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Chapter 339 - Chapter 302 Time Skips Part 3 - Final

August brought another wave of events, each strengthening ZAGE's momentum and cultural reach. First and foremost, SpongeBob officially premiered on TV Tokyo—the station known for consistently favoring ZAGE content. Airing weekly on Sunday mornings with reruns two days later in prime evening slots, the series was met with widespread praise. Both kids and adults found themselves captivated by its humor, charm, and distinct style. The ratings quickly reflected its success, securing a strong foothold on Japanese television. The Japanese voice actors of Spongebob Really do their job well bringing the character and Zaboru really proud of that, also YaDo Animation studio is really impressive.

Meanwhile, the August edition of ZAGE POWER magazine flew off shelves. This issue became especially coveted because it included a full-color poster of Zero Suit Samus Aran Posing "Charmingly". The response was explosive—teenage boys and grown men alike were enthralled, and ZAGE fanboys practically worshipped Zaboru for the inclusion. The poster became an instant collector's item, further elevating Zaboru's cult status.

However, the month wasn't without controversy. Once again, self-proclaimed experts took to the media, claiming video games were detrimental to children's development. Their argument: games promote laziness and ignorance. Zaboru, never one to back down, countered the narrative with tangible examples from ZAGE titles—demonstrating how games could teach problem-solving, language, coordination, and even moral values. But he didn't stop there.

In direct response, Zaboru launched a series of educational PC games including Mario Typing, Hiragana with SpongeBob, Katakana with Pacman , Kanji with Z-Man, English with Alex Kidd and Sonic Mouse Training. These titles were designed specifically to help young kids become familiar with computers and language in a fun, interactive way. The reception was overwhelmingly positive. Even Japan's Minister of Education, Keisuke Adachihara, one of the really bright politicians, publicly praised the initiative. He proposed integrating ZAGE's educational games into national school programs. Zaboru agreed, forming a partnership that not only boosted ZAGE's reputation but also secured substantial government funding. The collaboration solidified ZAGE's position as a cultural and educational force, silencing critics and inspiring a new wave of pro-gaming sentiment across the country.

The momentum also affected industry trends. Inspired by ZAGE's growth and public influence, several emerging companies reached out with interest in porting their titles to video games companies which are both ZAGE and Sonaya platforms. Zaboru welcomed the development, seeing it as a sign of a healthier, more collaborative game industry.

On the PC front, Zaboru delivered another iconic release: Prince of Persia. Drawing inspiration from his previous life, he fully embraced motion capture technology—personally recording footage of himself running, jumping, and even falling, just like the original development method used in his previous life. The result was stunning. American audiences were blown away by the game's fluid animations and lifelike movement. Curious and amazed, they demanded to know how he pulled it off, and so Zaboru agreed to do an interview on one of USA Television with the premise that he was able to wear his helmet.

When Zaboru appeared on a U.S. television interview, he broke down the process—explaining how Doom was made, how Prince of Persia utilized motion capture, and more. Viewers were fascinated. Fluent in English and radiating a cool, enigmatic vibe thanks to the helmet he always wore on-screen, Zaboru quickly became a beloved mystery figure. His reputation for brilliance grew stronger, not just as a game developer, but as an international personality. There even many fangirl of Zaboru in US which make Ayumi frown and mad to Zaboru but Zaboru didn`t even know! he is wearing a mask and Zaboru its not his fault that he is really that Charming then Ayumi giggle and become acting spoiled to Zaboru because she's really happy her boyfriend is really awesome.

Adding to his unexpected fame was his music. The song "GAS GAS," used in the American ZEPS launch commercial, had become a cult hit. Yet no official recording was available. Seeing the demand, Zaboru began planning to release his music and form an official debut for his personal band, Zankoku Band, in both the U.S. and Japan.

Next in line is game development—specifically, this month's lineup of third-party releases for ZAGE. Three new games launched, and each brought something unique to the platform.

The first was from Nanco, a recurring collaborator, who released Dig-Man!: Dig Island!. This game is heavily inspired by the arcade classic Dig Dug 2 from Zaboru's previous life. In fact, Dig Dug was originally a Namco title, and Nanco Zaboru's world's version of that company has once again confirmed his theory: if he doesn't create a specific game or show himself, the companies that made them in his past life will eventually do so in this one, albeit under different names. The game was solid and captured the original charm,it's really similar to Dig Dug 2 in his previous life.

The second title came as a surprise and a delight. Developed by Akaishidan Studio, it was a collaboration between Akechi and Ayumi, titled Beast Ninja: Usagi Shinobi. The story, gameplay, and execution blew Zaboru away. He praised them both, genuinely impressed by their worldbuilding and storytelling.

The game is set in the mystical land of the Brown Sun, a realm where ninja villages dominate the cultural and political landscape. Each village aligns with a mythical beast, forming powerful alliances. For example, the Snake Clan has branches like the Big Snake Village, the Poisonous Snakes Village, and the Phantom Snakes Village. Other major clans include Lion, Eagle, Frog, and Fox. The Rabbit Clan, however, is seen as one of the weakest, compassionate and selfless, often helping others without expecting anything in return. This has led to them being exploited by stronger clans. Still, they maintain allies, notably the Frog and Eagle Clans, while the Snake and Lion Clans scorn them for their perceived weakness. The Fox Clan remains neutral, never picking a side in conflicts.

Players take on the role of Goro Aousagi, a prodigious young ninja from the Rabbit Clan, and his loyal blue rabbit companion, Zuugi. The story follows Goro as he's chosen to undertake the prestigious and nearly impossible Five Clan Trial. This test is open to any ninjas from any clan but is rarely completed—success would prove the Rabbit Clan's worth to the entire ninja world.

Beast Ninja: Usagi Shinobi is a side-scrolling action platformer. The game features five primary stages, each themed around one of the major clans: Snake, Frog, Lion, Eagle, and finally, Fox. Each stage contains four sub-stages filled with enemy ninjas, traps, and elemental hazards. After each sub-stage, players can choose to upgrade either Goro or Zuugi.

Goro's upgrades enhance his Ninjutsu techniques or physical stats—speed, strength, stamina. Zuugi, meanwhile, can evolve along different elemental paths. One example is the Lightning Path, granting Zuugi the ability to perform ultra-fast strikes. In gameplay, pressing Up + Forward triggers a coordinated attack from Zuugi. When Goro attacks, Zuugi may auto-follow with additional hits, creating seamless tag-team combat.

The most powerful mechanic in the game is the Fusion Technique. If Goro and Zuugi build enough synchronization through combat and support actions, they can temporarily fuse into a hybrid form. This fusion allows Goro to channel Zuugi's elemental pathway powers directly, drastically increasing his abilities and unlocking new moves. It's a mid to late-game feature, but one that players will find both satisfying and visually spectacular.

After playing the game, Zaboru couldn't stop praising it. He told both Akechi and Ayumi that they had truly outdone themselves. The graphics and soundtrack are also superb and the box art is great too. Zaboru was really impressed. Ayumi, as his girlfriend, was thrilled to hear it and playfully teased him for being such a fanboy of her work. Meanwhile, Akechi, always the quiet type, simply nodded with a calm expression—but inside, he was deeply proud.

As for Sonaya, they released two new games this month like usual.

The first title was Dragon Maze, a game clearly inspired by Pac-Man but with a few twists. It fused the core maze-chase gameplay of Pac-Man with elements borrowed from Bomberman. The player controls a small dragon navigating a maze filled with pellets and destructible walls. Once the dragon consumes enough points, it gains the ability to blow apart certain blocks, clearing new paths or exposing hidden items. Zaboru couldn't help but smirk when he played it—Sonaya was copying him again, clearly influenced by ZAGE's creative blending of mechanics. Still, despite the imitation, the game had charm. Combining two classic formulas wasn't a bad idea at all. In Zaboru's own words, it was "not bad"—not groundbreaking, but fun enough to be worth a try.

The second release, however, genuinely surprised him. Titled Wizard of Spear, this was a full-fledged Fantasy RPG—something not commonly seen from Sonaya. The game follows the story of Broone, a determined young warrior who wields a mystical, sentient spear named Yariku. Together, they embark on a journey to defeat the corrupted spear Waruiya and its wielder, the formidable Bulad. Along the way, Broone recruits other party members, building a classic RPG team dynamic.

What stood out most to Zaboru was the concept of a sentient weapon playing an active role in the narrative and battles. Yariku isn't just a magical item—it talks, argues, and strategizes alongside Broone, functioning like a character in its own right. This layer of personality added depth to the traditional RPG formula, and Zaboru was genuinely impressed. For once, he didn't feel like Sonaya was copying him they had delivered something original. He made sure to give them credit to Junpei where it was due, openly praising the creativity behind Wizard of Spear.

Next, the most important things of this month are 5 games that ZAGE released this month. 

little Samson

The first game is Little Samson, a beautifully designed action platformer that centers around a team of four unique heroes. Zaboru really loved this back in his previous life , and little samson probably has the most beautiful and smooth jump animation in 8 bit games for him . The game begins in a once-peaceful kingdom, now under threat by the reawakening of the evil wizard Ta-Keed—an ancient sorcerer who had been sealed away long ago. Recognizing that traditional armies are useless against such dark magic, the king dispatches his most trusted court wizard to summon four legendary warriors from across the land. These unlikely heroes must come together to stop the rising evil and restore peace.

The team consists of Little Samson, a brave young boy with potent magical abilities; Kikira, a fierce dragon princess; Gamm, a hulking stone golem with brute strength; and K.O., a tiny but nimble field mouse who specializes in explosives. At the start, each character embarks on their own introductory level. These solo stages serve as tutorials, helping players understand the unique strengths and movement styles of each hero. Once completed, the four unite, and from that point forward, the player can freely switch between them during gameplay.

This character-switching mechanic is the heart of Little Samson. Each hero brings something essential to the table, and players must constantly evaluate who is best suited for a given enemy type, puzzle, or platforming section.

Samson is the all-rounder. He moves quickly, fires rapid magic projectiles, and can cling to and climb walls, making him adaptable in most scenarios.

Kikira the dragon excels at aerial navigation. She can hover for short distances and shoot arcing fireballs, making her ideal for handling flying enemies or traversing difficult terrain.

Gamm is the tank. He's slow but has the highest health pool and deals heavy damage with his melee punches. He's immune to spikes, which makes him invaluable for certain deadly sections.

K.O. is the smallest and fastest. He can slip through narrow passages, cling to ceilings, and use time-delayed bombs that deal solid damage if timed right.

Levels are diverse and vividly designed, ranging from lush forests and icy peaks to crumbling ruins and sinister castles. Each environment poses unique challenges, such as collapsing platforms, hidden traps, and aggressive enemy placements. Players are rewarded for exploring and strategically swapping characters, with hidden health upgrades tucked away in hard-to-reach areas.

Boss battles serve as the game's major highlights. Each one features massive, animated monsters with complex attack patterns. Success often hinges on using the right character for the right moment—whether it's K.O.'s agility, Gamm's brute force, or Kikira's air control.

Zabo-man makes a minor but amusing cameo in this game. He's not involved in the plot and doesn't assist the heroes—instead, he occasionally appears in the background, strolling past or peeking from behind walls. His Z-card reads: "Find me and I just ignore you," Truly Zabo-man weird af. 

Cobra triangle

Next up is Cobra Triangle, a high-octane motorboat action game that Zaboru personally adored in his previous life. Originally one of his favorite titles, Zaboru made sure this game kept all the adrenaline-pumping charm while polishing it for the ZAGE platform.

Cobra Triangle is a fast-paced, multi-event arcade-style experience where players take control of a futuristic, high-speed powerboat equipped with a rapid-fire cannon. Viewed from an isometric overhead perspective, the game's unique handling system gives the boat momentum-based physics, adding a satisfying challenge to both maneuvering and combat.

What makes Cobra Triangle stand out is its variety. Each level presents a new objective, making the game feel like a blend of multiple genres in one tight package. Some missions involve racing against rival boats to the finish line. Others focus on combat, requiring players to shoot down enemy vessels, sea creatures, or mechanical threats. There are also defense stages where players must protect swimmers from kidnappers, mine-defusing missions under a ticking clock, and retrieval stages where you collect floating pods while dodging enemy fire. Boss battles push the excitement even further, with encounters against giant sea serpents, dangerous whirlpools, and other maritime monstrosities.

Power-up pods scattered across the levels allow players to upgrade their boats—boosting speed, increasing firepower, or improving steering precision. These enhancements are essential as the game's difficulty spikes fast. Enemy boats become increasingly aggressive, and the levels grow more complex with tightly packed obstacles, swirling currents, falling logs, and heat-seeking missiles. Every mission demands quick reflexes and strategic decision-making.

Naturally, Zabo-man appears in this title as well. This time, he's not an ally but one of the tougher enemies in the game. Players will encounter him piloting a black-and-gray armored speedboat that's significantly faster and more dangerous than standard foes. Upon defeating him, Zabo-man leaves behind a message on screen that reads: "You're very cool." His Z-card cheekily adds, "I'm gonna bother you, so watch out!"

Cobra Triangle isn't just about speed or shooting—it's about adapting to new challenges every stage, Zaboru really thinks the ZEPS players would love this.

Resistance Force 

The next title in the lineup is Resistance Force, a dynamic and high-energy addition to the growing ZEPS light gun library. Designed to push the boundaries of what the light gun peripheral could deliver, this game places players in the boots of a soldier on the frontlines of a full-scale alien invasion.

From the moment the game starts, players are thrown into a chaotic warzone as waves of alien spacecraft descend on Earth. The screen becomes a battlefield filled with incoming threats—players must aim and shoot using the ZEPS light gun with speed and precision to survive and build high scores. The pacing is fast, the screen is constantly active, and the need for accurate targeting turns every mission into a test of reflex and endurance.

Resistance Force distinguishes itself with a diverse range of alien enemies, each with distinct behaviors and attack patterns. Some aliens fly in predictable formations, while others zigzag, teleport, have a lot of health or drop bombs as they pass if the player hits the bomb the scores will decrease. Boss-type enemies appear at the end of certain stages, unleashing powerful projectiles or deploying swarms of smaller drones.

As players progress, they earn upgrades through scores -based and able to buy power-ups. Enhancements include double-barrel cannons, wider shot spreads, faster reload speed, and special limited-use weapons like machine guns that hit 4 times each trigger but the power ups are temporary , and need to be buy if the player want to used it again after they used it on previous stages These upgrades are important they meaningfully change how players approach each wave, offering strategic options depending on their preferred playstyle.

The game's structure is built around stage-by-stage progression, with difficulty ramping up at a satisfying pace. Backgrounds shift between cityscapes, alien mothership interiors, and orbital space zones. Each stage introduces new hazards—such as destructible cover, or environmental debris

While Resistance Force draws clear inspiration from Freedom Force, a game from Zaboru's past life, it takes that formula and refines it. The visuals are sharper, the hit detection tighter, and the enemy variety far more complex. Zaboru's attention to gameplay balance and pacing shines throughout, ensuring that light gun fans find something to enjoy.

With the Resistance Force now joining Duck Hunt as part of the ZAGE light gun library.

Zabo-man also appears in this game. When the player hits one of the Destroyable environments , Zabo-man will appear and Punch the aliens! , his Z-card said "Find me and i`ll punch them"

Bubble Bobble

Next in the lineup is a co-op classic that thrives on teamwork and timing: Bubble Bobble. Known for its deceptively simple look and charming aesthetic from Zaboru's previous life, this game is a cooperative arcade gem that truly shines when played with a partner. Zaboru didn't change too much of this game because it's already good as it is.

Players take control of one of two adorable bubble dragons—Bub (green) and Bob (blue)—who must rescue their kidnapped girlfriends by venturing through 100 enemy-filled levels inside the ominously named Cave of Monsters. Each level is a single-screen arena packed with platforms, enemy creatures, and opportunities for strategic play.

The core mechanic revolves around blowing bubbles from the dragons' mouths. These bubbles float through the air and can trap enemies upon contact. Once an enemy is trapped, the player must quickly pop the bubble by jumping into it or touching it—defeating the enemy and causing them to drop fruits, candies, or power-ups. Timing is everything. If the player takes too long to pop a bubble, the enemy escapes, turns red, and becomes significantly faster and more aggressive.

If players stall too long in any level, they'll be haunted by the appearance of Baron von Blubba—an invincible ghost who pursues them relentlessly until they either clear the stage or lose a life. This mechanic ensures fast-paced gameplay and discourages passive play.

Enemy variety increases as the game progresses. Some foes fly, others shoot projectiles, and many navigate the stage in unpredictable ways. The level layouts also become trickier—filled with narrow corridors, moving platforms, or unreachable spots unless players use bubbles as temporary platforms to jump higher. Mastering the physics of bubble movement—how they float, bounce, and stack—is crucial for advanced play.

Power-ups are scattered throughout the game and greatly influence strategy. Some increase the dragons' bubble-blowing range and speed, while others grant special effects like fire, lightning, or water-based bubbles. Collectible letters that spell "EXTEND" grant players a full level clear and an extra life

Co-op gameplay is the soul of Bubble Bobble. Two players can work together to trap enemies more efficiently and chain combos for greater rewards. However, coordination is key. Mistimed pops or greedy grabs can lead to chaos, frustration, or hilarious in-game rivalries. There's a fun balance of collaboration and competition, as players also compete for high scores.

The game features multiple endings. To access the true ending and rescue the kidnapped girls, players must either complete all 100 stages in two-player mode or use specific hidden items to unlock a secret final boss. A solo playthrough ending yields a cryptic message that encourages players to return with a friend, adding replay value.

Visually, Bubble Bobble is bright, colorful, and deceptively innocent. But beneath the cheerful surface lies a finely tuned arcade experience with deep mechanics and reactive enemy AI that rewards mastery.

And, of course, Zabo-man makes an appearance. Occasionally, he drops in mid-level—literally—throwing rocks at enemies to help the bubble dragons out. His presence is rare but always welcome. His Z-card reads: "When I appear, I will throw rocks to help you!"

Toy Story 

The next game in the lineup is Zaboru's personal creation—a video game adaptation of the iconic living toy concept made famous in cinema, titled simply Toy Story. Rather than relying on a full cast right away, Zaboru designed this game to serve as an introduction to the characters and universe, laying the foundation for what he envisions as a much larger future franchise.

The game opens with a charming 8-bit cutscene that mirrors the opening of the beloved movie: Andy, a young boy, plays joyfully with his toys, treating them with love and imagination. But once Andy leaves the room, the magic happens—the toys come to life. They speak, move, and interact with one another in their own secret world, revealing personalities, friendships, and rivalries. This opening sequence sets the tone, drawing players into the unique double-life of these toys.

After the intro, players are prompted to choose one of two playable characters: Woody or Buzz Lightyear. Each offers a completely different gameplay experience tailored to their personalities and stories.

If the player selects Woody, the game becomes an action platformer. Woody's levels take place in domestic settings Andy's room, the backyard, or neighborhood spots filled with hazards like toppled building blocks, mischievous animals, and rogue wind-up toys. In select stages, Woody riding Bullseye, his trusty horse, in fast-paced chase sequences where he uses his lasso or hat to defeat outlaw-themed enemies. Along the way, Woody interacts with iconic characters like Rex, Hamm, and Mr. and Mrs. Potato Head, all of whom offer small dialogue scenes or item-based help.

Choosing Buzz Lightyear, however, transforms the game into a full-fledged shoot-'em-up. Buzz's stages are set in the vast expanse of outer space—a blend of imaginative fantasy and toy sci-fi. This is Just Buzz playing his own game called Buzz Lightyear! in Andy ZEPS!. Players guide Buzz through waves of cosmic enemies using his laser blaster, dodging asteroids, laser traps, and robotic foes. Characters like the Aliens, Bo Peep, and Slinky Dog make appearances throughout the campaign, offering guidance or aiding in battle they appear like text in the bottom of the screen because they are watching Buzz play!. The player can also upgrade Buzz arsenal. 

Between levels, occasionally 8 bit pixelated cutscenes return to the central toy room where the toys discuss their adventures and reflect on the day's play. These interludes are more than just filler—they build emotional connection and deliver humor and personality, making each toy feel alive and unique.

Zaboru chose not to introduce the full roster of Toy Story characters yet, wanting this game to focus tightly on Buzz and Woody. He envisions a much larger Toy Story universe

Of course, Zabo-man makes a quiet cameo. In this game, he appears as one of Andy's toys—standing silently leaning in the book and in the background during toy room scenes, cool and mysterious, never speaking. His Z-card reads: "I'm just an observer." It's a subtle but clever nod to Zaboru's signature character, reminding fans of his presence without breaking the immersion in this game.

And that's what happened in ZAGE in August , now when September comes Zaboru will become very busy and focused on handheld games!.

To be continue 

AN: Hope you like it the time skip. 

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