April was a busy and exciting month for ZAGE, with several major developments taking place. Most notably, ZAGE released three new games: Command and Conquer: Red Alert, Hamtaro: Ham-Hams United, and Beyond the Oasis. Each title came from a different branch of the company and showcased the diverse creativity across ZAGE's global teams.
First Command and Conquer Red Alert created by ZAGE USA this game are for PC only and its really being loved by player because One of the biggest draws was the alternate-history setting. Instead of a vague futuristic conflict, Red Alert opens with Albert Einstein traveling back in time to eliminate Hitler, which accidentally allows the Soviet Union to become the world's main aggressor. This hook immediately made the campaign memorable: player weren't just commanding generic armies—you were fighting an all-out war between the Allies and Soviets in a 1940s-meets-1990s techno-world Although the historical context in this world differs greatly from the one in Zaboru's previous life, the alternate timeline presented in the game remains deeply engaging to players. The unique twist on history adds an extra layer of intrigue, making the campaign feel fresh and thought-provoking.
Players also loved the unit design and asymmetry. The Allies and Soviets didn't just have reskinned versions of the same tanks—they had unique arsenals with different strengths and weaknesses: fast Allied light vehicles and air superiority versus heavy Soviet armor and naval power. This encouraged experimentation, scouting, and different strategies depending on which side you played. For multiplayer, it gave matches a dynamic feel and meant you could develop your own playstyle.
Not to mention the gameplay Maps were larger, naval warfare are intenese, and superweapons like the Chronosphere and Iron Curtain gave matches dramatic turning points. Combined with its heavy, satisfying soundtrack and chunky explosions, battles felt fast-paced but also weighty and impactful.
Overall, Command and Conquer: Red Alert stands out as an excellent real-time strategy game. Its blend of alternate history, deep gameplay mechanics, asymmetric factions, and immersive presentation makes it one of the most well-rounded RTS experiences available. Players appreciated not only the fast-paced battles but also the strategic depth and replay value, solidifying its place as a fan favorite in ZAGE's growing library.
The next game was Hamtaro Hams Hams united by ZAGE Osaka for ZGB handheld and its really popular One of the biggest reasons for its appeal was the "Ham-Chat" system. Instead of battling or platforming, you explore different areas and talk to other hamsters to learn new "Ham-Chat" words—basically the hamsters' own vocabulary. These words act as actions or expressions (like "hug" or "dig"), which you then use to solve puzzles, help other hamsters, or unlock new areas. It made players feel like they were actually learning to communicate in a secret hamster language, which was both funny and rewarding.
Players also loved the structure of the game. You're tasked by Boss to reunite all the scattered Ham-Hams, and each area (like a park, a school, a store) is filled with mini-puzzles, hidden items, and hamsters to interact with. Solving these little scenarios, finding a missing friend, or using the right word at the right time felt satisfying—like a pocket-sized point-and-click adventure but on a handheld.
The art and music added to the charm. For a ZGB title, it had bright, detailed sprites and expressive animations that captured the personalities of the hamsters. Combined with upbeat, catchy music, it made the world feel lively and cozy, perfect for younger players but still pleasant for older fans.
Another reason players enjoyed it was the sense of progression. As you learned more Ham-Chat words, you could go back to earlier areas and unlock new secrets or solve previously impossible puzzles. This light "Metroidvania" feel gave the game depth beyond a simple one-and-done experience and encouraged exploration.
Players could also discover a strange, hidden hamster that occasionally appeared on the map. When interacted with, it simply said, "You are very cool!"—a charming and unexpected moment. The hamster wore a helmet emblazoned with a bold 'Z' and had black and gray coloring, unmistakably a reference to Zabo-man, a classic easter egg character from ZAGE titles.
Finally, the game had a relaxing, positive tone. There's no combat, no time limits, and no stress—just a gentle, funny adventure about friendship and helping others.
Players have become increasingly curious about the deeper story behind these hamsters. Unlike in Zaboru's previous world, where the Hamtaro franchise had already spawned popular manga and anime, no such media exists here. This absence makes the characters feel fresh and full of potential, almost like undiscovered icons. Recognizing this, Zaboru has started laying the groundwork to create an original Hamtaro anime series in the near future—something that could bring these beloved characters to life beyond the game and into the hearts of a wider audience.
The last game are Beyond the Oasis developed by ZAGE tokyo based on underrated game from Zaboru previous life with same name One major reason for its appeal was the combat system. Beyond Oasis gave players real-time control of Prince Ali with smooth, responsive swordplay, combo attacks, crouches, and jumps. Fighting hordes of enemies felt dynamic and satisfying, almost like a beat-'em-up crossed with an adventure game.
Players also loved the summon system. Throughout the story, you unlock elemental spirits—water, fire, shadow, and plant—that you can call forth to fight alongside you or solve puzzles. Each spirit had its own special abilities, and many environmental puzzles were designed around summoning the right one at the right time.
The world design and presentation were another major highlight. The visuals were vibrant and richly detailed—lush green forests, crumbling ancient ruins, shimmering bodies of water, and towering animated bosses brought the fantasy world to life. The lively, adventurous soundtrack added an extra layer of immersion, creating the feeling of stepping into a colorful, living realm rather than moving through a series of static screens.
Many players felt it drew inspiration from ZAGE's The Legend of Zelda, particularly in its top-down perspective and puzzle-based adventure design. However, Beyond the Oasis distinguished itself with faster-paced, higher-energy combat and a distinct Arabian-inspired setting that made it feel both fresh and original. The combination of mystical aesthetics and responsive gameplay left a lasting impression on players.
Players can also encounter Zabo-man in this game as a hidden boss. He's armed with a distinctive spear and appears in a secret, optional area of the map. Defeating him isn't easy—he's fast, clever, and his attack patterns are unlike any other enemy in the game. But if players manage to overcome him, they're rewarded with a powerful new ability called the Z-Spear. This ability allows Prince Ali to summon a magical spear that launches as a high-speed projectile, adding a new tactical edge to combat. It's both a thrilling challenge and a satisfying reward that ties in perfectly with ZAGE's tradition of memorable boss fights and hidden content.
Overall, this game feels very similar to the Legend of Zelda series in its core structure and adventure style, but it still manages to carve out its own identity. The faster combat, distinct Arabian-inspired world, and spirit summoning mechanics give it a fresh twist that sets it apart. This balance of familiarity and innovation is exactly what made players fall in love with Beyond the Oasis so deeply.
Next, game developer Zaboru was assigned to collaborate once again with the USA team. While they were still focused on completing The Elder Scrolls III: Daggerfall, Zaboru's newest responsibility was nothing less than a long-term project: Half-Life. This ambitious first-person shooter would require at least three months of dedicated development, possibly more, due to its scale and complexity. The projected release was set for August, giving the team a tight but achievable window to polish what was expected to be one of ZAGE's most innovative and immersive titles to date.
As for ZAGE Osaka, they were still actively developing Dragon Quest Monsters, but Zaboru had recently given them an additional project: a fast-paced arcade game titled Ninja Baseball.
ZAGE Tokyo remained focused on wrapping up Super Mario RPG, which was scheduled for release in May. However, Zaboru also assigned them an additional project: developing Donkey Kong Country 2: Diddy's Kong Quest, expected to be released in June.
Outside the world of video games, Zaboru and Ayumi had reached a new milestone in their relationship—they were now officially engaged. After years of growing together through highs and lows,
Rather than planning a grand, elaborate ceremony, the couple made a mutual decision: their wedding would be modest and simple. They wanted something heartfelt, not flashy—something that truly reflected who they were. December was chosen for the big day, both for its symbolism and because they loved the idea of ending the year with a beautiful, meaningful celebration.
Zaboru's family was overjoyed by the news. After everything they had been through, seeing him find happiness with Ayumi brought warmth to their hearts. Even the more stoic members of the Hamazou clan showed rare smiles. To them, this wasn't just a wedding—it was the beginning of a peaceful, fulfilling chapter for Zaboru.
And that's the full recap of what unfolded throughout April. With game development across multiple teams in full swing, exciting titles released, and personal milestones achieved, it was a month packed with progress and joy. Now, as May approaches, Zaboru finds himself eagerly waiting for the upcoming release of the highly anticipated ZUSUGA Reborn 16 handheld which is a 16 bit Handheld.
To be continue
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