In September, many pivotal events unfolded for ZAGE, continuing the company’s montum. As expected, ZAGE released two new gas—one for each of its consoles. For the ho console ZEPS, the title was Shatterhand. For the handheld ZGB, the featured release was Super Mario Land 2, developed under the leadership of Shigeru Miyamoto at the Osaka Branch.
As usual, Zaboru created the initial draft of Super Mario Land 2 and then handed developnt over to Miyamoto, presenting it as a creative challenge. The gamble paid off. Miyamoto not only t expectations but exceeded them. He enhanced various elents of the ga, from improved sprite design to refined stage chanics. He also collaborated with Zaboru on a few crucial ideas, all of which received Zaboru’s approval. Notably, the ga introduced Wario as a new villain, and it embraced non-linear stage progression—similar to the gaman format already popular on ZAGE platforms. The ga was a hit. As always, Mario titles perford well in Japan, and players were excited by both the gaplay and the introduction of Wario, a fresh antagonist with a quirky personality. Another standout feature was the introduction of Rabbit Mario—equipped with rabbit ears that allowed him to glide through the air and jump higher. Players absolutely loved this chanic, finding it both fun and useful for navigating tricky platform sections. Adding to the charm, Zabo-man also makes a hidden appearance in the ga. If the player defeats Wario without taking a single hit, Zabo-man, who appears as Rabbit man in this ga, will appear on-screen and toss Wario so fruit. This quirky interaction causes Wario to get up and charge faster, making him more aggressive in a rematch.
For the ZEPS console, Zaboru released Shatterhand, an overlooked gem from his past life. Originally a localized version of a Japanese ga titled Tokkyuu Shirei Solbrain, the original tied into a television series. Since Zaboru had already integrated Solbrain’s story into the RoboCop ga, he opted for the Aricanized version, which had a more absurd, over-the-top narrative.
The story of Shatterhand unfolds in the near future. The protagonist, Steve Hermann—codenad Shatterhand—is a military officer who loses his arms in battle while fighting a terrorist group called tal Command. He is then recruited by a covert agency known as the Law and Order Regulatory Division (L.O.R.D.) and fitted with powerful cybernetic arms that give him superhuman punching power.
Gaplay revolves around the simplicity of punching. Shatterhand can destroy obstacles, reflect projectiles, and crush enemies. The core chanic is enhanced by the addition of upgradeable support robots. Players can collect different chips throughout levels that grant unique satellite robots. These include:
Beta: Fires lasers
Alpha: Shoots fireballs
Delta: Deploys a sword-wielding robot
If players collect enough upgrades, they can fuse with the satellite robot and gain access to a powerful armor form that provides temporary invincibility and converts punches into ranged attacks.
Zabo-man appears as a hidden boss in this ga, accessible only to the most observant players. Deep within one of the levels lies a concealed wall marked by a faint "Z"-shaped crack—an unusual detail that can’t be broken by ordinary ans. Players must be in Full Power Armor mode to smash through it. Once the wall is shattered, a hidden chamber is revealed, leading to an intense showdown with Zabo-man.
In this ga, Zabo-man is portrayed as a fearso warrior clad in black tallic armor, wielding a sleek katana and donning his iconic Z-marked helt and his visor is red. The battle is deliberately designed to be one of the toughest in the ga. Zabo-man is agile, relentless, and his attacks demand precise timing and strategy to overco.
Those who manage to defeat him are handsoly rewarded. The player’s gauntlet receives a permanent upgrade, increasing its striking power and slightly extending its range—an enhancent that proves useful throughout the rest of the ga.
The reception was extrely positive. Players appreciated the straightforward chanics and addictive design. The support robot and armor systems were widely praised, adding variety and strategy to a ga that’s essentially about satisfying destruction and The hidden boss fight beca a fan favorite, with many praising it for its challenge, mystery, and satisfying payoff.
anwhile, over in the United States, developnt of the PC ga Maniac Mansion wrapped up smoothly and the ga was released this month. To promote it, Zaboru created a short, punchy TV advertisent that successfully boosted sales. The ga marked ZAGE’s first foray into the point-and-click genre, and it exceeded expectations.
Maniac Mansion was lauded for its high replayability and branching endings. The player could choose two out of seven available characters to accompany the protagonist, Dave, in a daring rescue mission. Each character had unique abilities, adding depth and different puzzle solutions in each playthrough:
Bernard: Fixes electronics
Michael: Develops photographs
Wendy: Writes manuscripts
Syd & Razor: Musicians
Jeff: Fixes phones (albeit otherwise unremarkable)
This selection system gave Maniac Mansion remarkable replay value.
The ga’s story takes place in a spooky mansion belonging to Dr. Fred Edison, a mad scientist controlled by a malevolent teor. The plot kicks off when Sandy Pantz, a cheerleader, is kidnapped. Her boyfriend, Dave, sets out to rescue her with two friends from a pool of seven.
Inside the mansion, players encounter an odd cast of the Edison:
Dr. Fred – the eccentric scientist
Nurse Edna – his unsettling wife
Weird Ed – their son with a hamster obsession
Dead Cousin Ted – a silent mummy
The Purple teor – a sentient alien being
The mansion is designed with non-linear exploration in mind, featuring multiple rooms, hidden passages, and interactive devices.
The ga’s replayability was exceptionally high, sothing that players truly appreciated. Its branched narrative paths and non-linear structure gave each playthrough a distinct feel, allowing for different puzzle solutions, outcos, and character interactions. This design encouraged players to revisit the ga multiple tis, each session revealing new story elents or alternate endings.
Fans also adored the clever blend of horror and cody. The eerie atmosphere combined with quirky characters and humorous situations created a unique tone that stood out in the genre. Once again, ZAGE proved its ability to craft bold, morable, and genre-defying gaming experiences that left a lasting impact on its audience.
Beyond ZAGE, third-party developers remained active. So delivered quality content while others fell short. Sonaya, ZAGE’s rival with their MGB console, was slowly building its own library through third-party partnerships. The entire gaming industry was flourishing, much to Zaboru’s satisfaction.
anwhile, outside the realm of video gas, Dragon Ball, already in developnt under the skilled pen of Akira Toriyama, is now ready for publication. In tandem with this milestone, Hakushensha has finalized plans to officially launch both a weekly and a monthly manga magazine. Zaboru took the lead in naming these publications, choosing Weekly Shonen SHOCK and Monthly Shonen SHOCK to evoke energy and impact.
Each magazine would carry ten serialized manga titles, all firmly within the shonen category. This move was strategic—targeting younger readers while building a robust portfolio of action-driven and emotionally engaging stories. Although Zaboru considered launching a seinen line, aid at older audiences, he ultimately decided to hold off for now. Still, he made a ntal note to revisit the idea in the future as the publishing division matured and reader demand evolved.
Each magazine featured ten shonen manga.
Weekly Shonen SHOCK – That Zaboru Knows:
Dragon Ball – Akira Toriyama
Hokuto no Ken – Tetsuo Hara (Zaboru’s revised version)
Bari-Bari Densetsu – Shuichi Shigeno
Wing Man – Masakazu Katsura
Unknown or New Titles:
Ai Love! – Misaki Kiriko (Cody/Romance)
Hono no Tamashi – Wataru Nakamura (Boxing)
Dengeki Yaiba – Masaru Kondo (Fantasy)
Ichigeki! – Saito Heki (Baseball)
Agent Bryan – Fuji Umio (Action/Cody)
Fla Cowboy – Urakawa Ken (Spiritual/Action)
Zaboru didn’t recognize these six titles from his past life, aning they might be original or previously obscure. He requested regular updates from Hakushensha’s owner, Tomizawa Bakurou, to keep tabs on new submissions and performance in case there is famous mangaka from his previous life submiting their manga.
As for Monthly Shonen SHOCK, Zaboru was only familiar with Iron Fist Chinmi by Takeshi Maekawa. The remaining nine manga were unknown, but he remained optimistic.
Sales were strong for both publications. The ZAGE logo on each cover helped drive interest, especially among gars who recognized the brand. ZAGE’s own Power Magazine teased the manga releases in advance, fueling demand.
And so, September ca to a close. For ZAGE, it was a month of successful releases, industry growth, and further expansion into manga. All signs pointed to an exciting road ahead.
To be continued
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