jumped into the frame, grinning from ear to ear, giving a nod and striking a confident pose.

Zaboru sighed with amusement. "He says he wants to challenge Mario — to become the next ZAGE face! He's the new guy... but can he really pull it off? That's up to you."

Crash then burst into a wild dance on screen — spinning, flailing, striking silly poses — his unpredictable energy was infectious. Laughter rippled through the crowd. With his manic expressions, unfiltered goofiness, and offbeat style, Crash was already charming the audience — especially those who thought Mario had always too childish but many also thought there no way this guy can even replace Mario.

Then Crash Bandicoot exited the screen, and Zaboru let out a dramatic sigh. "Alright, let's keep going! The next game is..."

Suddenly, the lights on the screen dimmed, and a single candle flickered to life in the darkness. The atmosphere turned eerie. Zaboru leaned toward the camera with a sly grin. "A horror game... called Resident Evil."

The screen cut to gameplay footage. Dim hallways, ominous music, and the groan of approaching zombies filled the air. The tension was palpable. Some audience members gasped or flinched at the realistic sounds and jump scares. On-screen, the player character slowly crept through a dilapidated mansion, taking precise shots at relentless zombies and searching for key items to unlock doors.

Zaboru's voice returned, calm and sinister. "In this game, your bullets are limited... and zombies don't go down easily. You'll have to think, conserve, and survive. Hehehe." He gave a mischievous smile.

Just as the tension peaked, the lights came back on, and Zaboru casually transitioned to the next reveal, leaving the audience slightly rattled but deeply intrigued.

"Next up is Banjo-Kazooie! These two are true partners!" Zaboru announced with a grin. The screen shifted to gameplay footage showing Banjo, the bear, and Kazooie, the bird, working together in a colorful 3D world. While the gameplay bore some resemblance to Mario 64 with its platforming and exploration, it clearly had its own personality — quirky humor, unique moves, and a distinct visual style. The dynamic duo's tag-team mechanics and charm immediately drew the attention of the crowd. Players who watched the trailer leaned in with interest, sensing that this wasn't just another 3D platformer, but a game full of heart, fun, and originality.

"Okay folks, next up is Suikoden! Our brand-new JRPG series!" Zaboru announced with enthusiasm. The screen shifted to gameplay footage, revealing detailed overworld graphics and dynamic battle scenes. The visuals had clearly been enhanced to match the ZEPS 3's hardware capabilities, showcasing rich environments, smooth animations, and beautiful effects that immediately caught the eye.

Fans of the genre watching the trailer were buzzing with excitement. The blend of tactical gameplay, a large cast of characters, and a compelling fantasy world already gave the game serious potential. As ZAGE fans always said, "ZAGE has never failed when it comes to JRPGs!"

Zaboru chuckled and said with a mischievous grin, "Okay, next — let's add a little bit of chaos! With our game Twisted Metal!"

The screen shifted dramatically to reveal gameplay footage of Twisted Metal, set in a dark, post-apocalyptic arena littered with platforms, traps, flaming barrels, and crumbling structures. It looked like a battleground where only the wildest vehicles survived. The camera followed a heavily armed ice cream truck skidding around a corner, missiles launching from its roof, as it clashed with a motorcycle firing flamethrowers and a sports car dropping remote mines.

The designs of the cars were weird and bizarre — some grotesque, some hilarious — each one with its own unique abilities, weapons, and combat style. Explosions lit up the arena in rapid bursts of fire and smoke. Oil slicks, wrecked vehicles, and metal debris scattered across the screen added to the gritty atmosphere. The chaos was relentless and exhilarating.

What truly caught the audience's attention was the multiplayer mode. A note flashed on-screen: Up to 4 players on one console. Laughter and gasps filled the room. Players nudged each other, already imagining the mayhem of playing with friends — the betrayals, alliances, and all-out destruction that could erupt in their living rooms.

It was loud, it was absurd, it was over-the-top — and it was exactly what the arcade crowd wanted. Fans of competitive multiplayer games were grinning wide, some even shouting, "That's gonna be my main!" It was clear: Twisted Metal was going to be one of those games that turned friendships into rivalries — and they couldn't wait.

Zaboru laughed and moved on with a grin. "Next, our game is an action-adventure! With a hot chick as the main character — Tomb Raider!"

The screen transitioned to gameplay footage of Tomb Raider, showcasing Lara Croft navigating dangerous terrain. She pulled out her dual pistols, shooting at wolves in a snowy forest. Then she dived into an underground cave, swimming gracefully through murky water, emerging in a dimly lit tomb filled with ancient relics and traps. The footage cut between platforming segments, where Lara leaped across chasms, performed backflips, and grabbed ledges with precision.

Zaboru's voice returned over the footage. "It's got action, platforming, puzzles — and yes, some serious style."

The audience was visibly excited. The idea of exploring lost ruins, solving mysteries, and surviving deadly environments hit the right notes for adventure lovers. Many were also intrigued by Lara herself — a strong, fearless heroine with undeniable charisma, even if her polygonal design came with some... pointy limitations. Despite that, she had a presence. Her confidence, athleticism, and attitude made her stand out.

"This one's for all the explorers out there," Zaboru added. "Get ready to raid some tombs!"

Zaboru grinned mischievously. "Alright, next up — this one's a bit different. It's a unique collaboration with an energy drink brand, and our hero here… well, let's just say he's not your usual kind of guy. Let's wait a second, shall we?"

He paused, looking to the side with a smirk. A moment later, the sound of fast-paced footsteps echoed through the speakers.

"Here he comes!"

Suddenly, a silver figure dashed across the screen and slapped Zaboru's hand with a high five. It was none other than Pepsi Man, making a dramatic entrance. The moment his hand hit Zaboru's, the screen instantly transitioned into wild gameplay — and the now-iconic jingle blared:

"PEPSI MAN!"

The game was pure chaos. Pepsi Man sprinted nonstop through city streets, crashing construction zones, bustling highways, and even suburban neighborhoods — dodging falling signs, weaving between traffic, jumping over barricades, and smashing through glass. All the while, the fast-paced soundtrack matched the absurd energy of what was happening onscreen.

Laughter erupted from the audience. It was completely ridiculous and absolutely unforgettable. The faceless chrome hero, with his stiff animations and unwavering dedication to delivering Pepsi, had them in stitches.

At the end of the gameplay footage, Pepsi Man triumphantly struck a goofy pose and chugged a cold can of Pepsi, his mission complete. The audience howled with laughter. It was bizarre. It was brilliant. And judging by the way people were already chanting "Pepsi Man!" and humming the theme song, it was clear — this game was going to be a cult hit.

Zaboru smiled again and said, "Alright, that's it folks — 13 games! Think that's plenty? Hahaha! Don't worry, most of these games are long. I bet even the best gamers can't beat them in just two days! Well, unless you're a pro... hehehe."

He chuckled and continued, "Anyway, each of our DVD games will cost around 8,000 yen — pretty much the same as our previous game cartridges. Not bad, right? Even though DVDs are new technology, you know me — I'm never gonna sell things at outrageous prices. Hey, maybe I'm a bad businessman... but I'm a good gamer, okay?"

The audience laughed, clearly catching the reference. Zaboru had long been labeled as a "Bad Businessman" by many business expert — not because he was incompetent, but because he didn't seem to care about squeezing money out of players like most businessmen. That honesty, that lack of greed, was part of what made players love him even more. 

Then Zaboru continued, "Oh, one more thing — though we always innovate, we never forget our roots." He picked up the ZEPS 3 console and proudly showcased the cartridge slot. "This cartridge feature isn't just cosmetic — it's fully backward compatible with ZEPS 2 and ZEPS 1 games. That means you can take your old cartridges, plug them in, and play them right here on the ZEPS 3."

He smiled and added, "And if you're connected to the internet, the system can sign in to your account and even award trophies based on your save data from those older games. Pretty neat, right? Now, about Profiles..."

Zaboru then explained, "This Profile system is mainly for online play. You can register with your email, and once you do, this Profile becomes uniquely yours — exclusive, personal, and tied to your achievements. So, what's the point, you ask? Well, for starters, your profile keeps a list of all the trophies you've earned. And what's that good for? Self-satisfaction, of course! For collectors who love chasing 100%, and let's not forget — bragging rights! Show it off to your friends!"

He grinned and continued with enthusiasm. "And no, for our newest games, you can't just copy your friend's save file and magically get all the trophies. We made sure the system prevents that! You can copy their save to play where they left off, sure — but if you want the trophies? You'll have to earn them yourself!"

He paced the stage a bit, clearly enjoying the topic. "And trust me — these trophies aren't just handed out. Each game has its own set of challenges. If you want to collect them all, you'll need to push your skills and maybe even play differently than usual. Some might require speedruns, others might ask for perfect runs, secret discoveries, or even using odd strategies."

Zaboru waved his hand reassuringly. "But don't worry. Each trophy includes clear instructions — either in the game manual or you can find help in the ZAGE community forums. And here's the best part — this Profile system isn't just limited to ZEPS 3. In the future, it might be integrated across all ZAGE platforms, including arcade machines and PC. So if you've got access to the internet... go for it!"

Zaboru chuckled, gave a nod to the crowd, and walked slowly toward the center of the stage as the audience absorbed everything he had just revealed.

"We couldn't have come this far without you," Zaboru said warmly, smiling into the camera. He bowed deeply, the gesture filled with heartfelt gratitude. "From the bottom of my heart, I want to say — thank you for playing our game." He stood upright, pointed directly at the audience through the screen, and added with a grin, "You are very cool!"

The room fell silent for a beat — not from awkwardness, but from emotion. Many players watching felt something genuine in that moment. Zaboru wasn't reading from a script or performing a marketing gimmick. These were words he had always wanted to say — not just to a crowd, but to every single person who had ever picked up a controller and played a ZAGE game. His sincerity radiated through the screen.

Some people smiled. Others nodded. A few even teared up. It wasn't just the end of a trailer — it was a thank-you letter from someone who truly loved games and the people who played them. It reminded them why they became gamers in the first place.

As the screen began to fade, the final details appeared — pricing and release information for the ZEPS 3. The console would be priced at 32,100 yen. Each game would cost 8,000 yen individually, but a special launch bundle featuring the console and all 13 launch titles would be available for 132,000 yen. The official release date: Saturday, April 15, 1997.

The trailer ended — but for many, the feeling lingered.

To be continue 

AN : at First i want make this as two chapters because how long it is but well i decide not too hahaha

Please give me your power stone and if you want to support me and get minimum 11 advance chapter and additional 1 chapter a week for 3 bucks considering subscribe to my patreon patreon.com/Zaborn_1997 current patreon Chapter 758

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