Saturday 8 November 2000.
Right now, the gaming community is extremely hyped. Everyone is waiting for the upcoming trailers of games scheduled for release this November, and this year ZAGE is pushing things even further by preparing around nine titles at once. The number alone is enough to make players go insane, but at the same time, many of them are already used to it. ZAGE has built a reputation as a completely different breed when it comes to quantity—consistently delivering large numbers of titles without slowing down. And now, once again, they are about to showcase that capability in full force, proving that this level of output is not just a coincidence, but part of their identity.
Now, large numbers of viewers have already gathered on ZAGE's YouTube platform, waiting for the live trailer reveal to begin. The chat is already active, filled with excitement, speculation, and impatience as people discuss what might be shown. Some are guessing based on leaks, others are hoping for specific franchises, and many are simply there to witness whatever ZAGE decides to drop next. The atmosphere is lively, chaotic, and full of anticipation, as thousands of fans interact with each other in real time, building up the hype even further before the event even starts.
"From my source, they're saying the next game might be another Resident Evil… imagine that!"
"Hmm… I don't think so. ZAGE usually drops horror games in October, not November. That would be kinda weird timing."
"Please, just give me a new Z-Man game already! I've been waiting forever!"
"Ughhh… nine games? I seriously want to buy them all, but my wallet is crying already…"
"UWOOOGH!! NINE GAMES?! LET'S GOOOO!! ZAGE never disappoints!"
"Man, I really hope there are more ZGBA games… I need something new to play on the go."
"Yo, when is this starting? Why is it taking so long? I'm already losing it here…"
As the chat grew increasingly lively, the anticipation only intensified. Messages kept flying across the screen, faster and faster, as everyone waited for the trailer to finally begin. Seconds felt longer than usual, and every small delay only made the excitement build even more. Then, after a couple of minutes that felt like forever, the screen finally transitioned.
The broadcast shifted smoothly, and Zaboru appeared on screen.
He was dressed sharply—wearing a sleek leather jacket paired with jeans, giving off a casual yet confident presence. His hair had grown slightly longer than before, adding to his more mature and charismatic look. The moment he appeared, the chat exploded even harder.
"ZABORU!!!"
"HE'S HERE!"
"LET'S GOOOO!"
Zaboru chuckled lightly on screen, clearly aware of the energy coming from the audience. He adjusted his stance slightly before speaking into the camera.
"Okay! Everyone, welcome!" he began, his voice confident and steady. "Today is a special occasion, because this month, we at ZAGE are releasing a lot of games… and because of that, I decided to present it myself."
He paused for a brief moment, letting the excitement settle just enough before continuing, a faint grin forming on his face as if he already knew what kind of reaction was coming next.
The screen behind Zaboru shifted smoothly, transitioning into the showcase of the first game. Zaboru grinned, clearly excited. "First, the first three games are from our new team in the USA—Team BLAZE. This team will handle our Western IP adaptations into video games… so let's take a look at their very first work!"
The camera zoomed slightly as the background changed, and Zaboru himself faded from the screen. The trailer began with a familiar red truck driving across a desert highway, dust trailing behind its wheels. The engine roared, and the camera angle shifted dramatically as the truck suddenly transformed—metal shifting, parts rotating, until it became a towering robot.
The title appeared with impact: "Transformer: BIG WARS!"
The gameplay immediately followed, showcasing a fast-paced fighting arena system. Transformers clashed in dynamic environments, seamlessly switching between vehicle and robot forms mid-combat. Players could chain combos by transforming in and out of forms, creating fluid and aggressive combat styles that felt both strategic and visually explosive.
The art style leaned toward a vibrant, slightly cartoonish aesthetic, making the action easy to follow while still maintaining the weight and scale of the characters. Explosions, metal clashes, and high-speed transformations filled the screen, giving the game a unique identity that stood out even among other fighting titles.
Even from just the trailer, it was clear—this wasn't just a simple adaptation.
It was a full spectacle.
Then after Transformer: BIG WARS, the screen shifted again. This time, the tone changed completely as a bright and cheerful scene appeared. The trailer revealed "Donald Duck: Quack Attack!"—a game where players control Donald Duck himself, exploring a colorful world based entirely on his universe.
The gameplay showcased a lively platformer experience, filled with unique level designs, creative obstacles, and playful mechanics that matched Donald's chaotic personality. Each stage seemed to introduce different challenges—moving platforms, tricky jumps, and interactive environments that kept the pacing fresh and engaging.
The animation was especially eye-catching. Donald's movements were expressive and full of character, making every action feel alive, from his exaggerated reactions to his signature temper flares. The environments were vibrant and detailed, with rich colors that made the world feel dynamic and fun to explore.
Even visually, the game stood out. The graphics are good with smooth animations and bright, appealing designs that gave it a strong identity.
From just the short trailer, it was clear that this game aimed to capture both nostalgia and fun, offering something lighter and more accessible compared to the intense action of the previous reveal.
Then after this, the screen shifted again, revealing the Fantastic 4 game. The trailer immediately showcased a beat 'em up style experience, where players could control up to four characters at once—each member of the Fantastic Four taking part in the action. The gameplay emphasized cooperative play, allowing multiple players to fight together while combining their unique abilities in real time.
What made the game stand out, however, was that it wasn't just about fighting waves of enemies. The trailer highlighted various puzzle segments integrated directly into the gameplay. These puzzles required proper coordination between the team—using each member's distinct powers, such as stretching, invisibility, strength, and fire, to overcome obstacles and progress through stages.
Because of this, the game felt deeper than a typical beat 'em up. Players needed to think, communicate, and adapt, not just mash buttons. The combination of action and teamwork created a dynamic experience that encouraged both strategy and cooperation, making it feel fresh compared to more straightforward entries in the genre.
From the short showcase alone, it was clear that this title aimed to balance fun combat with engaging mechanics, offering something that could appeal to both casual players and those looking for a more interactive group experience.
After the trailer from Team BLAZE, Zaboru appeared again on the screen. This time, he had changed into a blue casual shirt, giving off a more relaxed yet still confident presence, as if he was deliberately shifting the tone for what was coming next. The quick outfit change alone made the audience even more excited, showing how much effort and detail was being put into the presentation.
He gave a small grin toward the camera, clearly enjoying the momentum of the event. "Okay! That was everything from Team BLAZE… and now, we're moving on to another brand-new development team from ZAGE," he said, his voice steady but slightly playful.
He paused for a brief moment, letting the anticipation build as the chat exploded with guesses.
"And this one…" he leaned slightly forward, "…is Team FROST."
The reaction was immediate—chat messages flooded the screen even faster than before.
"TEAM FROST???"
"NEW TEAM AGAIN???"
"BRO ZAGE IS INSANE"
Zaboru chuckled softly, clearly amused by the reaction. "So… what kind of game did they make?" he added, tilting his head slightly as if teasing the audience.
"Let's find out."
As he finished speaking, the screen behind him began to shift once more, and Zaboru himself slowly faded out, smoothly transitioning the focus toward the next reveal.
Zaboru disappeared once again, and the screen smoothly transitioned to the next reveal from Team FROST. The tone immediately shifted into something darker and more serious. The trailer opened with a futuristic cityscape—towering skyscrapers, neon lights reflecting across wet streets, and a constant hum of technology filling the air.
Then the perspective switched to first-person view.
The gameplay showcased a blend of stealth and gunplay, immediately setting it apart from typical shooters. The player moved cautiously through tight corridors and open urban spaces, taking down enemies silently one moment, then switching to direct combat the next. It wasn't just about shooting—it was about choice.
Various gadgets were introduced throughout the trailer—vision enhancers, hacking tools, and mechanical augmentations that allowed players to approach situations in different ways. Doors could be bypassed, security systems could be manipulated, and enemies could be avoided entirely depending on the player's decisions.
The pacing felt deliberate, almost tactical. Every movement, every action carried weight, reinforcing the idea that this wasn't just a fast-paced shooter, but something deeper—something that required thinking as much as reflex.
Then, after building up the atmosphere and mechanics, the screen faded to black.
A title appeared with a sharp, metallic tone:
"DEUS EX"
Platform: PC.
Even from the short trailer, it was clear—this wasn't just another shooter.
It was something entirely different.
After this, the screen shifted once more, revealing a real-time strategy game that immediately felt familiar—yet distinctly different. At first glance, it resembled ZAGE's Age of Empire, with base building, resource gathering, and army management. However, this version leaned heavily into mythology and magic, transforming the battlefield into something far more fantastical.
The trailer showcased players summoning powerful gods such as Zeus and Anubis, calling down divine abilities that could turn the tide of battle instantly—lightning strikes crashing from the sky, sandstorms swallowing entire armies, and mythical powers reshaping the terrain itself. Alongside human soldiers, there were magical units—minotaurs charging through lines, cyclops hurling massive boulders, and other creatures drawn straight from ancient legends.
The pacing felt grand and cinematic, with large-scale battles unfolding across beautifully designed maps inspired by different mythologies. It wasn't just strategy—it was spectacle combined with tactical depth. Players needed to balance economy, military, and divine favor, choosing which gods to align with and how to utilize their powers effectively.
Then, as the trailer reached its peak, the screen darkened slightly before revealing the title in bold, glowing letters:
"AGE OF MYTHOLOGY"
Platform: PC.
It was a mythological war brought to life.
Then after this, the screen shifted again, and this time everything became far more vibrant and energetic. Bright sunlight reflected across the ocean surface as the trailer revealed a high-speed speedboat racing game set across beautifully designed water tracks. The waves looked dynamic, reacting to movement and creating realistic splashes as boats cut through them at incredible speed.
The gameplay showcased tight turns, jumps off waves, and intense races where players had to carefully control their speed and direction to avoid crashing or losing momentum. The stages themselves were visually striking, with tropical environments, clear blue water, and detailed lighting that made the entire experience feel lively and refreshing.
The water physics stood out the most—every ripple, splash, and movement felt responsive, adding a layer of skill to the racing rather than just pure speed. It wasn't just about going fast, but about mastering control over constantly shifting waves.
Then, as the trailer reached its peak, the title appeared clearly on screen:
"Wave Racer 64!"
Then Zaboru appeared again on screen, this time wearing a clean casual suit that gave him a more polished yet still relaxed look. He grinned, clearly enjoying himself despite the pace of the presentation. "Heh… I'm back again. Sheesh, it's actually pretty hard to keep changing clothes every couple of minutes," he joked lightly, loosening the mood.
He straightened his posture slightly, his tone shifting back into presenter mode. "Alright, next up… we have games from another brand-new studio. But this time, not from the USA." He paused just long enough to build anticipation, his grin widening again.
"This one comes from Japan."
The chat immediately spiked again, reacting to the shift in region.
"And they are… Team FUMA."
Zaboru let the name hang for a second before continuing. "This team is bringing something special—they're releasing not one, not two… but three ZGBA titles."
He leaned slightly forward, clearly teasing the audience again. "So, what are these games?"
A short pause.
"Let's find out."
Zaboru disappeared again, and the trailer immediately transitioned into a triple showcase from Team FUMA. This time, the pacing was faster, rapidly highlighting three different games—Klonoa, Mario Golf, and Ninja Gaiden Advance—each with its own distinct style and identity, making it clear that Team FUMA was aiming to cover a wide range of experiences on the ZGBA.
First, Klonoa appeared, showcasing its semi-3D platforming gameplay. The stages were colorful and layered, allowing movement not just side-to-side but also along curved paths that gave a sense of depth. The animations were smooth, and the visuals were surprisingly impressive for ZGBA, making the game feel lively and expressive. It balanced charm and technical achievement, immediately catching attention.
Then the trailer quickly shifted to Mario Golf, completely changing the tone. Bright, cheerful environments filled the screen as characters swung their clubs across well-designed courses. The gameplay emphasized fun and accessibility, but also hinted at deeper mechanics for those who wanted mastery. It wasn't just a simple sports game—it had personality, humor, and that familiar polished feel that made it easy to pick up but hard to put down.
Finally, the tone shifted once again—this time into something intense.
Ninja Gaiden Advance.
The trailer showed fast, precise combat, with fluid animations and brutal enemy encounters. Every movement looked sharp and responsive, giving the game a strong sense of weight and speed. The action felt unforgiving, but rewarding—true to the spirit of the series.
And for fans… this was the moment.
A sequel.
The reaction was immediate—players were thrilled, many of them finally getting what they had been waiting for.
After the trailer for Team FUMA, Zaboru appeared once again. This time, he was wearing a simple casual shirt, his presence more relaxed compared to earlier, as if signaling the closing of the event. He looked directly into the camera with a satisfied expression, clearly pleased with how everything had unfolded so far.
"So… that's our nine games," he said, letting the number sink in for a moment. The chat was already exploding again, but he continued calmly. "All of them are scheduled to release toward the end of November."
He paused briefly, then gave a small grin, his tone turning playful. "So… just buy it, okay?"
The casual delivery made it even more impactful, as if he wasn't even trying to sell—it just felt natural.
Without dragging the moment longer than needed, Zaboru gave a slight nod, still smiling, before stepping back. "See you soon," he added lightly.
Then, just like before, he disappeared from the screen as the broadcast began to fade out. The trailer ended on a clean note, leaving behind a strong impression and a wave of excitement that continued to build even after the stream was over.
As the trailer ended, the players went completely insane with excitement. The chat exploded at a pace that was almost unreadable, messages flooding in faster than anyone could keep up. Every single game had left a strong impression, and the overall lineup felt unreal—like something that shouldn't even be possible in a single month.
Some viewers were already picking favorites, others were debating which title would be the best, and many were simply overwhelmed by the sheer number of high-quality releases. The discussion quickly turned into chaos—arguments, hype, predictions, and endless speculation all mixing together into one massive wave of energy.
"This is illegal bro… 9 games???"
"ZAGE is not real company man…"
"I'm broke already and it's not even out yet!"
"DEUS EX what is that!? Look dope aAND NINJA GAIDEN SEQUEL ????".
And as the excitement continued to grow,
And now… all they could do was wait—counting down the days, discussing every detail, and preparing themselves for what was about to arrive.
To be continue
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