0:00:00.000,0:00:00.001 # S01.02 0:00:00.001,0:00:02.000 # 📽️ Chronsega Title Sequence 0:00:00.500,0:00:29.000 🐢🍊♪ "Legend of the Gunstars" ♪ 0:00:03.000,0:00:07.000 Dr. Sparkle Presents 0:00:10.000,0:00:13.140 Transcript ⌨️ in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from[br]koopaloop 🐢, Lily Mwangi 🍪, and Nate Lawrence 🏮 0:00:14.000,0:00:16.500 Index ☰️ + Captions ⏱[br]in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from Nate Lawrence 🏮 0:00:17.000,0:00:29.000 "CHRONSEGA[br]Episode 1" 0:00:29.000,0:00:30.000 # 🗨️ A Brief Introduction to Sega 0:00:33.760,0:00:37.740 [While] Sega [hasn't] been around as long[br]as Nintendo has, they are still one of 0:00:37.760,0:00:40.020 the oldest companies [br]in the video game field. 0:00:40.750,0:00:45.110 Of the two console giants, Sega [has] always[br]seemed to be the more Western-orientated of 0:00:45.110,0:00:50.070 the two, and they have had more success[br]outside of Japan, in places like the Americas 0:00:50.070,0:00:51.070 [and] Europe. 0:00:51.070,0:00:56.420 Perhaps this is not surprising, since Sega[br]was founded, not in Japan but in the [United] 0:00:56.420,0:01:02.420 States, in Hawaii in 1940 by Martin[br]Bromley as 'Standard Games', [providing 0:01:02.420,0:01:05.520 amusement machines] for U.S. soldiers. 0:01:05.519,0:01:11.850 In 1951, [reportedly] due to governmental[br]restrictions, Standard Games moved to Japan, 0:01:11.850,0:01:16.340 changing [its] name to 'Service Games',[br]and [flourished primarily] as a [distributor] 0:01:16.340,0:01:22.500 of [jukeboxes, slot] machines, pinball machines,[br]and so on, eventually merging into a Japanese 0:01:22.500,0:01:26.070 company called Nihon Goraku Bussan . 0:01:26.070,0:01:31.570 Meanwhile, Brooklyn-born businessman David[br]Rosen had become quite successful importing 0:01:31.569,0:01:36.610 arcade machines [into] Japan with [br]his company, Rosen Enterprises. 0:01:36.610,0:01:43.640 In 1964, Service Games [and] Rosen Enterprises[br]merged, with Rosen becoming the C.E.O.. 0:01:43.640,0:01:50.690 Rosen remained as head of Sega until 1983,[br]when he became the C.E.O. of Sega of America. 0:01:50.689,0:01:56.430 In the 1960s, the newly reorganized Sega[br]began manufacturing Arcade games themselves, 0:01:56.430,0:02:01.000 with their first big hit [br]being "Periscope" in 1966. 0:02:01.000,0:02:05.320 Having become [quite successful], Sega ended[br]up being [purchased] by the American media 0:02:05.320,0:02:09.010 conglomerate, Gulf [and] Western, who were[br]also the owners of Paramount Pictures. 0:02:09.009,0:02:14.410 Up [until] the mid-1970s, Sega continued to[br]make the kind of mechanical Arcade games 0:02:14.411,0:02:16.710 were [quite popular] in both [br]the West [and] Japan. 0:02:16.709,0:02:22.200 But had [also] begun manufacturing "Pong"[br]clones, [and later] on in the decade [it 0:02:22.200,0:02:26.960 started producing] "Space [Invaders]" clones. 0:02:26.960,0:02:32.260 As the video game [market] exploded, Sega[br][continued to produce] more games [and] [introduce] 0:02:32.260,0:02:34.700 the now familiar Sega logo. 0:02:34.700,0:02:40.150 By the early '80s, Sega had several huge Arcade[br]hits under their belt, such as "Frogger" 0:02:40.150,0:02:44.050 and "Zaxxon" one of the first [br]isometric perspective games. 0:02:44.050,0:02:48.410 [Throughout] the decade, Sega continued to[br][produce] innovative new titles [and] *made 0:02:48.410,0:02:53.420 a big impression* on Arcade gamers with their[br]pioneering 3D [effects in] games such as "Hang-On", 0:02:53.420,0:02:56.540 "OutRun", [and] "Space Harrier". 0:02:56.540,0:03:01.230 Sega games [often stood out in] the arcade[br]with their [impressive] cabinets. 0:03:01.230,0:03:06.200 Many of Sega's big games were [designed] by[br]leading [designer] Yu [Suzuki], who [might] 0:03:06.200,0:03:09.510 be considered, [sort] of, Sega's [br]answer to [Shigeru] Miyamoto. 0:03:09.510,0:03:11.710 # 🗨️ 1981: S.G.-1000 Released 0:03:11.709,0:03:16.150 Even as Sega positioned itself [to] be one[br][of] the leading Japanese Arcade game [manufacturers], 0:03:16.150,0:03:18.580 they [began] looking [at] the home market. 0:03:18.580,0:03:23.830 In 1981, during the height of videogame[br]mania, Sega [released] its first home console, 0:03:23.830,0:03:29.560 the S.G.-1000 in Japan, followed by very[br]limited [releases] in Europe [and] elsewhere. 0:03:29.560,0:03:34.160 The S.G.-1000 was contemporary with the Atari[br][2600, and] the Intellivision [but was quite 0:03:34.160,0:03:35.980 powerful] for [its] time. 0:03:35.980,0:03:40.120 A [decent selection] of games were [released[br]for] the system, including a [port] of Sega 0:03:40.120,0:03:45.010 Arcade titles such as "Zaxxon", Arcade[br][ports from] other companies [such as] "Elevator 0:03:45.010,0:03:49.400 Action", [and] "Bomb Jack", Computer games[br][such as] "Lode Runner", Sports Games, [and 0:03:49.400,0:03:51.750 even] a [port] of the early [br]Japanese R.P.G., "Black Onyx". 0:03:51.749,0:03:54.340 # 🗨️ 1983: Sega Ports for Atari 2600 0:03:54.340,0:03:58.650 In 1983, Sega [began] releasing console[br]games in the U.S. for the [2600 and] the 0:03:58.650,0:03:59.650 Intellivision. 0:03:59.650,0:04:02.600 Unfortunately, the U.S. [market] collapsed[br][around] this time. 0:04:02.599,0:04:04.480 # 🗨️ 1985: S.G.-1000 Mark III 0:04:04.480,0:04:09.220 By 1985, Nintendo's FamiCom [had] become[br]very successful in Japan [and was] soon 0:04:09.220,0:04:11.110 be [released] in the U.S.. 0:04:11.110,0:04:16.030 The S.G.-1000, [while only] four years old,[br]seemed a little old-fashioned, so Sega 0:04:16.030,0:04:20.940 greatly [improved] on the system's hardware[br][and released] the Sega S.G.-1000 Mark III 0:04:20.940,0:04:23.720 on October 25th 1985. 0:04:23.720,0:04:28.840 The Mark III was completely compatible [with][br]the old S.G.-1000 SG-1000 Mark II 0:04:28.840,0:04:32.550 games [but] the [capabilities of] the system[br]were far beyond anything seen in the home 0:04:32.550,0:04:35.410 console market at this time. 0:04:35.409,0:04:40.650 As a comparison, the Mark III had 16 kilobytes[br]of video RAM [and] could display 32 colors 0:04:40.650,0:04:42.410 on screen [at] once. 0:04:42.410,0:04:47.260 [Whereas] the FamiCom had [only] 2 kilobytes[br][of video] RAM, some additional sprite RAM, 0:04:47.260,0:04:51.580 [and] could display 16 colors [at] once,[br]in addition [to] having a slower C.P.U.. 0:04:51.580,0:04:53.840 # 🗨️ 1986: S.G.-1000 Mark III Released[br]overseas as Master System 0:04:53.840,0:04:57.590 Additionally, [Sega] wasted no time [getting][br]the Mark III [onto] the U.S. market, [hitting] 0:04:57.590,0:05:04.040 the shelves in June 1986, shortly after[br]the N.E.S. become [available nationally]. 0:05:04.039,0:05:08.860 In the U.S., the system was dramatically redesigned[br][and renamed] the Sega Master System. 0:05:08.860,0:05:13.680 Eventually, the Mark III [would] be [renamed][br]the Master System in Japan as well. 0:05:13.680,0:05:18.640 Despite the system's technical [superiority],[br]the Master System never really took off 0:05:18.640,0:05:20.250 in the U.S. either. 0:05:20.250,0:05:23.400 Numerous theories have been [br][floated] as [to] why this is. 0:05:23.400,0:05:27.280 Maybe [it was] the lack of good games, or[br]the [fact that] third-party publishers were 0:05:27.280,0:05:31.220 [prevented] by Nintendo [from putting] games[br][out for] the Master System. 0:05:31.220,0:05:36.190 Maybe [it was] the horrible box art [and][br]generally bad marketing by Tonka, the system's 0:05:36.190,0:05:38.520 U.S. [distributor]. 0:05:38.520,0:05:42.750 For whatever reason, the Master System is[br]considered a failure in both Japan where releases 0:05:42.750,0:05:47.020 [were reduced] to a [mere] trickle by [late][br]1988 and [in] the U.S., where new titles 0:05:47.020,0:05:52.830 ceased [to] come out by 1990, right during[br]the height of the N.E.S.' popularity. 0:05:52.830,0:05:57.580 However, the Master System did take a[br]life of its own elsewhere in Europe, Brazil, 0:05:57.580,0:05:59.690 [Australia and] New Zealand . 0:05:59.690,0:06:03.670 The Master System conti...--...tinued [to][br]sell [in] those markets [until] the mid-'90s, 0:06:03.669,0:06:07.460 when many Mega Drive or Genesis games[br]were ported [to the] Master System. 0:06:07.460,0:06:14.150 Amazingly, official [releases] continued[br]in Brazil until 1998 - well [into] the PlayStation 0:06:14.150,0:06:19.810 [and] Saturn era, thus giving the system[br]a respectful lifespan of around 13 years. 0:06:19.810,0:06:25.330 Altogether, the system sold around 15 million[br]units, a fraction of what the N.E.S. sold, 0:06:25.330,0:06:28.300 but more [than] the Saturn [or] Dreamcast[br][and enough to keep the] system from being 0:06:28.300,0:06:32.530 considered a complete failure. 0:06:32.530,0:06:37.650 Sega launched the Mark III with two titles,[br]"Hang-On" and "Teddy Boy Blues", but they 0:06:37.650,0:06:41.360 did manage [to get another] seven [titles[br]out before] the end [of] the year, all [published] 0:06:41.361,0:06:44.520 by Sega themselves and [br]on the Sega Card format. 0:06:44.520,0:06:51.340 The Mark III had both a cartridge slot [br]and slot [for] the smaller flat cards. 0:06:51.340,0:06:56.410 These cards [had also] been used for the earlier[br]S.G.-1000 games, the Sega Cards could hold 0:06:56.410,0:07:01.930 256 kilobits whereas, by comparison, many[br]Nintendo [cartridges] at this time held 0:07:01.930,0:07:07.300 320 or even 512 kilobits. 0:07:07.300,0:07:08.370 # 🎮 Hang-On 0:07:08.370,0:07:12.670 ♪ "Fantasy Zone Boss Theme" ♪ 0:07:12.669,0:07:21.240 🗓️ Released 1985 October 20[br]💾 Developed by Sega [br]📦 Published by Sega 0:07:21.240,0:07:24.620 Sega kicks off the Mark III, [just] like[br]Nintendo did, uh, [for] the FamiCom two years 0:07:24.620,0:07:29.700 earlier, with a [popular] Arcade title [br]- in this case, "Hang-On". 0:07:29.699,0:07:34.120 "Hang-On" was a Sega Arcade [hit] released[br]earlier [in] the year, [and] was noted 0:07:34.120,0:07:37.820 [for] the [fact that] you played [it] sitting[br]on a Motorcycle that actually tilted back 0:07:37.820,0:07:39.770 [and] forth. 0:07:39.770,0:07:45.930 These [kinds] of Super Deluxe arcade presentations[br]were [starting] be seen in the mid-1980s. 0:07:45.930,0:07:49.410 Here's the Arcade version [designed] by Yu[br][Suzuki]. 0:07:49.410,0:07:54.110 "Hang-On" was clearly modeled after "Pole[br]Position" [except] with Motorcycles instead 0:07:54.110,0:07:55.340 of cars. 0:07:55.340,0:07:59.690 The pseudo-3D technology was quite [br]impressive [at] the time, [and] this, sort of, thing 0:07:59.690,0:08:01.970 would go on become, [br][sort] of, a specialty [for] Sega. 0:08:01.970,0:08:07.040 [Note what] appear [to] be all the in-game[br]advertisements for Shell [and] Bridgestone. 0:08:07.040,0:08:12.720 And of course, the game feature very impressive[br]fiery explosions when ya crashed. 0:08:12.720,0:08:16.300 Now, here's the Mark III version. 0:08:16.300,0:08:20.910 Obviously, [it can't] replicate the Arcade[br]graphics, but it's still very nice-looking. 0:08:20.910,0:08:24.510 As a point of comparison, let's look at Nintendo's[br]"Mach Rider" which was released [around] 0:08:24.509,0:08:27.320 the same time. 0:08:27.319,0:08:34.640 The FamiCom really struggles with the [3D][br]graphics [and] the game is [pretty] choppy. 0:08:34.640,0:08:40.840 "Hang-On" is silky smooth next [to] "Mach[br]Rider", and it's much easier [to] play. 0:08:40.840,0:08:43.240 The sprites [are] more detailed [and] the[br]color [is] much brighter. 0:08:43.240,0:08:47.650 The Mark III was [capable] of ...sp... -- displaying[br]more colors [than] the FamiCom. 0:08:47.650,0:08:50.740 Now, [what about] the game itself? 0:08:50.740,0:08:55.910 Well, it's [your pretty] basic 'drive [your][br]vehicle [around curves and don't hit] anything' 0:08:55.910,0:08:56.910 kind of game. 0:08:56.910,0:09:00.370 Ya need [to complete] each course [br]in a [set amount of] time. 0:09:00.369,0:09:04.490 Crashing [your] bike [will not] kill you,[br][but it] does [waste valuable] time. 0:09:04.490,0:09:08.960 The collisions are not nearly as spectacular[br]as the Arcade versions, but they still look 0:09:08.959,0:09:10.670 reasonably cool. 0:09:10.670,0:09:15.660 The controls of "Hang-On" are [br]basic and effective. 0:09:15.660,0:09:22.640 [Perhaps] the [only] complaint is [that][br]the animation of your bike when you lean 0:09:22.640,0:09:26.460 is a little rough. 0:09:26.460,0:09:31.470 Each area has, [sort] of, a [different] theme. 0:09:31.470,0:09:33.330 Here we're in the Seaside, uh, Level. 0:09:33.330,0:09:36.330 Now, we've moved on to Monument Valley. 0:09:36.330,0:09:40.220 [Certainly] the environments [are] a lot[br]more detailed convincing than those 0:09:40.220,0:09:41.320 in "Mach Rider". 0:09:41.319,0:09:45.430 So, "Hang-On" [is] a rather simple game[br]and -- [but it's] fun [to] play and certainly 0:09:45.430,0:09:50.680 demonstrates what the [br]Mark III is capable of. 0:09:50.680,0:09:55.330 # 🎮 Teddy Boy Blues // Teddy Boy 0:09:55.330,0:09:59.050 ♪ "Fantasy Zone Boss Theme" ♪ 0:09:59.050,0:10:09.290 🗓️ Released 1985 October 20[br]💾 Developed by Sega [br]📦 Published by Sega 0:10:09.290,0:10:12.020 A rather nice [little] music theme there. 0:10:12.020,0:10:17.080 Here's the Mark III's other launch title[br]"Teddy Boy Blues", a [port] of Sega's recent 0:10:17.079,0:10:18.860 Arcade title (seen here). 0:10:18.860,0:10:22.410 The console version is missing the nutty musical[br]intro. 0:10:22.410,0:10:25.560 Uh... We'll discuss [that] music in [just][br]a sec. 0:10:25.560,0:10:30.480 "Teddy Boy Blues" is [probably not that] well[br][remembered] in the United States, but [it] 0:10:30.480,0:10:34.540 must [have] been [pretty popular] in Japan. 0:10:34.540,0:10:42.020 The music is rather catchy, [and] the title[br]actually comes from a 1985 song by a Japanese 0:10:42.020,0:10:44.610 singer named, Yohko Ishino. 0:10:44.610,0:10:50.010 That was Yohko you saw singing in the [introduction[br]to] the Arcade version a [second] ago. 0:10:50.010,0:10:53.570 Apparently the song was [popular] enough to[br]name a videogame after [it]. 0:10:53.569,0:10:55.470 Now, what's a "Teddy Boy" ya wonder? 0:10:55.470,0:10:59.930 Well, in the U.K. in the 1950s Teddy Boys[br]were, [sort] of, well dressed rock [and] roll 0:10:59.929,0:11:02.030 [fans] who usually sported elaborate hairstyles. 0:11:02.030,0:11:04.570 They didn't get along with mods apparently. 0:11:04.570,0:11:08.920 Teddy, by the way, [refers] to the Edwardian[br]period clothing they wore (velvet collars 0:11:08.920,0:11:09.950 [and] whatnot). 0:11:09.949,0:11:12.480 What does all this [have to] do [br][with] the game itself? 0:11:12.480,0:11:14.480 Nothing, [as] far as I [can] tell. 0:11:14.480,0:11:18.170 "Teddy Boy Blues" [is] a typical Platformer[br]the mid-'80s; you go around shooting 0:11:18.170,0:11:22.360 enemies that then t... -- cause them to ch...[br]-- [shrink] down [into little] balls which 0:11:22.360,0:11:23.480 you must then collect. 0:11:23.480,0:11:27.460 Enemies emerge [out] of boxes, uh, which[br]all contain a certain number of enemies, you 0:11:27.459,0:11:32.070 can tell how many [are] left by the number[br]of dots on the side [of] the box. 0:11:32.070,0:11:35.980 The game is well [designed but] also a [little][br]bit frustrating [in] places; [only] so many 0:11:35.980,0:11:39.430 enemies [will] be out [of] [br]the boxes [at] any one time. 0:11:39.430,0:11:43.740 [While] this sounds helpful, [it] means[br]that [enemies] pop [out] whenever you collect 0:11:43.740,0:11:45.030 a ball. 0:11:45.030,0:11:49.790 The balls often land on the boxes, making[br][it] dangerous to collect them. 0:11:49.790,0:11:52.650 And on some levels enemies have a [tendency][br]to land on you, since they jump out quite 0:11:52.650,0:11:55.960 a ways when jumping off a platform. 0:11:55.959,0:12:01.730 I routinely [got hit] by enemies, uh,[br]thinking they'd be landing in front of me. 0:12:01.730,0:12:05.580 Of course, as in a game this vintage [br]there is a Bonus Round. 0:12:05.580,0:12:10.890 You go around collecting various little [br]items found hidden in [the] boxes. 0:12:10.890,0:12:14.820 Oddly, while "Teddy Boy Blues" [and] "Hang-On"[br]were both released on the Mark III's launch 0:12:14.819,0:12:19.890 day, "Teddy Boy..." is, I suppose the official[br]first release [for] the system, since it 0:12:19.890,0:12:25.060 has a catalog number 501 [br]whereas "Hang-On" is 502. 0:12:25.059,0:12:30.340 Though [as] far [as] demonstrating the [br]Mark III's technical capabilities, it certainly 0:12:30.340,0:12:32.540 seems to [have] taken a backseat. 0:12:32.540,0:12:36.260 I guess this game must [have] been [pretty][br][popular] in Japan in order for Sega to 0:12:36.260,0:12:44.060 release it on the Mark III's launch day. 0:12:44.059,0:12:48.060 # 🎮 Great Soccer 0:12:48.059,0:12:56.060 ♪ "Fantasy Zone Boss Theme" ♪ 0:12:56.059,0:12:59.440 🗓️ Released 1985 October 27[br]💾 Developed by Sega [br]📦 Published by Sega 0:12:59.440,0:13:02.800 Released [just] a week after launch, [br]"Great Soccer" is Sega's first original game [for] 0:13:02.799,0:13:07.040 the Mark III, (assuming, of course, [that][br]you [can] consider something as basic as this 0:13:07.040,0:13:08.040 sort of Soccer Game [to] be 'original'). 0:13:08.040,0:13:14.920 It was also the first in the Sega Sports series[br][for] the Mark III - all with the name, uh, 0:13:14.920,0:13:16.530 'Great...' in the title. 0:13:16.530,0:13:21.240 [Obviously], this brings Nintendo [to] mind[br]with their earliest [releases for] the FamiCom 0:13:21.240,0:13:23.830 all being either Arcade ports or Sports[br]titles. 0:13:23.830,0:13:27.520 I guess that is actually [pretty] standard[br]for new consoles. 0:13:27.520,0:13:30.710 Now, [what can we] say [about] the game [itself]? 0:13:30.709,0:13:32.780 Well, calling any game 'Great'... 0:13:32.780,0:13:37.180 ([And] I should [point out fact] this[br]stadium has [an] advertisement for 'MILK', 0:13:37.180,0:13:41.010 uh, behind the, um -- the goalposts there.) 0:13:41.010,0:13:45.200 Um... Calling any game 'Great', uh, is, [sort][br]of, asking [for] trouble, especially with 0:13:45.199,0:13:47.910 a quickie title like this. 0:13:47.910,0:13:52.640 Sega does -- they deviate from [Nintendo]'s[br]"Soccer" format by having the field positioned 0:13:52.640,0:13:54.060 vertically, not horizontally. 0:13:54.059,0:13:58.780 So, "Great Soccer" actually looks, sort of,[br]like "10-Yard Fight". 0:13:58.780,0:14:02.860 Rather than the realistically [proportioned][br]guys from the Nintendo game, we have these, 0:14:02.860,0:14:07.830 uh, rather ugly [little] super-[deformed][br]guys, all of which are cross-eyed. 0:14:07.830,0:14:13.220 Now, this game [does] have an easily visible[br]red arrow [that] points the player 0:14:13.220,0:14:14.540 [that] you [are] currently controlling. 0:14:14.540,0:14:16.160 [And] [that's actually] a rather nice touch. 0:14:16.160,0:14:20.200 If ya wanna pass the ball, a white arrow[br][will designate the] player [that] the ball 0:14:20.200,0:14:21.880 [will] go to. 0:14:21.880,0:14:25.500 [And] naturally you [can], uh, kick the ball,[br]pass it, the usual stuff. 0:14:25.500,0:14:29.760 Uh... Just like real Soccer, the scores tend[br][to] be low since it's much easier [to] 0:14:29.760,0:14:34.410 have a goalkeeper catch the ball, 😄 than[br][it] is to actually, uh, make, uh, a point. 0:14:34.410,0:14:38.020 Uh... Scoring a goal is pretty difficult. 0:14:38.020,0:14:42.950 The graphics [and] sound [are pretty] unimpressive[br][and] "Great Soccer" is certainly not a, uh 0:14:42.949,0:14:45.860 -- [what you'd] call a demonstration [title[br]for] the Mark III. 0:14:45.860,0:14:51.540 In other words, while "Great Soccer" is [not][br]bad for a very early release, it certainly 0:14:51.540,0:14:55.930 [doesn't] look, um, like a [lot of] time [and][br]effort [went] into it. 0:14:55.929,0:15:01.140 Hell! Maybe this was originally developed[br]as an S.G.-1000 title. 0:15:01.140,0:15:04.560 Sega themselves apparently didn't think too[br]highly of "[Great] Soccer" and they never 0:15:04.559,0:15:05.560 released [it] in the U.S.. 0:15:05.559,0:15:10.590 Instead, they published another better Soccer[br]Game, "World Soccer", and then [released] 0:15:10.589,0:15:13.530 that in the U.S. [under the title] of "[Great][br]Soccer". 0:15:13.529,0:15:19.070 # 🎮 Fushigi no Oshiro Pit Pot // Pit-Pot 0:15:19.070,0:15:22.760 ♪ "Fantasy Zone Boss Theme" ♪ 0:15:22.760,0:15:32.910 🗓️ Released 1985 December 14[br]💾 Developed by Sega [br]📦 Published by Sega 0:15:32.910,0:15:36.490 After taking a break [for] a couple months,[br]Sega released a new [title] in mid-December. 0:15:36.490,0:15:42.790 [And, just like "Great] Soccer", this is[br]an original [title for] the Mark III, "Fushigi 0:15:42.790,0:15:45.300 no Oshiro Pit Pot". 0:15:45.300,0:15:50.600 While "...Pit Pot" isn't really spectacular,[br]it is interesting [title] in the way 0:15:50.600,0:15:54.200 [that it] bears a superficial resemblance[br]to "...Legend of Zelda", which would be 0:15:54.200,0:15:57.350 released about two [months] after this. 0:15:57.350,0:16:02.680 There's the top-down interior viewpoint,[br]the foreshortened walls [and] doors, the 0:16:02.680,0:16:06.750 keys required to unlock the doors - all[br]this [appeared in] "...Zelda". 0:16:06.750,0:16:09.930 Though, of course, none of these elements[br]are really completely original. 0:16:09.930,0:16:13.620 Still, [it] is [an interesting] coincidence. 0:16:13.620,0:16:20.090 "...Pit Pot" has you controlling a very [short][br]knight [that] actually, uh, (from the behind, 0:16:20.089,0:16:24.930 at least) bears [an interesting] resemblance[br]to the Prince from "Katamari Damacy". 0:16:24.929,0:16:30.670 You need to rescue a Princess, [but] a rather[br]strange one because [your] main objective 0:16:30.669,0:16:35.520 is [to collect] the [boxes of] treasure[br]scattered [around the] castle. 0:16:35.520,0:16:39.100 Collecting all the treasure in a room [will][br]sometimes [net] you a key, [but] other 0:16:39.100,0:16:42.530 times you'll [have to perform] some [kind][br]of special task [in] order [to get] the 0:16:42.530,0:16:43.530 key. 0:16:43.530,0:16:48.520 Now, [despite] being a knight, [your] weapon[br]is [not] a sword, [but] rather a [giant] 0:16:48.520,0:16:53.040 mallet, which you [can] use [to] crush[br]enemies [and] knock [out] the grey blocks. 0:16:53.039,0:16:56.310 The gold blocks [are] anchored [and can't][br]be knocked out. 0:16:56.310,0:17:00.080 You [can] cause a [large] section of the[br]gray blocks [to] drop [into] the pit by 0:17:00.079,0:17:03.740 knocking out all the blocks [that are] connected[br][the] stationary gold blocks. 0:17:03.740,0:17:07.980 However, in a [lot] of cases this is difficult[br]do, [simply because] there's a [lot] 0:17:07.980,0:17:09.670 of blocks. 0:17:09.669,0:17:12.630 There're, of course, various objects [to][br]pick up. 0:17:12.630,0:17:14.750 Uh... Their meanings are [not] always obvious. 0:17:14.750,0:17:18.530 For example, the [heart will] freeze all[br]enemies on [the] screen. 0:17:18.530,0:17:21.420 Later games would tend [to] use something[br](oh) [that] makes a [bit] more sense like, 0:17:21.420,0:17:23.760 say, a stopwatch [for] this. 0:17:23.760,0:17:29.430 [While] "...Pit Pot" is a [cute little] Puzzlish,[br][sort] of, game, I [get] the impression this 0:17:29.429,0:17:32.690 was knocked [out pretty] quickly by Sega. 0:17:32.690,0:17:36.700 The graphics [are] very simple [and] really[br]this could've been done on the FamiCom. 0:17:36.700,0:17:43.800 I guess "...Pit Pot" falls [into] the same[br]general -- general category as "BomberMan" 0:17:43.800,0:17:48.730 (which was [in] fact [released] for the FamiCom[br][around] the same time as [this] - I think 0:17:48.730,0:17:50.660 maybe a week [or] two [later]). 0:17:50.660,0:17:55.000 Unfortunately [for] "...Pit Pot" the Hudson[br][title is actually] a [lot] more fun [to] 0:17:55.000,0:17:56.000 play. 0:17:56.000,0:17:59.970 [And] "...Pit Pot" suffers [from] a rather[br]unfair ending. 0:17:59.970,0:18:06.120 When you reach the Princess, if ya haven't[br]collected every single treasure... the greedy 0:18:06.120,0:18:08.040 bitch kills you! Game [Over]! 0:18:08.040,0:18:11.040 [Definitely not] the way [to make] gamers[br]happy! 0:18:11.040,0:18:15.540 So, "...Pit Pot" - interesting game, but really[br]hardly [superior to] the, [sort] of, things 0:18:15.540,0:18:37.390 [that] were being released on the FamiCom,[br][at] this time. 0:18:37.390,0:18:38.390 # 🎮 Great Baseball 0:18:38.390,0:18:39.390 ♪ "Fantasy Zone Boss Theme" ♪ 0:18:39.390,0:18:41.390 🗓️ Released 1985 December 15[br]💾 Developed by Sega [br]📦 Published by Sega 0:18:41.390,0:18:42.390 "[Great] Baseball" (the [second in] Sega's[br]earlier Sports series) was released the day 0:18:42.390,0:18:43.390 after "...Pit Pot". 0:18:43.390,0:18:46.630 So, [it] appears [that] Sega has embarked[br]on a spree of [putting out] games [for] the 0:18:46.630,0:18:50.310 1985 holiday season. 0:18:50.310,0:18:55.630 Of course, the same thing was happening with[br]the FamiCom with Namco, Taito, Capcom, Irem, 0:18:55.630,0:19:01.740 Bandai, Enix, Hudson, [and] others all [releasing][br]games [right] before the year's end. 0:19:01.740,0:19:08.790 The FamiCom certainly had superiority in numbers[br]with 17 [releases] as compared to the Mark 0:19:08.790,0:19:11.620 III's six. 0:19:11.620,0:19:18.760 As for Sega's "Great Baseball", well, this[br]is the Japanese game - actually a *different 0:19:18.760,0:19:22.030 game* [than] the one [that] came [out in][br]the U.S. [under] the name "[Great] Baseball". 0:19:22.030,0:19:26.020 Or rather, [that] game was a [substantially][br]we... -- reworked version of this one 0:19:26.020,0:19:28.510 with [completely different] graphics. 0:19:28.510,0:19:34.620 However, upon playing "[Great] Baseball",[br]ya might realize [that it] could pass as 0:19:34.620,0:19:39.300 a reworked version of Nintendo's "Baseball",[br]one [of] the very first games [for] the FamiCom, 0:19:39.300,0:19:42.140 back in 1983. 0:19:42.140,0:19:46.310 I guess, uh, the very ideas behind a Baseball[br]video game hadn't really changed much since 0:19:46.310,0:19:47.820 then. 0:19:47.820,0:19:50.270 The gameplay [and] controls [are pretty][br]similar. 0:19:50.270,0:19:52.210 [Select] one [of] the generic teams. 0:19:52.210,0:19:55.490 Then ya have one of [your generic] players[br]swing the bat. 0:19:55.490,0:19:59.260 The C.P.U. is [pretty] good [at] catching[br][and] fielding, though [you will] get 0:19:59.261,0:20:02.700 lucky sometimes. 0:20:02.700,0:20:04.520 The timing of the swings is a [little] different. 0:20:04.520,0:20:09.050 The swing felt a [little] slow [to] me,[br][but] I [didn't really] play "[Great] Baseball" 0:20:09.050,0:20:11.480 [enough to get] a good feel for it. 0:20:11.480,0:20:17.440 Ah! There is [one of the] times I [just got][br]lucky on [that] hit. 0:20:17.440,0:20:25.260 Now, [while] pitching, you have some basic[br]options, fastball or slowball. 0:20:25.260,0:20:31.520 [And] you [can throw to] the bases if the[br]other team is tryin' [to] steal. 0:20:31.520,0:20:36.050 While [fielding, ya] use the D-Pad [to select][br]which base [to] throw to. 0:20:36.050,0:20:39.560 It's all very [similar] to Nintendo's earlier[br]game. 0:20:39.560,0:20:44.290 Okay, now here my team is pitching. 0:20:44.290,0:20:47.870 Except [that unlike] Nintendo's "Baseball",[br]you [can] control [your] own outfielders 0:20:47.870,0:20:50.100 [while you're] running [to] the ball. 0:20:50.100,0:20:53.360 Like [many] team Sports Games, you control[br][a group] of players all [at] once. 0:20:53.360,0:20:59.190 As you [can] see there, they're all moving[br]in exact unison. 0:20:59.190,0:21:02.170 What this means [is that it] can be a [little[br]bit difficult to get your hands] on the ball 0:21:02.170,0:21:03.170 sometimes. 0:21:03.170,0:21:07.280 If you [think] the ball [is going to land[br]between] two players, if ya move one towards 0:21:07.280,0:21:11.770 the ball [you'll] be moving another player[br]away [from] the [ball]. 0:21:11.770,0:21:15.010 Like a [lot of] these games, it's kind of[br]difficult [to] know exactly where the ball 0:21:15.010,0:21:16.010 is going [to] land. 0:21:16.010,0:21:18.890 So, this can occasionally cause you [some][br]trouble. 0:21:18.890,0:21:25.330 [And] of course, the ball also tends to be[br]hard [to] catch, [often] passing [right] between 0:21:25.330,0:21:26.720 [your] legs. 0:21:26.720,0:21:29.500 On the positive side, [it] seems the ball[br]can kill an umpire. 0:21:29.500,0:21:32.580 [That] guy doesn't seem [to] be getting up. 0:21:32.580,0:21:39.660 So, as a rule, [like] these Baseball Games,[br]fielding is the most [difficult] part. 0:21:39.660,0:21:41.420 Now, one more complaint: 0:21:41.420,0:21:45.930 [Not only do your outfielders] move very[br]slowly, as they -- they tend [to] do but 0:21:45.930,0:21:47.890 they throw very slowly! 0:21:47.890,0:21:52.470 The ball actually moves at [about] the same[br]speed as the runner. 0:21:52.470,0:21:58.510 [Obviously], this doesn't [make] real sense,[br]um, [and most] Baseball Games tend [to] 0:21:58.510,0:22:01.240 have the ball move much faster [than] the[br]guy [you're] running. 0:22:01.240,0:22:04.890 [But in] a case [like that] when [you're][br]tryin' to, uh -- you [are] throwing the ball 0:22:04.890,0:22:10.130 [and] the guy is running [in] the same direction,[br]there's no way [you're] gonna [get him] out. 0:22:10.130,0:22:14.600 So, as I said, I didn't really play "[Great][br]Baseball" [enough to] master the controls. 0:22:14.600,0:22:18.910 [But it] seems [to] me that calling [it][br]maybe 'Good Baseball' or perhaps even 'Average 0:22:18.910,0:22:20.640 Baseball' [might] be a [bit] more accurate. 0:22:20.640,0:22:26.760 It really just is Nintendo's "Baseball" with,[br]uh, slightly, uh, better graphics. 0:22:26.760,0:22:29.390 # 🎮 Satellite 7 0:22:29.389,0:22:34.640 ♪ "Fantasy Zone Boss Theme" ♪ 0:22:34.640,0:22:49.090 🗓️ Released 1985 December 20[br]💾 Developed by Sega [br]📦 Published by Sega 0:22:49.090,0:22:50.920 Everyone likes Shoot-'em-Ups, right? 0:22:50.920,0:22:54.670 Scrolling Shooter games must [have] been quite[br][popular in] Japan [at] this time. 0:22:54.670,0:22:57.250 There certainly were [enough of] them [released[br]for] the FamiCom. 0:22:57.250,0:23:01.920 So, naturally, Sega chose [to] release [not][br]one but two Shoot-'em-Ups in a row [for] the 0:23:01.920,0:23:03.430 Mark III. 0:23:03.430,0:23:07.250 The boringly titled "Satellite 7" is the[br]first [and] lesser of the two. 0:23:07.250,0:23:09.560 Right off the [bat], here's a problem. 0:23:09.560,0:23:14.370 If you die while a wave of enemies is on[br]the screen, you can respawn [right] in 0:23:14.370,0:23:17.240 the middle of [that] wave (with enemies[br]right on top of you). 0:23:17.240,0:23:20.590 Now this situation captured on video here[br]isn't really that dire. 0:23:20.590,0:23:24.990 But there have been times when I have died[br]and respawned [right] on top of [an] enemy, 0:23:24.990,0:23:26.900 thus getting the dreaded Double Death. 0:23:26.900,0:23:29.760 [And] I've even encountered the Triple Death,[br]on occasion. 0:23:29.760,0:23:34.970 [And], of course, in Shoot-'em-Ups this is[br]really considered [to] be [not] fair. 0:23:34.970,0:23:38.290 In general, though, "Satellite 7" is [just][br]not a very good Shooter. 0:23:38.290,0:23:43.560 [Your] ship (or tank or [whatever] it is)[br]moves sluggishly, [and] the game lacks much 0:23:43.560,0:23:44.560 variety. 0:23:44.560,0:23:48.240 There are [little] power-ups here, uh,[br]which are [gotten] by [collecting] the stars; 0:23:48.240,0:23:51.000 [get enough] of a certain color [and you'll[br]get] a power-up. 0:23:51.000,0:23:53.490 Green, [for] example, makes you [temporarily][br]invincible. 0:23:53.490,0:23:56.970 [I'm not] sure [what] the other stars do. 0:23:56.970,0:23:59.520 I never [actually got around to collecting][br]another color. 0:23:59.520,0:24:04.430 Um... One thing though, in general, we [don't][br]like on [Shoot]-'em-Ups is temporary power-ups. 0:24:04.430,0:24:09.100 I somehow can't imagine [that] the other power-ups[br][are] very spectacular, however. 0:24:09.100,0:24:13.550 "Satellite 7" is clearly modeled after Namco's[br]"Xevious". 0:24:13.550,0:24:19.400 [And] like many of the post-"Xevious"/pre-"Gradius"[br][Shooters, it isn't] really a [lot] of fun. 0:24:19.400,0:24:24.190 The big black borders [and excessively] large[br]sidebar [certainly don't help] much. 0:24:24.190,0:24:27.090 It really gives the game a feeling of, like,[br]one [of] those old computer Shoot-'em-Ups. 0:24:27.090,0:24:30.880 You [also] have bombs [but] they [don't[br]have a very] big blast range. 0:24:30.880,0:24:35.500 [And ya need to get] -- basically be an exact[br]hit when ya use 'em. 0:24:35.500,0:24:36.910 The first boss is [kind] of weird. 0:24:36.910,0:24:40.640 He actually has a counter on [him] that[br]tells me any -- how many more hits ya need 0:24:40.640,0:24:42.040 [to] kill him. 0:24:42.040,0:24:45.790 Unfortunately, once you [get] rid of him,[br]he [doesn't] actually explode [or] do anything 0:24:45.790,0:24:46.790 cool like that. 0:24:46.790,0:24:48.380 He [just sort] of, slinks away. 0:24:48.380,0:24:54.920 Ah. Yeah, there we go. 0:24:54.920,0:24:55.920 That's all there is. 0:24:55.920,0:24:58.470 [Kind] of a shame, really. 0:24:58.470,0:25:03.860 So, while this game has [colorful] graphics[br]which [are pretty] typical [of] the Mark *III, 0:25:03.860,0:25:09.110 nothing in the game (the, uh, backgrounds,[br]enemies, weapons, anything) has any* sorta 0:25:09.110,0:25:10.110 character. 0:25:10.110,0:25:11.270 I'm [not even] really sure [if your] vehicle[br]is [ground]-based [or] air-based. 0:25:11.270,0:25:12.270 [I'm] gonna [have to] call "Satellite 7" a[br][disappointment]. 0:25:12.270,0:25:16.030 [Even] by 1985 standards, [it] was way [behind][br]the times. 0:25:16.029,0:25:22.710 # 🎮 Astro Flash // TransBot // Nuclear[br]Creature 🇧🇷 0:25:22.710,0:25:28.050 ♪ "Fantasy Zone Boss Theme" ♪ 0:25:28.050,0:25:40.320 🗓️ Released 1985 December 22[br]💾 Developed by Sega [br]📦 Published by Sega 0:25:40.321,0:25:41.770 I promised [you] two [Shooters] in a row. 0:25:41.770,0:25:48.240 [And] here's #2 "Astro Flash" (known [as][br]"TransBot" in the U.S. [and for] some reason 0:25:48.240,0:25:50.800 "[Nuclear Creature]" in Brazil). 0:25:50.800,0:25:54.990 Released a mere two days after "Satellite[br]7", it is [certainly the] better title 0:25:54.990,0:25:56.070 of the two. 0:25:56.070,0:26:01.970 [Your] first [impression will probably] be,[br]'Wow! This game looks really nice, much better 0:26:01.970,0:26:04.080 [than] the boring [and] ugly "Satellite 7"!'. 0:26:04.080,0:26:07.520 [And] check out that really awesome parallax[br]scrolling! 0:26:07.520,0:26:12.540 I could be mistaken [but] I don't think[br]we've really seen this impressive a use 0:26:12.540,0:26:15.280 of parallax in a console game [before]. 0:26:15.280,0:26:19.670 [It] really gives the [feeling] of speed [and][br]depth missing in earlier Shoot-'em-Ups [for] 0:26:19.670,0:26:20.760 home systems. 0:26:20.760,0:26:24.670 And additionally, "Astro Flash" even has[br]power-ups! 0:26:24.670,0:26:28.610 Shooting the livvle -- little, uh, delivery[br]van there will cause a Power Orb [to] fall 0:26:28.610,0:26:32.490 out; grabbing the Orb [and hitting your] second[br][button will select] a power-up. 0:26:32.490,0:26:35.270 Now, you [can't] exactly choose your power-ups. 0:26:35.270,0:26:39.270 [It] cycles through the [available] power-ups[br]very, very quickly [and will] stop whenever 0:26:39.270,0:26:42.760 you [hit] the [button], so a [certain amount][br]of luck is involved. 0:26:42.760,0:26:47.340 [Unfortunately], the power-ups [are] all temporary[br]and [will] run [out] of time when the Arm 0:26:47.340,0:26:50.230 Meter goes all the way to the left. 0:26:50.230,0:26:55.300 Also, you can take multiple hits and[br]will [only] lose a life when the Power Meter 0:26:55.300,0:26:57.130 runs out. 0:26:57.130,0:27:01.070 Among the five power-[ups] available are a[br]couple [that will] turn you into a [robot], 0:27:01.070,0:27:02.830 as we've [already] seen. 0:27:02.830,0:27:06.440 Viewers of 'Chrontendo' [will] know [this[br]is already] a [bit] of a video game cliche, 0:27:06.440,0:27:12.070 [with] several FamiCom [titles], uh, featuring[br]robot to, uh -- and ship [transformations], 0:27:12.070,0:27:16.010 starting with, uh, "Formation Z" all the way[br]back in early 1985. 0:27:16.010,0:27:20.620 Now, those Power Orb vans arrive [pretty][br]frequently, so ya really [won't] go too 0:27:20.620,0:27:22.820 long (if [at] all) [without] power-up. 0:27:22.820,0:27:27.700 Here we've reached the second area, which[br]is a more, [ya] know, futuristic type city 0:27:27.700,0:27:30.110 again with [pretty] nice scrolling. 0:27:30.110,0:27:35.580 So, even though this game seems like a vast[br][improvement] over "Satellite 7", it's still 0:27:35.580,0:27:38.820 far from perfect; it's -- it's not exactly[br]"Side Arms...". 0:27:38.820,0:27:44.130 The levels [and] enemies are [pretty] repetitive[br]([and] literally so); this level [will] 0:27:44.130,0:27:45.970 loop infinitely [until] ya destroy one[br][particular] enemy. 0:27:45.970,0:27:50.850 [Unfortunately], this enemy [can only] be[br]destroyed by one [particular] weapon: the 0:27:50.850,0:27:51.850 missiles. 0:27:51.850,0:27:55.010 So, if ya don't have the missiles [and][br]you encounter [it], you'll have [to] repeat 0:27:55.010,0:27:57.530 the entire level [and] try again. 0:27:57.530,0:28:01.190 Obviously, this game [will] piss you off[br][quite] a [bit until] ya figure [it] out. 0:28:01.190,0:28:04.820 Oh, here's one [of] the coolest power-ups,[br][right] here. 0:28:04.820,0:28:09.430 Strangely, the Japanese release has a[br]catalog number of 503, making [it] sequentially 0:28:09.429,0:28:11.150 the third Mark III game. 0:28:11.150,0:28:16.080 However, [it] was [released] after numbers[br]504 [and] -- through 407. 0:28:16.080,0:28:20.260 So, [Mark] III games weren't always [released][br]in numerical order. 0:28:20.260,0:28:24.740 [It] was given a U.S. [release in] 1986[br](unlike "Satellite 7"), [but] under the 0:28:24.740,0:28:29.400 name "TransBot" with a Transformer-like [robot][br]on the cover (obviously [an] attempt to 0:28:29.400,0:28:31.970 cash in on the popular toy line). 0:28:31.970,0:28:37.220 And as a weird coda [to] all this, in[br][1986] Sega [released an] Arcade version 0:28:37.220,0:28:42.330 of "Astro Flash", this time known [in] the[br]U.S. [as] simply "Transformer". 0:28:42.330,0:28:48.150 For the Arcade version, the whole, uh, 'shooting[br]the [supply] ships' has been eliminated. 0:28:48.150,0:28:53.290 And you [can] simply transform back [and forth[br]between] a jet and a robot [at] will, thus 0:28:53.290,0:28:55.010 giving [it] a "Formation Z"-[like] quality. 0:28:55.010,0:29:00.630 Unfortunately, the Arcade game isn't really[br][that] much better than the console version, 0:29:00.630,0:29:03.880 as far [as] I [can] tell. 0:29:03.880,0:29:06.580 # 🎮 F-16 Fighting Falcon // F-16 Fighter 0:29:06.580,0:29:08.750 ♪ "Fantasy Zone Boss Theme" ♪ 0:29:08.750,0:29:15.240 🗓️ Released 1985 December 22[br]💾 Developed by Nexa | Sega [br]📦 Published by Sega 0:29:15.240,0:29:20.970 [As] we approach the end of 1985 we have[br]another Shooter of sorts "F-16 Fighting 0:29:20.970,0:29:21.970 Falcon". 0:29:21.970,0:29:25.090 [Note] the name Nexa in the credits. 0:29:25.090,0:29:29.240 This was [released] in Europe as "F-16 Fighter". 0:29:29.240,0:29:35.130 You [can] choose [the difficulty] level, [right][br]off the bat, by the number [of] enemy [fighters]. 0:29:35.130,0:29:39.290 Once the game starts, you [might] be [surprised][br]by the rather unimpressive graphics. 0:29:39.290,0:29:42.980 This [definitely] looks a few generations[br]older [than] the Mark III. 0:29:42.980,0:29:48.820 This [definitely] has the [most limited] color[br]palette we've seen for the System III, uh, 0:29:48.820,0:29:52.520 black, white, two shades of blue, green, red,[br][and] yellow. 0:29:52.520,0:29:56.250 If this doesn't look like the typical Sega[br]game, well, it's not. 0:29:56.250,0:29:59.740 [This is] actually the [first] Mark III release[br]not developed by Sega. 0:29:59.740,0:30:03.520 ([Oops], I [just got] myself blown [up immediately],[br]there. 0:30:03.520,0:30:05.480 I scored zero points.) 0:30:05.480,0:30:10.560 This game was [developed] by Nexa (though[br]Sega [presumably ported] the game). 0:30:10.559,0:30:17.630 "F-16 Fighter" is the [port] of a 1984 M.S.X.[br]Jet [Fighter] Simulation game. 0:30:17.630,0:30:21.600 This version looks almost [exactly like][br]the M.S.X. version. 0:30:21.600,0:30:27.040 Nexa was an American company, uh, [that][br]released a few games [in] the mid-'80s [and] 0:30:27.040,0:30:32.610 was founded by the noted Silicon Valley[br]personality, Gilman Louie, - a fellow who 0:30:32.610,0:30:35.860 is, quite frankly, more [interesting] than[br]this game. 0:30:35.860,0:30:39.050 As you saw there, I [just] blew up [one of][br]the [enemy fighters] with my missiles. 0:30:39.050,0:30:44.350 You [have] two forms of weapons here, missiles[br]or the 20 millimeter machine gun. 0:30:44.350,0:30:47.370 As you [can] see by the [little] readout there[br]on the left-hand side I currently have the 0:30:47.370,0:30:49.380 gun selected. 0:30:49.380,0:30:54.480 Louie seemed [to] specialize in F-16 Simulation[br]Games and, uh, r... -- actually ran a few 0:30:54.480,0:30:59.120 different video game companies, [including][br]one called Spectrum HoloByte. 0:30:59.120,0:31:02.090 While [with] them, Louie [secured] the U.S.[br]rights [for] an obscure Russian video game 0:31:02.090,0:31:03.090 called "Tetris". 0:31:03.090,0:31:06.180 I assume he made some money off of that. 0:31:06.180,0:31:11.000 He's nowadays more known as a financier[br][and] actually does investment work for the 0:31:11.000,0:31:12.520 C.I.A.. 0:31:12.520,0:31:17.610 As for "F-16 [Fighting] Falcon", well, like[br]a [lot] of Aircraft Simulation Games, [it] 0:31:17.610,0:31:20.880 has [an] overly-complicated display [and][br]controls. 0:31:20.880,0:31:24.740 In fact, you actually have [to] use two game[br]controllers. 0:31:24.740,0:31:29.620 The D-Pad on the one controls [your] speed,[br][and] the D-Pad on the other controls your 0:31:29.620,0:31:32.560 direction [and] then the [buttons] do various[br]things. 0:31:32.560,0:31:37.360 The main challenge of this game is to, [sort][br]of, master the, uh, complicated controls and 0:31:37.360,0:31:39.640 figure [out] how to actually use 'em [to shoot][br]things down. 0:31:39.640,0:31:45.290 [I'm] trying to right now, uh, speed up [and][br]catch [that] guy, [right] there. 0:31:45.290,0:31:50.780 I suppose [that aircraft] freaks [might enjoy][br]this, [sort] of, thing, [but] probably [everybody] 0:31:50.780,0:31:53.170 else [will] find [it] a [little bit] boring. 0:31:53.170,0:31:56.180 some [reason, I just can't] seem to[br]lock on... 0:31:56.179,0:31:57.180 There [we] go. 0:31:57.179,0:32:01.820 Um... [The fact that] Nexa was the first third-party[br]developed game [for] the Mark III indicates 0:32:01.820,0:32:06.420 what a major lock Nintendo had on the video[br]game developers [and] how far afield Sega 0:32:06.420,0:32:09.360 had [to] go [in order to find] companies willing[br][to] work with 'em. 0:32:09.360,0:32:12.320 # 🎮 Great Tennis // Super Tennis 0:32:12.320,0:32:15.280 ♪ "Fantasy Zone Boss Theme" ♪ 0:32:15.280,0:32:23.410 🗓️ Released 1985 December 22[br]💾 Developed by Sega [br]📦 Published by Sega 0:32:23.410,0:32:30.020 "Astro Flash", "F-[16] Fighting Falcon", [and][br]this game, "Great Tennis", were all [released] 0:32:30.020,0:32:31.060 on December 22nd. 0:32:31.060,0:32:34.810 [And] this will [conclude] 1985 for the Mark[br]III. 0:32:34.809,0:32:38.970 So far, Sega seems be taking the same[br]path as Nintendo did when [it released] 0:32:38.970,0:32:41.380 the FamiCom [in] 1983. 0:32:41.380,0:32:45.250 A few Arcade ports, some Sports Games, a few[br][original titles]. 0:32:45.250,0:32:49.470 I earlier remarked on the [similarity] of[br]"[Great] Baseball" to Nintendo's early 0:32:49.470,0:32:50.470 "Baseball" game. 0:32:50.470,0:32:52.850 [And] the same holds true for "Great Tennis". 0:32:52.850,0:32:55.990 It's really [just] Nintendo's "Tennis" [with[br]brighter] colors. 0:32:55.990,0:32:59.050 Now, there seems [to] be some confusion over[br]the name. 0:32:59.049,0:33:03.380 The box says "Great Tennis" [and] the screen[br]says "Super Tennis". 0:33:03.380,0:33:07.500 In the U.S. [and] Europe, this game was [released[br]later] as "Super Tennis". 0:33:07.500,0:33:13.260 Just like the old Nintendo "Tennis" game,[br][it] doesn't really advance on the gameplay 0:33:13.260,0:33:15.800 of the old Atari 2600 "Tennis" game. 0:33:15.800,0:33:19.590 Run [up to] the ball [and] press the [button[br]to] swing the racket. 0:33:19.590,0:33:23.180 I [didn't] really care for [the] Nintendo[br]game [and] I [don't] really [like] this one 0:33:23.179,0:33:28.710 either, [mostly] due [to] the controls seeming[br][just] a [little] off. 0:33:28.710,0:33:33.780 First of all, serving can be difficult, the[br]ball [frequently] either hits the net or 0:33:33.780,0:33:36.360 [lands just past] the service line. 0:33:36.360,0:33:41.780 I've [actually] lost entire games [strictly][br]through [hitting] too [many] faults. 0:33:41.780,0:33:47.480 However, once ya [get] the ball in play,[br]"[Great] Tennis" [doesn't] really seem [that] 0:33:47.480,0:33:51.090 bad, even though the hit detection sometimes[br][is] a [little] wrong. 0:33:51.090,0:33:55.730 At times the game seems [very] generous[br]as you [hit] balls that seem outside your 0:33:55.730,0:33:57.120 racket's range. 0:33:57.120,0:34:02.650 Other times the ball seems [to] pass [right][br]through [your] racket. 0:34:02.650,0:34:07.020 One thing [that's, uh, a little bit] of concern[br][while] playing this game is [your opponent] 0:34:07.020,0:34:08.020 there. 0:34:08.020,0:34:10.030 Uh... [What exactly] is he wearing? 0:34:10.030,0:34:13.690 [While] you seem [to] be having s... -- your[br][sort of] standard Tennis shorts, he seems 0:34:13.690,0:34:18.140 be wearing some kind of bikini brief[br]bottoms. 0:34:18.139,0:34:24.070 Like a [lot] of early Mark III titles, Sega[br]seems to [have, sort] of, phoned this one 0:34:24.069,0:34:25.070 in. 0:34:25.069,0:34:30.090 Nintendo's "Tennis" [seemed pretty] impressive[br]in 1983 but by [late] 1985 a game [like] 0:34:30.089,0:34:33.670 this would seem a [little behind] the times. 0:34:33.669,0:34:37.190 Sega may be suffering from the same problem[br]Nin(h... --)tendo had [in] the early [days 0:34:37.191,0:34:41.660 of] the FamiCom; they had [to] develop every[br]single title themselves. 0:34:41.659,0:34:46.590 Fortunately for Nintendo, they quickly[br]picked up a [lot] of third-party developers 0:34:46.590,0:34:47.990 [and] publishers [for] the FamiCom. 0:34:47.990,0:34:52.870 Sega would [not] be so lucky. 0:34:52.870,0:34:56.200 So, 1985 [hasn't] really been [that successful[br]for] the Mark III. 0:34:56.200,0:35:00.840 The [only] really game I [can] recommend [without][br]any reservations is "Hang-On". 0:35:00.840,0:35:03.410 "Astro Flash" is [not that] bad. 0:35:03.410,0:35:06.640 Uh... The other games all seem... (well,[br]"...[Pit Pot]", I guess, has its moments). 0:35:06.640,0:35:10.940 [But for] the [most] part, [not] a [lot of[br]great] games for the Mark III. 0:35:10.940,0:35:13.550 Hopefully 1986 [we'll] see better luck. 0:35:13.549,0:35:16.460 # 🗨️ The First Year of S.G.-1000 Mark[br]III 0:35:16.460,0:35:20.230 In 1986 (the Mark III's first full year) a[br]mere 16 titles [were released in] Japan, 0:35:20.230,0:35:24.540 again, all [published] by Sega, due mostly[br][to] Nintendo's, uh, having pretty much every 0:35:24.540,0:35:27.890 major Japanese publisher [and] developer in[br]their corner. 0:35:27.890,0:35:32.510 Still, Sega did take a step [forward][br]by ditching the Sega Card format [and releasing] 0:35:32.510,0:35:37.320 games in the Cartridge format, (most [of][br]which held one megabit, [at] this time). 0:35:37.320,0:35:41.810 [In] June, Sega released the Sega Master System[br][in] the U.S., though [we'll discuss that] 0:35:41.810,0:35:43.590 more next time. 0:35:43.590,0:35:47.950 # 🎮 Seishun Scandal // My Hero 0:35:47.950,0:35:52.320 ♪ "Fantasy Zone Boss Theme" ♪ 0:35:52.320,0:35:59.980 🗓️ Released 1986 January 31[br]💾 Developed by Coreland | Sega [br]📦 Published by Sega 0:35:59.980,0:36:02.210 1986 kicks off slowly, [but it] does with[br]another Arcade port; this time it's "Seishun 0:36:02.210,0:36:04.370 Scandal" (or 'Youth Scandal'). 0:36:04.370,0:36:07.660 This is, sort of, very early Beat-'em-Up[br]- rather curious [little title]. 0:36:07.660,0:36:12.970 [It] was originally a 1985 Arcade game,[br]in which you travel across town [to] rescue 0:36:12.970,0:36:16.350 [your] girlfriend who [was kidnapped] by[br]some thugs. 0:36:16.350,0:36:17.800 In the U.S. [it] was known [as] "My Hero". 0:36:17.800,0:36:19.900 Here is the Arcade version here. 0:36:19.900,0:36:24.980 [Pretty] much the same [plot as pretty] much,[br]well, every Beat-'em-Up, going [back to] "[Spartan] 0:36:24.980,0:36:25.980 X"/"Kung-Fu Master". 0:36:25.980,0:36:31.530 The Arcade game was released by Sega but[br][developed] by a company [called] Coreland. 0:36:31.530,0:36:35.840 Coreland was later bought out by Bandai[br]in the late 1980s, [and] their name was 0:36:35.840,0:36:36.840 [changed] to Banpresto. 0:36:36.840,0:36:40.840 Nowadays they do g... -- a lot of games based[br]on [licensed] properties. 0:36:40.840,0:36:44.180 Here we are [back] to the Mark III version. 0:36:44.180,0:36:48.680 [While] the Arcade game was a decent [little][br]time waster, the Mark III port ([presumably 0:36:48.680,0:36:52.010 ported] by Sega [themselves]) is a whole[br]'nother story. 0:36:52.010,0:36:57.330 While it superficially looks very [similar,[br]it] plays very differently. 0:36:57.330,0:37:01.660 As you may have noticed from the gameplay,[br]uh, video here, [it] is impossibly [difficult 0:37:01.660,0:37:03.020 and] you [will] keep dying. 0:37:03.020,0:37:06.070 There [are often] a [lot] of enemies [on][br]the screen [at] once. 0:37:06.070,0:37:09.610 In the Arcade game you [can] just tear right[br]through them quite easily [with your punches 0:37:09.609,0:37:12.650 or] kicks (quite similar to "Kung-Fu Master"). 0:37:12.650,0:37:15.660 In the home version, there seems be[br]some [sort] of, like, [little] lag whenever 0:37:15.660,0:37:18.620 you attack [and it] requires much more precision. 0:37:18.620,0:37:24.300 You'll [frequently find] yourselves being[br][hit] by the enemies [before] you [can 0:37:24.300,0:37:26.210 hit] them. 0:37:26.210,0:37:27.440 As a [result], "Seishun Scandal"... 0:37:27.440,0:37:31.230 (Well, we just saw [it right] there; [I][br]walked up [to] the guy [and], 'Bam!', he [just 0:37:31.230,0:37:32.230 knocked] me out.) 0:37:32.230,0:37:36.210 The game really is, uh, a bit of a drag[br]and, uh, even playing through... 0:37:36.210,0:37:38.540 (See? There's another cheap death [right][br]there. 0:37:38.540,0:37:42.680 [Right] as I walked up [to] the guy [and hit][br]him, he threw a [little] mine up in the 0:37:42.680,0:37:43.700 air [that hit] me [and] killed me. 0:37:43.700,0:37:44.780 [That's really] hardly fair.) 0:37:44.780,0:37:47.810 [Well], the Arcade version actually has[br]three [different] levels. 0:37:47.810,0:37:52.170 There's a second one; third one have like[br]a Historical theme [and], like, a Science 0:37:52.170,0:37:53.170 Fiction theme. 0:37:53.170,0:37:54.590 The Mark III version [just]... 0:37:54.590,0:37:57.910 (Again, uh, the platforming is a [little][br]strange; [it looked like] I, [sort] of, jumped 0:37:57.910,0:38:01.080 [right] through, uh, [that little platform][br]there.) 0:38:01.080,0:38:04.010 [In] the U.S., this was [released] as, uh,[br]"My Hero". 0:38:04.010,0:38:07.680 Unfortunately, they [changed] the [title][br]screen [but] nothing else; it doesn't actually 0:38:07.680,0:38:09.670 play any better [than] the Mark III version. 0:38:09.670,0:38:14.100 And, as [I] was mentioning, the, uh -- the[br]home version [only] has one level basically 0:38:14.100,0:38:16.360 [that, sort] of, [repeats] over [and] over[br]again. 0:38:16.359,0:38:20.470 So, unfortunately, "My Hero" - [while] it's[br]nice see Sega doing another Arcade 0:38:20.470,0:38:23.800 port this game is [pretty] unplayable. 0:38:23.800,0:38:27.260 # 🎮 Comical Machine Gun Joe 0:38:27.260,0:38:30.720 ♪ "Fantasy Zone Boss Theme" ♪ 0:38:30.720,0:38:40.230 🗓️ Released 1986 April 21[br]💾 Developed by Sega [br]📦 Published by Sega 0:38:40.230,0:38:44.810 Next up is a Sega-[developed original title[br]for the] Mark III, "Machine Gun Joe" (or 0:38:44.810,0:38:48.570 "Comical Machine Gun Joe", as [it] is sometimes[br]called). 0:38:48.570,0:38:51.750 Video game publishers seem take a [little][br]break after [the] busy holiday season, [at] 0:38:51.750,0:38:53.760 least [in] terms of their release schedule. 0:38:53.760,0:38:58.490 Sega [is] no exception; "Machine Gun Joe"[br]came out over four [and] a half [months into] 0:38:58.490,0:38:59.490 the year. 0:38:59.490,0:39:04.090 "Machine Gun Joe" is [not] a bad [title][br]- very simple [but an improvement] over 0:39:04.090,0:39:05.230 "Seishun Scandal". 0:39:05.230,0:39:08.600 You play this [cute little] gangster guy[br][that] everyone wants [to] kill. 0:39:08.600,0:39:12.420 [Just as], uh, "Seishun Scandal" predated[br]games like "Renegade" "Double Dragon", 0:39:12.420,0:39:15.760 "Machine Gun Joe" [predated] "Cabal" by[br]two years. 0:39:15.760,0:39:19.450 [Your] character moves left [and] right along[br]the [bottom of the] screen shooting enemies 0:39:19.450,0:39:20.450 [in] the background. 0:39:20.450,0:39:24.130 (Though, if ya think about [it], this[br]style of game is [really just an updated] 0:39:24.130,0:39:26.540 variation on "Space [Invaders]".) 0:39:26.540,0:39:33.230 Joe [can] fire [in] five directions: straight[br]up, left, and right, as well [as] a 45 degree 0:39:33.230,0:39:34.230 angle. 0:39:34.230,0:39:37.250 [At] the end of every level you encounter[br]one [of] these fast moving bosses. 0:39:37.250,0:39:40.920 He's [either] this guy [in] red or a Japanese[br]schoolgirl. 0:39:40.920,0:39:45.580 [Ya do have] a power-up in the form of [br]Red [Hat that] allows you [to shoot] faster. 0:39:45.580,0:39:49.460 There [are] pigs [that will drop] bombs[br]which [can] clear [the] screen [of] enemies. 0:39:49.460,0:39:54.000 [And like] couple other Sega games, "Teddy[br]Boy Blues" and "Seishun Scandal" (the Arcade 0:39:54.000,0:39:58.560 version), enemies [don't] die [but] rather[br][shrink] down [into] li'l versions of themselves. 0:39:58.560,0:40:02.710 [These little] enemies [are not completely][br]harmless; they [can] attach themselves 0:40:02.710,0:40:05.350 [to] your sides [and] slow ya down. 0:40:05.350,0:40:09.350 As you may [have] noticed, there [is] a [pretty][br]healthy dose [of] nonsense in "Machine Gun 0:40:09.350,0:40:10.350 Joe". 0:40:10.350,0:40:13.210 I guess [that's] why the guy in game[br]is called "Comical Machine Gun Joe". 0:40:13.210,0:40:16.920 Aside from oddball enemies [like] pigs [and][br]spiders [the] levels have, oh, um -- [get] 0:40:16.920,0:40:19.930 a [little] weird [as] the game progresses. 0:40:19.930,0:40:23.300 The harbor seems like a [natural enough] place[br][for] gangsters [to] hang [out, but eventually 0:40:23.300,0:40:28.120 ya] move on [to] this graveyard, [and] then[br]to a fairy tale like [forest] setting. 0:40:28.120,0:40:33.210 So, "Machine Gun Joe" is [an] example[br]of the Japanese humor game aesthetic. 0:40:33.210,0:40:38.590 Uh... Sort of, mixes inappropriate objects[br]together [in weird] random ways. 0:40:38.590,0:40:42.690 Other examples would be "Twinbee" or the 'Parodius'[br]series. 0:40:42.690,0:40:48.240 Either way, it's certainly nice [to] see Sega[br]come up [with] something a [little] different 0:40:48.240,0:40:50.960 [and] unusual for the Mark III. 0:40:50.960,0:40:53.190 # 🎮 Ghost House 0:40:53.190,0:40:57.650 ♪ "Fantasy Zone Boss Theme" ♪ 0:40:57.650,0:41:09.910 🗓️ Released 1986 April 21[br]💾 Developed by Sega [br]📦 Published by Sega 0:41:09.910,0:41:16.590 Next up is another Mark III original,[br]the unimaginatively titled "Ghost House". 0:41:16.590,0:41:20.860 As ya [might] guess it's a [Horror]-themed[br]game in which you traipse [your] way through 0:41:20.860,0:41:25.350 a monster-filled mansion [with] the intent[br][to] find [and] kill Dracula. 0:41:25.350,0:41:30.240 If [that] sounds like some other better[br]game from Konami, well, the idea is similar, 0:41:30.240,0:41:32.530 [but] the execution couldn't be more different. 0:41:32.530,0:41:37.030 "Ghost House" did come [out] a few months[br][before] "Castlevania", so [it] gets points 0:41:37.030,0:41:39.570 [for] being first [at] least but certainly[br]not [better]. 0:41:39.570,0:41:43.470 "Ghost House" is, uh, more of [an] old-school[br]Platformer. 0:41:43.470,0:41:49.100 Kinda reminds me of "Mappy" or games of [that][br]ilk, but [with] some newer gaming [elements] 0:41:49.099,0:41:50.100 added in. 0:41:50.099,0:41:54.530 [For] example, you [can] punch monsters as[br]they approach you or you [can] kill [them] 0:41:54.530,0:41:55.530 by jumping on them. 0:41:55.530,0:42:01.180 You have a Life Bar (not too common at this[br]time), Health Refill items, a weapon upgrade, 0:42:01.180,0:42:02.590 [and] a few other tricks. 0:42:02.590,0:42:04.960 Despite all this, the game does feel [decidedly][br]old-fashioned. 0:42:04.960,0:42:10.390 The object is simply to survive long[br]enough to [find] Dracula's casket. 0:42:10.390,0:42:16.200 Um... Or rather [to find] the real Dracula,[br]as he apparently employs Dracula lookalikes 0:42:16.200,0:42:17.600 as decoys. 0:42:17.600,0:42:21.130 Once you've killed all the vampires, [ya][br]move on [to] Stage 2 [and] so on. 0:42:21.130,0:42:25.450 Here's one [of] the caskets [right] here [and][br]Dracula has emerged; he's [that] rather large 0:42:25.450,0:42:26.720 bat [floating] around. 0:42:26.720,0:42:30.910 [Any] time you touch a casket, [he'll[br]rise out and] attack you. 0:42:30.910,0:42:35.720 He [spends most of his] time in [bat][br]form [but] occasionally, uh, goes down [into] 0:42:35.720,0:42:39.320 a human form [or] vampire form, as you see[br]there. 0:42:39.320,0:42:43.820 [Hitting him enough] times [will] kill him[br]but usually you take some damage yourself 0:42:43.820,0:42:45.040 [upon] making contact. 0:42:45.040,0:42:49.910 Now, [at] last, I understand how smart Simon[br][Belmont] was to, uh, take [that] weapon 0:42:49.910,0:42:51.270 with [him]. 0:42:51.270,0:42:56.350 There's various other monsters in the mansion,[br]uh, including (well, let's see, uh) blue ghosts, 0:42:56.349,0:43:01.450 lots [and] lots [of] bats, fire breathing[br]trolls of some sort (um, all [of] which [are] 0:43:01.450,0:43:05.190 pretty annoying and, uh, [can] be [kind] of[br]a pain [to] kill). 0:43:05.190,0:43:10.640 However, you do have a, uh, rather nice[br](though highly unlogical) trick [that] you 0:43:10.640,0:43:11.640 [can] use. 0:43:11.640,0:43:14.480 Jumping up [and hitting] a [light] bulb[br][will], uh -- with [your] head [will] cause 0:43:14.480,0:43:16.760 all the [monsters to] freeze [for] a few[br]moments. 0:43:16.760,0:43:19.890 Oh, yes, [and] there's the, uh, key you need[br][to] actually open [up the] caskets. 0:43:19.890,0:43:20.890 Here comes another one. 0:43:20.890,0:43:24.590 As I mentioned, uh, [hitting the light][br]bulb [will] cause [everyone to] freeze. 0:43:24.590,0:43:29.470 You [can] then walk up [to] the stationary[br]Dracula [and pretty] much, uh, [hit] him 0:43:29.470,0:43:31.180 to his heart's c... uh -- [your] heart's content. 0:43:31.180,0:43:34.420 And, uh, hopefully kill him [without] taking[br]v... -- very much damage. 0:43:34.420,0:43:40.410 So, uh, "Ghost House" is full [of] weird[br][little] nonsensical things, uh, such [as], 0:43:40.410,0:43:43.640 uh, jumping in [front] of one [of] the candle[br]holders [will] cause him [to] throw a knife 0:43:43.640,0:43:44.640 [at] you. 0:43:44.640,0:43:49.010 Uh... [But] if you jump [and] land on[br]the knife, you [can] then use [it] as a weapon. 0:43:49.010,0:43:52.030 [Just like] a real knife, you [can only][br]stab [someone with it] a few times before 0:43:52.030,0:43:53.320 it simply disappears. 0:43:53.320,0:43:57.920 Oh yes! And you [can only] use the [light][br]bulb trick a few times each level [before 0:43:57.920,0:43:59.020 it] stops working. 0:43:59.020,0:44:04.320 So, "[Ghost] House" is a reasonably well[br]presented game [and] can be fun [at] times. 0:44:04.320,0:44:09.630 (Oh, as you [can] see here, the, uh, reason[br]his [bat] form he can be rather difficult 0:44:09.630,0:44:16.460 [to] kill, as [he] keeps whacking you over[br][and] over again.) 0:44:16.460,0:44:20.520 Now, one thing I [don't] like about the[br]game is the fact [that], even though you 0:44:20.520,0:44:23.420 [can] jump, you can't really seem [to][br]jump over much. 0:44:23.420,0:44:28.370 The bats move up [and] down while flying,[br][kind] of like the Medusa Heads [in] "Castlevania". 0:44:28.369,0:44:33.330 My first instinct is [to] try to jump over[br]them [but] this generally does [not] work 0:44:33.330,0:44:35.650 [and] ya do [get hit] frequently in this[br]game. 0:44:35.650,0:44:37.980 [It's], more [or] less, unavoidable. 0:44:37.980,0:44:42.570 Luckily, [your] health decreases [pretty][br]slowly and there're Health Refills all over. 0:44:42.570,0:44:43.700 Still, getting hit [in] this game [kind][br]of pisses me off. 0:44:43.700,0:44:44.700 So, I guess "Ghost House" [is a] halfway[br][point between] "Mappy" [and] "Castlevania". 0:44:44.700,0:44:46.220 [I never thought I'd] be saying [that about][br]a game, but here [it] is. 0:44:46.220,0:44:47.220 # 🎮 Fantasy Zone 0:44:47.220,0:44:48.770 ♪ "Fantasy Zone Boss Theme" ♪ 0:44:48.770,0:45:00.140 🗓️ Released 1986 June 15[br]💾 Developed by Sega [br]📦 Published by Sega 0:45:00.140,0:45:21.940 So far, 1987 [hasn't] been too impressive[br][for] the Mark III [but] all [that's] about 0:45:21.940,0:45:25.970 [to] change [with] this release - the[br]fun frantic [Cute]-'em-Up, "[Fantasy] 0:45:25.970,0:45:26.970 Zone". 0:45:26.970,0:45:31.770 "[Fantasy] Zone" is a [port] of Sega's Arcade[br]game, which was relatively new [at] this 0:45:31.770,0:45:32.770 time. 0:45:32.770,0:45:37.250 [It] actually [hit] arcades in March;[br]the Mark III version was released in June. 0:45:37.250,0:45:39.900 In "[Fantasy] Zone", your ship is Opa-Opa. 0:45:39.900,0:45:45.710 You must destroy a series of enemy spawning[br]bases using [your] twin laser beams or 0:45:45.710,0:45:46.810 bombs. 0:45:46.810,0:45:49.590 The premise is [really not that] far off[br]from "Teddy Boy Blues". 0:45:49.590,0:45:51.810 Here's the Arcade version here. 0:45:51.810,0:45:57.180 [It] has fantastic presentation, awesome[br]music, multi-layered backgrounds, huge bosses 0:45:57.180,0:46:02.430 - really everything you [could] want in[br]a [Shoot]-'em-Up [of this] era. 0:46:02.430,0:46:07.790 The Mark III version has obviously been[br]graphically downgraded. 0:46:07.790,0:46:11.930 The [limited], uh, [vertical] scrolling found[br](as you [can] see here) in the original 0:46:11.930,0:46:12.990 version has been eliminated. 0:46:12.990,0:46:16.430 Here's the [first] boss [from] the Arcade[br]version. 0:46:16.430,0:46:21.630 Again, fantastic music. 0:46:21.630,0:46:27.040 One thing [about "Fantasy] Zone" [is that[br]it] lets you buy [items from] shops. 0:46:27.040,0:46:30.820 You [collect] gold coins throughout the[br]game [and can] then buy various upgrades [to 0:46:30.820,0:46:32.780 your] engines [which will] make [you] faster. 0:46:32.780,0:46:36.210 Various sorts of weapons, more powerful bombs,[br]even extra [lives], which [obviously] 0:46:36.210,0:46:40.220 come in [quite] handy as the [game] is, uh,[br][quite] difficult. 0:46:40.220,0:46:44.440 Now "[Fantasy] Zone" somehow [managed to[br]get] away with breaking a [lot of] the [cardinal] 0:46:44.440,0:46:45.440 rules of [Shoot]-'em-Ups. 0:46:45.440,0:46:47.640 [For] example, the weapons are all temporary. 0:46:47.640,0:46:50.650 As you [can] see, my wide beam [just] ran[br][out] there. 0:46:50.650,0:46:52.140 They [only last about] 15 seconds. 0:46:52.140,0:46:55.300 Of course [most of them are] so powerful[br]that they would [sort] of [break] the game 0:46:55.300,0:46:57.810 if you [could] use [them until] ya die. 0:46:57.810,0:47:00.010 Odd [that], uh, "[Fantasy Zone]" came out... 0:47:00.010,0:47:04.740 (Ah! Here's the 7 Way [Shot] - far [and] away[br]the [most powerful], uh, laser in the game.) 0:47:04.740,0:47:08.420 [It's interesting that] this game came [out[br]right around] the same time (uh, [at least] 0:47:08.420,0:47:12.490 the Arcade version) as "...Legend of Zelda"[br][and] both, sort of, feature the ability to 0:47:12.490,0:47:17.860 buy [items in] shops - [sort] of an R.P.G.[br]style idea that, uh, became increasingly popular 0:47:17.859,0:47:20.090 [as] time [went] by. 0:47:20.090,0:47:24.490 Now, prior [to] this game, all [of] the[br]Mark III games had been [released] in the 0:47:24.490,0:47:25.790 Sega My Card format. 0:47:25.790,0:47:28.950 "[Fantasy] Zone" [is the] first cartridge[br][for] the system. 0:47:28.950,0:47:34.270 The carts [can] hold more than the My Cards;[br]"[Fantasy Zone]" was 1 Megabit (uh, [pretty] 0:47:34.270,0:47:35.630 impressive in those days). 0:47:35.630,0:47:39.920 Sega would release a couple more of the[br]My Cards after this, [but] they were phased 0:47:39.920,0:47:42.250 [out pretty] quickly. 0:47:42.250,0:47:46.640 As I was mentioning, this game is [not][br]quite as impressive-looking as the Arcade 0:47:46.641,0:47:51.460 version, [but it] certainly has the very[br]wonderful [bright] colors of "Fantasy Zone". 0:47:51.460,0:47:55.150 One thing [that] was changed [is] the[br]bosses now all have separate screens; you 0:47:55.150,0:47:56.960 [don't fight them] on the main level. 0:47:56.960,0:48:02.230 This guy here you have to, uh, [shoot] the[br][little] three [orbiting] planets out through 0:48:02.230,0:48:04.950 the spaces in the outer ring of planets[br]there. 0:48:04.950,0:48:08.060 Uh... [These -- All these] bosses don't look[br]that difficult ([they] seem like the idea 0:48:08.060,0:48:11.940 of, uh, killing 'em is [pretty] simple) but[br][the] thing is, they all have time limits. 0:48:11.940,0:48:16.770 If [ya don't] kill [them] quickly enough,[br]they will [start] moving [around] the screen 0:48:16.770,0:48:19.410 towards you and, uh, kill you actually[br][pretty] quickly. 0:48:19.410,0:48:24.290 [So, you're, sort] of, frantically tryin'[br]to, uh, get these guys [as] quickly [as] 0:48:24.290,0:48:25.290 possible. 0:48:25.290,0:48:27.200 Using power-ups [during] the boss fights can[br]be helpful. 0:48:27.200,0:48:32.070 [Now, one thing about "Fantasy Zone": it][br]looks cute, but [it] is tough; it can 0:48:32.070,0:48:33.370 be very tough [at] times. 0:48:33.369,0:48:35.210 Enemies [will often] materialize [out] of[br]nowhere. 0:48:35.210,0:48:37.720 Like these guys which are [incredibly] ni...[br][annoying]. 0:48:37.720,0:48:41.650 They actually, uh, try [to] close in on[br]you as [you] move left [and right]. 0:48:41.650,0:48:45.140 [And] they follow you [so] you have [to][br]quickly dash [between them]. 0:48:45.140,0:48:50.780 I've probably lost more lives those [li'l][br]orange things [than] any other enemy in the 0:48:50.780,0:48:51.780 game. 0:48:51.780,0:48:55.250 In fact, enemies following you around [and][br]tryin' to ram [your] ship [are actually 0:48:55.250,0:48:56.250 pretty] common. 0:48:56.250,0:49:00.530 I said this game breaks a [lot] of [Shoot]-'em-Up[br]rules [but] somehow [manages to get] away 0:49:00.530,0:49:01.530 [with it]. 0:49:01.530,0:49:03.790 Even though the game is hard, [it doesn't][br]really seem 'cheap'. 0:49:03.790,0:49:07.680 [Despite] the [fact that] enemies [will[br]occasionally] follow [you] around, speed up, 0:49:07.680,0:49:11.290 [and] then ram you [while your] back [is][br]turned. 0:49:11.290,0:49:14.650 So, in conclusion, "[Fantasy] Zone" is [pretty][br]awesome - [definitely] the [best] game [of] 0:49:14.650,0:49:15.700 the Mark III so far. 0:49:15.700,0:49:18.620 [And] probably [the best] [Shoot]-'em-Up on[br]a home [console system], so far. 0:49:18.620,0:49:22.250 [Despite] many [Shoot]-'em-Ups being, uh,[br][released for the] FamiCom, uh, they were 0:49:22.250,0:49:25.740 [not] very good ("TwinBee" meebe -- maybe[br]being the best so far). 0:49:25.740,0:49:28.990 [Definitely] an early high [watermark] for[br]the system. 0:49:28.990,0:49:33.080 # 🎮 Gokuaku Doumei Dump Matsumoto // Pro[br]Wrestling 0:49:33.079,0:49:35.810 ♪ "Fantasy Zone Boss Theme" ♪ 0:49:35.810,0:49:43.310 🗓️ Released 1986 July 20[br]💾 Developed by Sega [br]📦 Published by Sega 0:49:43.310,0:49:48.150 [1986] is halfway over [and] there really[br][haven't] been many Mark III games [released] 0:49:48.150,0:49:49.150 yet. 0:49:49.150,0:49:50.880 We're almost ready [to] wrap up this episode. 0:49:50.880,0:49:57.430 [But] first here's Mark III's Wrestling[br]Game, "Gokuaku Doumei Dump Matsumoto" released 0:49:57.431,0:50:00.630 in the U.S. under the more [generic title][br]of "Pro Wrestling". 0:50:00.630,0:50:06.500 Unlike most other Wrestling Games, "Gokuaka[br]Doumei..." is a female Wrestling Game (ladies 0:50:06.500,0:50:08.710 wrestling being [quite popular in] Japan,[br][at] this time). 0:50:08.710,0:50:14.830 [It's also a port of] this Sega Arcade game[br]called [just] "Dump Matsumoto" (or "Body 0:50:14.830,0:50:16.880 Slam" in the U.S.) 0:50:16.880,0:50:19.460 This was ([just] like "[Fantasy] Zone")[br]a new game! 0:50:19.460,0:50:23.910 I wonder [if] Sega [wasn't] developing, uh,[br]Arcade games and their Mark III ports [in] 0:50:23.910,0:50:25.910 tandem, [at] this point. 0:50:25.910,0:50:30.810 The Arcade version [has] a typical nice Sega[br]System 16 graphics [and pretty] cool music! 0:50:30.810,0:50:34.100 So, you may be wondering what is 'Dump[br]Matsumoto'? 0:50:34.099,0:50:38.970 Well, she's a real-life Japanese wrestler[br][and] 'Gokuaku Doumei' was her wrestling team. 0:50:38.970,0:50:43.360 I could be wrong, [but] I think the[br]Fresh Gals were based on rival team / pop 0:50:43.360,0:50:46.820 singers, the Crush Gals. 0:50:46.820,0:50:51.490 While U.S. female wrestlers tend [to] be somewhat[br]glamorous, in Japan, they often go the 0:50:51.490,0:50:56.480 opposite route, with crazy hair [and] makeup[br]giving them [an almost] demonic look. 0:50:56.480,0:51:01.650 Obviously, this Mark III version has taken[br]a [pretty] big [graphical] hit, as [well 0:51:01.650,0:51:03.330 as] a stylistic makeover. 0:51:03.330,0:51:07.450 The more [realistically proportioned] figures[br]are now [your], uh, typical super-deformed 0:51:07.450,0:51:09.380 style characters. 0:51:09.380,0:51:14.730 [Your] wrestler [can] throw punches [and][br]kicks [and has] a few special moves, performed 0:51:14.730,0:51:18.560 while the opponent is either down or flying[br]off the ropes. 0:51:18.560,0:51:23.700 There is no grappling in this game - something[br][that] would become standard in [most] Wrestling 0:51:23.700,0:51:30.050 Games later such as Nintendo's "Pro Wrestling"[br](which was released [about] three months after 0:51:30.050,0:51:31.050 this). 0:51:31.050,0:51:37.980 Still, "Gokuaku Doumei..." is [pretty][br]advanced for its time. 0:51:37.980,0:51:42.950 Consider [that its predecessors] on consoles[br]were the really, really super awful, uh, 'Kinnikuman' 0:51:42.950,0:51:45.180 [and] Technos' "Tag Team Wrestling". 0:51:45.180,0:51:48.750 You [can] even occasionally find a chair[br][to] use [as] a weapon. 0:51:48.750,0:51:54.320 Now, in the [United] States, uh, this game[br]was [released] under the name "Pro Wrestling" 0:51:54.320,0:51:59.260 with the wrestlers being changed to more[br]generic-style male wrestlers. 0:51:59.260,0:52:04.120 I guess really scary-looking female wrestlers[br][wouldn't] fly with Western gamers or [just 0:52:04.119,0:52:08.360 really wouldn't] make any sense [to] them[br]- them having nothing [to connect it] with. 0:52:08.359,0:52:12.000 This nice [li'l] intro has been added[br]of the wrestlers jumping [into] the ring, 0:52:12.000,0:52:15.540 [but the] game [itself pretty] much plays[br]the same. 0:52:15.540,0:52:21.030 Either way, this game can be difficult[br][and] a [little] unfair. 0:52:21.030,0:52:24.170 First of all, ya have [to] play a [lot][br]of [rounds to] win the championship. 0:52:24.170,0:52:28.230 [And] the C.P.U. [almost] seems [to always][br]have the upper hand. 0:52:28.230,0:52:32.880 Your punches [and] kicks [often] miss [while][br]the C.P.U. seems [to] be able [to get] a [lot] 0:52:32.880,0:52:34.500 more hits in. 0:52:34.500,0:52:38.100 Their special [moves can also] be [performed][br]much more quickly. 0:52:38.100,0:52:44.840 So, [while] this is [an] interesting, uh,[br]entry from Sega, I -- I [wouldn't] really 0:52:44.840,0:52:47.900 consider [it] be a classic and there[br][certainly would] be [better] Wrestling 0:52:47.901,0:52:48.900 Games. 0:52:48.901,0:52:53.630 # 🎮 Hokuto no Ken // Black Belt 0:52:53.630,0:52:57.450 ♪ "Fantasy Zone Boss Theme" ♪ 0:52:57.450,0:53:07.950 🗓️ Released 1986 July 20[br]💾 Developed by Sega [br]📦 Published by Sega 0:53:07.950,0:53:12.900 Whoa-ho! [That's] a rather [dramatic little][br]intro there! 0:53:12.900,0:53:18.230 [Our] last game [in] the first episode of[br]'Chronsega' is "[Hokuto no] Ken", which 0:53:18.230,0:53:23.140 was based on the popular comic, T.V. series,[br]movie, [et] cetera known as "Fist [of] the 0:53:23.140,0:53:25.780 North Star" in the West). 0:53:25.780,0:53:27.330 The [plotline] is somewhat complicated. 0:53:27.330,0:53:32.070 [It] involves this guy, Kenshiro, who[br][lives in] a post-apocalyptic world - [and 0:53:32.070,0:53:34.200 can hit] guys so hard they explode. 0:53:34.200,0:53:37.730 How? By [hitting them] on their pressure[br]points. 0:53:37.730,0:53:41.640 [Japan] was [apparently] in the midst of[br]a '[Hokuto no] Ken' blitz because [about] 0:53:41.640,0:53:44.090 two weeks [later] this game came out. 0:53:44.090,0:53:48.680 "[Hokuto no] Ken" by Shouei System for [the][br]FamiCom - one of the all-time worst FamiCom 0:53:48.680,0:53:49.680 games. 0:53:49.680,0:53:54.190 Normally the name "[Hokuto no] Ken" strikes[br][terror in] the hearts of sensitive video 0:53:54.190,0:53:55.190 gamers. 0:53:55.190,0:53:58.750 [But] the Sega game really [isn't that][br]bad by comparison. 0:53:58.750,0:54:02.770 Of course being [better than] the FamiCom[br]"[Hokuto] no Ken" is [sort of like] being 0:54:02.770,0:54:04.020 taller [than] a midget. 0:54:04.020,0:54:05.590 [It's] really [not] saying much. 0:54:05.589,0:54:10.460 This game is [your] standard early [Beat]-'em-Up:[br]'walk right [and] kill guys' ([not] really 0:54:10.460,0:54:12.430 that much [different than] "Kung-Fu Master"). 0:54:12.430,0:54:18.660 You [have] a punch, a kick, a leg sweep,[br]a low punch, and (if you kick while jumping) 0:54:18.660,0:54:20.410 a flying kick. 0:54:20.410,0:54:25.610 Every so [often] ya face a sub-boss - and[br][at the] end of each level a main boss. 0:54:25.610,0:54:30.250 All this adds up to a game [that] is decent[br](if repetitive) [but] there [at least] some 0:54:30.250,0:54:32.470 variation in the boss fights. 0:54:32.470,0:54:36.770 If nothing else, Sega could [create] a [decent][br]boss [fight], as proven by earlier games, 0:54:36.770,0:54:41.350 like "[Fantasy] Zone", which had really[br]rad bosses. 0:54:41.349,0:54:45.100 Compared [to] the FamiCom game, these guys[br][don't] explode quite as entertainingly. 0:54:45.100,0:54:49.460 They [just, sort] of, fly [into] various pieces. 0:54:49.460,0:54:51.320 [Alright], here's the [first] boss. 0:54:51.320,0:54:54.700 [Apparently] all this follows [the plot][br]of [a] [comic] book. 0:54:54.700,0:54:59.090 In a nice touch, the boss fights [take][br]place [in] their own [little] areas [and] 0:54:59.089,0:55:00.850 they actually have bigger [sprites]! 0:55:00.850,0:55:05.350 Sort of like Konami's soon-to-be-released[br]"Castlevania", each boss has a pattern, 0:55:05.350,0:55:08.540 [and] you [must] find his weakness [and][br]exploit it. 0:55:08.540,0:55:10.920 Simply ...t... -- attacking [mindlessly] [won't][br]work. 0:55:10.920,0:55:14.860 Once you drain a boss Life Bar, you then[br]proceed [to] whip the [shit out] of them. 0:55:14.860,0:55:17.830 [But] he [doesn't] explode [for] some reason. 0:55:17.829,0:55:23.690 Then it's on [to] the next level with, uh,[br][slightly] more [difficult] enemies and 0:55:23.690,0:55:31.390 so on. 0:55:31.390,0:55:32.400 And here we go. 0:55:32.400,0:55:36.080 These guys jump occasionally, as [opposed[br]to just] walking forward. 0:55:36.079,0:55:39.450 Though, doesn't '[Hokuto no] Ken' [take][br]place [in] Japan? 0:55:39.450,0:55:43.770 What's [with] all the Old West style saloon[br]doors [in] the buildings? 0:55:43.770,0:55:47.290 Now, [in] the U.S. where "Fist [of the North[br]Star]" wasn't [really] very [popular yet], 0:55:47.290,0:55:50.910 Sega pulled a Bandai [and released] the[br]game s... -- sans-[licensed] characters as 0:55:50.910,0:55:52.800 "Black Belt". 0:55:52.800,0:55:57.040 The gameplay [is] the same, [but] the [sprites[br]and backgrounds have] all been *changed [to] 0:55:57.040,0:56:00.740 more generic Kung-Fu dudes [and], uh, Chinese[br][settings*]. 0:56:00.740,0:56:05.370 [And] of course, the high [quality] of the[br]somewhat ridiculous [artwork] on the Japanese 0:56:05.370,0:56:09.350 version has been [replaced] by one of the[br][most] notorious examples of bad video game 0:56:09.349,0:56:10.870 cover art. 0:56:10.869,0:56:13.260 You're wondering why the Master [System didn't][br]sell over here? 0:56:13.260,0:56:17.260 [Well, seriously], looking [at that] cover[br][art], would you buy the game? 0:56:17.260,0:56:20.640 One change [is] now there [are little sort][br]of power-ups [or] Health Refills [that 0:56:20.640,0:56:21.710 float] by [occasionally]. 0:56:21.710,0:56:25.930 Ya have [to execute] a special jump to [get][br]them [and it] seems like they always appear 0:56:25.930,0:56:29.760 when [you're] surrounded by enemies. 0:56:29.760,0:56:34.240 The bosses [have] all been changed from[br]'[Hokuto no] Ken' characters to the, uh, 0:56:34.240,0:56:38.640 more generic [karate] dudes, [but] they[br][mostly] behave the same. 0:56:38.640,0:56:44.320 As [you'll] see on the [first] boss they,[br]sort of, changed [his] hairstyle. 0:56:44.320,0:56:47.890 So, "[Hokuto no] Ken" - a decent Arcade-style[br]game. 0:56:47.890,0:56:51.610 [But], Sega, this is 1986; games [are][br]changing. 0:56:51.609,0:56:53.200 You need [to get with] the times! 0:56:53.200,0:56:55.730 # 🥇 Episode 1 Wrap Up 0:56:55.730,0:56:58.900 Well, there ya have [it]. 0:56:58.900,0:57:02.230 [That] was the first 10 [months] of the Mark[br]III. 0:57:02.230,0:57:09.080 [While] th... -- Sega's system was a [technically][br]impressive console, software-wise [it] was 0:57:09.081,0:57:11.030 still [in its] infancy. 0:57:11.030,0:57:16.250 The Mark III was [not particularly successful][br]in Japan where, by late 1985, the FamiCom 0:57:16.250,0:57:18.260 [dominated] the market. 0:57:18.260,0:57:22.550 What Sega lacked was (in modern terms)[br]a 'killer app'. 0:57:22.550,0:57:25.830 Nintendo [certainly] had this [with "Super][br]Mario Bros.". 0:57:25.830,0:57:30.610 Sega was (ironically) the more [experienced][br]video game [producer], but yet hadn't 0:57:30.609,0:57:33.030 been able [to] make a really good console[br]game. 0:57:33.030,0:57:37.770 [To] see how [different and] innovative the[br]FamiCom was, think of the original games 0:57:37.770,0:57:39.450 released during this same time period. 0:57:39.450,0:57:44.710 "[Super] Mario Bros.", "Portopia...",[br]"...Legend of Zelda", "Mighty Bomb Jack", 0:57:44.710,0:57:49.700 "Dragon Quest" - not [to] mention the many[br]ports of such games as "Makaimura" and "Gradius". 0:57:49.700,0:57:54.380 Additionally, Sega had a rather relaxed[br][release] schedule. 0:57:54.380,0:58:00.480 Six games in the [first] seven months[br]of 1986, as opposed [to almost] 40 games 0:58:00.480,0:58:01.480 [for the] FamiCom? 0:58:01.480,0:58:03.640 No wonder o... -- no one [bought] the Mark[br]III! 0:58:03.640,0:58:07.750 Sega had [quite] a ways [to] go before [it[br]could] catch up to Nintendo. 0:58:07.750,0:58:10.850 Hopefully [we'll] see [some improvement][br]in "Chronsega Episode 2". 0:58:10.849,0:58:11.850 # 🎞️ Episode 1 Credits 0:58:11.849,0:58:12.850 ♪ "Skylands" ♪ 0:58:12.849,0:58:13.850 Thank You for Watching[br]"CHRONSEGA 0:58:13.849,0:58:14.850 Episode One". 0:58:14.849,0:58:15.850 Please visit us at[br]http://chrontendo.blogspot.com/ 0:58:15.849,0:58:16.850 Produced by[br]👨🏻‍🏫 Doctor Sparkle ✨ 0:58:16.849,0:58:17.850 All images and sounds in[br]this video are copyright 0:58:17.849,0:58:18.850 their respective owners. 0:58:18.849,0:58:18.854 Support 'Chrontendo' on Patreon[br]patreon.com/Chrontendo