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
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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 🏮
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"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
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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.
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Perhaps this is not surprising, since Sega[br]was founded, not in Japan but in the [United]
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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.
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In 1951, [reportedly] due to governmental[br]restrictions, Standard Games moved to Japan,
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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 .
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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.
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In the 1960s, the newly reorganized Sega[br]began manufacturing Arcade games themselves,
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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
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were [quite popular] in both [br]the West [and] Japan.
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But had [also] begun manufacturing "Pong"[br]clones, [and later] on in the decade [it
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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]
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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"
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and "Zaxxon" one of the first [br]isometric perspective games.
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[Throughout] the decade, Sega continued to[br][produce] innovative new titles [and] *made
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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]
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be considered, [sort] of, Sega's [br]answer to [Shigeru] Miyamoto.
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# 🗨️ 1981: S.G.-1000 Released
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Even as Sega positioned itself [to] be one[br][of] the leading Japanese Arcade game [manufacturers],
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they [began] looking [at] the home market.
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In 1981, during the height of videogame[br]mania, Sega [released] its first home console,
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the S.G.-1000 in Japan, followed by very[br]limited [releases] in Europe [and] elsewhere.
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The S.G.-1000 was contemporary with the Atari[br][2600, and] the Intellivision [but was quite
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powerful] for [its] time.
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A [decent selection] of games were [released[br]for] the system, including a [port] of Sega
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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
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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
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In 1983, Sega [began] releasing console[br]games in the U.S. for the [2600 and] the
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Intellivision.
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Unfortunately, the U.S. [market] collapsed[br][around] this time.
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# 🗨️ 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
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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.
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As a comparison, the Mark III had 16 kilobytes[br]of video RAM [and] could display 32 colors
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on screen [at] once.
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[Whereas] the FamiCom had [only] 2 kilobytes[br][of video] RAM, some additional sprite RAM,
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[and] could display 16 colors [at] once,[br]in addition [to] having a slower C.P.U..
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# 🗨️ 1986: S.G.-1000 Mark III Released[br]overseas as Master System
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Additionally, [Sega] wasted no time [getting][br]the Mark III [onto] the U.S. market, [hitting]
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the shelves in June 1986, shortly after[br]the N.E.S. become [available nationally].
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In the U.S., the system was dramatically redesigned[br][and renamed] the Sega Master System.
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Eventually, the Mark III [would] be [renamed][br]the Master System in Japan as well.
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Despite the system's technical [superiority],[br]the Master System never really took off
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in the U.S. either.
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Numerous theories have been [br][floated] as [to] why this is.
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Maybe [it was] the lack of good games, or[br]the [fact that] third-party publishers were
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[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
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U.S. [distributor].
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For whatever reason, the Master System is[br]considered a failure in both Japan where releases
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[were reduced] to a [mere] trickle by [late][br]1988 and [in] the U.S., where new titles
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ceased [to] come out by 1990, right during[br]the height of the N.E.S.' popularity.
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However, the Master System did take a[br]life of its own elsewhere in Europe, Brazil,
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[Australia and] New Zealand .
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The Master System conti...--...tinued [to][br]sell [in] those markets [until] the mid-'90s,
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when many Mega Drive or Genesis games[br]were ported [to the] Master System.
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Amazingly, official [releases] continued[br]in Brazil until 1998 - well [into] the PlayStation
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[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
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considered a complete failure.
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Sega launched the Mark III with two titles,[br]"Hang-On" and "Teddy Boy Blues", but they
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did manage [to get another] seven [titles[br]out before] the end [of] the year, all [published]
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by Sega themselves and [br]on the Sega Card format.
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The Mark III had both a cartridge slot [br]and slot [for] the smaller flat cards.
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These cards [had also] been used for the earlier[br]S.G.-1000 games, the Sega Cards could hold
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256 kilobits whereas, by comparison, many[br]Nintendo [cartridges] at this time held
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320 or even 512 kilobits.
0:07:07.300,0:07:08.370
# 🎮 Hang-On
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ 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
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earlier, with a [popular] Arcade title [br]- in this case, "Hang-On".
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"Hang-On" was a Sega Arcade [hit] released[br]earlier [in] the year, [and] was noted
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[for] the [fact that] you played [it] sitting[br]on a Motorcycle that actually tilted back
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[and] forth.
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These [kinds] of Super Deluxe arcade presentations[br]were [starting] be seen in the mid-1980s.
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Here's the Arcade version [designed] by Yu[br][Suzuki].
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"Hang-On" was clearly modeled after "Pole[br]Position" [except] with Motorcycles instead
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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
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would go on become, [br][sort] of, a specialty [for] Sega.
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[Note what] appear [to] be all the in-game[br]advertisements for Shell [and] Bridgestone.
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And of course, the game feature very impressive[br]fiery explosions when ya crashed.
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Now, here's the Mark III version.
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Obviously, [it can't] replicate the Arcade[br]graphics, but it's still very nice-looking.
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As a point of comparison, let's look at Nintendo's[br]"Mach Rider" which was released [around]
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the same time.
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The FamiCom really struggles with the [3D][br]graphics [and] the game is [pretty] choppy.
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"Hang-On" is silky smooth next [to] "Mach[br]Rider", and it's much easier [to] play.
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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.
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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.
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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.
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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
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♪ "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