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Chapter 668 - Chapter 613 Rest of September Part 01

After the first two high-octane days of the ZAGE Fighting Tournament 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 remembered 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 performed 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 melodies 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 time. They released the "Blast" album immediately, and within just one week, it sold impressively well in Japan. Published globally by Poligram, the album quickly picked up momentum overseas, too — especially among ZAGE fans eager to experience something 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 Men for PC.

Army Men 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 gameplay 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 time. 

And the gameplay of the game itself are great and Players loved the Army Men because it brought childhood imagination to life in a way no other game had done before. Many people grew up playing with green plastic soldiers, and the game turned those toy wars into living battles complete with jeeps, tanks, and flamethrowers. 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 environments.

Its humor and quirky style—like soldiers melting under flamethrowers, exploding into bits, or shattering like brittle toys—gave the game a distinct personality that was both funny and unforgettable. These exaggerated effects added charm without sacrificing gameplay quality. At the same time, it managed to stay more accessible than many of the heavier, micromanagement-heavy PC strategy titles on the market. This balance meant 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 Men wasn't just a nostalgic novelty—it was a genuinely fun and smartly designed game that proved plastic battles could be serious fun. 

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

Players loved Legend of the River King 1because it delivered something 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 moments, 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 gameplay was also unique—blending fishing simulation with RPG mechanics in a way that felt both fresh and deeply engaging. Players could travel across tranquil rivers, shimmering 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 same time, the game introduced unexpected tension through random battles on land with wild animals—bringing in a touch of ZAGE Pokémon-style excitement. The twist? Fishing wasn't just a side activity—it was as central to the experience as combat.

This fusion of relaxing gameplay 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 game's battle system, bringing a layer of polish that elevated the entire experience. He tweaked combat mechanics for smoother flow, eliminated unnecessary menu clutter, and redesigned the interface for more intuitive navigation. Compared to the version from his previous world, the updates were subtle but meaningful: the layout was cleaner, transitions were snappier, and the UI felt more modern without betraying the charm of the original. These careful enhancements 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 Game 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 games of the time, Legend of the River King was slow, thoughtful, and meditative—a rare quality that gave players a sense of peace simillar to ZAGE Harvest Moon

Finally, the game had a strong sense of progression and purpose. Each successful catch, every rod upgrade, and every step toward the legendary fish felt meaningful. Players weren't just passing time—they were building momentum. The pacing rewarded patience, and the gradual mastery of fishing mechanics 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 seemed 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 game 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 game — 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 game was Insane . players got one of the biggest platformers of Sonic games , with twice the levels, multiple story paths, and different endings. It felt like a complete epic rather than just another platformer, giving players hours of gameplay and reasons to replay.

Second, the character variety made the game 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 became 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 time finding bonus stages and power-ups.

Another reason players loved it was the seamless storytelling. Unlike earlier Sonic games that relied mostly on manual lore or vague intros, Sonic 3 & Knuckles featured smooth in-game 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. Moments like facing off against Dr. Robotnik's towering machines or watching Knuckles' transformation from rival to unlikely ally added emotional texture to the gameplay. These cinematic touches elevated the entire experience, making it feel more like an epic saga than just a platformer.

Finally, the special stages and Chaos Emeralds added an extra layer of excitement and challenge. These bonus levels were more than just side content — they became a test of precision and timing. Collecting all the emeralds wasn't easy, but it came with huge payoffs: the ability to transform into Super Sonic, and in this combined version of the game, 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 game kept players coming back. Whether it was for speedruns, explorer, or just to relive the thrill of reaching those hyper forms, the Chaos Emerald mechanic gave Sonic 3 & Knuckles a satisfying endgame loop that helped cement its legendary status.

Next on September are Spongebob 2 on ZEPS 2.

The game continues the gameplay style of SpongeBob 1 on ZEPS 1, which everyone loved, but this time with noticeable enhancements. Like its predecessor, the game is divided into a variety of gameplay 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 time, 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 mechanic spices things up: the Ms. Puff Insanity Meter. As players bump into walls, drive recklessly, or miss checkpoints, the meter 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 game. Combined with tight driving mechanics, colorful visuals, and animated reactions from SpongeBob and Ms. Puff, the racing mode quickly became 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 time around, the gameplay gets a fun twist. SpongeBob can now upgrade his spatula to improve efficiency or increase speed, depending on the player's chosen upgrades. These enhancements make catching jellyfish more dynamic and satisfying.

There are also more jellyfish variants than before, each with unique movement 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 meaningful, 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 fearsome sea monsters from ancient times. Players didn't see this coming, but they absolutely loved it. The gameplay 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-game where Squidward takes customer orders and relays them to SpongeBob, who has to figure out exactly what the customer wants—just like in SpongeBob 1 on ZEPS 1. But this time, the orders are even more absurd and cryptic. One example? A customer requests, "I want a Krabby Patty, but without its soul..." which hilariously translates to a patty with no meat—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-game where players control Squidward as he performs on the clarinet. While playing, players must press corresponding buttons to hit musical notes in time. However, unexpected hazards occur—such as SpongeBob suddenly lobbing slime 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 Meter 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 comedic outburst.

There's also a punch-out-style gameplay segment 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 time 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 game 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 gameplay across multiple modes. Whether it was through laughter, surprise, or absurd challenges, the game proved once again that SpongeBob games could be just as entertaining and creative as any major release.

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

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

To be continued. 

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