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Now reading: Chapter 668 613 Rest of September Part 01 from Another world Game Developers in Japans 1991, a Game novel by Zaborn1997.

After the first two high-octane days of the ZAGE Fighting Tournant wrapped up, Day 3 took a completely different turn — and it did so with a blast. The spotlight shifted from arcade battles to music as Zaboru and the Zankoku band, better known as Z&Z, delivered a thunderous live performance to debut their newest album. Titled "Blast," the album was fully recorded in Japanese and featured an all-star tracklist drawn entirely from the music Zaboru rembered from his previous world. The concert marked a powerful fusion of great vocals and performance, giving fans a new way to connect with the mythic figure behind ZAGE.

Jiyuu no shotai (L arc en Ciel)

Ready Steady Go (L arc en Ciel)

My Heart Draws Dream (L arc en Ciel)

Link (L arc en ciel)

Heart Ni Wo Tsukaete (9mm Parabelum Bullet)

Sacrifice (9mm Parabelum Bullet)

Ouka ranman (Keytalk)

Core Pride (Uverworld)

Sakura Mitsuki (Spyair)

Sobakasu (Jude&Mary Male)

kimi no fureru dake de (Curio)

Everyone at ZEB Japan was having an absolute blast, and the fact that Z&Z's new album was entirely in Japanese made it an instant hit with the local crowd. Japanese fans loved hearing music in their native language perford with such energy and passion, while overseas fans—though less familiar with the lyrics—found themselves intrigued. Many gave it a listen and ended up jamming along anyway, caught up in the infectious lodies and powerful vocals.

Ayumi, Zaboru's girlfriend, was especially ecstatic. She was completely swept up in the performance, watching her boyfriend command the stage with star power she had only really loved seeing. Her eyes lit up with every chorus, every guitar riff — she couldn't get enough she couldn't get enough of Zaboru.

After the concert, Zaboru and the Zankoku band wasted no ti. They released the "Blast" album imdiately, and within just one week, it sold impressively well in Japan. Published globally by Poligram, the album quickly picked up montum overseas, too — especially among ZAGE fans eager to experience sothing bold and new.

Next up in the world of gaming, ZAGE announced the release of four major titles this September: SpongeBob SquarePants 2 and Sonic 3 & Knuckles for the ZEPS 2 console, Legend of the River King for the ZGB handheld system, and Army n for PC.

Army n on PC quickly gathered attention, thanks in part to its striking cover featuring a green plastic soldier—instantly recognizable to anyone who ever played with toy troops as a kid. The gaplay was equally well-received, striking a nostalgic chord with fans. ZAGE had cleverly acquired the rights to these iconic green toy soldiers from a now-defunct company called "Army Minion," which had gone bankrupt years earlier. Despite the toys fading from public consciousness—largely due to the lack of modern wars and shifting cultural interests—ZAGE saw untapped potential. Their ability to revive the brand and breathe new life into the forgotten franchise paid off big ti.

And the gaplay of the ga itself are great and Players loved the Army n because it brought childhood imagination to life in a way no other ga had done before. Many people grew up playing with green plastic soldiers, and the ga turned those toy wars into living battles complete with jeeps, tanks, and flathrowers. It struck a perfect balance between action and strategy: players didn't just shoot, they commanded squads, used different soldier types, and took advantage of terrain and vehicles, which made every battle feel tactical without being overly complex. The creative settings—such as backyards, kitchens, and toy-like landscapes—added a unique charm, making players feel like they were staging epic wars in everyday environnts.

Its humor and quirky style—like soldiers lting under flathrowers, exploding into bits, or shattering like brittle toys—gave the ga a distinct personality that was both funny and unforgettable. These exaggerated effects added charm without sacrificing gaplay quality. At the sa ti, it managed to stay more accessible than many of the heavier, micromanagent-heavy PC strategy titles on the market. This balance ant casual players could jump in and enjoy themselves, while more dedicated strategy fans still had enough depth to sink their teeth into. The result? A breakout hit. Army n wasn't just a nostalgic novelty—it was a genuinely fun and smartly designed ga that proved plastic battles could be serious fun.

Next up, Legend of the River King on the ZGB beca another unexpected major hit—surprising many who had initially assud it would be just another Harvest Moon-style life sim. But they were wrong. This ga was a unique blend of peaceful fishing and light RPG chanics, creating a niche all its own.

Players loved Legend of the River King 1because it delivered sothing completely different from the usual sword-and-sorcery fare that dominated RPGs in the late '90s. Instead of saving kingdoms, battling demons, or fighting off alien threats, you played as a young boy on a deeply personal quest: to catch a legendary fish in hopes of curing your ailing sister. That small, emotional premise was a breath of fresh air. It felt grounded, heartfelt, and sincere—more intimate than the sprawling epics most players were used to.

The focus on quiet monts, emotional storytelling, and connection to nature made it not only refreshing but also surprisingly impactful. It reminded players that you didn't need to wield a sword to be a hero—you just needed a rod, a river, and a reason.

The gaplay was also unique—blending fishing simulation with RPG chanics in a way that felt both fresh and deeply engaging. Players could travel across tranquil rivers, shimring lakes, and quiet rural villages, buying upgraded rods, lines, and bait to increase their chances of success. Each fish had its own behavior pattern, adding variety and a layer of strategy to every fishing session. At the sa ti, the ga introduced unexpected tension through random battles on land with wild animals—bringing in a touch of ZAGE Pokémon-style excitent. The twist? Fishing wasn't just a side activity—it was as central to the experience as combat.

This fusion of relaxing gaplay and light adventure helped Legend of the River King carve out a distinct identity in the RPG landscape—it was both soothing and deeply rewarding. Zaboru himself took a hands-on role in refining the ga's battle system, bringing a layer of polish that elevated the entire experience. He tweaked combat chanics for smoother flow, eliminated unnecessary nu clutter, and redesigned the interface for more intuitive navigation. Compared to the version from his previous world, the updates were subtle but aningful: the layout was cleaner, transitions were snappier, and the UI felt more modern without betraying the charm of the original. These careful enhancents turned an already unique title into a refined gem, delivering the kind of peaceful, purpose-driven experience that players didn't know they needed—but quickly fell in love with.

And another thing players loved the most are atmosphere and charm. The pixel art on the ZAGE Ga Boy was simple but beautiful, with detailed riverbanks, fish sprites, and cozy little towns. The music reinforced the laid-back feel, creating a relaxing world that encouraged exploration at your own pace. Unlike many fast-paced gas of the ti, Legend of the River King was slow, thoughtful, and ditative—a rare quality that gave players a sense of peace simillar to ZAGE Harvest Moon

Finally, the ga had a strong sense of progression and purpose. Each successful catch, every rod upgrade, and every step toward the legendary fish felt aningful. Players weren't just passing ti—they were building montum. The pacing rewarded patience, and the gradual mastery of fishing chanics felt genuinely satisfying. The combination of challenge, peaceful exploration, and heartfelt narrative gave players a reason to keep going.

For many, it was a pleasant surprise. What seed like a niche fishing sim turned out to be a deeply engaging and emotionally resonant RPG. It proved that even the simplest premise—catching fish to help a loved one—could deliver as much depth and impact as any grand fantasy epic its ZAGE works after all.

Next up was Sonic 3 & Knuckles, and Sonic fans were absolutely over the moon. It wasn't just a sequel — it was a celebration. The response was overwhelmingly positive, with fans flooding ZAGE forums, school, and arcades with praise. Many even joked that they couldn't thank ZAGE enough. Why? Because this ga delivered the ultimate Sonic experience — a massive, brilliantly polished adventure that combined speed, exploration, and variety better than either of its predecessors. It wasn't just a great Sonic ga — it felt like the definitive one, a title that pushed the franchise to new heights while honoring everything fans to love.

First, the scope of the ga was Insane . players got one of the biggest platforrs of Sonic gas , with twice the levels, multiple story paths, and different endings. It felt like a complete epic rather than just another platforr, giving players hours of gaplay and reasons to replay.

Second, the character variety made the ga feel dynamic and fresh. You could play as Sonic, Tails, or Knuckles, each offering distinct playstyles—Sonic had raw speed and his iconic insta-shield, Tails could fly and reach hidden ledges, while Knuckles could glide and climb walls, unlocking alternate paths. This character-driven diversity didn't just change the controls—it changed how you saw and explored the world. Secrets tucked behind breakable walls, vertical shortcuts, and alternate level exits beca rewarding discoveries tied to your chosen hero, giving each playthrough its own unique rhythm and replay value.

Third, the level design and atmosphere were a huge draw. Zones like Hydrocity, Ice Cap, Flying Battery, and Lava Reef stunning visuals , and catchy music. Each stage had multiple paths, so speedrunners could blaze through while explorers could take their ti finding bonus stages and power-ups.

Another reason players loved it was the seamless storytelling. Unlike earlier Sonic gas that relied mostly on manual lore or vague intros, Sonic 3 & Knuckles featured smooth in-ga cutscenes that organically transitioned from one level to the next. This gave players a stronger sense of journey and continuity, making the world feel alive and interconnected. Monts like facing off against Dr. Robotnik's towering machines or watching Knuckles' transformation from rival to unlikely ally added emotional texture to the gaplay. These cinematic touches elevated the entire experience, making it feel more like an epic saga than just a platforr.

Finally, the special stages and Chaos Eralds added an extra layer of excitent and challenge. These bonus levels were more than just side content — they beca a test of precision and timing. Collecting all the eralds wasn't easy, but it ca with huge payoffs: the ability to transform into Super Sonic, and in this combined version of the ga, unlock Hyper Sonic, Hyper Knuckles, and even Super Tails. These powered-up forms were thrilling to control and made players feel unstoppable.

That sense of reward for mastering the ga kept players coming back. Whether it was for speedruns, explorer, or just to relive the thrill of reaching those hyper forms, the Chaos Erald chanic gave Sonic 3 & Knuckles a satisfying endga loop that helped cent its legendary status.

Next on September are Spongebob 2 on ZEPS 2.

The ga continues the gaplay style of SpongeBob 1 on ZEPS 1, which everyone loved, but this ti with noticeable enhancents. Like its predecessor, the ga is divided into a variety of gaplay modes, each offering a unique style and experience showing Spongebob and friends Daily lives.

One standout mode is the frantic and hilarious boating school racing challenge, where SpongeBob once again attempts to earn his elusive boating license. This ti, the courses are more intense than ever—filled with narrow lanes, surprise obstacles, ramp jumps, and underwater hazards that test reflexes and timing.

A brand-new chanic spices things up: the Ms. Puff Insanity ter. As players bump into walls, drive recklessly, or miss checkpoints, the ter fills. If it maxes out, Ms. Puff inflates in pure frustration, triggering a mini chaos event where players temporarily lose control of their boat-car, drifting wildly across the track. It's unpredictable, funny, and adds just the right amount of tension to each race.

Fans praised this addition for perfectly capturing the absurd humor of the show and previous ga. Combined with tight driving chanics, colorful visuals, and animated reactions from SpongeBob and Ms. Puff, the racing mode quickly beca a fan-favorite — chaotic, charming, and laugh-out-loud fun.

Next is the Jellyfish stage, where SpongeBob—as usual—is busy catching jellyfish. However, this ti around, the gaplay gets a fun twist. SpongeBob can now upgrade his spatula to improve efficiency or increase speed, depending on the player's chosen upgrades. These enhancents make catching jellyfish more dynamic and satisfying.

There are also more jellyfish variants than before, each with unique movent patterns and difficulty levels. To combat them, SpongeBob has access to multiple bubble attack shapes, including a newly added bubble shield that can protect him from stings or sudden hazards including a Bubble Machine Gun, a Bubble Beam, and even a Bubble Familiar that followed SpongeBob and assisted during jellyfish encounters. The upgrades feel aningful, and the whole mode retains that silly, energetic SpongeBob charm.

Next are a series of surprising side stories featuring SpongeBob's prehistoric ancestor, SpongeGar, who takes on fearso sea monsters from ancient tis. Players didn't see this coming, but they absolutely loved it. The gaplay shifts into classic beat-'em-up territory, with SpongeGar using primitive tools and exaggerated cartoon attacks to defeat massive aquatic beasts. The action is over-the-top, filled with humorous animations, wild combos, and slapstick flair that perfectly fits the SpongeBob universe. I

There's also a Krabby Patty mini-ga where Squidward takes custor orders and relays them to SpongeBob, who has to figure out exactly what the custor wants—just like in SpongeBob 1 on ZEPS 1. But this ti, the orders are even more absurd and cryptic. One example? A custor requests, "I want a Krabby Patty, but without its soul..." which hilariously translates to a patty with no at—just buns, salad, and sauce. It throws players off at first, causing confusion, laughter, and even frustration as they try to decipher each bizarre request. The mix of wordplay and over-the-top weirdness captures the essence of SpongeBob's humor perfectly, and fans found themselves laughing (and yelling) as they tried to keep up.

There's also a quirky rhythm mini-ga where players control Squidward as he performs on the clarinet. While playing, players must press corresponding buttons to hit musical notes in ti. However, unexpected hazards occur—such as SpongeBob suddenly lobbing sli balls mid-performance. Players must quickly react by pressing left or right to dodge the incoming projectiles without missing a beat. Or Patrick suddenly throw rock at squidward.

Fail to dodge, and Squidward's Rage ter starts to fill. If it maxes out, he snaps—slamming his clarinet in frustration and yelling at SpongeBob or patick , ending the session with a codic outburst.

There's also a punch-out-style gaplay segnt featuring Larry the Lobster in a comically intense showdown against a series of annoying, oversized beach fish. Set against the sunny, chaotic backdrop of Goo Lagoon, players must dodge, block, and ti their punches to perfection as Larry delivers powerful jabs and uppercuts. Each fish opponent has its own bizarre attack patterns and taunts, making every round feel fresh and ridiculous in the best way possible. The exaggerated animations, over-the-top sound effects, and Larry's flexing victory poses added to the absurd fun—making this mode another unexpected hit among fans.

Overall, the ga was genuinely fun, and players were thoroughly satisfied. It perfectly captured the silly, chaotic charm that fans expect from a SpongeBob sequel while delivering polished gaplay across multiple modes. Whether it was through laughter, surprise, or absurd challenges, the ga proved once again that SpongeBob gas could be just as entertaining and creative as any major release.

And with that, ZAGE's video ga releases for September ca to an impressive close. From nostalgic revivals to wildly inventive sequels, the lineup delivered variety, quality, and fan service in equal asure. It was a month packed with creativity—and the fans felt it.

But ZAGE isn't just about gas. Beyond the controllers and cartridges, even more exciting developnts are underway in other sectors of the company...

To be continued.

Please give your power stone and if you want to support and get minimum 11 advance chapter and additional 1 chapter a week for 3 bucks considering subscribe to my patreon patreon/Zaborn_1997

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