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Chapter 905 - Chapter 845 Jasper Crank Gameplay.

Saturday 12 Jan 1998 ZAGE Campus USA

Zaboru was back at the ZAGE Campus despite it being the weekend. Today was special — he had just received two new games from fellow ZAGE developers: Jasper Crank and Lunar Knight 2. Jasper Crank was developed by the renowned duo Hideo Kojima and Yugo, while Lunar Knight 2 marked the highly anticipated sequel by Zanichi, Zaboru's own father and the current CTO of ZAGE Japan.

The release schedule for both games had been delayed for some time, similar to other third-party titles. The reason? Everyone was strategically avoiding the crowded December window, when ZAGE had dropped an overwhelming 13 titles — including the bundled King of Fighters collection and Spider-Man. To avoid further overlap, January had been left clear of new releases from the main ZAGE team, who were still deep in ongoing development. This made January the ideal launch window for subsidiary teams and third-party studios to shine. Many of those external partners were gearing up to release their games in the coming week, and ZAGE was set to support them with a round of promotional ads.

 

Zaboru grinned as he looked at the two game boxes resting on his desk. He rubbed his hands together and said with a chuckle, "Well, this time I really want to play the game. Hehehe." His eyes landed on the cover of Jasper Crank, a striking design that immediately caught attention. The artwork featured two faces — one on the left, calm and composed, marked with glowing blue symbols, and one on the right, twisted into a manic grin, etched with deep red markings. Between them sat a large crank and a series of interlocked gears, symbolizing the duality at the heart of the character. The title, boldly printed in metallic letters, read: Jasper Crank.

Zaboru smiled with anticipation. Without wasting another moment, he carefully unboxed the game, slid the disc into his ZEPS 3, and watched as the ZAGE logo flickered onto the screen. Almost immediately, the cinematic intro began, pulling him into the world of the game.

 

The video begins with a breathtaking cinematic shot of massive machines — towering constructs of metal and unknown materials — all moving with eerie, lifelike precision. These machines, varying wildly in size and form, loom across the screen as narration begins: "UMLF stands for Ultimate Machine Life Form — or, more commonly, 'Machine Demon.'" These mysterious entities suddenly appeared on Earth, triggering chaos and destruction across every continent. Conventional weapons — missiles, bombs, grenades, and even high-powered guns — proved completely ineffective against them. Humanity was left helpless, brought to the brink of extinction by these unstoppable mechanical beasts.

However, amidst the devastation, a breakthrough emerged. A group of rogue scientists began investigating the few Machine Demon corpses that were left behind after rare internal battles between the creatures. These scientists discovered the potential to reverse-engineer their technology. They developed the first prototype of Tech Armor, inspired directly by the Machine Demons' structure. This marked the beginning of a new resistance. Equipped with this advanced tech, humans began to fight back.

As the cinematic continues, it is revealed that Machine Demon components could be surgically grafted onto humans — used to replace limbs, organs, and even parts of the nervous system. These implants didn't just restore functionality; they granted unique abilities such as enhanced strength, speed, energy projection, or even regeneration. However, these enhancements also came with drawbacks — some physical, some psychological. Over time, a new generation of human warriors emerged, ones who weren't entirely human anymore, but something evolved — hybrids.

Fueled by their newfound strength, humanity pushed the Machine Demons back, nearly wiping them out. The war reached a tipping point, and the Ultimate Machine Life Forms were brought to the edge of extinction. With their numbers dwindling and humanity growing stronger by the day, the threat faded. But even after victory, the technology didn't go away — it became the foundation of a new human civilization. Cities were rebuilt using Machine Demon tech, societies restructured, and humanity entered a new age — one that blurred the line between man and machine.

The cinematic captures all this with sweeping shots of cities lit by mechanical spires, soldiers in sleek exo-suits marching through neon-lit streets, and eerie ruins filled with dormant Machine Demon remains. It ends with a montage of battle scenes showing humans unleashing devastating firepower using Machine Demon-derived weapons — a dramatic shift from the early hopelessness. The tone shifts from despair to defiance, highlighting humanity's resilience, adaptability, and ambition.

Then, the cutscene slowly fades, setting the stage for the game's opening.

 

"Despite the Machine Demon problem being seemingly resolved, new threats have begun to emerge. As the dust settled, human ambition and greed surged to the surface, creating fresh conflicts in a world built on borrowed power. Questions still linger: Did humanity truly destroy every Machine Demon? Or have some gone dormant, waiting to rise again? Is it possible that something far worse lies beneath the surface — hidden even from those who claim to understand the Machine Demon technology?"

As the narration fades out, the screen transitions to a close-up of a large gear slowly spinning. A crank begins turning alongside it, accompanied by a mechanical hum. Sparks fly in the background, and the machinery locks into place. Finally, the screen pulses with energy, and the game's main menu appears in bold, stylized letters: "Jasper Crank."

Zaboru grinned. "That's so interesting," he said, leaning forward in excitement. Without wasting another second, he started up the game. As the screen faded in, it revealed Jasper Crank's profile presented in a unique, stylized art direction — bold colors, sleek interface, and a pulsing mechanical theme that matched the game's tone perfectly. 

Name : Jasper Craig 

Code Name : JAZZ

Gender : Male

Weight : 90kg

Heigh : 189cm

Country : USA

Affiliation : The Order - UMFL Front Line - Squad 6 

UMFL Parts = None

Advanced Armor = Brave Steel - Melle Armor v7.

 

Then the screen quickly shifted to gameplay, placing Zaboru in control in a third-person perspective. The main character, Jasper, was fully suited in sleek robotic armor — a high-tech exosuit glinting with steel plating and a glowing red core embedded in the center of his chest. He held a broad, futuristic sword in hand, and his movement felt heavy yet precise. As the camera panned around Jasper, the player could appreciate the polished detail on the suit and the subtle animations that gave him weight and realism.

Immediately, Jasper activated his communication device, bringing up a brief transmission.

"This is JAZZ. I've already arrived at the bunker. So far, no signs of illegal UMFL experimentation have been detected — but I'll continue the investigation. Copy."

A voice crackled through his intercom in response. "This is ZOFF. Copy that, JAZZ. Please proceed with mapping the interior. Our systems picked up an anomaly inside the bunker just a few minutes ago. Maintain caution. Copy?"

"Copy that. Commencing mission," Jasper replied firmly, before closing the line. With the communication ended, control shifted fully to the player. Jasper now stood at the entrance of the bunker, ready for exploration, and Zaboru grinned as he prepared to dive into the mission.

 

The gameplay is presented in third-person combat style, and overall, it features solid animation work that adds weight and fluidity to every action. As Zaboru takes control of Jasper, he begins experimenting with the controls: pressing square unleashes a basic sword attack with satisfying slashes and impact effects, while pressing X allows Jasper to jump — a surprisingly responsive and agile movement given the weight of his armored suit. Triangle is used to interact with the environment, from opening doors to scanning objects, which helps with immersion.

Circle button also as the ranged attack button. R1 is used for guarding against incoming attacks, creating a force shield animation that sparks when hit. L1 allows players to aim manually, particularly useful when combining melee with ranged skills. R2 activates a dash or dodge move, essential for avoiding heavy enemy strikes and repositioning during intense battles. Currently, the L2 button doesn't serve any purpose, but its presence hints at possible unlockable mechanics or future upgrades.

The control layout feels intuitive and fluid once you get the hang of it, and it becomes clear that the game encourages a mix of aggressive offense and strategic defense. Zaboru nods in approval as he strings together combos and reacts to the environment — the gameplay may be simple at its core, but it carries a layer of depth that rewards timing and positioning.

 

Zaboru began exploring the first bunker area, which was dimly lit and carried an eerie, unsettling atmosphere. The environment was built with detailed textures and subtle ambient sound effects — buzzing lights, dripping pipes, distant echoes — making the space feel truly abandoned. As he pushed forward, he encountered hostile creatures like massive mutated rats with mechanical limbs and wiring protruding from their spines, and oversized lizards with glowing red eyes that could fire laser beams. These enemies were unsettling yet fascinating, each one clearly designed to reflect a world where Machine Demon technology had infected organic life.

Zaboru chuckled to himself, "It seems the animals are mutated too," admiring how the game blended sci-fi and horror in its creature design. The third-person perspective continued to impress him, especially with how it showcased the eerie, industrial environment and brought out the tension of every encounter. The lighting, shadows, and enemy placement were all carefully crafted to maximize immersion.

As he advanced deeper into the facility, the game transitioned into a new section. Jasper entered a room that felt distinctly different — the walls were lined with strange metallic fragments, pulsing with red energy. On the ground and along the surfaces were parts that looked like UMFL remains — jagged black and crimson metal with unfamiliar patterns. Suddenly, Jasper activated his communicator.

"This is JAZZ. I've found something unusual. The room is filled with black and red metal, looks like it's from some UMFL species. There are also strange red carvings on the walls. Should I proceed? Over."

A reply came swiftly. "This is ZOFF. Copy that, JAZZ. Yes, proceed. This could be where the illegal experimentation is happening. You are authorized to activate Overclock Weapon Mode if the situation escalates."

"Copy that. Proceeding," Jasper replied as he ended the transmission. Zaboru tightened his grip on the controller, the tension rising. As Jasper took a cautious step forward into the eerie chamber, the signal to HQ suddenly cut out.

"This is JAZZ to HQ. ZOFF, do you copy?" There was only static. The connection was dead. But Jasper didn't panic — he simply drew his sword and moved ahead with caution, fully aware something was wrong.

Suddenly, shadows emerged from the corners of the room. A group of humans in crimson lab coats appeared, silently encircling Jasper. Their faces were obscured by strange visors, and their arms glinted with metal plating. The atmosphere thickened as the confrontation began to unfold.

"Just as we expected — we caught ourselves a rat," one of the figures in a red lab coat sneered, stepping forward. Jasper remained calm, standing firm. "Bunch of illegal integrators. What exactly are you doing here?" he demanded, tightening his grip on his sword.

The red-coated figure laughed mockingly. "Foolish Order agent. You think the UMFL — or as you call them, the Machine Lords — should all be destroyed? You blind yourselves to the truth. We were never meant to wipe them out. You've insulted the one true power — the Machine God! And we are his loyal followers — disciples of Lord Trazack!"

Then began the gameplay sections Jasper's stance shifted immediately into a combat-ready pose as several red coats with mechanical limbs and metal arms surged forward. The enemies were fast, coordinated, and relentless. Zaboru quickly recognized the odds were stacked. Despite Jasper's best efforts, his attacks barely scratched them. It became obvious this was a scripted encounter.

Zaboru didn't panic. He knew these kinds of early-game challenges were designed to teach players about limitations — and breakthroughs. Eventually, as Jasper was overwhelmed and knocked down, a cutscene happened as he reached toward the glowing red core in the center of his chest plate. With a determined growl, he pressed into it, triggering a transformation. The core pulsed and shifted from red to glowing blue. A wave of energy rippled across his suit.

"Overclock Weapon Mode engaged," an automated voice announced. Jasper's movements instantly changed — faster, sharper, more fluid. His sword strikes left trails of energy, and each blow carried a devastating impact. With newfound power, he launched into a counterattack. Zaboru smirked as he flawlessly took control, expertly chaining dodges and strikes. With precision, he took down one enemy after another.

One. Two. Three. Each opponent fell as Zaboru mastered the flow of combat. Jasper's attacks were now a blur of motion and raw force. Four. Five. Six. Sparks flew as swords clashed with cybernetic limbs. Seven. Eight. In total, Jasper defeated eight red-coated enemies, leaving only scorched floors and fallen bodies in his wake.

Zaboru leaned back, breathing out in satisfaction. The transformation had been worth the wait — and it was only the beginning.

Then, after a grueling stretch of combat where Jasper's health was dangerously low, the screen transitioned into a dramatic cutscene. Jasper, visibly exhausted and bloodied, stood among the remains of the eight Red Coats he had just defeated. His armor was scorched and sparking in places, his breath heavy. Just as he lowered his blade for a moment, a slow clap echoed through the chamber.

A new figure stepped into the scene — a tall man draped in a tattered scarlet robe, flanked by an overwhelming number of additional Red Coats. This time, their numbers were staggering, pouring in from side corridors and elevator shafts, surrounding Jasper entirely. The leader sneered with a twisted grin. "Impressive… but you underestimated us."

Jasper raised his weapon again, despite his weakened state, as the robed figure stepped closer. "Your body… it's capable of synchronizing with Overclocked Brave Steel v7 without degradation. Fascinating. You must be among the elite," he said, his voice deep and metallic.

The camera zoomed in for a close-up of the mysterious leader's face — hideously scarred, with half of his features replaced by intricate machine implants. A red glow pulsed where his left eye should've been. "You will make a fine subject… a perfect vessel for Lord Trazack's will. A worthy offering to the Machine God!"

Jasper, gasping for breath, steadied his stance once more, prepared to fight despite the impossible odds. But before he could react, the swarm of Red Coats rushed him in unison, overwhelming him with sheer numbers. The screen faded to black as the words appeared:

Prologue — 'Machine God Trazack's Followers' End.

 

Zaboru grinned, clearly intrigued by the prologue. The mystery of what the Red Coats planned to do with the protagonist had completely pulled him in. "Heh, I can't wait to find out what happens next," he muttered with a smirk. Before continuing the game, he paused to grab some snacks, wanting to be fully ready for whatever came next. The tension, the worldbuilding, and the stakes had all hooked him — and now he was all in.

 

To be continue

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