Chapter 693 637 ZAGE ZEPS 3 Meetings


Thursday 7 January 1995.


The day after the ZAGE finance meeting, the company held its long-awaited technical meetings. Inside the ZEPS meeting rooms, the space was packed with developers, quality control staff, and R&D teams from both the Osaka and Tokyo branches. The agenda for the day was clear: to discuss the technical specifications of ZAGE's next-generation console, the ZEPS 3. The console was expected to launch sometime in 1997 — ideally in early or mid-year. However, even if delays pushed the release to late 1997, Zaboru was content with that timeline, prioritizing quality and stability over rushing the launch.


"Okay, thank you everyone for coming. Today's meeting is an important one, and I'll start by explaining what it's all about," Zaboru said as he turned to the whiteboard and wrote: "ZEPS 3."


He continued, "As you all already know, we've been preparing to develop our next-generation console, which will be called ZEPS 3. Many of you probably have an idea of what it's supposed to be, but today I'll go into the detailed vision and technical plans."


Zaboru then wrote on the board again: "CPU: 64-bit."


"At first, I wanted to create a console with a true 64-bit CPU, but it seems the technology just isn't mature enough yet. We can't afford to wait for AMD to complete their research in that area, so I proposed an alternative solution to them. Instead of a full 64-bit architecture, we'll use a pseudo-64-bit CPU — meaning it will utilize 64-bit registers, but most of the actual processing will still rely on a 32-bit base. This gives us the flexibility and performance we need while still allowing us to market it as a 64-bit system."


Zanichi then raised his hand. "So, Boss, these consoles are actually 32-bit systems? Not real 64-bit?"


Zaboru shook his head slightly and answered with a calm tone, "Technically, yes dad— the core architecture leans more toward 32-bit. But we've designed it with 64-bit registers and instruction extensions, which gives us enough room to market it as a 64-bit system. So yes, it's a 64-bit console in name and partially in function. And that's how we'll present it to the public."


Zanichi grinned and leaned back in his chair. "That's a pretty smart way to handle marketing. You stay competitive on paper without overcomplicating the tech."


Zaboru nodded. "Exactly. It's about perception and performance working together. Most consumers won't know the internal specifics — they'll care more about what the console can do, how the games look, and how they play. And in that sense, this system will absolutely deliver."


Zaboru grinned. "And there's more to improving graphics than just raw performance — plenty of techniques, optimizations, and creative tricks we can use to elevate visual quality." He tapped his temple with confidence. "And I've got a whole arsenal of those right up here."and grinned.


He took a step forward and gestured toward the board again, ready to move on.


Then Zaboru moved on to the GPU portion of the presentation. "For the GPU," he began, "we'll be using a custom-designed product developed in partnership with NVIDIA. They've agreed to engineer the GPU specifically to ensure full compatibility with the AMD CPU we're implementing. This level of integration will allow us to achieve optimal performance without bottlenecks."


He continued confidently, "This custom GPU will push our console's capabilities forward — it will feature 8 MB of VRAM and a core clock speed of 100 MHz. While those numbers may not sound extraordinary on paper, the optimization between the CPU and GPU will ensure smoother frame rates, better lighting, and improved texture rendering compared to anything we've produced before. This GPU is built not just for performance, but for balance."


"Next, the system will include a total of 16 MB of main RAM, which will handle general processing and game operations. In addition to that, it will feature 2 MB of dedicated sound RAM to manage audio assets more efficiently, allowing for higher-quality music and sound effects without taking resources away from the main system memory."


"After that, we'll be using DVD as our primary media format, thanks to our ongoing collaboration with Philips. However, we will still include a cartridge slot to maintain backward compatibility with our older games. That cartridge slot won't just be for legacy support — it could serve multiple purposes in the future. In fact, it's not out of the question that we might release new titles on cartridges if the game doesn't require large storage space. This flexibility allows us to adapt to different needs, whether it's for faster loading times, cost efficiency, or unique peripheral support."


Zaboru then continued, "Next, the ZEPS 3 will feature four controller ports, and we're introducing a new storage system for save files — something I'm calling the 'Memory Card.' It will have a capacity of 5 MB, which might not sound like much, but considering the average save file size is quite small, it can hold a large number of save files without issue."


He gestured confidently. "What makes this even more exciting is that these memory cards will allow users to transfer save files from one card to another. That means if you want to share your game progress or try out a friend's save, you can do it easily. It's all about giving the player more control, more freedom, and a sense of ownership over their gaming experience."


Everyone was surprised — the memory card concept seemed revolutionary. Then Hideo Kojima raised his hand, and Zaboru gave him a nod.


"But Boss," Kojima asked, "why go through all this memory card stuff instead of just saving files the usual way, directly within the game system?"


Zaboru nodded again, calmly answering, "First of all, I want to add a layer of personal connection for the user. For now, this memory card solution will help us do that. I want the player to feel like the memory card is their personal archive — something filled with memories and progress that they control."


He continued, "It also makes saving more flexible. If the game crashes or becomes corrupted, the save file remains safe on the memory card. Of course, if the memory card itself is damaged, then you lose the saves — but that's a calculated trade-off. The key feature is that players will be able to take their memory card, plug it into a friend's system, and share or continue their game progress. It makes gaming more social, more portable, and a little more meaningful."


Kojima nodded thoughtfully. He now understood. The memory card wasn't just about storage — it was about giving players a sense of ownership and connectivity. It was, in fact, necessary.


Zaboru then continued, "Next, the ZEPS 3 will feature a prototype version of internet connectivity and online play. This will allow players to access specific games with online capabilities or even log in to a dedicated ZAGE forum. Now, I want to be clear — this system is still in its early experimental stage, and it might not be fully functional or widely used at launch. However, introducing this now is a crucial step. It lays the groundwork for future innovation and lets us begin testing what online functionality could mean for our consoles and our community."


Zaboru then grinned. "Next, thanks to our decision to use DVDs, the ZEPS 3 will also support playback of music and movies. That means this console won't just be for gaming — it can double as a full-featured DVD player, making it an all-in-one entertainment system for the living room."


"And this is the future we're aiming for with the ZEPS 3 console. I also plan to release a strong lineup of launch titles — don't worry, I'll be personally overseeing the development progress of these games. That said, developing for ZEPS 3 will be quite different from creating titles for ZEPS 1 or ZEPS 2. In many ways, it will feel closer to developing PC games. Because of that, we'll be leveraging our Unreal Engine more extensively to create a wide variety of high-quality titles.


In fact, we may even build a custom version of Unreal Engine optimized specifically for the ZEPS 3 hardware. That would allow us to maximize performance and graphical fidelity while maintaining efficient workflows for our developers."


Then Zanichi asked, "Boss, these consoles have great specs, but what about the cost? How much are we going to sell it for?"


Zaboru smiled and replied, "We don't need to price it too far above its production cost. The console itself isn't where we plan to make our biggest profits. Our primary revenue stream will come from the video game software — that's where the real value lies. The console is just a gateway to the ecosystem we're building."


Then came a steady wave of questions and answers regarding every aspect of the ZEPS 3. Team members from various departments raised concerns, shared ideas, and sought clarifications on hardware compatibility, development tools, launch strategies, and international distribution. Zaboru answered each one with patience and precision, offering not just technical explanations but also strategic context for his decisions. He welcomed even the most critical feedback and encouraged the staff to think boldly.


There were discussions about heat management, controller ergonomics, multiplayer infrastructure, and even detailed which games it will launch as a launch release. It was clear that this console meant more than just new hardware — it was the cornerstone of ZAGE's next chapter.


By the time the questions had been addressed and the conversations began to settle, the room was filled with a sense of shared excitement and purpose. The meeting gradually wound down, leaving behind an atmosphere of motivation and unity. Everyone understood just how important ZEPS 3 would be — not just for the company, but for the future of gaming itself.


"Okay, as we near the end of this meeting, there's something important I want to share. In 1997, ZAGE's internal structure may undergo significant changes. By then, we're expecting to relocate to the new ZAGE Tower headquarters, and with that move, I plan to initiate a full management overhaul. This isn't just change for the sake of it — it's a change meant to help ZAGE grow even further. So please, everyone, prepare yourselves for this evolution. It's going to be a good change — a necessary one."


Everyone was smiling — genuinely happy. Most employees truly loved working at ZAGE, not just because of the exciting projects, but because of the generous leadership and the healthy, supportive work environment. There was a shared sense of pride in being part of something meaningful. The employees constantly wished the best for the company, not out of obligation, but from a real connection to its mission.


Sure, they still worked for a paycheck — everyone needed to earn a living. But beyond that, there was real passion. They were happy to give their best to ZAGE, not just because it was their job, but because they believed in what the company was building.


Then the meetings of ZEPS 3 came to an end.


To be continue


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