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Chapter 818 - Chapter 758 Rest of June 1997.

In June 1997 many things happened.

First of all, after lengthy negotiations that involved multiple high-level meetings, legal reviews, and financial modeling, ZAGE officially finalized its investment in the Sendou fiber-optic infrastructure project—alongside backing from the Japanese government. ZAGE committed a substantial injection of 11 billion yen, marking one of its largest single investments to date. In exchange, the company secured a 31% stake in the venture, positioning itself as the largest shareholder.

The complete share breakdown now stood at: ZAGE with 31%, the Japanese government with 30%, Sendou Inc. retaining 30%, and Seiya Shimura—the original investor—holding on to a 9% share.

The signing of this agreement marked not just a business milestone, but a turning point. For months, the project had been on hold due to funding constraints, but now it could move forward at full speed. Himura Sendou, speaking at a joint press event, expressed his gratitude and reaffirmed the goal: if everything proceeded smoothly, the entire infrastructure would be operational by late 1999 or early 2000.

For Zaboru, this was more than just a business win—it was the trigger for everything he had been building. With fiber-optic networks finally moving toward reality, ZAGE's shelved projects, delayed innovations, and ambitious digital visions could all be revived and accelerated. The future he had imagined was no longer years away. It was now officially under construction.

As for the gaming division, ZAGE released only one title this month—but it made waves. The game was none other than Metal Slugs, launched exclusively for arcades. As expected, it was an instant hit. The arcade unit supported up to four players simultaneously, drawing crowds to local game centers across Japan and abroad. The game's distinctive and quirky hand-drawn art style, combined with chaotic run-and-gun action, immediately captured the hearts of players. Its visuals were both cartoonish and gritty, offering a unique appeal that stood out in the crowded arcade market.

But it wasn't just the gameplay or the art that made Metal Slugs memorable. The announcer's voice became iconic almost overnight. Lines like "Heavy Machine Gun!" and "Grenade Launcher!" echoed across arcades, with their exaggerated, enthusiastic delivery getting stuck in players' heads long after they left the machine.

The reception on ZAGE's official forums was explosive. Discussions soon turned speculative, with many asking whether Metal Slugs would be ported to the company's flagship console, the ZEPS 3. In response to the growing demand, Zaboru personally replied in a short but thrilling message: "Soon."

That one word sent fans into a frenzy of anticipation. For now, though, Metal Slugs remained the ace of the arcades—and a proud feather in ZAGE's cap.

The game itself was developed by Team Enigma, a talented internal studio within ZAGE USA. At present, they have two active projects in the pipeline—Tony Hawk's Pro Skater and NASCAR Rumble—scheduled for release in September and October, respectively. Despite their busy schedule, Zaboru had full confidence in their capabilities and entrusted them with an additional assignment: developing a Spider-Man game.

This particular project held personal significance for Zaboru, as it was a beloved title originally released on the PlayStation 1 in his previous life. Now, with ZAGE having acquired ownership of Marvel, they held full rights to the character and its associated universe. That gave them complete creative freedom to reimagine the game from the ground up.

Zaboru envisioned this new Spider-Man title as a marquee December release, perfectly timed to close out the year with impact. It would serve not only as a tribute to Spiderman which right now are growing in popularity, but as a technical showcase for what ZEPS 3 could do with its advanced hardware. With Team Enigma's proven track record and Marvel's rich world to draw from, expectations were high—and Zaboru was determined to see it exceed them.

The original Spider-Man game on the PS1 was a standout title—clever, ambitious, and well ahead of its time in Zaboru's previous world. Its design, atmosphere, and gameplay had left a lasting impression on him, and he was determined to bring that spirit into the modern era. With the power of the ZEPS 3, there was plenty of room to enhance the experience.

To ensure this, Zaboru held a series of in-depth development meetings with Team Enigma. Together, they reviewed early design drafts and brainstormed how to take the game further—technically, creatively, and narratively. Many of the ideas brought to the table surprised Zaboru in the best way. From fluid, physics-based web-swinging mechanics, to semi-open level exploration, to a deeper, more adaptive combat system—he found himself nodding in agreement again and again.

What impressed him even more was that the team didn't just offer ideas They had clearly anticipated the challenges and presented viable solutions to push these concepts forward. Zaboru appreciated the initiative, and rather than just overseeing from a distance, he stepped in to help revise the original design draft himself, refining the game's structure and pacing alongside the team.

Inspired by the team's vision and their technical preparedness, Zaboru gave the official green light to proceed. He was confident that this new Spider-Man title wouldn't just live up to its legacy—it would redefine what superhero games could be for a new generation.

Outside of ZAGE, Zanki Zagashira appears to have completely halted his pursuit of Zaboru, though the reasons remain unclear. Instead, he has shifted his attention toward developing ZUSUGA's creative direction. Rather than getting involved in corporate rivalries or personal vendettas, Zanki is now focused on steering ZUSUGA into a new era—one centered entirely around original game development. His latest push is to have the company concentrate specifically on titles built for their handheld platforms Reborn 16, aiming to carve out a niche in a market that remains ripe for innovation.

Meanwhile, Sonaya is struggling to maintain its footing with the Game Station, as the overwhelming success of the ZEPS 3 has completely stolen their spotlight. Even after adjusting prices and offering bundles, sales have continued to decline, and the downward trend shows no sign of stopping. Despite this, Sonaya refuses to throw in the towel, holding firm thanks to a loyal—if shrinking—fanbase.

For ZAGE fans, this downturn feels like poetic justice. When Sonaya's 32-bit Game Station originally launched, its supporters were loud and arrogant, mocking ZAGE's hardware and doubting its future. Now, the tables have turned—and turned hard. The once-smug community is noticeably quieter, and among ZAGE circles, the phrase "I'm your nightmare come to life" has become a popular jab aimed squarely at their rival.

Even Sonaya CEO Hikaru Kurata hasn't been spared from the fallout. Frustrated and under immense pressure, he's reportedly grown even more stressed—his hair noticeably whiter with each passing quarter, a visual symbol of the company's ongoing crisis.

Next, the movie Disney created based on ZAGE's The Lion King game finally premiered this month—and as expected, it was a hit. Audiences responded with overwhelming positivity, praising not only the heartfelt story but also the emotional depth and cinematic execution. The themes of responsibility, loss, and growth resonated with viewers of all ages, while the film's visuals and music received standing ovations at early screenings. Critics lauded it as a shining example of how game-based adaptations could be both commercially successful and narratively rich when handled with care.

Walt Disney himself was all smiles, grinning ear to ear at the success. Zaboru personally visited Disney HQ shortly after the premiere, where he was warmly received. During the visit, he presented the next project—another adaptation, this time based on ZAGE's Beauty and the Beast game. The announcement instantly lit up the room. Walt was delighted by the proposal and greenlit early development almost immediately.

However, Zaboru was clear: the story for this adaptation would not follow the game's plot too closely. Instead, the narrative would be restructured to better reflect the emotional weight and timeless message of the version from his previous life. The focus would be on character development, internal conflict, and a more grounded romantic arc—something that could stand shoulder to shoulder with Disney's greatest animated films and this movie planned to be released next year.

Meanwhile, in early July, Zaboru was engaged in negotiations with a once-prominent manga company that had previously led Japan's manga industry. 

To be continue 

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