Another world Game Developers in Japan`s 1991-Chapter 422 - 376: November Release - Lunar Knight
Chapter 422 - 376: November Release - Lunar Knight
Saturday, November 22, 1992
Today marked the highly anticipated release of ZAGE's November game lineup, and the excitement across Japan was palpable. On shelves now were four new titles: Lunar Knight and Rollerdance for the ZEPS console, and Mr. Driller and The Lion King for the ZGB handheld. The momentum for ZAGE had never been stronger, especially with the explosive success of their arcade systems. But even amid the rise of arcades, the console and handheld fans remained loyal and ready to dive into new adventures.
Among the excited players was Sakaki, who had recently submitted his CV to ZAGE and was set to interview with Zaboru himself on Monday, November 24. Nervous but determined, Sakaki knew he had to make a strong impression. But today wasn't about career stress—it was about gaming.
"There's a chance I might become a ZAGE employee next week," Sakaki muttered to himself. "But first, it's time for the Lunar Knight."
He tore open the packaging, revealing the sleek cartridge, a beautifully illustrated game manual, the latest ZAGE WOW flyer listing dozens of game releases, and a heartfelt thank-you card signed "Benkei" – the pen name of Zanichi Renkonan, ZAGE's CTO and father of Zaboru. Zanichi, Zanichi has experience creating 4 Sonaya release games when he still worked on Sonaya but Lunar Knight is the first game he created while working at ZAGE . The card read:
"Thank you for playing Lunar Knight. This game is a piece of my soul, and I hope it inspires you to face your battles with courage. – Benkei"
For fans of ZAGE, this release was particularly notable because it marked only the second time a ZAGE official title wasn't led by Zaboru himself. The first was Koro Cool, developed by Yugo under his developer alias Kako-go. Now, Lunar Knight joins that list—crafted by Benkei, the pen name of Zanichi Renkonan, Zaboru's father and ZAGE's current CTO. It was a powerful statement that creativity at ZAGE wasn't limited to its young founder, but flowed through ZAGE other developers as well.
Lunar Knight gameplay itself is an action platformer that places players in the boots of Tsukian Lunario, a solemn yet determined warrior of the Lunario Order. What sets this title apart is its dynamic weapon system. Tsukian wields a mystical weapon called the Lunar Armament, which transforms based on the moon phase displayed on-screen. Each phase offers a unique form, dramatically shifting the playstyle.
New Moon Phase: A sleek, light blade. Fast strikes and high critical rate but weak base damage. Special move: Moon Slash, a lightning-fast forward strike that slices through enemies.
Crescent Moon Phase: A scythe with arcing long-range slashes. Slower but good for crowd control. Special move: Lunar Orbit, which summons floating crescent moons that orbit around Tsukian and strike foes while increasing Tsukian defense.
Half Moon Phase: A hefty axe. Short Range Medium-speed with high burst damage and the ability to break barriers. Special move: Lunario Might, temporarily boosting Tsukian's attack and defense.
Full Moon Phase: A massive hammer. Devastating power with an area-of-effect slam, but at the cost of attack speed and movement speed. Special move: Moon Shaker, a seismic smash that knocks back all nearby enemies.
As players progress, they can also equip Tsukian with different armor sets, boots, and accessories. These gear pieces enhance specific moon phase abilities or mitigate the drawbacks of heavier weapons. For example, a certain pair of boots might reduce movement penalties during Full Moon Phase, or an accessory could extend the Crescent Moon's orbit duration or extend the range of certain moon phases to be longer.
The game also features a Lunar Form system. When Tsukian fills a special gauge, he can temporarily enter this super form, transforming into a silver-haired warrior wielding Lunar Greatsword . In this mode, he deals massive damage and becomes really strong for a brief time—but afterward, he enters a vulnerable cooldown period.
As for the story the players in love with it as well The narrative follows Tsukian as he journeys to reclaim the stolen Blue Moon Crystal from the rival Promesun Clan, a faction that harnesses solar power. This sets up an elemental conflict: moonlight vs. sunlight.
Players traverse shadowy temples, lunar battlegrounds, cliffside villages, and glowing moonlit forests. Along the way, they face off against the Promesun elites 3 of them is: ƒгeewёbnovel.com
Kuvak, the Sunblade Duelist, whose precision strikes force players to time their defenses. Kuvak wearing a long blade of Sun called "Suntheous"
Harisun, the Barehanded Titan, who uses brute force and sunlight-powered fists. He absorb sunlight his body is his weapons
Promehound, the mightiest warrior of the Promesun Clan, wields the stolen Blue Moon Crystal, granting him immense power drawn from both solar and lunar energies. However, the dual forces are unstable together—Sun and Moon are inherently opposite, and even someone as powerful as Promehound struggles to maintain balance. The player must defeat him in two phases: the first is the combined "Moon and Sun Form," followed by the more aggressive "Supreme Sun Form," where the player will absorb the Blue moon crystals and make him focus on solar energy alone and he channels overwhelming solar energy doing this making him more lethal than the unstable First Form. If players manage to best him in both, a final, brutal challenge awaits—Promehound, refusing defeat, sacrifices his life essence to enter the forbidden "Sunste Form," a berserk state of pure solar fury. This final battle pushes players to their limits, demanding perfect timing, mastery of lunar phase mechanics, and strategic use of all upgrades earned throughout the game. It's considered by many players the most difficult and rewarding boss fight in any ZAGE game to date. Some said the boss is impossilbe while most really appreciate its design.
And in this game there are also beloved characters Aside from Tsukian the main character, players quickly fall in love with Kyroan, a serene, blue-haired support character who aids Tsukian between missions. Her sprite, clad in a sleeveless azure robe, exudes elegance and warmth. She provides upgrades, lore hints, and emotional support—some fans even speculated she would be playable in a future sequel.
The players basically praise Lunar kngiht most of reviews are like these :
"This is the best ZEPS game even though it similar to Sun Knight butThe weapon system is genius!"
"Promehound was BRUTAL. Took me five tries to beat Sunste. Worth every second."
"The lunar phases are somewhat similar to the Sun-Forms from Sun Knight 2, but I honestly prefer the Lunar Forms—Tsukian looks way cooler, and the mechanics feel even more refined!"
"Kyroan is waifu material. I need more of her in my life."
From gamers to critics, the response was overwhelmingly positive. Hardcore fans praised the challenge curve. Casual players loved the atmosphere and customization. Developers noted its sophisticated design, with some even claiming Lunar Knight was in pair with some Zaboru greatest game
Back at ZAGE HQ, Zaboru playing the full Version of Lunar Knight with Zanichi beside him.
Zaboru sat back in his chair, eyes locked on the screen as he deftly guided Tsukian through a mob of enemies using a finely-tuned Half Moon build. The heavy axe strikes landed with satisfying crunches, carving through foes with power and brutality.
"Damn, Dad, the gameplay is so refined and the build are interesting like this build is so smooth. You've really outdone yourself—players are going to eat this up," Zaboru said, a wide grin spreading across his face as his fingers danced over the controller.
Even though Zaboru contributed some early ideas during the brainstorming phase, the vision, design, and execution of the game were fully led by Zanichi. Zaboru deliberately stepped back from direct involvement, entrusting his father and the ZAGE development team to bring Lunar Knight to life on their own terms. Now, as he played the finished version for the first time, it was clear his trust had been well placed.
Zanichi, watching with quiet pride, allowed himself a rare, relaxed chuckle. "Well, I hope so, Boss. But even if it doesn't sell well, you're not gonna dock my pay, right?" he added playfully.
Zaboru laughed. "Don't worry about it. Sales are just numbers. What matters is you made a great game. The rest will follow." Zaboru said while keep focus playing.
Zanichi leaned back slightly, his gaze fixed on the glowing screen. There was something deeply fulfilling in watching his son—his boss—genuinely enjoying his creation. It wasn't just validation. It was legacy.
'And this is only the beginning,' Zanichi thought to himself, his mind already spinning with new concepts, new worlds, and new battles yet to be born from his imagination.
To be continued...
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