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Chapter 909 - Chapter 849 Rest Of January 1998 - Zeps 3 10 games released Part 1.

As the rest of January unfolded, a flurry of activity surrounded ZAGE, especially with the release of another batch of 10 third-party games. These titles came from a diverse range of studios, some based in Japan and others hailing from the USA. For ZAGE, this release marked a significant push in showcasing what the ZEPS 3 console could offer beyond first-party titles. While not all games landed perfectly with every player, the overall lineup left a strong impression on Zaboru.

What stood out most to him wasn't necessarily groundbreaking innovation in each title, but rather the honest effort by each studio to maintain their identity and present something true to their creative voice. Zaboru appreciated that. Even if some players expressed disappointment or felt the games didn't fully meet expectations, Zaboru understood that such reactions were inevitable — especially in a growing and competitive market. What mattered to him was that each game tried to be itself, not just another copy of a successful formula.

He saw value in that kind of creative courage. From his perspective, the full set of 10 titles made for a solid and respectable lineup. He had his own detailed thoughts about each game, insights he considered important, but for now, he chose to keep them to himself. There would be time later to share his deeper analysis — maybe once the fan reactions had settled and the market began to show clearer signals of where things were headed because he know how much impact his comment will be if he decide to public it.

The 10 games are 

Elementos From BANZ Studio - Japan

OkamiMan = Buriko Soft - Japan

D.K.W(Demos-Kamos-Wilgos) = Pearl Glass Studio USA

Brick Racer = GU-HA! Japan

IT'S A THIEF! = Try usa

Greadou = Limos USA

Divine Spears - Akuregoz = Triangle Soft Japan

Secret Agent : Wilson = Hollow Red USA

Ultimate Fishing = Wasanebo Japan

4 hands Warrior = Akaishidan.

First of all, BANZ is one of ZAGE's more established third-party developers, having previously submitted multiple titles for earlier ZEPS consoles. This new entry marks their first title developed specifically for the ZEPS 3, and they didn't hold back. As expected, they leaned into their expertise — shoot 'em up games — and delivered a title that fits their signature style while also embracing new mechanics made possible by the upgraded hardware.

The game, simply titled Elementos, centers on a space marine piloting a customizable spaceship powered by "Elementos" — particles imbued with elemental forces such as Fire, Wind, Ice, Earth, Lightning, and more. The twist lies in the player's ability to mix and match these elements in real time during combat to create powerful hybrid attacks. For example, combining Fire and Wind produces a blazing vortex, while Ice and Earth generate a freezing crystal shield. The dynamic system allows for deep experimentation and varied playstyles, something rarely seen in the genre.

The visual presentation is striking, with detailed space backgrounds, fluid ship animations, and large, screen-filling bosses that test both reflexes and tactical thinking. The level design is tight and fast-paced, gradually increasing in difficulty while rewarding players who master the elemental system.

Zaboru himself was deeply impressed, even going so far as to say the game surpasses ZAGE Star Fox 64, one of the flagship titles released for the ZEPS 3. That's no small praise. He noted that Elementos feels like a natural evolution of the shoot 'em up genre — blending arcade-style action with layered mechanics that encourage both Luck , skill and creativity.

In typical BANZ fashion, the game oozes polish and confidence. It's fast, flashy, and deeply satisfying to play. For Zaboru, this title represents one of the strongest openings for ZEPS 3 third-party releases, and he quietly hopes the studio continues expanding on this formula in the future.

The next game is one that many players considered downright weird — but for Zaboru, it was weird in the best possible way. That game is Okami-Man by Buriko Soft, a developer known for their obsession with wolves and werewolf lore. It seems they finally decided to go all-in on their favorite theme, and the result is one of the strangest yet most charming games Zaboru has played in a while.

Okami-Man is a 3D beat-'em-up game with a twist: the main character, Ou Kami, can transform into a werewolf during combat. But the transformation isn't just your typical growling and fur-sprouting — it's a full-on henshin sequence straight out of a Kamen Rider show, complete with flashy animation, over-the-top poses, and even a dramatic soundtrack that kicks in every time. It's ridiculous. It's glorious. And it made Zaboru laugh out loud the first time he saw it.

Gameplay-wise, it's surprisingly solid. The combat feels satisfying, and as players progress through the game, Ou Kami unlocks a variety of skills in both his human and wolf forms. There's a light RPG element as well — players can customize the appearance of Ou Kami's werewolf form, adjusting fur color, armor pieces, and even the howl sound effect. The level design features a mix of urban alleys, forest ruins, and bizarre dream-like arenas that only add to the game's surreal tone.

Adding another strange but oddly charming twist, the game includes a romance subplot. The female lead, Kamiyu, is romantically interested in Ou Kami — but only when he's in his werewolf form. This peculiar love dynamic plays out in humorous and dramatic ways throughout the game, adding to its surreal tone and giving players even more reason to shake their heads — or smile — at Buriko Soft's unorthodox storytelling.

While the majority of players found the game too odd for their tastes — citing the bizarre character animations, clunky UI, and overly dramatic tone — Zaboru saw something special. To him, Okami-Man wasn't just weird for the sake of being weird. It had heart. It had vision. And it had the guts to be different.

Zaboru didn't want the market to become overrun with safe choices and uninspired clones of successful titles. He valued experimentation — even if it meant a game came off as strange or niche. To him, it was better to try something bold and different than to play it safe and forgettable. That's why he respected developers who leaned into their weirdness and fully committed to their ideas, no matter how unconventional.

Buriko Soft had done exactly that with Okami-Man. They embraced the absurd, stayed true to their quirky identity, and poured their vision into the game. It wasn't trying to be anything else — it was proudly its own bizarre creation. Zaboru found the experience refreshingly absurd and genuinely fun. Sure, it gave him a good laugh, but more importantly, it left him wanting more. He was already looking forward to seeing what kind of madness Buriko would come up with next.

Zaboru gave Okami-Man his full approval. Absurd or not, it was a game that stayed true to itself — and that, in his eyes, made it worth celebrating. 

Then comes D.K.W, a title named after its trio of main characters: Demos, Kamos, and Wilgos. They're a team of adventurers, each with distinct traits that define their role in both gameplay and story. Demos is the small and agile one — fast on his feet but lacking in strength. He's the team's go-to for tight spaces and quick movement. Kamos, on the other hand, is the muscle. He has a big, powerful build and excels in brute force, able to lift heavy objects and smash obstacles, though he's a bit slow and not exactly the brightest. Finally, there's Wilgos, a magician who serves as the team's strategist and leader. He brings knowledge of magic and handles ranged attacks, as well as unlocking puzzles using magical runes.

The game's structure plays heavily into this dynamic. It draws inspiration from classic team-based platformers, combining puzzle-solving with action and exploration. Fans of ZAGE's Banjo and Kazooie games on the ZEPS 3 will feel right at home, though D.K.W. also takes clear influence from earlier titles like ZAGE: Lost Viking on ZEPS 2 and A.M.N. (Agent Mutant Ninja) by Akaishidan from ZEPS 1. Those games also revolved around character collaboration, but D.K.W. takes the idea further by fleshing out each character's abilities and deepening their integration into level design. The result is a gameplay experience that feels both familiar and freshly evolved.

Demos is a small, nimble man with quick reflexes and a compact build that makes him perfect for slipping through tight spaces and navigating narrow puzzle sections. Players will often rely on him to explore hidden corners of the level, crawl through small holes, and activate hard-to-reach switches. His role may not be about strength, but his agility and mobility are essential to the team's success.

Kamos, in contrast, is the team's powerhouse. With his massive frame and incredible strength, he can smash through walls, lift heavy objects, and deliver powerful melee attacks that clear enemies in a single swing. His brute-force approach balances well against Demos's speed, though his slow movement and lower intelligence often require players to use him more deliberately in the right situations.

Then there's Wilgos, the intellectual and magical expert of the trio. As a magician, he's capable of ranged attacks using spells, and he also plays a vital role in solving the game's magical puzzles — especially the intricate Runic Puzzles that appear throughout each level. Players will need to rely on his knowledge of magic symbols and pattern recognition to progress through more complex sections.

The overall design of the game does a great job of encouraging players to switch between characters, leveraging their strengths to solve increasingly challenging puzzles and platforming segments. The synergy between characters isn't just functional — it's fun and rewarding. Zaboru found himself constantly engaged by the need to think through problems using each character's unique toolkit.

Despite being Pearl Glass Studio's first release, the game feels incredibly polished. It draws clear inspiration from ZAGE Other games, but pushes the genre forward with its team-based mechanics and layered level design. Zaboru was genuinely impressed. He appreciated how the developers weren't just copying what came before — they were expanding on it, adding depth and originality to a beloved format. For a debut title, it's a strong start and a promising sign of what Pearl Glass Studio might achieve in the future.

Next up is a truly bizarre, chaotic, and unexpectedly hilarious racing game titled Brick Racer! from GU-HA!, a brand-new studio hailing from Japan. As the name suggests, instead of cars, players race using literal bricks — brightly colored, blocky bricks with wheels attached to them. Each type of brick comes with its own unique set of stats, including Speed, Acceleration, Turning ability, and Durability. While it might sound like a silly gimmick, the variety and depth in brick customization actually adds a surprising amount of strategy to each race.

The gameplay is fast-paced and able to switch between POV over the the top or just seeing the brick. One of the standout mechanics involves collisions: when players crash into each other, their bricks physically chip and break apart, depending on the force of impact. But there's a twist — players can press the R1 button to activate a feature called "HARD MODE." When activated, their brick temporarily becomes ultra-dense and resistant to damage. If they slam into another brick while in HARD MODE, they'll usually come out on top, damaging their opponent's brick instead. However, if both players activate HARD MODE and collide, the result is an unpredictable explosion of physics — both bricks violently bounce off each other, sometimes even ricocheting off the track entirely, sending racers flying into chaotic, laugh-out-loud scenarios. When in HARD MODE, the brick slows down significantly, which means players need to rely more on timing, spatial awareness, and quick reflexes to use it effectively. It becomes a strategic trade-off — do you sacrifice speed for defense, or take a risk by staying fast and vulnerable? This mechanic not only adds a layer of depth to the gameplay but also challenges players to stay sharp and think on their feet during every chaotic race.

Stages themselves are wild and inventive, ranging from construction yards to floating city highways, with ramps, loops, and hazards that fit the absurd theme. GU-HA! clearly leaned into the chaos with confidence, embracing their game's ridiculous concept and pushing it to the limit. The game doesn't take itself seriously — and that's exactly what makes it fun.

Zaboru got quite a few laughs during his time with Brick Racer!. The absurdity of watching bricks smash into each other at high speed while players try to outmaneuver one another through twisty, unpredictable tracks gave him genuine joy. But even beyond the humor, the racing itself was solid, responsive, and surprisingly polished for a debut title.

He wholeheartedly approved the game. To him, Brick Racer! was proof that fresh ideas, no matter how weird they sound on paper, can deliver something memorable — especially when executed with creativity and confidence. GU-HA! may be a new studio, but they've certainly arrived with a bang.

Next is another unexpected gem from a new U.S.-based studio called Try, and their game IT'S A THIEF! offers a quirky and fast-paced experience that quickly caught Zaboru's attention. At first glance, the game shares similarities with ZAGE Pepsiman due to its endless running and obstacle-dodging core, but IT'S A THIEF! sets itself apart with a fresh concept and clever execution. The main character is — as the title suggests — a thief, and the player's main objective is to escape relentless pursuit from armed guards hot on their trail.

What makes the game especially thrilling is its dynamic pacing. The camera angles constantly shift for dramatic effect, from behind-the-back views to side-scrolling moments and even top-down segments during high-intensity sequences. The sense of motion is exhilarating, and every chase feels uniquely tense. Players must expertly jump, slide, wall-run, and weave through a variety of hazards including market stalls, alleyway dumpsters, rooftop gaps, and sudden construction sites. Behind them, a group of shouting guards with batons, dogs, or even jetpacks in later levels, make sure the pressure never lets up.

One of the game's standout mechanics is its use of alternate routes. Throughout each level, players can discover multiple shortcuts, but these aren't just casual side paths — they demand skill to pull off. Many involve timed jumps, mid-air dodges, or reactive button inputs to successfully navigate. While these paths offer tremendous speed boosts, they punish mistimed moves harshly, often sending players tumbling into hazards or back into the clutches of their pursuers. It creates a thrilling risk-versus-reward balance that keeps every run exciting.

Visually, IT'S A THIEF! stands out as well. It uses a 2D art style layered into a 3D environment, creating a stylish, comic-book-meets-arcade look. The backgrounds are bustling with detail, and the animations are sharp and expressive. The soundtrack, filled with funky percussion and high-tempo tracks, complements the high-energy gameplay perfectly.

Zaboru particularly admired the game's originality. While it borrowed elements from existing Pepsiman endless runners, it reimagined them in ways that made the experience feel fresh and engaging. He found himself laughing at the exaggerated animations and smiling through each chaotic run, fully immersed in the game's blend of action and humor.

Zaboru approved this game because in his previous life, he'd seen the genre of Endless runner burn out quickly. But here, in this timeline, with developers like Try taking risks and delivering bold, creative twists, maybe the genre still had a long run ahead of it.

To be continue 

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