The rest of May, following the release of Dance Dance Revolution 2, was packed with excitent. First and foremost, DDR 2 turned out to be a massive success—especially in South Korea, where it received widespread praise for its addictive gaplay, high-quality music, and stunning visuals. Fans couldn't stop talking about it. The praise wasn't just local either; the ga quickly gained traction in other countries as well, with players appreciating its refined chanics and energetic style.
Zaboru capitalized on the montum by releasing an official album featuring the songs from DDR 2. The album was an instant hit, topping local charts and spreading globally via word of mouth. But it wasn't just the music drawing attention. Visually, DDR 2 impressed players with its five fully developed in-ga bands—each with distinct personalities, styles, and performances. Their sleek character designs, especially by Korean standards, made them instant fan favorites and sparked a wave of online discussions, fan art, and even cosplay trends.
The gaplay itself was praised for its responsiveness and satisfying challenge curve, making it accessible to newcors while offering depth for veterans. The combination of great controls, imrsive audiovisuals, and engaging music sealed its reputation as one of the best arcade titles of the year.
Looking ahead, Zaboru already had plans in motion. He announced that DDR 2 would receive major content updates twice a year, introducing new songs, bands, and gaplay features. While arcade machines still required manual updates, Zaboru assured arcade operators that the ZAGE team would coordinate directly with them, providing clear instructions and update support as needed. It was a logistical challenge, but Zaboru was determined to turn DDR 2 into a long-lasting global rhythm ga phenonon.
Aside from DDR 2, ZAGE released three additional titles this month. Two of them were for the ZGB handheld system: Pokémon Trading Card Ga and Tetris DX. The third was for the ZEPS 2 console: the much-anticipated EarthBound. These releases showcased ZAGE's continued effort to support both their handheld and console platforms with a diverse lineup of titles across genres—from card-based strategy and puzzle gas to bold, unconventional RPGs.
First, for the Pokémon Trading Card Ga, Zaboru used a similar approach to what had worked so well with their Yu-Gi-Oh! ga—integrating the digital version on the ZGB with real-world physical cards. The ga itself was a solid and engaging card battle experience, well-designed and accessible, but the true star of the show was the physical Pokémon cards. They beca an instant craze.
The demand exploded almost overnight, catching even Zaboru off guard. Card shops and convenience stores sold out within hours of restocking. Kids were trading during lunch breaks, collectors were scrambling to get complete sets, and competitive players were analyzing card stats like chess openings.
Seeing the overwhelming response, ZAGE's official card manufacturing partner, Ninzendo, imdiately ramped up production. Factories began working overti, printing thousands more cards just to keep up with demand. The Pokémon TCG had officially beco not just a ga release—it was a phenonon.
And next are Tetris DX in ZGB as this ga are tetris but with many modes as the player they can play in many of background stages and they even had abilities to upgrades their characters which will cheer players up just like in the previous ZAGE tetris and even there are modes like ti attack , duel with other players with Link cable , even new mode which called a Sand Tetris basically this blocks will lt to sand making this are completely new and overall this ga are delivered.
Next is EarthBound (also known as Mother 2), the sequel to ZAGE's famously strange RPG Mother, and fans were absolutely delighted. This quirky JRPG stood out in a sea of traditional titles. While most RPGs featured dieval castles, noble knights, and fire-breathing dragons, EarthBound delivered sothing totally unexpected:
A kid in sneakers fighting hippies, wild dogs, and possessed trash cans.Weapons like yo-yos, frying pans, and baseball bats.A modern-day Arican suburb instead of a dieval fantasy world.
It was too different—too quirky, too self-aware—but that uniqueness beca its greatest strength. Despite its cartoonish art style and absurd humor, EarthBound told a deeply emotional story about friendship, courage, and the bittersweet process of growing up. Ness and his friends weren't warriors—they were just ordinary kids navigating an extraordinary world. They called ho when they felt lonely, fought evil using their imaginations, and faced challenges that felt weirdly relatable.
The writing was clever, full of bizarre one-liners and oddball characters, yet it never lost its warmth. Every town felt alive, every line of dialogue added charm, and beneath the silliness, there was sothing real—sothing that tapped into the heart of childhood itself.
Its music and atmosphere were just as special. The soundtrack blended jazz, funk, ambient noise, and nostalgic lodies to create a surreal emotional landscape. The rolling HP system and the "hosickness" chanic added tension and personality to battles, while the modern setting made even mundane tasks—shopping, taking the bus, calling your dad—feel strangely magical.
There was even a hidden boss: a strange hobo wearing a Z-helt who suddenly jumped into the party and transford into Zabo-Man in a dramatic "henshin" sequence. The boss was surprisingly tough and added a surreal twist that players didn't see coming.
Unlike in Zaboru's previous life—where EarthBound was overlooked on release and only appreciated years later—this ti around, the ga beca an imdiate hit. Players saw it for what it was right away: a bizarre, beautiful, unforgettable masterpiece.
The releases this month were well-received, but not without so criticism. Players began voicing a common concern—they wanted more gas for the ZEPS 3. Many had already finished the initial 13 titles, and the appetite for fresh content was growing fast. However, Zaboru understood that developing gas for the ZEPS 3 required significant ti, effort, and resources.
Still, Zaboru wasn't discouraged. He trusted the capabilities of his in-house teams, and even more encouraging was the growing interest from third-party developers. Many had already begun experinting with the ZEPS 3 architecture, developing new concepts and gaplay chanics tailored to the system.
To et the demand without compromising quality, Zaboru made a strategic decision. He would increase manpower across ZAGE's developnt teams in both the USA and Japan. This expansion would allow them to speed up production tilines without sacrificing creativity or polish. Of course, Zaboru had no intention of rushing projects just to fill gaps. He was committed to maintaining ZAGE's standard of excellence, and every new ZEPS 3 title would still be crafted with care, precision, and innovation.
Zaboru began assigning new tasks to the ZAGE teams. First of all, Team NOVA remained heavily occupied with their King of Fighters project, which was demanding significant manpower and resources. Recognizing this, Zaboru chose not to assign them any additional work for the month. Instead, he decided to extend the KOF project's release window, pushing it back to November to give the team more ti to polish and perfect the ga.
At the sa ti, Zaboru added two more fighting gas to the company's overall developnt roster—titles he believed would excite fans and further strengthen ZAGE's position in the genre. Given Team NOVA's proven track record and their status as one of ZAGE's top-tier developnt teams, Zaboru was confident they could handle the pressure and deliver outstanding results when the ti ca.
As for Team IZAN, they were already working on one major project: the developnt of Tenchu, scheduled for release in August. However, Zaboru decided to assign them two additional titles, creating a new challenge—could a single team handle the simultaneous developnt of three separate gas, even if their release dates were staggered?
Accepting the challenge, Team IZAN got to work. The first new assignnt was gami Ibunroku Persona, a bold and ambitious RPG, which Zaboru scheduled for a September release. The second was Castlevania: Symphony of the Night, a gothic action-adventure ga with a strong narrative focus and intricate level design, set for an October launch.
Zaboru knew the pressure was high, but he also trusted Team IZAN's ability to deliver. If they succeeded, this triple-project endeavor would beco a defining achievent in ZAGE's developnt history.
Team NIWA was currently in the middle of developing ga Man X2, which was already halfway through production and scheduled for release in two months. Despite this ongoing project, Zaboru assigned two additional tasks to the team. The first new ga was Silent Hill, a dark and atmospheric psychological horror experience. The second was Sonic Adventure, a fast-paced 3D platforr designed to showcase the power of the ZEPS 3.
Much like Team IZAN, Team NIWA was now responsible for handling three titles in parallel, with staggered release dates. Silent Hill was planned for a September launch, while Sonic Adventure would follow in October. It was a challenging workload, but Zaboru trusted the team's ability to deliver high-quality gas on schedule. With proper coordination and strong direction, Team NIWA could contribute significantly to ZAGE's expanding ZEPS 3 lineup.
Team Enigma, based in the USA and fresh off the successful release of DDR2, was still busy developing another arcade title—tal Slug. Despite their ongoing work, Zaboru assigned them two additional tasks for upcoming ZEPS 3 titles. The first was Tony Hawk's Pro Skater, and the second was Nascar Rumble.
Although Tony Hawk wasn't yet a legendary skater in this world—he was still just a kid starting out—Zaboru chose to use his na anyway. In his previous life, the na Tony Hawk was inseparable from skateboarding gas. Without it, the impact wouldn't be the sa. He was aware this might lead to future complications with rights and branding, but he was prepared to negotiate with Tony directly when the ti ca.
For now, developnt would move forward with Tony Hawk as the face of the project. Tony Hawk's Pro Skater was scheduled for a September release, while Nascar Rumble would follow in October. Despite the additional workload, Team Enigma embraced the challenge with confidence.
Team Tempest was still deeply involved in developing Diablo 2 for an upcoming presentation on Microsoft Windows XP. However, that didn't stop Zaboru from assigning them additional tasks. Despite their ongoing workload, he entrusted the team with two new titles: Civilization II and The Sims.
In Zaboru's previous life, Civilization III had made waves, but in this tiline, Civilization II would fill that role—acting as a deep, strategic, turn-based experience for fans of historical empire-building gas. Alongside it, The Sims was a groundbreaking life simulation title that Zaboru believed would revolutionize player interaction and creativity.
Both gas were ambitious in scope, but Zaboru had full faith in Team Tempest's capabilities. He scheduled their releases for November, giving the team enough ti to polish the gas while balancing their work on Diablo 2. It was a heavy load, but one that Zaboru believed would pay off imnsely.
And now in Early June Zaboru is attending music events by invitation from Ozzy Ousbourne.
To be continue
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