In July, many things unfolded across both Japan and the United States. One of the most notable developnts was the rise in ZAGE's overall efficiency and production quality, largely credited to the influence of Zanichi. His arrival had an imdiate impact. With years of experience managing large teams at Sonaya, Zanichi streamlined workflows, improved communication across departnts, and reinforced ZAGE's developnt pipeline. The result? A significant boost in both productivity and morale throughout the company.
anwhile, in the United States, the release of the Light Gun and Duck Hunt was a massive success. These titles sold like hotcakes, creating a frenzy that took even Erald Wings by surprise. Jas and Ryan, who managed ZAGE's Arican distribution through Erald Wings, found themselves overwheld by demand and had to urgently call Zaboru for additional stock. Fortunately, Zaboru had anticipated this reaction—he knew how enthusiastic Arican audiences were when it ca to gun-related entertainnt.
Because of the market noise from Duck Hunt and the Light Gun, Zaboru chose not to release any new PC ga titles during July. He didn't want to risk overwhelming gars by flooding the market with too many simultaneous releases. Unlike console gas, PC titles had a different marketing rhythm, and Zaboru wanted to treat the platform with deliberate pacing.
Also in the U.S., a number of small software companies began expressing interest in becoming third-party developers for ZEPS. They reached out through Erald Wings, and Zaboru gave them the green light—on one condition: Erald Wings would handle everything, including contracts and, ideally, securing manufacturing partners in Arica. Zaboru encouraged them to replicate the Japanese third-party process, with the sa screening and quality expectations and for this Zaboru offered them assistance if the 3rd party ga developer ga is ready to review. They should visit Japan and the Zaboru and ZAGE team will review them personally. And, he added one caveat foreign developers opting to present their gas in Japan would be subject to an additional fee to cover the logistical differences.
Back in Japan, DOOM was gaining recognition as a landmark release. While not many consurs owned a personal computer capable of running the ga, the tech community was buzzing. Software engineers and programrs praised DOOM for its groundbreaking engine and flexible source code mainly because DOOM Went Viral in the USA and Japanese audiences are curious about it. Even Hikaru Kurata—CEO of Sonaya and one of its major shareholders—reluctantly admitted defeat in this area. He hadn't expected Zaboru to have such strong capabilities in not only console and ga developnt, but PC software engineering as well. For now, Hikaru had no plans to push Sonaya into the PC gaming space. Their current PC hardware, both in Japan and the U.S., was diocre at best.
On the publishing front, ZAGE's official gaming magazine, ZAGE POWER, released its June and July issues to growing fanfare. Gars quickly learned to trust the publication, and many eagerly awaited each new edition for developer interviews, sneak peeks, and gaplay tips.
Developnt on the upcoming handheld console also remained steady. Zaboru had begun work on four launch titles, each carefully designed to showcase the handheld's strengths. He hadn't settled on a na for the device yet, but he figured that was a problem for another day. As things stood, ZAGE's first handheld system was on track to launch by the end of September, with strong montum behind it, also he was still keeping the detailed handheld plans secret for now even from his employee and close friend.
As for 3rd party ga developer releases on ZEPS, there are only 1 of them this month and it's called Sushi no Senshi!, basically its action platforr that you play as sushi chef and the enemies is fish man , Quite unique really, and developer oh this ga is called Wasanebo
Next co the most important stuff of this Month which is July release , July Release this July release are only 5 gas, why because Zaboru are divide his attention to make another ga in handheld , Zaboru also want to focus this month with Absurd ga , that still really good and playable.
Kick Master
First up is a bizarre but exhilarating title called Kick Master, a side-scrolling action platforr that blends traditional beat-'em-up chanics with RPG progression. In this ga, players step into the role of Thonolan, a skilled martial artist on a mission to rescue his kidnapped brother and save a princess from the clutches of the evil sorcerer Belzed. Zaboru, bringing his personal touch, swapped the original magic system with a Chi-based energy system to better reflect the ga's martial arts the.
At the start of the ga, Thonolan has access to a basic set of kicks—standing kicks, sweeping kicks, and a jumping dropkick for aerial enemies. As he levels up, he gains access to an impressive arsenal of signature moves, each serving a distinct tactical role:
Split Kick – A mid-air move that hits enemies on both sides of Thonolan. Perfect for crowd control.
Double Front Kick – A dual-legged strike that deals heavy damage during a jump.
Moon Assault Kick – A backflip kick infused with Chi, ideal for targeting enemies behind and front of him.
Sliding Kick – A swift, low kick that knocks down enemies and can slip under low attacks.
Thunder Kick – A Chi-charged attack that unleashes thunder damage with splash effects.
Tornado Drive Kick – A downward spiraling kick that slams enemies below.
Fire Kick – Another Chi-based move that scorches enemies on contact with potential area damage.
Wind Flying Kick – A wind-enhanced flying kick that propels Thonolan forward with speed and force.
Super Kick – A high-level, focused high-damage kick capable of staggering even the toughest bosses.
Zaboru also introduced Martial Arts Scrolls to deepen the gaplay. These scrolls, unlike kicks, are consumable and limited-use. Thonolan might pick up rare scrolls like Dragon Claw Scroll, which summons ghostly dragon claws to rip through enemies or Fla breath scroll that unleash fla waves to enemies or Summon Thunder that summon thunder to strike the enemies. To make things even more interesting, Zabo-man makes an appearance as a hidden NPC. If players manage to find him within a stage's secret area, he'll give them a random scroll. His Z-card simply reads: "Find and I'm gonna give you sothing."
Level design across Kick Master is rich and varied, ranging from eerie forests and treacherous caverns to towering castles and mystic temples. Stages feature vertical layouts, secret paths, and tucked-away loot to encourage exploration. Enemy types are equally diverse, including goblins, animated skeletons, dark sorcerers, and giant grotesque bosses with unique attack patterns. Boss fights demand keen observation and precision, pushing players to make full use of their skillset.
Zaboru even sprinkled in a subtle homage to Hokuto no Ken. So NPCs drop hints about a legendary martial art from the west called Hokuto Shinken. It's a reference although the player from this world didn`t know what Hokuto shinken was but Zaboru will make them know in future and there's more. Zaboru add easter egg its written on Ga Manual but very small , make the player harder to spot it and the easter egg is If the player beats the entire ga using only kicks and never touching a single scroll, they unlock a secret post-final boss: the Spirit of Kenshiro Kasumi, claiming to be the 62nd successor of Hokuto Shinken. This hidden battle is intense and showcases Hokuto Shinken Expertise like Hyakuretsu Ken , or Tenha, and Zaboru makes this boss fight hard as hell.
Overall, Kick Master is chaotic, creative, and definitely weird—and that's exactly why Zaboru loves it. To him, it's a passion project, a strange ga from his previous life that he's finally had the chance to bring to life, his way.
Road Rash
Next up is Road Rash, a hilariously chaotic racing ga with a unique twist—violence on wheels. Unlike normal racing gas, this one focuses on dodging police, sabotaging rival racers, and causing total street mayhem. The action unfolds on public roads, where players must weave through unpredictable hazards like pedestrians and random traffic. Successfully avoiding pedestrians doesn't just save ti—it actually earns players boost points, which they can use to upgrade their motorcycle, buy new bikes, or even purchase weapons.
Weapons play a central role in the ga's combat system. Players can equip items like clubs, chains, or stun batons, and using a directional input combined with the O button, they can swing their weapons left or right mid-race to knock opponents off their bikes. Timing and positioning are key—landing a clean hit while speeding down a highway is as satisfying as it is challenging.
Zaboru added extra depth by introducing multiple types of opponents and law enforcent. There are standard riders and officers who can be attacked like usual. Then there are Guardian types—immune to weapon damage and requiring tactical avoidance. Finally, Assault types aggressively strike back and can knock the player off their bike if not dealt with quickly, a very strong special police type that will appear if the player hits a pedestrian too much. This variety forces players to think beyond speed and aggression, adding strategic layers to every race.
Of course, it wouldn't be a Zaboru ga without a cao from Zabo-man. In Road Rash, he takes on the role of a Super Special Police Unit officer—one of the toughest in the ga. Zaboman not only defends against player attacks but can also chase and strike with punishing precision. He only appears once the player has maxed out their upgrades, making him a late-ga surprise boss encounter. His Z-card reads: "When you're at your peak, I'm gonna catch you."
Visually, Zaboru enhanced the graphics and tightened the riding physics to make the experience smoother, faster, and more imrsive than its original ga in his previous world. The result is a bizarre, brutal, and unexpectedly addictive ga that turns every race into a street brawl on wheels. Zaboru didn't know if the player would love it or not, but he didn't really care that much, he Just wanted to make this ga!.
Ghost n Goblins
Next on the list is the diabolically difficult Ghosts 'n Goblins—a ga that's as legendary for its brutal difficulty as it is for its iconic design. Zaboru rembered this ga vividly from his previous life, mainly for the sheer frustration it caused him. It was one of the few titles that made him physically throw his controller across the room, and for that reason alone, he was determined to preserve that exact chaotic, rage-inducing spirit in this remake in this world.
Ghosts 'n Goblins is a side-scrolling action platforr where players control Sir Arthur, a valiant knight tasked with rescuing Princess Prin-Prin, who has been abducted by demonic forces led by the evil Astaroth. The ga throws players into six grueling levels teeming with relentless enemies, deadly traps, and unforgiving platforming sequences. Arthur begins each stage clad in full armor and ard with a spear. But a single hit strips him of his armor, leaving him in only his underwear. A second hit? Instant death. It's a setup that never lets up.
Throughout the ga, players can find new weapons hidden in treasure chests or dropped by enemies—ranging from the fast dagger and powerful axe to the fire torch and the slow but critical cross. Each weapon brings its own pros and cons, and mastering when to switch or stick with one is essential to survival. The weapon you carry can drastically affect your ability to deal with enemies, especially the fast-moving or airborne types that swarm you without rcy.
Enemy types are as cruel as the level design zombies, red devils, flying ghouls, and towering armored giants spawn endlessly, forcing you to stay on the move and morize every pixel of the screen. The levels are linear but stacked with punishing enemy placents, tight platforming, and environntal hazards like collapsing platforms, fire pits, and narrow jumps under pressure. Each level culminates in a tense boss fight, testing your reflexes and weapon handling to the limit.
And just when players think they've finished the ga—they're hit with the ultimate troll: the first playthrough is an illusion. To truly complete the ga, players must beat it a second ti, but the Final Boss Astaroth can only be beaten by Cross Weapon , and do players know this? Who cares!. Only after beating Astaroth for real, the player can get the true ending and save the princess.
As expected, Zabo-man makes a cao appearance. If Sir Arthur manages to find a hidden Z Token during a stage, Zabo-man will appear dressed in a black tunic and gray cowboy cap, wielding a curved boorang-style weapon. He sweeps the screen, defeating nearby enemies, then leaves behind a healing potion before vanishing. His Z-card reads: "Find my token, then I'll help you."
Overall, Ghosts 'n Goblins is a masterclass in pain. It's unforgiving, relentless, and absurdly hard but that's exactly what Zaboru wanted. For him, it was a love letter to a patience gar challenge, a reminder that sotis, beating a ga wasn't just a win—it was survival.
Gun Smoke Redemption
Next up is Gun Smoke Redemption, a wild and intense vertically scrolling shoot-'em-up with a heavy dose of Old West grit. The original version in Zaboru's previous world was simply called Gun.Smoke, but Zaboru couldn't resist adding "Redemption" to the title—it felt more "cowboy" that way, though the player from this world would never understand the reference.
The ga puts players in control of a bounty hunter nad Billy Bob, who travels across dusty Western frontiers to hunt down the most wanted outlaws in the land. Each stage builds up to a dramatic boss showdown, but not before the player battles through waves of henchn, dodging bullets and debris in true gunslinger style.
The screen scrolls upward automatically as players guide Billy Bob using directional inputs to weave through enemy fire, environntal hazards, and tricky level layouts. Shooting is done in three directions—straight ahead, diagonally left, and diagonally right—mapped to ZEPS controls: the X button fires diagonally right, O fires diagonally left, and pressing both at once fires directly forward. Zaboru kept this unique firing chanic intact, considering it the soul of the ga. Mastering this directional control system is key to surviving the chaos.
Enemies co at the player in relentless waves—gunn on foot, bandits on horseback, exploding wagons, and even threats from elevated cliffs like dynamite-throwing sharpshooters. Each area features unique enemy types and level-specific obstacles, giving every stage its own flavor and rhythm. Players can shoot barrels and enemies to uncover power-ups, including speed boosts, rifle upgrades for wider spreads, and smart bombs that clear the screen. Money bags, either dropped by foes or hidden in destructible objects, serve as currency used to purchase upgrades from secret shops scattered throughout the levels.
One of the defining chanics of Gun Smoke Redemption is the wanted poster system. Each level has a boss, and players must obtain that level's wanted poster—either by finding it or buying it in a shop with currency. Without the poster, the level won't progress, forcing players into a loop until they collect it. Bosses are designed with exaggerated Western flair, including:
Jiraiya the Cowboy Ninja – blending stealth with shurikens.
Titus the Armored Horseman – a tank-like rider with high durability.
Darko the Cowboy from Hell – a ghostly outlaw with fiery attacks.
Temu the Cactus Mutant – launches spines and regenerates health.
Arthur Martson – the final boss, a dual-wielding gunslinger with deadly precision.
Zabo-man makes a cheeky appearance too. In several stages, he's tied up as a hostage, and the only way to free him is by shooting his bindings. When saved, he rewards the player with bonus score points and says "You are very cool" in classic pixel text before vanishing. His Z-card reads: "Help , then I will give you sothing."
Overall, Gun Smoke Redemption adds variety and Cowboy charm to ZAGE's growing library of shoot-'em-ups, also Billy Bob can beco Sheriff Juan from Sonaya rival.
Life Force
The last ga of the month is Life Force, a standout shoot-'em-up that distinguishes itself by blending horizontal and vertical scrolling stages into a single, cohesive experience. In Zaboru's previous world this ga is Developed as a spiritual successor to the classic Gradius, but Life Force this title takes the genre into a completely different realm, one where players fly inside the grotesque anatomy of a massive alien organism. While ZAGE other space Shoot em up Gun-Nac leaned into wild sci-fi energy, Life Force adds a dark, biochanical twist that makes every level feel alive, hostile, and unpredictable, Also Zaboru didn't change too much of this ga from his previous life, because it's already good as it is.
Players take control of the legendary Vic Viper, and in two-player mode, a second pilot joins the action using the Lord British starfighter. The ga is composed of six intense stages, with scrolling perspectives alternating between horizontal and vertical. Each stage represents a different organic environnt within the alien entity, such as pulsating stomach tissue, neural pathways sparking with energy, ribbed walls of bone, and fla-spewing arteries. So areas even feature massive jaws or floating brains, turning the environnt itself into a threat. Parts of the scenery move, constrict, expand, or attempt to crush the player, demanding precise piloting and constant alertness.
Gaplay revolves around rapid shooting, quick dodging, and smart power-up managent. Destroying specific red-colored enemy formations drops capsules that power a strategic upgrade system. Rather than giving players random buffs, Life Force features a power ter at the bottom of the screen. Each capsule progresses the ter one step forward, and players can choose when to activate the highlighted upgrade. These include:
Speed Up – Increases ship movent speed.
Missile – Launches downward-projecting bombs.
Ripple – Fires wide, circular wave shots.
Laser – A strong, piercing beam.
Option – Deploys a floating orb that mimics your shots.
Force Field – A temporary barrier that blocks damage.
This system adds a tactical layer, forcing players to think ahead and prioritize upgrades based on the threats ahead.
Enemy types in Life Force are varied and terrifying—ranging from floating orbs and auto-firing turrets to enormous biochanical bosses. These bosses often resemble twisted nightmares: a giant brain with a glaring eye that fires lasers, a flaming skeletal skull, or a multi-segnted serpent that coils and strikes across the screen. Defeating them requires learning patterns, identifying weak spots, and staying calm under bullet hell conditions.
Multiplayer co-op is a highlight. Two players can coordinate attacks, divide focus between enemies, and assist each other during hectic sequences. But the ga punishes mistakes harshly. A single death strips away all collected power-ups, severely weakening the player. In co-op, if one player falls behind, it can throw off the team's rhythm, adding even more tension to an already relentless ga. Respawns vary; single-player often returns players to a checkpoint, while co-op can allow imdiate respawns depending on difficulty settings.
The ga's difficulty curve is notoriously steep. Early levels give players a chance to build montum, but later stages bombard them with fast-moving enemies, dense bullet patterns, and claustrophobic terrain. Survival often depends on muscle mory, rapid decision-making, and a bit of luck.
And yes—Zabo-man makes a brief appearance. In one of the deeper organic stages, if the player shoots open a pulsating organ wall, a small black-and-gray character resembling Zabo-man appears. He silently boards the player's ship, contributing bonus score. His Z-card reads, simply: "Help !" A fittingly cryptic cao.
Overall, Life Force is a masterclass in tension, teamwork, and sci-fi horror. For Zaboru, a title that enriches ZAGE's Space shoot-'em-up library with both style and substance.
And that's all what happen in July, and ZAGE and ZEPS are keep moving forward as usual
To be continue
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