1 00:00:00,000 --> 00:00:00,001 # S01.02 2 00:00:00,001 --> 00:00:02,000 # 📽️ Chronsega Title Sequence 3 00:00:00,500 --> 00:00:29,000 🐢🍊♪ "Legend of the Gunstars" ♪ 4 00:00:03,000 --> 00:00:07,000 Dr. Sparkle Presents 5 00:00:10,000 --> 00:00:13,140 Transcript ⌨️ in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from koopaloop 🐢, Lily Mwangi 🍪, and Nate Lawrence 🏮 6 00:00:14,000 --> 00:00:16,500 Index ☰️ + Captions ⏱ in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from Nate Lawrence 🏮 7 00:00:17,000 --> 00:00:29,000 "CHRONSEGA Episode 1" 8 00:00:29,000 --> 00:00:30,000 # 🗨️ A Brief Introduction to Sega 9 00:00:33,760 --> 00:00:37,740 [While] Sega [hasn't] been around as long as Nintendo has, they are still one of 10 00:00:37,760 --> 00:00:40,020 the oldest companies in the video game field. 11 00:00:40,750 --> 00:00:45,110 Of the two console giants, Sega [has] always seemed to be the more Western-orientated of 12 00:00:45,110 --> 00:00:50,070 the two, and they have had more success outside of Japan, in places like the Americas 13 00:00:50,070 --> 00:00:51,070 [and] Europe. 14 00:00:51,070 --> 00:00:56,420 Perhaps this is not surprising, since Sega was founded, not in Japan but in the [United] 15 00:00:56,420 --> 00:01:02,420 States, in Hawaii in 1940 by Martin Bromley as 'Standard Games', [providing 16 00:01:02,420 --> 00:01:05,520 amusement machines] for U.S. soldiers. 17 00:01:05,519 --> 00:01:11,850 In 1951, [reportedly] due to governmental restrictions, Standard Games moved to Japan, 18 00:01:11,850 --> 00:01:16,340 changing [its] name to 'Service Games', and [flourished primarily] as a [distributor] 19 00:01:16,340 --> 00:01:22,500 of [jukeboxes, slot] machines, pinball machines, and so on, eventually merging into a Japanese 20 00:01:22,500 --> 00:01:26,070 company called Nihon Goraku Bussan . 21 00:01:26,070 --> 00:01:31,570 Meanwhile, Brooklyn-born businessman David Rosen had become quite successful importing 22 00:01:31,569 --> 00:01:36,610 arcade machines [into] Japan with his company, Rosen Enterprises. 23 00:01:36,610 --> 00:01:43,640 In 1964, Service Games [and] Rosen Enterprises merged, with Rosen becoming the C.E.O.. 24 00:01:43,640 --> 00:01:50,690 Rosen remained as head of Sega until 1983, when he became the C.E.O. of Sega of America. 25 00:01:50,689 --> 00:01:56,430 In the 1960s, the newly reorganized Sega began manufacturing Arcade games themselves, 26 00:01:56,430 --> 00:02:01,000 with their first big hit being "Periscope" in 1966. 27 00:02:01,000 --> 00:02:05,320 Having become [quite successful], Sega ended up being [purchased] by the American media 28 00:02:05,320 --> 00:02:09,010 conglomerate, Gulf [and] Western, who were also the owners of Paramount Pictures. 29 00:02:09,009 --> 00:02:14,410 Up [until] the mid-1970s, Sega continued to make the kind of mechanical Arcade games 30 00:02:14,411 --> 00:02:16,710 were [quite popular] in both the West [and] Japan. 31 00:02:16,709 --> 00:02:22,200 But had [also] begun manufacturing "Pong" clones, [and later] on in the decade [it 32 00:02:22,200 --> 00:02:26,960 started producing] "Space [Invaders]" clones. 33 00:02:26,960 --> 00:02:32,260 As the video game [market] exploded, Sega [continued to produce] more games [and] [introduce] 34 00:02:32,260 --> 00:02:34,700 the now familiar Sega logo. 35 00:02:34,700 --> 00:02:40,150 By the early '80s, Sega had several huge Arcade hits under their belt, such as "Frogger" 36 00:02:40,150 --> 00:02:44,050 and "Zaxxon" one of the first isometric perspective games. 37 00:02:44,050 --> 00:02:48,410 [Throughout] the decade, Sega continued to [produce] innovative new titles [and] *made 38 00:02:48,410 --> 00:02:53,420 a big impression* on Arcade gamers with their pioneering 3D [effects in] games such as "Hang-On", 39 00:02:53,420 --> 00:02:56,540 "OutRun", [and] "Space Harrier". 40 00:02:56,540 --> 00:03:01,230 Sega games [often stood out in] the arcade with their [impressive] cabinets. 41 00:03:01,230 --> 00:03:06,200 Many of Sega's big games were [designed] by leading [designer] Yu [Suzuki], who [might] 42 00:03:06,200 --> 00:03:09,510 be considered, [sort] of, Sega's answer to [Shigeru] Miyamoto. 43 00:03:09,510 --> 00:03:11,710 # 🗨️ 1981: S.G.-1000 Released 44 00:03:11,709 --> 00:03:16,150 Even as Sega positioned itself [to] be one [of] the leading Japanese Arcade game [manufacturers], 45 00:03:16,150 --> 00:03:18,580 they [began] looking [at] the home market. 46 00:03:18,580 --> 00:03:23,830 In 1981, during the height of videogame mania, Sega [released] its first home console, 47 00:03:23,830 --> 00:03:29,560 the S.G.-1000 in Japan, followed by very limited [releases] in Europe [and] elsewhere. 48 00:03:29,560 --> 00:03:34,160 The S.G.-1000 was contemporary with the Atari [2600, and] the Intellivision [but was quite 49 00:03:34,160 --> 00:03:35,980 powerful] for [its] time. 50 00:03:35,980 --> 00:03:40,120 A [decent selection] of games were [released for] the system, including a [port] of Sega 51 00:03:40,120 --> 00:03:45,010 Arcade titles such as "Zaxxon", Arcade [ports from] other companies [such as] "Elevator 52 00:03:45,010 --> 00:03:49,400 Action", [and] "Bomb Jack", Computer games [such as] "Lode Runner", Sports Games, [and 53 00:03:49,400 --> 00:03:51,750 even] a [port] of the early Japanese R.P.G., "Black Onyx". 54 00:03:51,749 --> 00:03:54,340 # 🗨️ 1983: Sega Ports for Atari 2600 55 00:03:54,340 --> 00:03:58,650 In 1983, Sega [began] releasing console games in the U.S. for the [2600 and] the 56 00:03:58,650 --> 00:03:59,650 Intellivision. 57 00:03:59,650 --> 00:04:02,600 Unfortunately, the U.S. [market] collapsed [around] this time. 58 00:04:02,599 --> 00:04:04,480 # 🗨️ 1985: S.G.-1000 Mark III 59 00:04:04,480 --> 00:04:09,220 By 1985, Nintendo's FamiCom [had] become very successful in Japan [and was] soon 60 00:04:09,220 --> 00:04:11,110 be [released] in the U.S.. 61 00:04:11,110 --> 00:04:16,030 The S.G.-1000, [while only] four years old, seemed a little old-fashioned, so Sega 62 00:04:16,030 --> 00:04:20,940 greatly [improved] on the system's hardware [and released] the Sega S.G.-1000 Mark III 63 00:04:20,940 --> 00:04:23,720 on October 25th 1985. 64 00:04:23,720 --> 00:04:28,840 The Mark III was completely compatible [with] the old S.G.-1000 SG-1000 Mark II 65 00:04:28,840 --> 00:04:32,550 games [but] the [capabilities of] the system were far beyond anything seen in the home 66 00:04:32,550 --> 00:04:35,410 console market at this time. 67 00:04:35,409 --> 00:04:40,650 As a comparison, the Mark III had 16 kilobytes of video RAM [and] could display 32 colors 68 00:04:40,650 --> 00:04:42,410 on screen [at] once. 69 00:04:42,410 --> 00:04:47,260 [Whereas] the FamiCom had [only] 2 kilobytes [of video] RAM, some additional sprite RAM, 70 00:04:47,260 --> 00:04:51,580 [and] could display 16 colors [at] once, in addition [to] having a slower C.P.U.. 71 00:04:51,580 --> 00:04:53,840 # 🗨️ 1986: S.G.-1000 Mark III Released overseas as Master System 72 00:04:53,840 --> 00:04:57,590 Additionally, [Sega] wasted no time [getting] the Mark III [onto] the U.S. market, [hitting] 73 00:04:57,590 --> 00:05:04,040 the shelves in June 1986, shortly after the N.E.S. become [available nationally]. 74 00:05:04,039 --> 00:05:08,860 In the U.S., the system was dramatically redesigned [and renamed] the Sega Master System. 75 00:05:08,860 --> 00:05:13,680 Eventually, the Mark III [would] be [renamed] the Master System in Japan as well. 76 00:05:13,680 --> 00:05:18,640 Despite the system's technical [superiority], the Master System never really took off 77 00:05:18,640 --> 00:05:20,250 in the U.S. either. 78 00:05:20,250 --> 00:05:23,400 Numerous theories have been [floated] as [to] why this is. 79 00:05:23,400 --> 00:05:27,280 Maybe [it was] the lack of good games, or the [fact that] third-party publishers were 80 00:05:27,280 --> 00:05:31,220 [prevented] by Nintendo [from putting] games [out for] the Master System. 81 00:05:31,220 --> 00:05:36,190 Maybe [it was] the horrible box art [and] generally bad marketing by Tonka, the system's 82 00:05:36,190 --> 00:05:38,520 U.S. [distributor]. 83 00:05:38,520 --> 00:05:42,750 For whatever reason, the Master System is considered a failure in both Japan where releases 84 00:05:42,750 --> 00:05:47,020 [were reduced] to a [mere] trickle by [late] 1988 and [in] the U.S., where new titles 85 00:05:47,020 --> 00:05:52,830 ceased [to] come out by 1990, right during the height of the N.E.S.' popularity. 86 00:05:52,830 --> 00:05:57,580 However, the Master System did take a life of its own elsewhere in Europe, Brazil, 87 00:05:57,580 --> 00:05:59,690 [Australia and] New Zealand . 88 00:05:59,690 --> 00:06:03,670 The Master System conti...--...tinued [to] sell [in] those markets [until] the mid-'90s, 89 00:06:03,669 --> 00:06:07,460 when many Mega Drive or Genesis games were ported [to the] Master System. 90 00:06:07,460 --> 00:06:14,150 Amazingly, official [releases] continued in Brazil until 1998 - well [into] the PlayStation 91 00:06:14,150 --> 00:06:19,810 [and] Saturn era, thus giving the system a respectful lifespan of around 13 years. 92 00:06:19,810 --> 00:06:25,330 Altogether, the system sold around 15 million units, a fraction of what the N.E.S. sold, 93 00:06:25,330 --> 00:06:28,300 but more [than] the Saturn [or] Dreamcast [and enough to keep the] system from being 94 00:06:28,300 --> 00:06:32,530 considered a complete failure. 95 00:06:32,530 --> 00:06:37,650 Sega launched the Mark III with two titles, "Hang-On" and "Teddy Boy Blues", but they 96 00:06:37,650 --> 00:06:41,360 did manage [to get another] seven [titles out before] the end [of] the year, all [published] 97 00:06:41,361 --> 00:06:44,520 by Sega themselves and on the Sega Card format. 98 00:06:44,520 --> 00:06:51,340 The Mark III had both a cartridge slot and slot [for] the smaller flat cards. 99 00:06:51,340 --> 00:06:56,410 These cards [had also] been used for the earlier S.G.-1000 games, the Sega Cards could hold 100 00:06:56,410 --> 00:07:01,930 256 kilobits whereas, by comparison, many Nintendo [cartridges] at this time held 101 00:07:01,930 --> 00:07:07,300 320 or even 512 kilobits. 102 00:07:07,300 --> 00:07:08,370 # 🎮 Hang-On 103 00:07:08,370 --> 00:07:12,670 ♪ "Fantasy Zone Boss Theme" ♪ 104 00:07:12,669 --> 00:07:21,240 🗓️ Released 1985 October 20 💾 Developed by Sega 📦 Published by Sega 105 00:07:21,240 --> 00:07:24,620 Sega kicks off the Mark III, [just] like Nintendo did, uh, [for] the FamiCom two years 106 00:07:24,620 --> 00:07:29,700 earlier, with a [popular] Arcade title - in this case, "Hang-On". 107 00:07:29,699 --> 00:07:34,120 "Hang-On" was a Sega Arcade [hit] released earlier [in] the year, [and] was noted 108 00:07:34,120 --> 00:07:37,820 [for] the [fact that] you played [it] sitting on a Motorcycle that actually tilted back 109 00:07:37,820 --> 00:07:39,770 [and] forth. 110 00:07:39,770 --> 00:07:45,930 These [kinds] of Super Deluxe arcade presentations were [starting] be seen in the mid-1980s. 111 00:07:45,930 --> 00:07:49,410 Here's the Arcade version [designed] by Yu [Suzuki]. 112 00:07:49,410 --> 00:07:54,110 "Hang-On" was clearly modeled after "Pole Position" [except] with Motorcycles instead 113 00:07:54,110 --> 00:07:55,340 of cars. 114 00:07:55,340 --> 00:07:59,690 The pseudo-3D technology was quite impressive [at] the time, [and] this, sort of, thing 115 00:07:59,690 --> 00:08:01,970 would go on become, [sort] of, a specialty [for] Sega. 116 00:08:01,970 --> 00:08:07,040 [Note what] appear [to] be all the in-game advertisements for Shell [and] Bridgestone. 117 00:08:07,040 --> 00:08:12,720 And of course, the game feature very impressive fiery explosions when ya crashed. 118 00:08:12,720 --> 00:08:16,300 Now, here's the Mark III version. 119 00:08:16,300 --> 00:08:20,910 Obviously, [it can't] replicate the Arcade graphics, but it's still very nice-looking. 120 00:08:20,910 --> 00:08:24,510 As a point of comparison, let's look at Nintendo's "Mach Rider" which was released [around] 121 00:08:24,509 --> 00:08:27,320 the same time. 122 00:08:27,319 --> 00:08:34,640 The FamiCom really struggles with the [3D] graphics [and] the game is [pretty] choppy. 123 00:08:34,640 --> 00:08:40,840 "Hang-On" is silky smooth next [to] "Mach Rider", and it's much easier [to] play. 124 00:08:40,840 --> 00:08:43,240 The sprites [are] more detailed [and] the color [is] much brighter. 125 00:08:43,240 --> 00:08:47,650 The Mark III was [capable] of ...sp... -- displaying more colors [than] the FamiCom. 126 00:08:47,650 --> 00:08:50,740 Now, [what about] the game itself? 127 00:08:50,740 --> 00:08:55,910 Well, it's [your pretty] basic 'drive [your] vehicle [around curves and don't hit] anything' 128 00:08:55,910 --> 00:08:56,910 kind of game. 129 00:08:56,910 --> 00:09:00,370 Ya need [to complete] each course in a [set amount of] time. 130 00:09:00,369 --> 00:09:04,490 Crashing [your] bike [will not] kill you, [but it] does [waste valuable] time. 131 00:09:04,490 --> 00:09:08,960 The collisions are not nearly as spectacular as the Arcade versions, but they still look 132 00:09:08,959 --> 00:09:10,670 reasonably cool. 133 00:09:10,670 --> 00:09:15,660 The controls of "Hang-On" are basic and effective. 134 00:09:15,660 --> 00:09:22,640 [Perhaps] the [only] complaint is [that] the animation of your bike when you lean 135 00:09:22,640 --> 00:09:26,460 is a little rough. 136 00:09:26,460 --> 00:09:31,470 Each area has, [sort] of, a [different] theme. 137 00:09:31,470 --> 00:09:33,330 Here we're in the Seaside, uh, Level. 138 00:09:33,330 --> 00:09:36,330 Now, we've moved on to Monument Valley. 139 00:09:36,330 --> 00:09:40,220 [Certainly] the environments [are] a lot more detailed convincing than those 140 00:09:40,220 --> 00:09:41,320 in "Mach Rider". 141 00:09:41,319 --> 00:09:45,430 So, "Hang-On" [is] a rather simple game and -- [but it's] fun [to] play and certainly 142 00:09:45,430 --> 00:09:50,680 demonstrates what the Mark III is capable of. 143 00:09:50,680 --> 00:09:55,330 # 🎮 Teddy Boy Blues // Teddy Boy 144 00:09:55,330 --> 00:09:59,050 ♪ "Fantasy Zone Boss Theme" ♪ 145 00:09:59,050 --> 00:10:09,290 🗓️ Released 1985 October 20 💾 Developed by Sega 📦 Published by Sega 146 00:10:09,290 --> 00:10:12,020 A rather nice [little] music theme there. 147 00:10:12,020 --> 00:10:17,080 Here's the Mark III's other launch title "Teddy Boy Blues", a [port] of Sega's recent 148 00:10:17,079 --> 00:10:18,860 Arcade title (seen here). 149 00:10:18,860 --> 00:10:22,410 The console version is missing the nutty musical intro. 150 00:10:22,410 --> 00:10:25,560 Uh... We'll discuss [that] music in [just] a sec. 151 00:10:25,560 --> 00:10:30,480 "Teddy Boy Blues" is [probably not that] well [remembered] in the United States, but [it] 152 00:10:30,480 --> 00:10:34,540 must [have] been [pretty popular] in Japan. 153 00:10:34,540 --> 00:10:42,020 The music is rather catchy, [and] the title actually comes from a 1985 song by a Japanese 154 00:10:42,020 --> 00:10:44,610 singer named, Yohko Ishino. 155 00:10:44,610 --> 00:10:50,010 That was Yohko you saw singing in the [introduction to] the Arcade version a [second] ago. 156 00:10:50,010 --> 00:10:53,570 Apparently the song was [popular] enough to name a videogame after [it]. 157 00:10:53,569 --> 00:10:55,470 Now, what's a "Teddy Boy" ya wonder? 158 00:10:55,470 --> 00:10:59,930 Well, in the U.K. in the 1950s Teddy Boys were, [sort] of, well dressed rock [and] roll 159 00:10:59,929 --> 00:11:02,030 [fans] who usually sported elaborate hairstyles. 160 00:11:02,030 --> 00:11:04,570 They didn't get along with mods apparently. 161 00:11:04,570 --> 00:11:08,920 Teddy, by the way, [refers] to the Edwardian period clothing they wore (velvet collars 162 00:11:08,920 --> 00:11:09,950 [and] whatnot). 163 00:11:09,949 --> 00:11:12,480 What does all this [have to] do [with] the game itself? 164 00:11:12,480 --> 00:11:14,480 Nothing, [as] far as I [can] tell. 165 00:11:14,480 --> 00:11:18,170 "Teddy Boy Blues" [is] a typical Platformer the mid-'80s; you go around shooting 166 00:11:18,170 --> 00:11:22,360 enemies that then t... -- cause them to ch... -- [shrink] down [into little] balls which 167 00:11:22,360 --> 00:11:23,480 you must then collect. 168 00:11:23,480 --> 00:11:27,460 Enemies emerge [out] of boxes, uh, which all contain a certain number of enemies, you 169 00:11:27,459 --> 00:11:32,070 can tell how many [are] left by the number of dots on the side [of] the box. 170 00:11:32,070 --> 00:11:35,980 The game is well [designed but] also a [little] bit frustrating [in] places; [only] so many 171 00:11:35,980 --> 00:11:39,430 enemies [will] be out [of] the boxes [at] any one time. 172 00:11:39,430 --> 00:11:43,740 [While] this sounds helpful, [it] means that [enemies] pop [out] whenever you collect 173 00:11:43,740 --> 00:11:45,030 a ball. 174 00:11:45,030 --> 00:11:49,790 The balls often land on the boxes, making [it] dangerous to collect them. 175 00:11:49,790 --> 00:11:52,650 And on some levels enemies have a [tendency] to land on you, since they jump out quite 176 00:11:52,650 --> 00:11:55,960 a ways when jumping off a platform. 177 00:11:55,959 --> 00:12:01,730 I routinely [got hit] by enemies, uh, thinking they'd be landing in front of me. 178 00:12:01,730 --> 00:12:05,580 Of course, as in a game this vintage there is a Bonus Round. 179 00:12:05,580 --> 00:12:10,890 You go around collecting various little items found hidden in [the] boxes. 180 00:12:10,890 --> 00:12:14,820 Oddly, while "Teddy Boy Blues" [and] "Hang-On" were both released on the Mark III's launch 181 00:12:14,819 --> 00:12:19,890 day, "Teddy Boy..." is, I suppose the official first release [for] the system, since it 182 00:12:19,890 --> 00:12:25,060 has a catalog number 501 whereas "Hang-On" is 502. 183 00:12:25,059 --> 00:12:30,340 Though [as] far [as] demonstrating the Mark III's technical capabilities, it certainly 184 00:12:30,340 --> 00:12:32,540 seems to [have] taken a backseat. 185 00:12:32,540 --> 00:12:36,260 I guess this game must [have] been [pretty] [popular] in Japan in order for Sega to 186 00:12:36,260 --> 00:12:44,060 release it on the Mark III's launch day. 187 00:12:44,059 --> 00:12:48,060 # 🎮 Great Soccer 188 00:12:48,059 --> 00:12:56,060 ♪ "Fantasy Zone Boss Theme" ♪ 189 00:12:56,059 --> 00:12:59,440 🗓️ Released 1985 October 27 💾 Developed by Sega 📦 Published by Sega 190 00:12:59,440 --> 00:13:02,800 Released [just] a week after launch, "Great Soccer" is Sega's first original game [for] 191 00:13:02,799 --> 00:13:07,040 the Mark III, (assuming, of course, [that] you [can] consider something as basic as this 192 00:13:07,040 --> 00:13:08,040 sort of Soccer Game [to] be 'original'). 193 00:13:08,040 --> 00:13:14,920 It was also the first in the Sega Sports series [for] the Mark III - all with the name, uh, 194 00:13:14,920 --> 00:13:16,530 'Great...' in the title. 195 00:13:16,530 --> 00:13:21,240 [Obviously], this brings Nintendo [to] mind with their earliest [releases for] the FamiCom 196 00:13:21,240 --> 00:13:23,830 all being either Arcade ports or Sports titles. 197 00:13:23,830 --> 00:13:27,520 I guess that is actually [pretty] standard for new consoles. 198 00:13:27,520 --> 00:13:30,710 Now, [what can we] say [about] the game [itself]? 199 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. 204 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 patreon.com/Chrontendo