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# S01.02
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# 📽️ Chronsega Title Sequence
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🐢🍊♪ "Legend of the Gunstars" ♪
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Dr. Sparkle Presents
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Transcript ⌨️ in English 🏴 from
koopaloop 🐢, Lily Mwangi 🍪, and Nate Lawrence 🏮
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Index ☰️ + Captions ⏱
in English 🏴 from Nate Lawrence 🏮
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"CHRONSEGA
Episode 1"
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# 🗨️ A Brief Introduction to Sega
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[While] Sega [hasn't] been around as long
as Nintendo has, they are still one of
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the oldest companies
in the video game field.
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Of the two console giants, Sega [has] always
seemed to be the more Western-orientated of
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the two, and they have had more success
outside of Japan, in places like the Americas
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[and] Europe.
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Perhaps this is not surprising, since Sega
was founded, not in Japan but in the [United]
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States, in Hawaii in 1940 by Martin
Bromley as 'Standard Games', [providing
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amusement machines] for U.S. soldiers.
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In 1951, [reportedly] due to governmental
restrictions, Standard Games moved to Japan,
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changing [its] name to 'Service Games',
and [flourished primarily] as a [distributor]
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of [jukeboxes, slot] machines, pinball machines,
and so on, eventually merging into a Japanese
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company called Nihon Goraku Bussan .
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Meanwhile, Brooklyn-born businessman David
Rosen had become quite successful importing
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arcade machines [into] Japan with
his company, Rosen Enterprises.
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In 1964, Service Games [and] Rosen Enterprises
merged, with Rosen becoming the C.E.O..
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Rosen remained as head of Sega until 1983,
when he became the C.E.O. of Sega of America.
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In the 1960s, the newly reorganized Sega
began manufacturing Arcade games themselves,
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with their first big hit
being "Periscope" in 1966.
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Having become [quite successful], Sega ended
up being [purchased] by the American media
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conglomerate, Gulf [and] Western, who were
also the owners of Paramount Pictures.
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Up [until] the mid-1970s, Sega continued to
make the kind of mechanical Arcade games
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were [quite popular] in both
the West [and] Japan.
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But had [also] begun manufacturing "Pong"
clones, [and later] on in the decade [it
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started producing] "Space [Invaders]" clones.
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As the video game [market] exploded, Sega
[continued to produce] more games [and] [introduce]
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the now familiar Sega logo.
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By the early '80s, Sega had several huge Arcade
hits under their belt, such as "Frogger"
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and "Zaxxon" one of the first
isometric perspective games.
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[Throughout] the decade, Sega continued to
[produce] innovative new titles [and] *made
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a big impression* on Arcade gamers with their
pioneering 3D [effects in] games such as "Hang-On",
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"OutRun", [and] "Space Harrier".
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Sega games [often stood out in] the arcade
with their [impressive] cabinets.
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Many of Sega's big games were [designed] by
leading [designer] Yu [Suzuki], who [might]
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be considered, [sort] of, Sega's
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
[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
mania, Sega [released] its first home console,
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the S.G.-1000 in Japan, followed by very
limited [releases] in Europe [and] elsewhere.
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The S.G.-1000 was contemporary with the Atari
[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
for] the system, including a [port] of Sega
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Arcade titles such as "Zaxxon", Arcade
[ports from] other companies [such as] "Elevator
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Action", [and] "Bomb Jack", Computer games
[such as] "Lode Runner", Sports Games, [and
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even] a [port] of the early
Japanese R.P.G., "Black Onyx".
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# 🗨️ 1983: Sega Ports for Atari 2600
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In 1983, Sega [began] releasing console
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
[around] this time.
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# 🗨️ 1985: S.G.-1000 Mark III
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By 1985, Nintendo's FamiCom [had] become
very successful in Japan [and was] soon
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be [released] in the U.S..
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The S.G.-1000, [while only] four years old,
seemed a little old-fashioned, so Sega
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greatly [improved] on the system's hardware
[and released] the Sega S.G.-1000 Mark III
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on October 25th 1985.
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The Mark III was completely compatible [with]
the old S.G.-1000 SG-1000 Mark II
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games [but] the [capabilities of] the system
were far beyond anything seen in the home
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console market at this time.
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As a comparison, the Mark III had 16 kilobytes
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
[of video] RAM, some additional sprite RAM,
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[and] could display 16 colors [at] once,
in addition [to] having a slower C.P.U..
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# 🗨️ 1986: S.G.-1000 Mark III Released
overseas as Master System
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Additionally, [Sega] wasted no time [getting]
the Mark III [onto] the U.S. market, [hitting]
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the shelves in June 1986, shortly after
the N.E.S. become [available nationally].
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In the U.S., the system was dramatically redesigned
[and renamed] the Sega Master System.
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Eventually, the Mark III [would] be [renamed]
the Master System in Japan as well.
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Despite the system's technical [superiority],
the Master System never really took off
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in the U.S. either.
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Numerous theories have been
[floated] as [to] why this is.
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Maybe [it was] the lack of good games, or
the [fact that] third-party publishers were
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[prevented] by Nintendo [from putting] games
[out for] the Master System.
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Maybe [it was] the horrible box art [and]
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
considered a failure in both Japan where releases
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[were reduced] to a [mere] trickle by [late]
1988 and [in] the U.S., where new titles
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ceased [to] come out by 1990, right during
the height of the N.E.S.' popularity.
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However, the Master System did take a
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]
sell [in] those markets [until] the mid-'90s,
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when many Mega Drive or Genesis games
were ported [to the] Master System.
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Amazingly, official [releases] continued
in Brazil until 1998 - well [into] the PlayStation
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[and] Saturn era, thus giving the system
a respectful lifespan of around 13 years.
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Altogether, the system sold around 15 million
units, a fraction of what the N.E.S. sold,
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but more [than] the Saturn [or] Dreamcast
[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,
"Hang-On" and "Teddy Boy Blues", but they
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did manage [to get another] seven [titles
out before] the end [of] the year, all [published]
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by Sega themselves and
on the Sega Card format.
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The Mark III had both a cartridge slot
and slot [for] the smaller flat cards.
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These cards [had also] been used for the earlier
S.G.-1000 games, the Sega Cards could hold
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256 kilobits whereas, by comparison, many
Nintendo [cartridges] at this time held
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320 or even 512 kilobits.
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# 🎮 Hang-On
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ Released 1985 October 20
💾 Developed by Sega
📦 Published by Sega
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Sega kicks off the Mark III, [just] like
Nintendo did, uh, [for] the FamiCom two years
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earlier, with a [popular] Arcade title
- in this case, "Hang-On".
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"Hang-On" was a Sega Arcade [hit] released
earlier [in] the year, [and] was noted
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[for] the [fact that] you played [it] sitting
on a Motorcycle that actually tilted back
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[and] forth.
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These [kinds] of Super Deluxe arcade presentations
were [starting] be seen in the mid-1980s.
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Here's the Arcade version [designed] by Yu
[Suzuki].
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"Hang-On" was clearly modeled after "Pole
Position" [except] with Motorcycles instead
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of cars.
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The pseudo-3D technology was quite
impressive [at] the time, [and] this, sort of, thing
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would go on become,
[sort] of, a specialty [for] Sega.
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[Note what] appear [to] be all the in-game
advertisements for Shell [and] Bridgestone.
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And of course, the game feature very impressive
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
graphics, but it's still very nice-looking.
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As a point of comparison, let's look at Nintendo's
"Mach Rider" which was released [around]
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the same time.
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The FamiCom really struggles with the [3D]
graphics [and] the game is [pretty] choppy.
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"Hang-On" is silky smooth next [to] "Mach
Rider", and it's much easier [to] play.
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The sprites [are] more detailed [and] the
color [is] much brighter.
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The Mark III was [capable] of ...sp... -- displaying
more colors [than] the FamiCom.
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Now, [what about] the game itself?
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Well, it's [your pretty] basic 'drive [your]
vehicle [around curves and don't hit] anything'
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kind of game.
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Ya need [to complete] each course
in a [set amount of] time.
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Crashing [your] bike [will not] kill you,
[but it] does [waste valuable] time.
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The collisions are not nearly as spectacular
as the Arcade versions, but they still look
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reasonably cool.
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The controls of "Hang-On" are
basic and effective.
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[Perhaps] the [only] complaint is [that]
the animation of your bike when you lean
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is a little rough.
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Each area has, [sort] of, a [different] theme.
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Here we're in the Seaside, uh, Level.
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Now, we've moved on to Monument Valley.
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[Certainly] the environments [are] a lot
more detailed convincing than those
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in "Mach Rider".
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So, "Hang-On" [is] a rather simple game
and -- [but it's] fun [to] play and certainly
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demonstrates what the
Mark III is capable of.
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# 🎮 Teddy Boy Blues // Teddy Boy
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ Released 1985 October 20
💾 Developed by Sega
📦 Published by Sega
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A rather nice [little] music theme there.
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Here's the Mark III's other launch title
"Teddy Boy Blues", a [port] of Sega's recent
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Arcade title (seen here).
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The console version is missing the nutty musical
intro.
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Uh... We'll discuss [that] music in [just]
a sec.
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"Teddy Boy Blues" is [probably not that] well
[remembered] in the United States, but [it]
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must [have] been [pretty popular] in Japan.
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The music is rather catchy, [and] the title
actually comes from a 1985 song by a Japanese
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singer named, Yohko Ishino.
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That was Yohko you saw singing in the [introduction
to] the Arcade version a [second] ago.
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Apparently the song was [popular] enough to
name a videogame after [it].
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Now, what's a "Teddy Boy" ya wonder?
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Well, in the U.K. in the 1950s Teddy Boys
were, [sort] of, well dressed rock [and] roll
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[fans] who usually sported elaborate hairstyles.
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They didn't get along with mods apparently.
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Teddy, by the way, [refers] to the Edwardian
period clothing they wore (velvet collars
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[and] whatnot).
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What does all this [have to] do
[with] the game itself?
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Nothing, [as] far as I [can] tell.
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"Teddy Boy Blues" [is] a typical Platformer
the mid-'80s; you go around shooting
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enemies that then t... -- cause them to ch...
-- [shrink] down [into little] balls which
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you must then collect.
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Enemies emerge [out] of boxes, uh, which
all contain a certain number of enemies, you
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can tell how many [are] left by the number
of dots on the side [of] the box.
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The game is well [designed but] also a [little]
bit frustrating [in] places; [only] so many
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enemies [will] be out [of]
the boxes [at] any one time.
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[While] this sounds helpful, [it] means
that [enemies] pop [out] whenever you collect
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a ball.
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The balls often land on the boxes, making
[it] dangerous to collect them.
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And on some levels enemies have a [tendency]
to land on you, since they jump out quite
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a ways when jumping off a platform.
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I routinely [got hit] by enemies, uh,
thinking they'd be landing in front of me.
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Of course, as in a game this vintage
there is a Bonus Round.
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You go around collecting various little
items found hidden in [the] boxes.
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Oddly, while "Teddy Boy Blues" [and] "Hang-On"
were both released on the Mark III's launch
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day, "Teddy Boy..." is, I suppose the official
first release [for] the system, since it
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has a catalog number 501
whereas "Hang-On" is 502.
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Though [as] far [as] demonstrating the
Mark III's technical capabilities, it certainly
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seems to [have] taken a backseat.
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I guess this game must [have] been [pretty]
[popular] in Japan in order for Sega to
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release it on the Mark III's launch day.
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# 🎮 Great Soccer
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ Released 1985 October 27
💾 Developed by Sega
📦 Published by Sega
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Released [just] a week after launch,
"Great Soccer" is Sega's first original game [for]
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the Mark III, (assuming, of course, [that]
you [can] consider something as basic as this
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sort of Soccer Game [to] be 'original').
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It was also the first in the Sega Sports series
[for] the Mark III - all with the name, uh,
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'Great...' in the title.
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[Obviously], this brings Nintendo [to] mind
with their earliest [releases for] the FamiCom
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all being either Arcade ports or Sports
titles.
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I guess that is actually [pretty] standard
for new consoles.
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Now, [what can we] say [about] the game [itself]?
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00:13:30,709 --> 00:13:32,780
Well, calling any game 'Great'...
200
00:13:32,780 --> 00:13:37,180
([And] I should [point out fact] this
stadium has [an] advertisement for 'MILK',
201
00:13:37,180 --> 00:13:41,010
uh, behind the, um -- the goalposts there.)
202
00:13:41,010 --> 00:13:45,200
Um... Calling any game 'Great', uh, is, [sort]
of, asking [for] trouble, especially with
203
00:13:45,199 --> 00:13:47,910
a quickie title like this.
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00:13:47,910 --> 00:13:52,640
Sega does -- they deviate from [Nintendo]'s
"Soccer" format by having the field positioned
205
00:13:52,640 --> 00:13:54,060
vertically, not horizontally.
206
00:13:54,059 --> 00:13:58,780
So, "Great Soccer" actually looks, sort of,
like "10-Yard Fight".
207
00:13:58,780 --> 00:14:02,860
Rather than the realistically [proportioned]
guys from the Nintendo game, we have these,
208
00:14:02,860 --> 00:14:07,830
uh, rather ugly [little] super-[deformed]
guys, all of which are cross-eyed.
209
00:14:07,830 --> 00:14:13,220
Now, this game [does] have an easily visible
red arrow [that] points the player
210
00:14:13,220 --> 00:14:14,540
[that] you [are] currently controlling.
211
00:14:14,540 --> 00:14:16,160
[And] [that's actually] a rather nice touch.
212
00:14:16,160 --> 00:14:20,200
If ya wanna pass the ball, a white arrow
[will designate the] player [that] the ball
213
00:14:20,200 --> 00:14:21,880
[will] go to.
214
00:14:21,880 --> 00:14:25,500
[And] naturally you [can], uh, kick the ball,
pass it, the usual stuff.
215
00:14:25,500 --> 00:14:29,760
Uh... Just like real Soccer, the scores tend
[to] be low since it's much easier [to]
216
00:14:29,760 --> 00:14:34,410
have a goalkeeper catch the ball, 😄 than
[it] is to actually, uh, make, uh, a point.
217
00:14:34,410 --> 00:14:38,020
Uh... Scoring a goal is pretty difficult.
218
00:14:38,020 --> 00:14:42,950
The graphics [and] sound [are pretty] unimpressive
[and] "Great Soccer" is certainly not a, uh
219
00:14:42,949 --> 00:14:45,860
-- [what you'd] call a demonstration [title
for] the Mark III.
220
00:14:45,860 --> 00:14:51,540
In other words, while "Great Soccer" is [not]
bad for a very early release, it certainly
221
00:14:51,540 --> 00:14:55,930
[doesn't] look, um, like a [lot of] time [and]
effort [went] into it.
222
00:14:55,929 --> 00:15:01,140
Hell! Maybe this was originally developed
as an S.G.-1000 title.
223
00:15:01,140 --> 00:15:04,560
Sega themselves apparently didn't think too
highly of "[Great] Soccer" and they never
224
00:15:04,559 --> 00:15:05,560
released [it] in the U.S..
225
00:15:05,559 --> 00:15:10,590
Instead, they published another better Soccer
Game, "World Soccer", and then [released]
226
00:15:10,589 --> 00:15:13,530
that in the U.S. [under the title] of "[Great]
Soccer".
227
00:15:13,529 --> 00:15:19,070
# 🎮 Fushigi no Oshiro Pit Pot // Pit-Pot
228
00:15:19,070 --> 00:15:22,760
♪ "Fantasy Zone Boss Theme" ♪
229
00:15:22,760 --> 00:15:32,910
🗓️ Released 1985 December 14
💾 Developed by Sega
📦 Published by Sega
230
00:15:32,910 --> 00:15:36,490
After taking a break [for] a couple months,
Sega released a new [title] in mid-December.
231
00:15:36,490 --> 00:15:42,790
[And, just like "Great] Soccer", this is
an original [title for] the Mark III, "Fushigi
232
00:15:42,790 --> 00:15:45,300
no Oshiro Pit Pot".
233
00:15:45,300 --> 00:15:50,600
While "...Pit Pot" isn't really spectacular,
it is interesting [title] in the way
234
00:15:50,600 --> 00:15:54,200
[that it] bears a superficial resemblance
to "...Legend of Zelda", which would be
235
00:15:54,200 --> 00:15:57,350
released about two [months] after this.
236
00:15:57,350 --> 00:16:02,680
There's the top-down interior viewpoint,
the foreshortened walls [and] doors, the
237
00:16:02,680 --> 00:16:06,750
keys required to unlock the doors - all
this [appeared in] "...Zelda".
238
00:16:06,750 --> 00:16:09,930
Though, of course, none of these elements
are really completely original.
239
00:16:09,930 --> 00:16:13,620
Still, [it] is [an interesting] coincidence.
240
00:16:13,620 --> 00:16:20,090
"...Pit Pot" has you controlling a very [short]
knight [that] actually, uh, (from the behind,
241
00:16:20,089 --> 00:16:24,930
at least) bears [an interesting] resemblance
to the Prince from "Katamari Damacy".
242
00:16:24,929 --> 00:16:30,670
You need to rescue a Princess, [but] a rather
strange one because [your] main objective
243
00:16:30,669 --> 00:16:35,520
is [to collect] the [boxes of] treasure
scattered [around the] castle.
244
00:16:35,520 --> 00:16:39,100
Collecting all the treasure in a room [will]
sometimes [net] you a key, [but] other
245
00:16:39,100 --> 00:16:42,530
times you'll [have to perform] some [kind]
of special task [in] order [to get] the
246
00:16:42,530 --> 00:16:43,530
key.
247
00:16:43,530 --> 00:16:48,520
Now, [despite] being a knight, [your] weapon
is [not] a sword, [but] rather a [giant]
248
00:16:48,520 --> 00:16:53,040
mallet, which you [can] use [to] crush
enemies [and] knock [out] the grey blocks.
249
00:16:53,039 --> 00:16:56,310
The gold blocks [are] anchored [and can't]
be knocked out.
250
00:16:56,310 --> 00:17:00,080
You [can] cause a [large] section of the
gray blocks [to] drop [into] the pit by
251
00:17:00,079 --> 00:17:03,740
knocking out all the blocks [that are] connected
[the] stationary gold blocks.
252
00:17:03,740 --> 00:17:07,980
However, in a [lot] of cases this is difficult
do, [simply because] there's a [lot]
253
00:17:07,980 --> 00:17:09,670
of blocks.
254
00:17:09,669 --> 00:17:12,630
There're, of course, various objects [to]
pick up.
255
00:17:12,630 --> 00:17:14,750
Uh... Their meanings are [not] always obvious.
256
00:17:14,750 --> 00:17:18,530
For example, the [heart will] freeze all
enemies on [the] screen.
257
00:17:18,530 --> 00:17:21,420
Later games would tend [to] use something
(oh) [that] makes a [bit] more sense like,
258
00:17:21,420 --> 00:17:23,760
say, a stopwatch [for] this.
259
00:17:23,760 --> 00:17:29,430
[While] "...Pit Pot" is a [cute little] Puzzlish,
[sort] of, game, I [get] the impression this
260
00:17:29,429 --> 00:17:32,690
was knocked [out pretty] quickly by Sega.
261
00:17:32,690 --> 00:17:36,700
The graphics [are] very simple [and] really
this could've been done on the FamiCom.
262
00:17:36,700 --> 00:17:43,800
I guess "...Pit Pot" falls [into] the same
general -- general category as "BomberMan"
263
00:17:43,800 --> 00:17:48,730
(which was [in] fact [released] for the FamiCom
[around] the same time as [this] - I think
264
00:17:48,730 --> 00:17:50,660
maybe a week [or] two [later]).
265
00:17:50,660 --> 00:17:55,000
Unfortunately [for] "...Pit Pot" the Hudson
[title is actually] a [lot] more fun [to]
266
00:17:55,000 --> 00:17:56,000
play.
267
00:17:56,000 --> 00:17:59,970
[And] "...Pit Pot" suffers [from] a rather
unfair ending.
268
00:17:59,970 --> 00:18:06,120
When you reach the Princess, if ya haven't
collected every single treasure... the greedy
269
00:18:06,120 --> 00:18:08,040
bitch kills you! Game [Over]!
270
00:18:08,040 --> 00:18:11,040
[Definitely not] the way [to make] gamers
happy!
271
00:18:11,040 --> 00:18:15,540
So, "...Pit Pot" - interesting game, but really
hardly [superior to] the, [sort] of, things
272
00:18:15,540 --> 00:18:37,390
[that] were being released on the FamiCom,
[at] this time.
273
00:18:37,390 --> 00:18:38,390
# 🎮 Great Baseball
274
00:18:38,390 --> 00:18:39,390
♪ "Fantasy Zone Boss Theme" ♪
275
00:18:39,390 --> 00:18:41,390
🗓️ Released 1985 December 15
💾 Developed by Sega
📦 Published by Sega
276
00:18:41,390 --> 00:18:42,390
"[Great] Baseball" (the [second in] Sega's
earlier Sports series) was released the day
277
00:18:42,390 --> 00:18:43,390
after "...Pit Pot".
278
00:18:43,390 --> 00:18:46,630
So, [it] appears [that] Sega has embarked
on a spree of [putting out] games [for] the
279
00:18:46,630 --> 00:18:50,310
1985 holiday season.
280
00:18:50,310 --> 00:18:55,630
Of course, the same thing was happening with
the FamiCom with Namco, Taito, Capcom, Irem,
281
00:18:55,630 --> 00:19:01,740
Bandai, Enix, Hudson, [and] others all [releasing]
games [right] before the year's end.
282
00:19:01,740 --> 00:19:08,790
The FamiCom certainly had superiority in numbers
with 17 [releases] as compared to the Mark
283
00:19:08,790 --> 00:19:11,620
III's six.
284
00:19:11,620 --> 00:19:18,760
As for Sega's "Great Baseball", well, this
is the Japanese game - actually a *different
285
00:19:18,760 --> 00:19:22,030
game* [than] the one [that] came [out in]
the U.S. [under] the name "[Great] Baseball".
286
00:19:22,030 --> 00:19:26,020
Or rather, [that] game was a [substantially]
we... -- reworked version of this one
287
00:19:26,020 --> 00:19:28,510
with [completely different] graphics.
288
00:19:28,510 --> 00:19:34,620
However, upon playing "[Great] Baseball",
ya might realize [that it] could pass as
289
00:19:34,620 --> 00:19:39,300
a reworked version of Nintendo's "Baseball",
one [of] the very first games [for] the FamiCom,
290
00:19:39,300 --> 00:19:42,140
back in 1983.
291
00:19:42,140 --> 00:19:46,310
I guess, uh, the very ideas behind a Baseball
video game hadn't really changed much since
292
00:19:46,310 --> 00:19:47,820
then.
293
00:19:47,820 --> 00:19:50,270
The gameplay [and] controls [are pretty]
similar.
294
00:19:50,270 --> 00:19:52,210
[Select] one [of] the generic teams.
295
00:19:52,210 --> 00:19:55,490
Then ya have one of [your generic] players
swing the bat.
296
00:19:55,490 --> 00:19:59,260
The C.P.U. is [pretty] good [at] catching
[and] fielding, though [you will] get
297
00:19:59,261 --> 00:20:02,700
lucky sometimes.
298
00:20:02,700 --> 00:20:04,520
The timing of the swings is a [little] different.
299
00:20:04,520 --> 00:20:09,050
The swing felt a [little] slow [to] me,
[but] I [didn't really] play "[Great] Baseball"
300
00:20:09,050 --> 00:20:11,480
[enough to get] a good feel for it.
301
00:20:11,480 --> 00:20:17,440
Ah! There is [one of the] times I [just got]
lucky on [that] hit.
302
00:20:17,440 --> 00:20:25,260
Now, [while] pitching, you have some basic
options, fastball or slowball.
303
00:20:25,260 --> 00:20:31,520
[And] you [can throw to] the bases if the
other team is tryin' [to] steal.
304
00:20:31,520 --> 00:20:36,050
While [fielding, ya] use the D-Pad [to select]
which base [to] throw to.
305
00:20:36,050 --> 00:20:39,560
It's all very [similar] to Nintendo's earlier
game.
306
00:20:39,560 --> 00:20:44,290
Okay, now here my team is pitching.
307
00:20:44,290 --> 00:20:47,870
Except [that unlike] Nintendo's "Baseball",
you [can] control [your] own outfielders
308
00:20:47,870 --> 00:20:50,100
[while you're] running [to] the ball.
309
00:20:50,100 --> 00:20:53,360
Like [many] team Sports Games, you control
[a group] of players all [at] once.
310
00:20:53,360 --> 00:20:59,190
As you [can] see there, they're all moving
in exact unison.
311
00:20:59,190 --> 00:21:02,170
What this means [is that it] can be a [little
bit difficult to get your hands] on the ball
312
00:21:02,170 --> 00:21:03,170
sometimes.
313
00:21:03,170 --> 00:21:07,280
If you [think] the ball [is going to land
between] two players, if ya move one towards
314
00:21:07,280 --> 00:21:11,770
the ball [you'll] be moving another player
away [from] the [ball].
315
00:21:11,770 --> 00:21:15,010
Like a [lot of] these games, it's kind of
difficult [to] know exactly where the ball
316
00:21:15,010 --> 00:21:16,010
is going [to] land.
317
00:21:16,010 --> 00:21:18,890
So, this can occasionally cause you [some]
trouble.
318
00:21:18,890 --> 00:21:25,330
[And] of course, the ball also tends to be
hard [to] catch, [often] passing [right] between
319
00:21:25,330 --> 00:21:26,720
[your] legs.
320
00:21:26,720 --> 00:21:29,500
On the positive side, [it] seems the ball
can kill an umpire.
321
00:21:29,500 --> 00:21:32,580
[That] guy doesn't seem [to] be getting up.
322
00:21:32,580 --> 00:21:39,660
So, as a rule, [like] these Baseball Games,
fielding is the most [difficult] part.
323
00:21:39,660 --> 00:21:41,420
Now, one more complaint:
324
00:21:41,420 --> 00:21:45,930
[Not only do your outfielders] move very
slowly, as they -- they tend [to] do but
325
00:21:45,930 --> 00:21:47,890
they throw very slowly!
326
00:21:47,890 --> 00:21:52,470
The ball actually moves at [about] the same
speed as the runner.
327
00:21:52,470 --> 00:21:58,510
[Obviously], this doesn't [make] real sense,
um, [and most] Baseball Games tend [to]
328
00:21:58,510 --> 00:22:01,240
have the ball move much faster [than] the
guy [you're] running.
329
00:22:01,240 --> 00:22:04,890
[But in] a case [like that] when [you're]
tryin' to, uh -- you [are] throwing the ball
330
00:22:04,890 --> 00:22:10,130
[and] the guy is running [in] the same direction,
there's no way [you're] gonna [get him] out.
331
00:22:10,130 --> 00:22:14,600
So, as I said, I didn't really play "[Great]
Baseball" [enough to] master the controls.
332
00:22:14,600 --> 00:22:18,910
[But it] seems [to] me that calling [it]
maybe 'Good Baseball' or perhaps even 'Average
333
00:22:18,910 --> 00:22:20,640
Baseball' [might] be a [bit] more accurate.
334
00:22:20,640 --> 00:22:26,760
It really just is Nintendo's "Baseball" with,
uh, slightly, uh, better graphics.
335
00:22:26,760 --> 00:22:29,390
# 🎮 Satellite 7
336
00:22:29,389 --> 00:22:34,640
♪ "Fantasy Zone Boss Theme" ♪
337
00:22:34,640 --> 00:22:49,090
🗓️ Released 1985 December 20
💾 Developed by Sega
📦 Published by Sega
338
00:22:49,090 --> 00:22:50,920
Everyone likes Shoot-'em-Ups, right?
339
00:22:50,920 --> 00:22:54,670
Scrolling Shooter games must [have] been quite
[popular in] Japan [at] this time.
340
00:22:54,670 --> 00:22:57,250
There certainly were [enough of] them [released
for] the FamiCom.
341
00:22:57,250 --> 00:23:01,920
So, naturally, Sega chose [to] release [not]
one but two Shoot-'em-Ups in a row [for] the
342
00:23:01,920 --> 00:23:03,430
Mark III.
343
00:23:03,430 --> 00:23:07,250
The boringly titled "Satellite 7" is the
first [and] lesser of the two.
344
00:23:07,250 --> 00:23:09,560
Right off the [bat], here's a problem.
345
00:23:09,560 --> 00:23:14,370
If you die while a wave of enemies is on
the screen, you can respawn [right] in
346
00:23:14,370 --> 00:23:17,240
the middle of [that] wave (with enemies
right on top of you).
347
00:23:17,240 --> 00:23:20,590
Now this situation captured on video here
isn't really that dire.
348
00:23:20,590 --> 00:23:24,990
But there have been times when I have died
and respawned [right] on top of [an] enemy,
349
00:23:24,990 --> 00:23:26,900
thus getting the dreaded Double Death.
350
00:23:26,900 --> 00:23:29,760
[And] I've even encountered the Triple Death,
on occasion.
351
00:23:29,760 --> 00:23:34,970
[And], of course, in Shoot-'em-Ups this is
really considered [to] be [not] fair.
352
00:23:34,970 --> 00:23:38,290
In general, though, "Satellite 7" is [just]
not a very good Shooter.
353
00:23:38,290 --> 00:23:43,560
[Your] ship (or tank or [whatever] it is)
moves sluggishly, [and] the game lacks much
354
00:23:43,560 --> 00:23:44,560
variety.
355
00:23:44,560 --> 00:23:48,240
There are [little] power-ups here, uh,
which are [gotten] by [collecting] the stars;
356
00:23:48,240 --> 00:23:51,000
[get enough] of a certain color [and you'll
get] a power-up.
357
00:23:51,000 --> 00:23:53,490
Green, [for] example, makes you [temporarily]
invincible.
358
00:23:53,490 --> 00:23:56,970
[I'm not] sure [what] the other stars do.
359
00:23:56,970 --> 00:23:59,520
I never [actually got around to collecting]
another color.
360
00:23:59,520 --> 00:24:04,430
Um... One thing though, in general, we [don't]
like on [Shoot]-'em-Ups is temporary power-ups.
361
00:24:04,430 --> 00:24:09,100
I somehow can't imagine [that] the other power-ups
[are] very spectacular, however.
362
00:24:09,100 --> 00:24:13,550
"Satellite 7" is clearly modeled after Namco's
"Xevious".
363
00:24:13,550 --> 00:24:19,400
[And] like many of the post-"Xevious"/pre-"Gradius"
[Shooters, it isn't] really a [lot] of fun.
364
00:24:19,400 --> 00:24:24,190
The big black borders [and excessively] large
sidebar [certainly don't help] much.
365
00:24:24,190 --> 00:24:27,090
It really gives the game a feeling of, like,
one [of] those old computer Shoot-'em-Ups.
366
00:24:27,090 --> 00:24:30,880
You [also] have bombs [but] they [don't
have a very] big blast range.
367
00:24:30,880 --> 00:24:35,500
[And ya need to get] -- basically be an exact
hit when ya use 'em.
368
00:24:35,500 --> 00:24:36,910
The first boss is [kind] of weird.
369
00:24:36,910 --> 00:24:40,640
He actually has a counter on [him] that
tells me any -- how many more hits ya need
370
00:24:40,640 --> 00:24:42,040
[to] kill him.
371
00:24:42,040 --> 00:24:45,790
Unfortunately, once you [get] rid of him,
he [doesn't] actually explode [or] do anything
372
00:24:45,790 --> 00:24:46,790
cool like that.
373
00:24:46,790 --> 00:24:48,380
He [just sort] of, slinks away.
374
00:24:48,380 --> 00:24:54,920
Ah. Yeah, there we go.
375
00:24:54,920 --> 00:24:55,920
That's all there is.
376
00:24:55,920 --> 00:24:58,470
[Kind] of a shame, really.
377
00:24:58,470 --> 00:25:03,860
So, while this game has [colorful] graphics
which [are pretty] typical [of] the Mark *III,
378
00:25:03,860 --> 00:25:09,110
nothing in the game (the, uh, backgrounds,
enemies, weapons, anything) has any* sorta
379
00:25:09,110 --> 00:25:10,110
character.
380
00:25:10,110 --> 00:25:11,270
I'm [not even] really sure [if your] vehicle
is [ground]-based [or] air-based.
381
00:25:11,270 --> 00:25:12,270
[I'm] gonna [have to] call "Satellite 7" a
[disappointment].
382
00:25:12,270 --> 00:25:16,030
[Even] by 1985 standards, [it] was way [behind]
the times.
383
00:25:16,029 --> 00:25:22,710
# 🎮 Astro Flash // TransBot // Nuclear
Creature 🇧🇷
384
00:25:22,710 --> 00:25:28,050
♪ "Fantasy Zone Boss Theme" ♪
385
00:25:28,050 --> 00:25:40,320
🗓️ Released 1985 December 22
💾 Developed by Sega
📦 Published by Sega
386
00:25:40,321 --> 00:25:41,770
I promised [you] two [Shooters] in a row.
387
00:25:41,770 --> 00:25:48,240
[And] here's #2 "Astro Flash" (known [as]
"TransBot" in the U.S. [and for] some reason
388
00:25:48,240 --> 00:25:50,800
"[Nuclear Creature]" in Brazil).
389
00:25:50,800 --> 00:25:54,990
Released a mere two days after "Satellite
7", it is [certainly the] better title
390
00:25:54,990 --> 00:25:56,070
of the two.
391
00:25:56,070 --> 00:26:01,970
[Your] first [impression will probably] be,
'Wow! This game looks really nice, much better
392
00:26:01,970 --> 00:26:04,080
[than] the boring [and] ugly "Satellite 7"!'.
393
00:26:04,080 --> 00:26:07,520
[And] check out that really awesome parallax
scrolling!
394
00:26:07,520 --> 00:26:12,540
I could be mistaken [but] I don't think
we've really seen this impressive a use
395
00:26:12,540 --> 00:26:15,280
of parallax in a console game [before].
396
00:26:15,280 --> 00:26:19,670
[It] really gives the [feeling] of speed [and]
depth missing in earlier Shoot-'em-Ups [for]
397
00:26:19,670 --> 00:26:20,760
home systems.
398
00:26:20,760 --> 00:26:24,670
And additionally, "Astro Flash" even has
power-ups!
399
00:26:24,670 --> 00:26:28,610
Shooting the livvle -- little, uh, delivery
van there will cause a Power Orb [to] fall
400
00:26:28,610 --> 00:26:32,490
out; grabbing the Orb [and hitting your] second
[button will select] a power-up.
401
00:26:32,490 --> 00:26:35,270
Now, you [can't] exactly choose your power-ups.
402
00:26:35,270 --> 00:26:39,270
[It] cycles through the [available] power-ups
very, very quickly [and will] stop whenever
403
00:26:39,270 --> 00:26:42,760
you [hit] the [button], so a [certain amount]
of luck is involved.
404
00:26:42,760 --> 00:26:47,340
[Unfortunately], the power-ups [are] all temporary
and [will] run [out] of time when the Arm
405
00:26:47,340 --> 00:26:50,230
Meter goes all the way to the left.
406
00:26:50,230 --> 00:26:55,300
Also, you can take multiple hits and
will [only] lose a life when the Power Meter
407
00:26:55,300 --> 00:26:57,130
runs out.
408
00:26:57,130 --> 00:27:01,070
Among the five power-[ups] available are a
couple [that will] turn you into a [robot],
409
00:27:01,070 --> 00:27:02,830
as we've [already] seen.
410
00:27:02,830 --> 00:27:06,440
Viewers of 'Chrontendo' [will] know [this
is already] a [bit] of a video game cliche,
411
00:27:06,440 --> 00:27:12,070
[with] several FamiCom [titles], uh, featuring
robot to, uh -- and ship [transformations],
412
00:27:12,070 --> 00:27:16,010
starting with, uh, "Formation Z" all the way
back in early 1985.
413
00:27:16,010 --> 00:27:20,620
Now, those Power Orb vans arrive [pretty]
frequently, so ya really [won't] go too
414
00:27:20,620 --> 00:27:22,820
long (if [at] all) [without] power-up.
415
00:27:22,820 --> 00:27:27,700
Here we've reached the second area, which
is a more, [ya] know, futuristic type city
416
00:27:27,700 --> 00:27:30,110
again with [pretty] nice scrolling.
417
00:27:30,110 --> 00:27:35,580
So, even though this game seems like a vast
[improvement] over "Satellite 7", it's still
418
00:27:35,580 --> 00:27:38,820
far from perfect; it's -- it's not exactly
"Side Arms...".
419
00:27:38,820 --> 00:27:44,130
The levels [and] enemies are [pretty] repetitive
([and] literally so); this level [will]
420
00:27:44,130 --> 00:27:45,970
loop infinitely [until] ya destroy one
[particular] enemy.
421
00:27:45,970 --> 00:27:50,850
[Unfortunately], this enemy [can only] be
destroyed by one [particular] weapon: the
422
00:27:50,850 --> 00:27:51,850
missiles.
423
00:27:51,850 --> 00:27:55,010
So, if ya don't have the missiles [and]
you encounter [it], you'll have [to] repeat
424
00:27:55,010 --> 00:27:57,530
the entire level [and] try again.
425
00:27:57,530 --> 00:28:01,190
Obviously, this game [will] piss you off
[quite] a [bit until] ya figure [it] out.
426
00:28:01,190 --> 00:28:04,820
Oh, here's one [of] the coolest power-ups,
[right] here.
427
00:28:04,820 --> 00:28:09,430
Strangely, the Japanese release has a
catalog number of 503, making [it] sequentially
428
00:28:09,429 --> 00:28:11,150
the third Mark III game.
429
00:28:11,150 --> 00:28:16,080
However, [it] was [released] after numbers
504 [and] -- through 407.
430
00:28:16,080 --> 00:28:20,260
So, [Mark] III games weren't always [released]
in numerical order.
431
00:28:20,260 --> 00:28:24,740
[It] was given a U.S. [release in] 1986
(unlike "Satellite 7"), [but] under the
432
00:28:24,740 --> 00:28:29,400
name "TransBot" with a Transformer-like [robot]
on the cover (obviously [an] attempt to
433
00:28:29,400 --> 00:28:31,970
cash in on the popular toy line).
434
00:28:31,970 --> 00:28:37,220
And as a weird coda [to] all this, in
[1986] Sega [released an] Arcade version
435
00:28:37,220 --> 00:28:42,330
of "Astro Flash", this time known [in] the
U.S. [as] simply "Transformer".
436
00:28:42,330 --> 00:28:48,150
For the Arcade version, the whole, uh, 'shooting
the [supply] ships' has been eliminated.
437
00:28:48,150 --> 00:28:53,290
And you [can] simply transform back [and forth
between] a jet and a robot [at] will, thus
438
00:28:53,290 --> 00:28:55,010
giving [it] a "Formation Z"-[like] quality.
439
00:28:55,010 --> 00:29:00,630
Unfortunately, the Arcade game isn't really
[that] much better than the console version,
440
00:29:00,630 --> 00:29:03,880
as far [as] I [can] tell.
441
00:29:03,880 --> 00:29:06,580
# 🎮 F-16 Fighting Falcon // F-16 Fighter
442
00:29:06,580 --> 00:29:08,750
♪ "Fantasy Zone Boss Theme" ♪
443
00:29:08,750 --> 00:29:15,240
🗓️ Released 1985 December 22
💾 Developed by Nexa | Sega
📦 Published by Sega
444
00:29:15,240 --> 00:29:20,970
[As] we approach the end of 1985 we have
another Shooter of sorts "F-16 Fighting
445
00:29:20,970 --> 00:29:21,970
Falcon".
446
00:29:21,970 --> 00:29:25,090
[Note] the name Nexa in the credits.
447
00:29:25,090 --> 00:29:29,240
This was [released] in Europe as "F-16 Fighter".
448
00:29:29,240 --> 00:29:35,130
You [can] choose [the difficulty] level, [right]
off the bat, by the number [of] enemy [fighters].
449
00:29:35,130 --> 00:29:39,290
Once the game starts, you [might] be [surprised]
by the rather unimpressive graphics.
450
00:29:39,290 --> 00:29:42,980
This [definitely] looks a few generations
older [than] the Mark III.
451
00:29:42,980 --> 00:29:48,820
This [definitely] has the [most limited] color
palette we've seen for the System III, uh,
452
00:29:48,820 --> 00:29:52,520
black, white, two shades of blue, green, red,
[and] yellow.
453
00:29:52,520 --> 00:29:56,250
If this doesn't look like the typical Sega
game, well, it's not.
454
00:29:56,250 --> 00:29:59,740
[This is] actually the [first] Mark III release
not developed by Sega.
455
00:29:59,740 --> 00:30:03,520
([Oops], I [just got] myself blown [up immediately],
there.
456
00:30:03,520 --> 00:30:05,480
I scored zero points.)
457
00:30:05,480 --> 00:30:10,560
This game was [developed] by Nexa (though
Sega [presumably ported] the game).
458
00:30:10,559 --> 00:30:17,630
"F-16 Fighter" is the [port] of a 1984 M.S.X.
Jet [Fighter] Simulation game.
459
00:30:17,630 --> 00:30:21,600
This version looks almost [exactly like]
the M.S.X. version.
460
00:30:21,600 --> 00:30:27,040
Nexa was an American company, uh, [that]
released a few games [in] the mid-'80s [and]
461
00:30:27,040 --> 00:30:32,610
was founded by the noted Silicon Valley
personality, Gilman Louie, - a fellow who
462
00:30:32,610 --> 00:30:35,860
is, quite frankly, more [interesting] than
this game.
463
00:30:35,860 --> 00:30:39,050
As you saw there, I [just] blew up [one of]
the [enemy fighters] with my missiles.
464
00:30:39,050 --> 00:30:44,350
You [have] two forms of weapons here, missiles
or the 20 millimeter machine gun.
465
00:30:44,350 --> 00:30:47,370
As you [can] see by the [little] readout there
on the left-hand side I currently have the
466
00:30:47,370 --> 00:30:49,380
gun selected.
467
00:30:49,380 --> 00:30:54,480
Louie seemed [to] specialize in F-16 Simulation
Games and, uh, r... -- actually ran a few
468
00:30:54,480 --> 00:30:59,120
different video game companies, [including]
one called Spectrum HoloByte.
469
00:30:59,120 --> 00:31:02,090
While [with] them, Louie [secured] the U.S.
rights [for] an obscure Russian video game
470
00:31:02,090 --> 00:31:03,090
called "Tetris".
471
00:31:03,090 --> 00:31:06,180
I assume he made some money off of that.
472
00:31:06,180 --> 00:31:11,000
He's nowadays more known as a financier
[and] actually does investment work for the
473
00:31:11,000 --> 00:31:12,520
C.I.A..
474
00:31:12,520 --> 00:31:17,610
As for "F-16 [Fighting] Falcon", well, like
a [lot] of Aircraft Simulation Games, [it]
475
00:31:17,610 --> 00:31:20,880
has [an] overly-complicated display [and]
controls.
476
00:31:20,880 --> 00:31:24,740
In fact, you actually have [to] use two game
controllers.
477
00:31:24,740 --> 00:31:29,620
The D-Pad on the one controls [your] speed,
[and] the D-Pad on the other controls your
478
00:31:29,620 --> 00:31:32,560
direction [and] then the [buttons] do various
things.
479
00:31:32,560 --> 00:31:37,360
The main challenge of this game is to, [sort]
of, master the, uh, complicated controls and
480
00:31:37,360 --> 00:31:39,640
figure [out] how to actually use 'em [to shoot]
things down.
481
00:31:39,640 --> 00:31:45,290
[I'm] trying to right now, uh, speed up [and]
catch [that] guy, [right] there.
482
00:31:45,290 --> 00:31:50,780
I suppose [that aircraft] freaks [might enjoy]
this, [sort] of, thing, [but] probably [everybody]
483
00:31:50,780 --> 00:31:53,170
else [will] find [it] a [little bit] boring.
484
00:31:53,170 --> 00:31:56,180
some [reason, I just can't] seem to
lock on...
485
00:31:56,179 --> 00:31:57,180
There [we] go.
486
00:31:57,179 --> 00:32:01,820
Um... [The fact that] Nexa was the first third-party
developed game [for] the Mark III indicates
487
00:32:01,820 --> 00:32:06,420
what a major lock Nintendo had on the video
game developers [and] how far afield Sega
488
00:32:06,420 --> 00:32:09,360
had [to] go [in order to find] companies willing
[to] work with 'em.
489
00:32:09,360 --> 00:32:12,320
# 🎮 Great Tennis // Super Tennis
490
00:32:12,320 --> 00:32:15,280
♪ "Fantasy Zone Boss Theme" ♪
491
00:32:15,280 --> 00:32:23,410
🗓️ Released 1985 December 22
💾 Developed by Sega
📦 Published by Sega
492
00:32:23,410 --> 00:32:30,020
"Astro Flash", "F-[16] Fighting Falcon", [and]
this game, "Great Tennis", were all [released]
493
00:32:30,020 --> 00:32:31,060
on December 22nd.
494
00:32:31,060 --> 00:32:34,810
[And] this will [conclude] 1985 for the Mark
III.
495
00:32:34,809 --> 00:32:38,970
So far, Sega seems be taking the same
path as Nintendo did when [it released]
496
00:32:38,970 --> 00:32:41,380
the FamiCom [in] 1983.
497
00:32:41,380 --> 00:32:45,250
A few Arcade ports, some Sports Games, a few
[original titles].
498
00:32:45,250 --> 00:32:49,470
I earlier remarked on the [similarity] of
"[Great] Baseball" to Nintendo's early
499
00:32:49,470 --> 00:32:50,470
"Baseball" game.
500
00:32:50,470 --> 00:32:52,850
[And] the same holds true for "Great Tennis".
501
00:32:52,850 --> 00:32:55,990
It's really [just] Nintendo's "Tennis" [with
brighter] colors.
502
00:32:55,990 --> 00:32:59,050
Now, there seems [to] be some confusion over
the name.
503
00:32:59,049 --> 00:33:03,380
The box says "Great Tennis" [and] the screen
says "Super Tennis".
504
00:33:03,380 --> 00:33:07,500
In the U.S. [and] Europe, this game was [released
later] as "Super Tennis".
505
00:33:07,500 --> 00:33:13,260
Just like the old Nintendo "Tennis" game,
[it] doesn't really advance on the gameplay
506
00:33:13,260 --> 00:33:15,800
of the old Atari 2600 "Tennis" game.
507
00:33:15,800 --> 00:33:19,590
Run [up to] the ball [and] press the [button
to] swing the racket.
508
00:33:19,590 --> 00:33:23,180
I [didn't] really care for [the] Nintendo
game [and] I [don't] really [like] this one
509
00:33:23,179 --> 00:33:28,710
either, [mostly] due [to] the controls seeming
[just] a [little] off.
510
00:33:28,710 --> 00:33:33,780
First of all, serving can be difficult, the
ball [frequently] either hits the net or
511
00:33:33,780 --> 00:33:36,360
[lands just past] the service line.
512
00:33:36,360 --> 00:33:41,780
I've [actually] lost entire games [strictly]
through [hitting] too [many] faults.
513
00:33:41,780 --> 00:33:47,480
However, once ya [get] the ball in play,
"[Great] Tennis" [doesn't] really seem [that]
514
00:33:47,480 --> 00:33:51,090
bad, even though the hit detection sometimes
[is] a [little] wrong.
515
00:33:51,090 --> 00:33:55,730
At times the game seems [very] generous
as you [hit] balls that seem outside your
516
00:33:55,730 --> 00:33:57,120
racket's range.
517
00:33:57,120 --> 00:34:02,650
Other times the ball seems [to] pass [right]
through [your] racket.
518
00:34:02,650 --> 00:34:07,020
One thing [that's, uh, a little bit] of concern
[while] playing this game is [your opponent]
519
00:34:07,020 --> 00:34:08,020
there.
520
00:34:08,020 --> 00:34:10,030
Uh... [What exactly] is he wearing?
521
00:34:10,030 --> 00:34:13,690
[While] you seem [to] be having s... -- your
[sort of] standard Tennis shorts, he seems
522
00:34:13,690 --> 00:34:18,140
be wearing some kind of bikini brief
bottoms.
523
00:34:18,139 --> 00:34:24,070
Like a [lot] of early Mark III titles, Sega
seems to [have, sort] of, phoned this one
524
00:34:24,069 --> 00:34:25,070
in.
525
00:34:25,069 --> 00:34:30,090
Nintendo's "Tennis" [seemed pretty] impressive
in 1983 but by [late] 1985 a game [like]
526
00:34:30,089 --> 00:34:33,670
this would seem a [little behind] the times.
527
00:34:33,669 --> 00:34:37,190
Sega may be suffering from the same problem
Nin(h... --)tendo had [in] the early [days
528
00:34:37,191 --> 00:34:41,660
of] the FamiCom; they had [to] develop every
single title themselves.
529
00:34:41,659 --> 00:34:46,590
Fortunately for Nintendo, they quickly
picked up a [lot] of third-party developers
530
00:34:46,590 --> 00:34:47,990
[and] publishers [for] the FamiCom.
531
00:34:47,990 --> 00:34:52,870
Sega would [not] be so lucky.
532
00:34:52,870 --> 00:34:56,200
So, 1985 [hasn't] really been [that successful
for] the Mark III.
533
00:34:56,200 --> 00:35:00,840
The [only] really game I [can] recommend [without]
any reservations is "Hang-On".
534
00:35:00,840 --> 00:35:03,410
"Astro Flash" is [not that] bad.
535
00:35:03,410 --> 00:35:06,640
Uh... The other games all seem... (well,
"...[Pit Pot]", I guess, has its moments).
536
00:35:06,640 --> 00:35:10,940
[But for] the [most] part, [not] a [lot of
great] games for the Mark III.
537
00:35:10,940 --> 00:35:13,550
Hopefully 1986 [we'll] see better luck.
538
00:35:13,549 --> 00:35:16,460
# 🗨️ The First Year of S.G.-1000 Mark
III
539
00:35:16,460 --> 00:35:20,230
In 1986 (the Mark III's first full year) a
mere 16 titles [were released in] Japan,
540
00:35:20,230 --> 00:35:24,540
again, all [published] by Sega, due mostly
[to] Nintendo's, uh, having pretty much every
541
00:35:24,540 --> 00:35:27,890
major Japanese publisher [and] developer in
their corner.
542
00:35:27,890 --> 00:35:32,510
Still, Sega did take a step [forward]
by ditching the Sega Card format [and releasing]
543
00:35:32,510 --> 00:35:37,320
games in the Cartridge format, (most [of]
which held one megabit, [at] this time).
544
00:35:37,320 --> 00:35:41,810
[In] June, Sega released the Sega Master System
[in] the U.S., though [we'll discuss that]
545
00:35:41,810 --> 00:35:43,590
more next time.
546
00:35:43,590 --> 00:35:47,950
# 🎮 Seishun Scandal // My Hero
547
00:35:47,950 --> 00:35:52,320
♪ "Fantasy Zone Boss Theme" ♪
548
00:35:52,320 --> 00:35:59,980
🗓️ Released 1986 January 31
💾 Developed by Coreland | Sega
📦 Published by Sega
549
00:35:59,980 --> 00:36:02,210
1986 kicks off slowly, [but it] does with
another Arcade port; this time it's "Seishun
550
00:36:02,210 --> 00:36:04,370
Scandal" (or 'Youth Scandal').
551
00:36:04,370 --> 00:36:07,660
This is, sort of, very early Beat-'em-Up
- rather curious [little title].
552
00:36:07,660 --> 00:36:12,970
[It] was originally a 1985 Arcade game,
in which you travel across town [to] rescue
553
00:36:12,970 --> 00:36:16,350
[your] girlfriend who [was kidnapped] by
some thugs.
554
00:36:16,350 --> 00:36:17,800
In the U.S. [it] was known [as] "My Hero".
555
00:36:17,800 --> 00:36:19,900
Here is the Arcade version here.
556
00:36:19,900 --> 00:36:24,980
[Pretty] much the same [plot as pretty] much,
well, every Beat-'em-Up, going [back to] "[Spartan]
557
00:36:24,980 --> 00:36:25,980
X"/"Kung-Fu Master".
558
00:36:25,980 --> 00:36:31,530
The Arcade game was released by Sega but
[developed] by a company [called] Coreland.
559
00:36:31,530 --> 00:36:35,840
Coreland was later bought out by Bandai
in the late 1980s, [and] their name was
560
00:36:35,840 --> 00:36:36,840
[changed] to Banpresto.
561
00:36:36,840 --> 00:36:40,840
Nowadays they do g... -- a lot of games based
on [licensed] properties.
562
00:36:40,840 --> 00:36:44,180
Here we are [back] to the Mark III version.
563
00:36:44,180 --> 00:36:48,680
[While] the Arcade game was a decent [little]
time waster, the Mark III port ([presumably
564
00:36:48,680 --> 00:36:52,010
ported] by Sega [themselves]) is a whole
'nother story.
565
00:36:52,010 --> 00:36:57,330
While it superficially looks very [similar,
it] plays very differently.
566
00:36:57,330 --> 00:37:01,660
As you may have noticed from the gameplay,
uh, video here, [it] is impossibly [difficult
567
00:37:01,660 --> 00:37:03,020
and] you [will] keep dying.
568
00:37:03,020 --> 00:37:06,070
There [are often] a [lot] of enemies [on]
the screen [at] once.
569
00:37:06,070 --> 00:37:09,610
In the Arcade game you [can] just tear right
through them quite easily [with your punches
570
00:37:09,609 --> 00:37:12,650
or] kicks (quite similar to "Kung-Fu Master").
571
00:37:12,650 --> 00:37:15,660
In the home version, there seems be
some [sort] of, like, [little] lag whenever
572
00:37:15,660 --> 00:37:18,620
you attack [and it] requires much more precision.
573
00:37:18,620 --> 00:37:24,300
You'll [frequently find] yourselves being
[hit] by the enemies [before] you [can
574
00:37:24,300 --> 00:37:26,210
hit] them.
575
00:37:26,210 --> 00:37:27,440
As a [result], "Seishun Scandal"...
576
00:37:27,440 --> 00:37:31,230
(Well, we just saw [it right] there; [I]
walked up [to] the guy [and], 'Bam!', he [just
577
00:37:31,230 --> 00:37:32,230
knocked] me out.)
578
00:37:32,230 --> 00:37:36,210
The game really is, uh, a bit of a drag
and, uh, even playing through...
579
00:37:36,210 --> 00:37:38,540
(See? There's another cheap death [right]
there.
580
00:37:38,540 --> 00:37:42,680
[Right] as I walked up [to] the guy [and hit]
him, he threw a [little] mine up in the
581
00:37:42,680 --> 00:37:43,700
air [that hit] me [and] killed me.
582
00:37:43,700 --> 00:37:44,780
[That's really] hardly fair.)
583
00:37:44,780 --> 00:37:47,810
[Well], the Arcade version actually has
three [different] levels.
584
00:37:47,810 --> 00:37:52,170
There's a second one; third one have like
a Historical theme [and], like, a Science
585
00:37:52,170 --> 00:37:53,170
Fiction theme.
586
00:37:53,170 --> 00:37:54,590
The Mark III version [just]...
587
00:37:54,590 --> 00:37:57,910
(Again, uh, the platforming is a [little]
strange; [it looked like] I, [sort] of, jumped
588
00:37:57,910 --> 00:38:01,080
[right] through, uh, [that little platform]
there.)
589
00:38:01,080 --> 00:38:04,010
[In] the U.S., this was [released] as, uh,
"My Hero".
590
00:38:04,010 --> 00:38:07,680
Unfortunately, they [changed] the [title]
screen [but] nothing else; it doesn't actually
591
00:38:07,680 --> 00:38:09,670
play any better [than] the Mark III version.
592
00:38:09,670 --> 00:38:14,100
And, as [I] was mentioning, the, uh -- the
home version [only] has one level basically
593
00:38:14,100 --> 00:38:16,360
[that, sort] of, [repeats] over [and] over
again.
594
00:38:16,359 --> 00:38:20,470
So, unfortunately, "My Hero" - [while] it's
nice see Sega doing another Arcade
595
00:38:20,470 --> 00:38:23,800
port this game is [pretty] unplayable.
596
00:38:23,800 --> 00:38:27,260
# 🎮 Comical Machine Gun Joe
597
00:38:27,260 --> 00:38:30,720
♪ "Fantasy Zone Boss Theme" ♪
598
00:38:30,720 --> 00:38:40,230
🗓️ Released 1986 April 21
💾 Developed by Sega
📦 Published by Sega
599
00:38:40,230 --> 00:38:44,810
Next up is a Sega-[developed original title
for the] Mark III, "Machine Gun Joe" (or
600
00:38:44,810 --> 00:38:48,570
"Comical Machine Gun Joe", as [it] is sometimes
called).
601
00:38:48,570 --> 00:38:51,750
Video game publishers seem take a [little]
break after [the] busy holiday season, [at]
602
00:38:51,750 --> 00:38:53,760
least [in] terms of their release schedule.
603
00:38:53,760 --> 00:38:58,490
Sega [is] no exception; "Machine Gun Joe"
came out over four [and] a half [months into]
604
00:38:58,490 --> 00:38:59,490
the year.
605
00:38:59,490 --> 00:39:04,090
"Machine Gun Joe" is [not] a bad [title]
- very simple [but an improvement] over
606
00:39:04,090 --> 00:39:05,230
"Seishun Scandal".
607
00:39:05,230 --> 00:39:08,600
You play this [cute little] gangster guy
[that] everyone wants [to] kill.
608
00:39:08,600 --> 00:39:12,420
[Just as], uh, "Seishun Scandal" predated
games like "Renegade" "Double Dragon",
609
00:39:12,420 --> 00:39:15,760
"Machine Gun Joe" [predated] "Cabal" by
two years.
610
00:39:15,760 --> 00:39:19,450
[Your] character moves left [and] right along
the [bottom of the] screen shooting enemies
611
00:39:19,450 --> 00:39:20,450
[in] the background.
612
00:39:20,450 --> 00:39:24,130
(Though, if ya think about [it], this
style of game is [really just an updated]
613
00:39:24,130 --> 00:39:26,540
variation on "Space [Invaders]".)
614
00:39:26,540 --> 00:39:33,230
Joe [can] fire [in] five directions: straight
up, left, and right, as well [as] a 45 degree
615
00:39:33,230 --> 00:39:34,230
angle.
616
00:39:34,230 --> 00:39:37,250
[At] the end of every level you encounter
one [of] these fast moving bosses.
617
00:39:37,250 --> 00:39:40,920
He's [either] this guy [in] red or a Japanese
schoolgirl.
618
00:39:40,920 --> 00:39:45,580
[Ya do have] a power-up in the form of
Red [Hat that] allows you [to shoot] faster.
619
00:39:45,580 --> 00:39:49,460
There [are] pigs [that will drop] bombs
which [can] clear [the] screen [of] enemies.
620
00:39:49,460 --> 00:39:54,000
[And like] couple other Sega games, "Teddy
Boy Blues" and "Seishun Scandal" (the Arcade
621
00:39:54,000 --> 00:39:58,560
version), enemies [don't] die [but] rather
[shrink] down [into] li'l versions of themselves.
622
00:39:58,560 --> 00:40:02,710
[These little] enemies [are not completely]
harmless; they [can] attach themselves
623
00:40:02,710 --> 00:40:05,350
[to] your sides [and] slow ya down.
624
00:40:05,350 --> 00:40:09,350
As you may [have] noticed, there [is] a [pretty]
healthy dose [of] nonsense in "Machine Gun
625
00:40:09,350 --> 00:40:10,350
Joe".
626
00:40:10,350 --> 00:40:13,210
I guess [that's] why the guy in game
is called "Comical Machine Gun Joe".
627
00:40:13,210 --> 00:40:16,920
Aside from oddball enemies [like] pigs [and]
spiders [the] levels have, oh, um -- [get]
628
00:40:16,920 --> 00:40:19,930
a [little] weird [as] the game progresses.
629
00:40:19,930 --> 00:40:23,300
The harbor seems like a [natural enough] place
[for] gangsters [to] hang [out, but eventually
630
00:40:23,300 --> 00:40:28,120
ya] move on [to] this graveyard, [and] then
to a fairy tale like [forest] setting.
631
00:40:28,120 --> 00:40:33,210
So, "Machine Gun Joe" is [an] example
of the Japanese humor game aesthetic.
632
00:40:33,210 --> 00:40:38,590
Uh... Sort of, mixes inappropriate objects
together [in weird] random ways.
633
00:40:38,590 --> 00:40:42,690
Other examples would be "Twinbee" or the 'Parodius'
series.
634
00:40:42,690 --> 00:40:48,240
Either way, it's certainly nice [to] see Sega
come up [with] something a [little] different
635
00:40:48,240 --> 00:40:50,960
[and] unusual for the Mark III.
636
00:40:50,960 --> 00:40:53,190
# 🎮 Ghost House
637
00:40:53,190 --> 00:40:57,650
♪ "Fantasy Zone Boss Theme" ♪
638
00:40:57,650 --> 00:41:09,910
🗓️ Released 1986 April 21
💾 Developed by Sega
📦 Published by Sega
639
00:41:09,910 --> 00:41:16,590
Next up is another Mark III original,
the unimaginatively titled "Ghost House".
640
00:41:16,590 --> 00:41:20,860
As ya [might] guess it's a [Horror]-themed
game in which you traipse [your] way through
641
00:41:20,860 --> 00:41:25,350
a monster-filled mansion [with] the intent
[to] find [and] kill Dracula.
642
00:41:25,350 --> 00:41:30,240
If [that] sounds like some other better
game from Konami, well, the idea is similar,
643
00:41:30,240 --> 00:41:32,530
[but] the execution couldn't be more different.
644
00:41:32,530 --> 00:41:37,030
"Ghost House" did come [out] a few months
[before] "Castlevania", so [it] gets points
645
00:41:37,030 --> 00:41:39,570
[for] being first [at] least but certainly
not [better].
646
00:41:39,570 --> 00:41:43,470
"Ghost House" is, uh, more of [an] old-school
Platformer.
647
00:41:43,470 --> 00:41:49,100
Kinda reminds me of "Mappy" or games of [that]
ilk, but [with] some newer gaming [elements]
648
00:41:49,099 --> 00:41:50,100
added in.
649
00:41:50,099 --> 00:41:54,530
[For] example, you [can] punch monsters as
they approach you or you [can] kill [them]
650
00:41:54,530 --> 00:41:55,530
by jumping on them.
651
00:41:55,530 --> 00:42:01,180
You have a Life Bar (not too common at this
time), Health Refill items, a weapon upgrade,
652
00:42:01,180 --> 00:42:02,590
[and] a few other tricks.
653
00:42:02,590 --> 00:42:04,960
Despite all this, the game does feel [decidedly]
old-fashioned.
654
00:42:04,960 --> 00:42:10,390
The object is simply to survive long
enough to [find] Dracula's casket.
655
00:42:10,390 --> 00:42:16,200
Um... Or rather [to find] the real Dracula,
as he apparently employs Dracula lookalikes
656
00:42:16,200 --> 00:42:17,600
as decoys.
657
00:42:17,600 --> 00:42:21,130
Once you've killed all the vampires, [ya]
move on [to] Stage 2 [and] so on.
658
00:42:21,130 --> 00:42:25,450
Here's one [of] the caskets [right] here [and]
Dracula has emerged; he's [that] rather large
659
00:42:25,450 --> 00:42:26,720
bat [floating] around.
660
00:42:26,720 --> 00:42:30,910
[Any] time you touch a casket, [he'll
rise out and] attack you.
661
00:42:30,910 --> 00:42:35,720
He [spends most of his] time in [bat]
form [but] occasionally, uh, goes down [into]
662
00:42:35,720 --> 00:42:39,320
a human form [or] vampire form, as you see
there.
663
00:42:39,320 --> 00:42:43,820
[Hitting him enough] times [will] kill him
but usually you take some damage yourself
664
00:42:43,820 --> 00:42:45,040
[upon] making contact.
665
00:42:45,040 --> 00:42:49,910
Now, [at] last, I understand how smart Simon
[Belmont] was to, uh, take [that] weapon
666
00:42:49,910 --> 00:42:51,270
with [him].
667
00:42:51,270 --> 00:42:56,350
There's various other monsters in the mansion,
uh, including (well, let's see, uh) blue ghosts,
668
00:42:56,349 --> 00:43:01,450
lots [and] lots [of] bats, fire breathing
trolls of some sort (um, all [of] which [are]
669
00:43:01,450 --> 00:43:05,190
pretty annoying and, uh, [can] be [kind] of
a pain [to] kill).
670
00:43:05,190 --> 00:43:10,640
However, you do have a, uh, rather nice
(though highly unlogical) trick [that] you
671
00:43:10,640 --> 00:43:11,640
[can] use.
672
00:43:11,640 --> 00:43:14,480
Jumping up [and hitting] a [light] bulb
[will], uh -- with [your] head [will] cause
673
00:43:14,480 --> 00:43:16,760
all the [monsters to] freeze [for] a few
moments.
674
00:43:16,760 --> 00:43:19,890
Oh, yes, [and] there's the, uh, key you need
[to] actually open [up the] caskets.
675
00:43:19,890 --> 00:43:20,890
Here comes another one.
676
00:43:20,890 --> 00:43:24,590
As I mentioned, uh, [hitting the light]
bulb [will] cause [everyone to] freeze.
677
00:43:24,590 --> 00:43:29,470
You [can] then walk up [to] the stationary
Dracula [and pretty] much, uh, [hit] him
678
00:43:29,470 --> 00:43:31,180
to his heart's c... uh -- [your] heart's content.
679
00:43:31,180 --> 00:43:34,420
And, uh, hopefully kill him [without] taking
v... -- very much damage.
680
00:43:34,420 --> 00:43:40,410
So, uh, "Ghost House" is full [of] weird
[little] nonsensical things, uh, such [as],
681
00:43:40,410 --> 00:43:43,640
uh, jumping in [front] of one [of] the candle
holders [will] cause him [to] throw a knife
682
00:43:43,640 --> 00:43:44,640
[at] you.
683
00:43:44,640 --> 00:43:49,010
Uh... [But] if you jump [and] land on
the knife, you [can] then use [it] as a weapon.
684
00:43:49,010 --> 00:43:52,030
[Just like] a real knife, you [can only]
stab [someone with it] a few times before
685
00:43:52,030 --> 00:43:53,320
it simply disappears.
686
00:43:53,320 --> 00:43:57,920
Oh yes! And you [can only] use the [light]
bulb trick a few times each level [before
687
00:43:57,920 --> 00:43:59,020
it] stops working.
688
00:43:59,020 --> 00:44:04,320
So, "[Ghost] House" is a reasonably well
presented game [and] can be fun [at] times.
689
00:44:04,320 --> 00:44:09,630
(Oh, as you [can] see here, the, uh, reason
his [bat] form he can be rather difficult
690
00:44:09,630 --> 00:44:16,460
[to] kill, as [he] keeps whacking you over
[and] over again.)
691
00:44:16,460 --> 00:44:20,520
Now, one thing I [don't] like about the
game is the fact [that], even though you
692
00:44:20,520 --> 00:44:23,420
[can] jump, you can't really seem [to]
jump over much.
693
00:44:23,420 --> 00:44:28,370
The bats move up [and] down while flying,
[kind] of like the Medusa Heads [in] "Castlevania".
694
00:44:28,369 --> 00:44:33,330
My first instinct is [to] try to jump over
them [but] this generally does [not] work
695
00:44:33,330 --> 00:44:35,650
[and] ya do [get hit] frequently in this
game.
696
00:44:35,650 --> 00:44:37,980
[It's], more [or] less, unavoidable.
697
00:44:37,980 --> 00:44:42,570
Luckily, [your] health decreases [pretty]
slowly and there're Health Refills all over.
698
00:44:42,570 --> 00:44:43,700
Still, getting hit [in] this game [kind]
of pisses me off.
699
00:44:43,700 --> 00:44:44,700
So, I guess "Ghost House" [is a] halfway
[point between] "Mappy" [and] "Castlevania".
700
00:44:44,700 --> 00:44:46,220
[I never thought I'd] be saying [that about]
a game, but here [it] is.
701
00:44:46,220 --> 00:44:47,220
# 🎮 Fantasy Zone
702
00:44:47,220 --> 00:44:48,770
♪ "Fantasy Zone Boss Theme" ♪
703
00:44:48,770 --> 00:45:00,140
🗓️ Released 1986 June 15
💾 Developed by Sega
📦 Published by Sega
704
00:45:00,140 --> 00:45:21,940
So far, 1987 [hasn't] been too impressive
[for] the Mark III [but] all [that's] about
705
00:45:21,940 --> 00:45:25,970
[to] change [with] this release - the
fun frantic [Cute]-'em-Up, "[Fantasy]
706
00:45:25,970 --> 00:45:26,970
Zone".
707
00:45:26,970 --> 00:45:31,770
"[Fantasy] Zone" is a [port] of Sega's Arcade
game, which was relatively new [at] this
708
00:45:31,770 --> 00:45:32,770
time.
709
00:45:32,770 --> 00:45:37,250
[It] actually [hit] arcades in March;
the Mark III version was released in June.
710
00:45:37,250 --> 00:45:39,900
In "[Fantasy] Zone", your ship is Opa-Opa.
711
00:45:39,900 --> 00:45:45,710
You must destroy a series of enemy spawning
bases using [your] twin laser beams or
712
00:45:45,710 --> 00:45:46,810
bombs.
713
00:45:46,810 --> 00:45:49,590
The premise is [really not that] far off
from "Teddy Boy Blues".
714
00:45:49,590 --> 00:45:51,810
Here's the Arcade version here.
715
00:45:51,810 --> 00:45:57,180
[It] has fantastic presentation, awesome
music, multi-layered backgrounds, huge bosses
716
00:45:57,180 --> 00:46:02,430
- really everything you [could] want in
a [Shoot]-'em-Up [of this] era.
717
00:46:02,430 --> 00:46:07,790
The Mark III version has obviously been
graphically downgraded.
718
00:46:07,790 --> 00:46:11,930
The [limited], uh, [vertical] scrolling found
(as you [can] see here) in the original
719
00:46:11,930 --> 00:46:12,990
version has been eliminated.
720
00:46:12,990 --> 00:46:16,430
Here's the [first] boss [from] the Arcade
version.
721
00:46:16,430 --> 00:46:21,630
Again, fantastic music.
722
00:46:21,630 --> 00:46:27,040
One thing [about "Fantasy] Zone" [is that
it] lets you buy [items from] shops.
723
00:46:27,040 --> 00:46:30,820
You [collect] gold coins throughout the
game [and can] then buy various upgrades [to
724
00:46:30,820 --> 00:46:32,780
your] engines [which will] make [you] faster.
725
00:46:32,780 --> 00:46:36,210
Various sorts of weapons, more powerful bombs,
even extra [lives], which [obviously]
726
00:46:36,210 --> 00:46:40,220
come in [quite] handy as the [game] is, uh,
[quite] difficult.
727
00:46:40,220 --> 00:46:44,440
Now "[Fantasy] Zone" somehow [managed to
get] away with breaking a [lot of] the [cardinal]
728
00:46:44,440 --> 00:46:45,440
rules of [Shoot]-'em-Ups.
729
00:46:45,440 --> 00:46:47,640
[For] example, the weapons are all temporary.
730
00:46:47,640 --> 00:46:50,650
As you [can] see, my wide beam [just] ran
[out] there.
731
00:46:50,650 --> 00:46:52,140
They [only last about] 15 seconds.
732
00:46:52,140 --> 00:46:55,300
Of course [most of them are] so powerful
that they would [sort] of [break] the game
733
00:46:55,300 --> 00:46:57,810
if you [could] use [them until] ya die.
734
00:46:57,810 --> 00:47:00,010
Odd [that], uh, "[Fantasy Zone]" came out...
735
00:47:00,010 --> 00:47:04,740
(Ah! Here's the 7 Way [Shot] - far [and] away
the [most powerful], uh, laser in the game.)
736
00:47:04,740 --> 00:47:08,420
[It's interesting that] this game came [out
right around] the same time (uh, [at least]
737
00:47:08,420 --> 00:47:12,490
the Arcade version) as "...Legend of Zelda"
[and] both, sort of, feature the ability to
738
00:47:12,490 --> 00:47:17,860
buy [items in] shops - [sort] of an R.P.G.
style idea that, uh, became increasingly popular
739
00:47:17,859 --> 00:47:20,090
[as] time [went] by.
740
00:47:20,090 --> 00:47:24,490
Now, prior [to] this game, all [of] the
Mark III games had been [released] in the
741
00:47:24,490 --> 00:47:25,790
Sega My Card format.
742
00:47:25,790 --> 00:47:28,950
"[Fantasy] Zone" [is the] first cartridge
[for] the system.
743
00:47:28,950 --> 00:47:34,270
The carts [can] hold more than the My Cards;
"[Fantasy Zone]" was 1 Megabit (uh, [pretty]
744
00:47:34,270 --> 00:47:35,630
impressive in those days).
745
00:47:35,630 --> 00:47:39,920
Sega would release a couple more of the
My Cards after this, [but] they were phased
746
00:47:39,920 --> 00:47:42,250
[out pretty] quickly.
747
00:47:42,250 --> 00:47:46,640
As I was mentioning, this game is [not]
quite as impressive-looking as the Arcade
748
00:47:46,641 --> 00:47:51,460
version, [but it] certainly has the very
wonderful [bright] colors of "Fantasy Zone".
749
00:47:51,460 --> 00:47:55,150
One thing [that] was changed [is] the
bosses now all have separate screens; you
750
00:47:55,150 --> 00:47:56,960
[don't fight them] on the main level.
751
00:47:56,960 --> 00:48:02,230
This guy here you have to, uh, [shoot] the
[little] three [orbiting] planets out through
752
00:48:02,230 --> 00:48:04,950
the spaces in the outer ring of planets
there.
753
00:48:04,950 --> 00:48:08,060
Uh... [These -- All these] bosses don't look
that difficult ([they] seem like the idea
754
00:48:08,060 --> 00:48:11,940
of, uh, killing 'em is [pretty] simple) but
[the] thing is, they all have time limits.
755
00:48:11,940 --> 00:48:16,770
If [ya don't] kill [them] quickly enough,
they will [start] moving [around] the screen
756
00:48:16,770 --> 00:48:19,410
towards you and, uh, kill you actually
[pretty] quickly.
757
00:48:19,410 --> 00:48:24,290
[So, you're, sort] of, frantically tryin'
to, uh, get these guys [as] quickly [as]
758
00:48:24,290 --> 00:48:25,290
possible.
759
00:48:25,290 --> 00:48:27,200
Using power-ups [during] the boss fights can
be helpful.
760
00:48:27,200 --> 00:48:32,070
[Now, one thing about "Fantasy Zone": it]
looks cute, but [it] is tough; it can
761
00:48:32,070 --> 00:48:33,370
be very tough [at] times.
762
00:48:33,369 --> 00:48:35,210
Enemies [will often] materialize [out] of
nowhere.
763
00:48:35,210 --> 00:48:37,720
Like these guys which are [incredibly] ni...
[annoying].
764
00:48:37,720 --> 00:48:41,650
They actually, uh, try [to] close in on
you as [you] move left [and right].
765
00:48:41,650 --> 00:48:45,140
[And] they follow you [so] you have [to]
quickly dash [between them].
766
00:48:45,140 --> 00:48:50,780
I've probably lost more lives those [li'l]
orange things [than] any other enemy in the
767
00:48:50,780 --> 00:48:51,780
game.
768
00:48:51,780 --> 00:48:55,250
In fact, enemies following you around [and]
tryin' to ram [your] ship [are actually
769
00:48:55,250 --> 00:48:56,250
pretty] common.
770
00:48:56,250 --> 00:49:00,530
I said this game breaks a [lot] of [Shoot]-'em-Up
rules [but] somehow [manages to get] away
771
00:49:00,530 --> 00:49:01,530
[with it].
772
00:49:01,530 --> 00:49:03,790
Even though the game is hard, [it doesn't]
really seem 'cheap'.
773
00:49:03,790 --> 00:49:07,680
[Despite] the [fact that] enemies [will
occasionally] follow [you] around, speed up,
774
00:49:07,680 --> 00:49:11,290
[and] then ram you [while your] back [is]
turned.
775
00:49:11,290 --> 00:49:14,650
So, in conclusion, "[Fantasy] Zone" is [pretty]
awesome - [definitely] the [best] game [of]
776
00:49:14,650 --> 00:49:15,700
the Mark III so far.
777
00:49:15,700 --> 00:49:18,620
[And] probably [the best] [Shoot]-'em-Up on
a home [console system], so far.
778
00:49:18,620 --> 00:49:22,250
[Despite] many [Shoot]-'em-Ups being, uh,
[released for the] FamiCom, uh, they were
779
00:49:22,250 --> 00:49:25,740
[not] very good ("TwinBee" meebe -- maybe
being the best so far).
780
00:49:25,740 --> 00:49:28,990
[Definitely] an early high [watermark] for
the system.
781
00:49:28,990 --> 00:49:33,080
# 🎮 Gokuaku Doumei Dump Matsumoto // Pro
Wrestling
782
00:49:33,079 --> 00:49:35,810
♪ "Fantasy Zone Boss Theme" ♪
783
00:49:35,810 --> 00:49:43,310
🗓️ Released 1986 July 20
💾 Developed by Sega
📦 Published by Sega
784
00:49:43,310 --> 00:49:48,150
[1986] is halfway over [and] there really
[haven't] been many Mark III games [released]
785
00:49:48,150 --> 00:49:49,150
yet.
786
00:49:49,150 --> 00:49:50,880
We're almost ready [to] wrap up this episode.
787
00:49:50,880 --> 00:49:57,430
[But] first here's Mark III's Wrestling
Game, "Gokuaku Doumei Dump Matsumoto" released
788
00:49:57,431 --> 00:50:00,630
in the U.S. under the more [generic title]
of "Pro Wrestling".
789
00:50:00,630 --> 00:50:06,500
Unlike most other Wrestling Games, "Gokuaka
Doumei..." is a female Wrestling Game (ladies
790
00:50:06,500 --> 00:50:08,710
wrestling being [quite popular in] Japan,
[at] this time).
791
00:50:08,710 --> 00:50:14,830
[It's also a port of] this Sega Arcade game
called [just] "Dump Matsumoto" (or "Body
792
00:50:14,830 --> 00:50:16,880
Slam" in the U.S.)
793
00:50:16,880 --> 00:50:19,460
This was ([just] like "[Fantasy] Zone")
a new game!
794
00:50:19,460 --> 00:50:23,910
I wonder [if] Sega [wasn't] developing, uh,
Arcade games and their Mark III ports [in]
795
00:50:23,910 --> 00:50:25,910
tandem, [at] this point.
796
00:50:25,910 --> 00:50:30,810
The Arcade version [has] a typical nice Sega
System 16 graphics [and pretty] cool music!
797
00:50:30,810 --> 00:50:34,100
So, you may be wondering what is 'Dump
Matsumoto'?
798
00:50:34,099 --> 00:50:38,970
Well, she's a real-life Japanese wrestler
[and] 'Gokuaku Doumei' was her wrestling team.
799
00:50:38,970 --> 00:50:43,360
I could be wrong, [but] I think the
Fresh Gals were based on rival team / pop
800
00:50:43,360 --> 00:50:46,820
singers, the Crush Gals.
801
00:50:46,820 --> 00:50:51,490
While U.S. female wrestlers tend [to] be somewhat
glamorous, in Japan, they often go the
802
00:50:51,490 --> 00:50:56,480
opposite route, with crazy hair [and] makeup
giving them [an almost] demonic look.
803
00:50:56,480 --> 00:51:01,650
Obviously, this Mark III version has taken
a [pretty] big [graphical] hit, as [well
804
00:51:01,650 --> 00:51:03,330
as] a stylistic makeover.
805
00:51:03,330 --> 00:51:07,450
The more [realistically proportioned] figures
are now [your], uh, typical super-deformed
806
00:51:07,450 --> 00:51:09,380
style characters.
807
00:51:09,380 --> 00:51:14,730
[Your] wrestler [can] throw punches [and]
kicks [and has] a few special moves, performed
808
00:51:14,730 --> 00:51:18,560
while the opponent is either down or flying
off the ropes.
809
00:51:18,560 --> 00:51:23,700
There is no grappling in this game - something
[that] would become standard in [most] Wrestling
810
00:51:23,700 --> 00:51:30,050
Games later such as Nintendo's "Pro Wrestling"
(which was released [about] three months after
811
00:51:30,050 --> 00:51:31,050
this).
812
00:51:31,050 --> 00:51:37,980
Still, "Gokuaku Doumei..." is [pretty]
advanced for its time.
813
00:51:37,980 --> 00:51:42,950
Consider [that its predecessors] on consoles
were the really, really super awful, uh, 'Kinnikuman'
814
00:51:42,950 --> 00:51:45,180
[and] Technos' "Tag Team Wrestling".
815
00:51:45,180 --> 00:51:48,750
You [can] even occasionally find a chair
[to] use [as] a weapon.
816
00:51:48,750 --> 00:51:54,320
Now, in the [United] States, uh, this game
was [released] under the name "Pro Wrestling"
817
00:51:54,320 --> 00:51:59,260
with the wrestlers being changed to more
generic-style male wrestlers.
818
00:51:59,260 --> 00:52:04,120
I guess really scary-looking female wrestlers
[wouldn't] fly with Western gamers or [just
819
00:52:04,119 --> 00:52:08,360
really wouldn't] make any sense [to] them
- them having nothing [to connect it] with.
820
00:52:08,359 --> 00:52:12,000
This nice [li'l] intro has been added
of the wrestlers jumping [into] the ring,
821
00:52:12,000 --> 00:52:15,540
[but the] game [itself pretty] much plays
the same.
822
00:52:15,540 --> 00:52:21,030
Either way, this game can be difficult
[and] a [little] unfair.
823
00:52:21,030 --> 00:52:24,170
First of all, ya have [to] play a [lot]
of [rounds to] win the championship.
824
00:52:24,170 --> 00:52:28,230
[And] the C.P.U. [almost] seems [to always]
have the upper hand.
825
00:52:28,230 --> 00:52:32,880
Your punches [and] kicks [often] miss [while]
the C.P.U. seems [to] be able [to get] a [lot]
826
00:52:32,880 --> 00:52:34,500
more hits in.
827
00:52:34,500 --> 00:52:38,100
Their special [moves can also] be [performed]
much more quickly.
828
00:52:38,100 --> 00:52:44,840
So, [while] this is [an] interesting, uh,
entry from Sega, I -- I [wouldn't] really
829
00:52:44,840 --> 00:52:47,900
consider [it] be a classic and there
[certainly would] be [better] Wrestling
830
00:52:47,901 --> 00:52:48,900
Games.
831
00:52:48,901 --> 00:52:53,630
# 🎮 Hokuto no Ken // Black Belt
832
00:52:53,630 --> 00:52:57,450
♪ "Fantasy Zone Boss Theme" ♪
833
00:52:57,450 --> 00:53:07,950
🗓️ Released 1986 July 20
💾 Developed by Sega
📦 Published by Sega
834
00:53:07,950 --> 00:53:12,900
Whoa-ho! [That's] a rather [dramatic little]
intro there!
835
00:53:12,900 --> 00:53:18,230
[Our] last game [in] the first episode of
'Chronsega' is "[Hokuto no] Ken", which
836
00:53:18,230 --> 00:53:23,140
was based on the popular comic, T.V. series,
movie, [et] cetera known as "Fist [of] the
837
00:53:23,140 --> 00:53:25,780
North Star" in the West).
838
00:53:25,780 --> 00:53:27,330
The [plotline] is somewhat complicated.
839
00:53:27,330 --> 00:53:32,070
[It] involves this guy, Kenshiro, who
[lives in] a post-apocalyptic world - [and
840
00:53:32,070 --> 00:53:34,200
can hit] guys so hard they explode.
841
00:53:34,200 --> 00:53:37,730
How? By [hitting them] on their pressure
points.
842
00:53:37,730 --> 00:53:41,640
[Japan] was [apparently] in the midst of
a '[Hokuto no] Ken' blitz because [about]
843
00:53:41,640 --> 00:53:44,090
two weeks [later] this game came out.
844
00:53:44,090 --> 00:53:48,680
"[Hokuto no] Ken" by Shouei System for [the]
FamiCom - one of the all-time worst FamiCom
845
00:53:48,680 --> 00:53:49,680
games.
846
00:53:49,680 --> 00:53:54,190
Normally the name "[Hokuto no] Ken" strikes
[terror in] the hearts of sensitive video
847
00:53:54,190 --> 00:53:55,190
gamers.
848
00:53:55,190 --> 00:53:58,750
[But] the Sega game really [isn't that]
bad by comparison.
849
00:53:58,750 --> 00:54:02,770
Of course being [better than] the FamiCom
"[Hokuto] no Ken" is [sort of like] being
850
00:54:02,770 --> 00:54:04,020
taller [than] a midget.
851
00:54:04,020 --> 00:54:05,590
[It's] really [not] saying much.
852
00:54:05,589 --> 00:54:10,460
This game is [your] standard early [Beat]-'em-Up:
'walk right [and] kill guys' ([not] really
853
00:54:10,460 --> 00:54:12,430
that much [different than] "Kung-Fu Master").
854
00:54:12,430 --> 00:54:18,660
You [have] a punch, a kick, a leg sweep,
a low punch, and (if you kick while jumping)
855
00:54:18,660 --> 00:54:20,410
a flying kick.
856
00:54:20,410 --> 00:54:25,610
Every so [often] ya face a sub-boss - and
[at the] end of each level a main boss.
857
00:54:25,610 --> 00:54:30,250
All this adds up to a game [that] is decent
(if repetitive) [but] there [at least] some
858
00:54:30,250 --> 00:54:32,470
variation in the boss fights.
859
00:54:32,470 --> 00:54:36,770
If nothing else, Sega could [create] a [decent]
boss [fight], as proven by earlier games,
860
00:54:36,770 --> 00:54:41,350
like "[Fantasy] Zone", which had really
rad bosses.
861
00:54:41,349 --> 00:54:45,100
Compared [to] the FamiCom game, these guys
[don't] explode quite as entertainingly.
862
00:54:45,100 --> 00:54:49,460
They [just, sort] of, fly [into] various pieces.
863
00:54:49,460 --> 00:54:51,320
[Alright], here's the [first] boss.
864
00:54:51,320 --> 00:54:54,700
[Apparently] all this follows [the plot]
of [a] [comic] book.
865
00:54:54,700 --> 00:54:59,090
In a nice touch, the boss fights [take]
place [in] their own [little] areas [and]
866
00:54:59,089 --> 00:55:00,850
they actually have bigger [sprites]!
867
00:55:00,850 --> 00:55:05,350
Sort of like Konami's soon-to-be-released
"Castlevania", each boss has a pattern,
868
00:55:05,350 --> 00:55:08,540
[and] you [must] find his weakness [and]
exploit it.
869
00:55:08,540 --> 00:55:10,920
Simply ...t... -- attacking [mindlessly] [won't]
work.
870
00:55:10,920 --> 00:55:14,860
Once you drain a boss Life Bar, you then
proceed [to] whip the [shit out] of them.
871
00:55:14,860 --> 00:55:17,830
[But] he [doesn't] explode [for] some reason.
872
00:55:17,829 --> 00:55:23,690
Then it's on [to] the next level with, uh,
[slightly] more [difficult] enemies and
873
00:55:23,690 --> 00:55:31,390
so on.
874
00:55:31,390 --> 00:55:32,400
And here we go.
875
00:55:32,400 --> 00:55:36,080
These guys jump occasionally, as [opposed
to just] walking forward.
876
00:55:36,079 --> 00:55:39,450
Though, doesn't '[Hokuto no] Ken' [take]
place [in] Japan?
877
00:55:39,450 --> 00:55:43,770
What's [with] all the Old West style saloon
doors [in] the buildings?
878
00:55:43,770 --> 00:55:47,290
Now, [in] the U.S. where "Fist [of the North
Star]" wasn't [really] very [popular yet],
879
00:55:47,290 --> 00:55:50,910
Sega pulled a Bandai [and released] the
game s... -- sans-[licensed] characters as
880
00:55:50,910 --> 00:55:52,800
"Black Belt".
881
00:55:52,800 --> 00:55:57,040
The gameplay [is] the same, [but] the [sprites
and backgrounds have] all been *changed [to]
882
00:55:57,040 --> 00:56:00,740
more generic Kung-Fu dudes [and], uh, Chinese
[settings*].
883
00:56:00,740 --> 00:56:05,370
[And] of course, the high [quality] of the
somewhat ridiculous [artwork] on the Japanese
884
00:56:05,370 --> 00:56:09,350
version has been [replaced] by one of the
[most] notorious examples of bad video game
885
00:56:09,349 --> 00:56:10,870
cover art.
886
00:56:10,869 --> 00:56:13,260
You're wondering why the Master [System didn't]
sell over here?
887
00:56:13,260 --> 00:56:17,260
[Well, seriously], looking [at that] cover
[art], would you buy the game?
888
00:56:17,260 --> 00:56:20,640
One change [is] now there [are little sort]
of power-ups [or] Health Refills [that
889
00:56:20,640 --> 00:56:21,710
float] by [occasionally].
890
00:56:21,710 --> 00:56:25,930
Ya have [to execute] a special jump to [get]
them [and it] seems like they always appear
891
00:56:25,930 --> 00:56:29,760
when [you're] surrounded by enemies.
892
00:56:29,760 --> 00:56:34,240
The bosses [have] all been changed from
'[Hokuto no] Ken' characters to the, uh,
893
00:56:34,240 --> 00:56:38,640
more generic [karate] dudes, [but] they
[mostly] behave the same.
894
00:56:38,640 --> 00:56:44,320
As [you'll] see on the [first] boss they,
sort of, changed [his] hairstyle.
895
00:56:44,320 --> 00:56:47,890
So, "[Hokuto no] Ken" - a decent Arcade-style
game.
896
00:56:47,890 --> 00:56:51,610
[But], Sega, this is 1986; games [are]
changing.
897
00:56:51,609 --> 00:56:53,200
You need [to get with] the times!
898
00:56:53,200 --> 00:56:55,730
# 🥇 Episode 1 Wrap Up
899
00:56:55,730 --> 00:56:58,900
Well, there ya have [it].
900
00:56:58,900 --> 00:57:02,230
[That] was the first 10 [months] of the Mark
III.
901
00:57:02,230 --> 00:57:09,080
[While] th... -- Sega's system was a [technically]
impressive console, software-wise [it] was
902
00:57:09,081 --> 00:57:11,030
still [in its] infancy.
903
00:57:11,030 --> 00:57:16,250
The Mark III was [not particularly successful]
in Japan where, by late 1985, the FamiCom
904
00:57:16,250 --> 00:57:18,260
[dominated] the market.
905
00:57:18,260 --> 00:57:22,550
What Sega lacked was (in modern terms)
a 'killer app'.
906
00:57:22,550 --> 00:57:25,830
Nintendo [certainly] had this [with "Super]
Mario Bros.".
907
00:57:25,830 --> 00:57:30,610
Sega was (ironically) the more [experienced]
video game [producer], but yet hadn't
908
00:57:30,609 --> 00:57:33,030
been able [to] make a really good console
game.
909
00:57:33,030 --> 00:57:37,770
[To] see how [different and] innovative the
FamiCom was, think of the original games
910
00:57:37,770 --> 00:57:39,450
released during this same time period.
911
00:57:39,450 --> 00:57:44,710
"[Super] Mario Bros.", "Portopia...",
"...Legend of Zelda", "Mighty Bomb Jack",
912
00:57:44,710 --> 00:57:49,700
"Dragon Quest" - not [to] mention the many
ports of such games as "Makaimura" and "Gradius".
913
00:57:49,700 --> 00:57:54,380
Additionally, Sega had a rather relaxed
[release] schedule.
914
00:57:54,380 --> 00:58:00,480
Six games in the [first] seven months
of 1986, as opposed [to almost] 40 games
915
00:58:00,480 --> 00:58:01,480
[for the] FamiCom?
916
00:58:01,480 --> 00:58:03,640
No wonder o... -- no one [bought] the Mark
III!
917
00:58:03,640 --> 00:58:07,750
Sega had [quite] a ways [to] go before [it
could] catch up to Nintendo.
918
00:58:07,750 --> 00:58:10,850
Hopefully [we'll] see [some improvement]
in "Chronsega Episode 2".
919
00:58:10,849 --> 00:58:11,850
# 🎞️ Episode 1 Credits
920
00:58:11,849 --> 00:58:12,850
♪ "Skylands" ♪
921
00:58:12,849 --> 00:58:13,850
Thank You for Watching
"CHRONSEGA
922
00:58:13,849 --> 00:58:14,850
Episode One".
923
00:58:14,849 --> 00:58:15,850
Please visit us at
http://chrontendo.blogspot.com/
924
00:58:15,849 --> 00:58:16,850
Produced by
👨🏻🏫 Doctor Sparkle ✨
925
00:58:16,849 --> 00:58:17,850
All images and sounds in
this video are copyright
926
00:58:17,849 --> 00:58:18,850
their respective owners.
927
00:58:18,849 --> 00:58:18,854
Support 'Chrontendo' on Patreon
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