Cherreads

Chapter 942 - Chapter 880 ZAGE June Games Trailer.

Friday 14 June 1998 in Japan at 6:55 PM.

Right now, gamers across the world are waiting for the newest ZAGE game trailers scheduled for June. The anticipation had been building for weeks, fueled by constant teasers in the ZAGE Official Magazine and a steady stream of television advertisements. As the broadcast time approached, living rooms, cafes, game shops, and electronics stores were filled with people tuning in. Many had their televisions set to TV Tokyo, while others relied on YaDo subscription channels or Nickelodeon subscription broadcasts, all of which were confirmed to air the long-awaited ads. For countless players, this moment felt like an event rather than a simple commercial break.

Meanwhile, inside the Sonaya offices, the atmosphere was very different from the excitement building outside. Hikaru Kurata, Junpei Hoshida, Ken Kutaragi, and Daigo Honda were still at work alongside Sonaya's engineers and development staff, the hum of computers and quiet discussions filling the room. There was no celebration here, no countdown, just steady focus and discipline.

Since Hikaru Kurata had accepted his role as the video game industry number two, Sonaya's direction had become far clearer and more grounded. The company no longer tried to compete head-on with ZAGE's overwhelming output and relentless pace. Instead of chasing an impossible race, they chose to define their own lane. Their goal was realistic and focused: to consistently release two to three solid, high-quality games each year for their Game Station 32-bit console.

Matching ZAGE's production speed was simply not feasible, and Hikaru understood that better than anyone. Rather than spreading their resources thin, Sonaya chose refinement over volume. Every project had to matter. Every release had to represent the best they could offer. For now, the team had poured nearly all of their efforts into developing new sequels for their strongest IPs, Sun Knight and Sherif Juan. Strengthening these core franchises was not just a strategy, it was Sonaya's answer to survival in an industry increasingly dominated by ZAGE.

And right now, unlike before, Hikaru Kurata looked calm and relaxed. His mind was at peace in a way it hadn't been for a long time. Even with ZAGE about to release a new trailer, he didn't feel irritated or pressured. He no longer felt the need to measure himself against every move ZAGE made. He had already accepted reality. Many of Sonaya's employees were gamers themselves, and more than a few were openly ZAGE fans. Hikaru understood that now, and he no longer saw it as a threat.

Hikaru Kurata took a slow sip of his coffee, his expression thoughtful rather than tense. "I wonder how many games they'll release this month," he said casually, as if discussing the weather.

Junpei, still focused on his monitor, replied without looking away, "I heard it's three."

Ken Kutaragi leaned back at his desk, finally finished with his work, his posture relaxed as he let the moment pass. Meanwhile, Daigo Honda had his eyes completely locked on the television, unwilling to miss even a second of the upcoming ZAGE trailer. Junpei glanced at him and chuckled softly, amused by how obvious Daigo's excitement was.

"You seem eager, Daigo-kun," Junpei remarked with a teasing grin.

Daigo didn't break eye contact with the screen. "It's not like that, Junpei-san," he replied coolly, though there was a flicker of intensity in his tone. "I just need to know what kind of game Zaboru will make. If I can understand them—understand him—I'll be better prepared. After all, I plan to be his archenemy in the future."

He said it so casually, so matter-of-factly, that for a moment the room fell silent. Hikaru Kurata couldn't help but smirk. The kid had guts and personality. More than that—he had vision. Personality. Drive. A little arrogance, sure, but not without reason. Daigo wasn't just dreaming of rivalry for the sake of ego—he genuinely wanted to surpass Zaboru.

Hikaru respected that. He could see Daigo's motivation wasn't just talk; it was real, rooted in both ambition and raw potential. And in this world—the gaming industry of 1998—there was no greater summit to aim for than Zaboru Renkonan. For someone like Daigo to even say such a thing out loud, and mean it, was proof enough that his dream, while bold, wasn't foolish. It was the kind of dream the industry needed more of.

Then, not long after, the current show on TV Tokyo airing inside the Sonaya offices faded out, the screen dissolving into black. A moment of silence followed, and then suddenly—SWISH!—the iconic ZAGE katana slash echoed sharply, slicing through the quiet before the ZAGE logo burst onto the screen with a vivid red flare. "ZAGEEE!" the shout followed, amplified with stylized echo effects, hyping up the viewers in an instant.

The screen then shifted again, transitioning to a glowing silhouette of three mysterious titles. Anticipation built in the air like static. The announcer's voice rang out dramatically: "June Games that you've all been waiting for! Three explosive titles dropping this month!"

With a blinding flash, the first title illuminated the screen—Digimon World. As the letters formed, the familiar tune "Brave Heart" from the Digimon anime began to play, sending chills through nostalgic fans. The announcer boomed, "Finally making its way to consoles for the first time—the world of Digimon comes alive! This is not just any digital pet game like ZAGE Tamagotchi/Digimon—this is Digimon World!"

The trailer shifted to gameplay footage, set perfectly in rhythm with the upbeat, emotional track. Players were shown nurturing their Digimon—feeding them, training them, scolding them, and putting them to bed. Then came battle sequences, where fierce clashes between evolved monsters erupted in fully animated combat. Screens showcased epic evolutions, with Digimon morphing mid-battle in dramatic cinematic transitions. The gameplay wasn't just a gimmick; it promised depth, emotion, and connection between the player and their partner. The announcer continued, "Raise your partner, forge your bond, and embark on a journey through the digital realm—only in Digimon World!"

As the music reached its climax, the screen transitioned once more, fading into the silhouette of the next mystery title.

The next logo transition burst onto the screen with vibrant red and blue sparks, revealing the title: RC PRO AM: LET'S & GO. The announcer's voice erupted with adrenaline, "NEXT! Start your Racing Journey with full Throttle! With RC PRO AM 3: LET'S and GO!"

The music kicked in immediately—an electrifying and emotionally charged new track . The title of the theme was "Eternal Brave Heart," and soon the opening lyric ignited the hype:

Woh... hateshinai yume oikakete LET'S GO!!

As the song roared, the trailer exploded into gameplay footage. It showed a high-speed, nail-biting race between several customized RC PRO AM cars, the miniature 4WD machines. Every twist and turn of the track shimmered with vibrant particle effects. The camera zoomed in on a blue-streaked Go Magnum as it soared through the air like a jet, using a boost ability to overtake its rival on a steep incline. Sparks flew as it landed, wheels screeching and kicking up dirt.

Then came a montage of customization features. Players could adjust nearly every part of their Mini 4WD cars—from motors and tires to body shells and even paint decals. Custom-built tracks appeared next, showcasing loops, vertical drops, speed zones, and moving obstacles. One segment highlighted a player navigating a jungle-themed track with traps and shortcuts, another in a city glowing with neon lights.

The anime tie-in was clear and intentional. This wasn't just a racing game—it was a full-fledged racing-action experience with deep references to the LET'S & GO anime. And just like the anime, which was produced by YaDo, the animation subsidiary of ZAGE, the game carried that same youthful energy and over-the-top intensity.

As the final car crossed the finish line, launching into the air in dramatic slow motion, the announcer shouted with pride and drama: "Race to Live, Live to Race!"

The crowd watching—both in real-time broadcasts and at home—erupted with excitement. The energy didn't drop for a second as the ad faded into the next trailer.

And then, with a roaring crescendo of anticipation, the third game of the trailer emerged as the announcer exclaimed with thunderous energy, "Next, we present to you... The Future of Football! Winning Eleven 98!" Instantly, the powerful opening notes of the song Numb played—sung not by Linkin Park as in our world, but by the lband Z&Z, consisting of none other than Zaboru and Zankoku. The familiar yet emotionally charged vocals surged through the broadcast, electrifying fans across Japan and beyond.

The screen exploded into a montage of slick football action, showcasing complete rosters of massive European teams—Inter Milan , Barcelona, Juventus, Manchester United Real Madrid , Bayern Munich—all rendered with stunning accuracy and officially licensed likenesses. The commentary was intense, the replays were cinematic, and the crowd animations roared with life.

Then the screen shifted to bold text: "Manage your own team in Master League!" Gameplay footage highlighted the deep mechanics—signing players, building strategies, navigating transfer negotiations, and managing your team's path to global dominance. Cutscenes showed emotional locker room moments, intense halftime speeches, and victory celebrations.

The announcer followed up immediately: "Or... become a Legend yourself!" With those words, the trailer transitioned to Become a Legend mode, where players controlled a single footballer from his humble beginnings in youth leagues all the way to becoming a global superstar. The camera stayed locked on one player through an entire match, following every pass, every sprint, every shot. Players would have to build relationships with teammates, impress coaches, and make career-defining decisions.

The trailer then delivered a jaw-dropping visual sequence that pushed the ZEPS-3 hardware to its absolute limit -realistic player movements, dynamic weather effects during a rainy match in London, and dramatic slow-motion replays with . As the football spiraled into the goal net in glorious slow-mo, the announcer shouted triumphantly: "This is not just a football game. This is your journey. This is your legacy. This... is Winning Eleven 98!"

"Three games will be released on June 22 at your nearest ZAGE store!" the announcer declared with booming enthusiasm as the music reached its peak. The screen flashed once more before cutting to Zaboru himself, appearing front and center. He stepped into view with a confident smile, raised his thumb toward the camera, and spoke directly to the audience in a casual, almost playful tone. "Just buy it, okay?" he said, finishing the line with a quick wink. The moment felt lighthearted yet memorable, and as the ZAGE logo slashed across the screen one final time, the advertisement came to an end, leaving viewers buzzing with excitement.

At the Sonaya offices, many employees were visibly excited after watching the ads, voices overlapping as they discussed what they had just seen. Hikaru Kurata, however, remained seated in silence, genuinely shocked by the scale and confidence of the presentation. Seeing ZAGE unveil a full-fledged football title made it clear that they were seriously committing to the sports genre now, not just experimenting with it.

Junpei glanced toward him and spoke honestly. "Their football games seem superior to ours, SFG, boss."

Hikaru Kurata let out a quiet sigh before smiling faintly. "I already figured that much," he said calmly. "It's fine, Junpei. Next year, we'll still make a sequel to SFG. And when we do, we'll look closely at what ZAGE accomplished with Winning Eleven. We'll adapt, learn, and improve. That's how we move forward."

Junpei Hoshida nodded and chuckled softly. Hikaru Kurata really was different now, far more composed and realistic than before. And seeing him accept competition not with bitterness, but with clarity and resolve, made Junpei genuinely glad that Hikaru was leading Sonaya this way.

Meanwhile, Daigo clenched his fist tightly, doing everything he could to hold back his excitement. His heartbeat had picked up, and he could feel a grin threatening to break through no matter how hard he tried to suppress it. He honestly didn't care much about Winning Eleven, but Digimon and Let's & Go finally getting proper console games hit him right in the heart.

Daigo had always loved Digimon and ZAGE's Tamagotchi-style games. Taking care of monsters, watching them grow, evolve, and fight felt strangely personal to him, almost therapeutic. And then there was Let's & Go. Mini 4WD racing wasn't just an anime to him, it was a passion. He owned countless Mini 4WD kits, carefully assembled and customized, each one inspired by machines he had seen on screen. Seeing ZAGE finally give those franchises full-fledged games made his excitement almost unbearable.

But he forced himself to breathe. I need to calm down, he thought firmly. I can't get excited over my rival's games. Not anymore. I'm a professional now.

A second later, his resolve cracked, and a mischievous grin crept across his face. Fine, he admitted internally. I am excited. But it's for research. That's all. It's not like I actually want to play them… I just have to.

With that justification firmly in place, Daigo's grin widened. He was already planning it in his head, ready to buy all three games the moment they released next week, convincing himself all the while that it was purely for professional reasons.

Meanwhile, other members of the audience went absolutely nuts as the trailer aired, unable to contain their emotions. Many of them shared the same overflowing enthusiasm as Daigo, their hearts touched deeply by the revival of beloved franchises like Digimon and the adrenaline-pumping world of Let's & Go. Some viewers even jumped from their seats, shouting in excitement or frantically messaging their friends. The nostalgia hit hard, especially for those who had loving raising digital monsters or building and racing Mini 4WD cars with their friends.

At the same time, the football fans were equally ecstatic. Seeing the impressive visuals and gameplay features of Winning Eleven 98 ignited a fire in their hearts. Many couldn't believe how realistic the movement, commentary, and atmosphere felt. The moment Master League and Become a Legend were announced, ZAGE forums and chatrooms exploded with hype. Plenty of football lovers were now eager to not only buy the game—they were ready to line up at ZAGE Stores early on release day. The sheer energy from the audience made it clear: ZAGE had just scored another hat-trick with this trailer.

To be continue 

Please give me your power stone and if you want to support me and get minimum 35+ advance chapter and additional 1 chapter a week for 4$ considering subscribe to my patreon patreon.com/Zaborn_1997 

Or buymecoffee https://buymeacoffee.com/Zaborn_1997 which same with patreon 

current Patreon/buymecoffe chap 910

Also Join my discord if you want https://discord.gg/jB8x6TUByc

More Chapters