# S01.02
# 📽️ Chronsega Title Sequence
🐢🍊♪ "Legend of the Gunstars" ♪
Dr. Sparkle Presents
Transcript ⌨️ in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from koopaloop 🐢, Lily Mwangi 🍪, and Nate Lawrence 🏮
Index ☰️ + Captions ⏱ in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from Nate Lawrence 🏮
"CHRONSEGA Episode 1"
# 🗨️ A Brief Introduction to Sega
[While] Sega [hasn't] been around as long as Nintendo has, they are still one of
the oldest companies in the video game field.
Of the two console giants, Sega [has] always seemed to be the more Western-orientated of
the two, and they have had more success outside of Japan, in places like the Americas
[and] Europe.
Perhaps this is not surprising, since Sega was founded, not in Japan but in the [United]
States, in Hawaii in 1940 by Martin Bromley as 'Standard Games', [providing
amusement machines] for U.S. soldiers.
In 1951, [reportedly] due to governmental restrictions, Standard Games moved to Japan,
changing [its] name to 'Service Games', and [flourished primarily] as a [distributor]
of [jukeboxes, slot] machines, pinball machines, and so on, eventually merging into a Japanese
company called Nihon Goraku Bussan .
Meanwhile, Brooklyn-born businessman David Rosen had become quite successful importing
arcade machines [into] Japan with his company, Rosen Enterprises.
In 1964, Service Games [and] Rosen Enterprises merged, with Rosen becoming the C.E.O..
Rosen remained as head of Sega until 1983, when he became the C.E.O. of Sega of America.
In the 1960s, the newly reorganized Sega began manufacturing Arcade games themselves,
with their first big hit being "Periscope" in 1966.
Having become [quite successful], Sega ended up being [purchased] by the American media
conglomerate, Gulf [and] Western, who were also the owners of Paramount Pictures.
Up [until] the mid-1970s, Sega continued to make the kind of mechanical Arcade games
were [quite popular] in both the West [and] Japan.
But had [also] begun manufacturing "Pong" clones, [and later] on in the decade [it
started producing] "Space [Invaders]" clones.
As the video game [market] exploded, Sega [continued to produce] more games [and] [introduce]
the now familiar Sega logo.
By the early '80s, Sega had several huge Arcade hits under their belt, such as "Frogger"
and "Zaxxon" one of the first isometric perspective games.
[Throughout] the decade, Sega continued to [produce] innovative new titles [and] *made
a big impression* on Arcade gamers with their pioneering 3D [effects in] games such as "Hang-On",
"OutRun", [and] "Space Harrier".
Sega games [often stood out in] the arcade with their [impressive] cabinets.
Many of Sega's big games were [designed] by leading [designer] Yu [Suzuki], who [might]
be considered, [sort] of, Sega's answer to [Shigeru] Miyamoto.
# 🗨️ 1981: S.G.-1000 Released
Even as Sega positioned itself [to] be one [of] the leading Japanese Arcade game [manufacturers],
they [began] looking [at] the home market.
In 1981, during the height of videogame mania, Sega [released] its first home console,
the S.G.-1000 in Japan, followed by very limited [releases] in Europe [and] elsewhere.
The S.G.-1000 was contemporary with the Atari [2600, and] the Intellivision [but was quite
powerful] for [its] time.
A [decent selection] of games were [released for] the system, including a [port] of Sega
Arcade titles such as "Zaxxon", Arcade [ports from] other companies [such as] "Elevator
Action", [and] "Bomb Jack", Computer games [such as] "Lode Runner", Sports Games, [and
even] a [port] of the early Japanese R.P.G., "Black Onyx".
# 🗨️ 1983: Sega Ports for Atari 2600
In 1983, Sega [began] releasing console games in the U.S. for the [2600 and] the
Intellivision.
Unfortunately, the U.S. [market] collapsed [around] this time.
# 🗨️ 1985: S.G.-1000 Mark III
By 1985, Nintendo's FamiCom [had] become very successful in Japan [and was] soon
be [released] in the U.S..
The S.G.-1000, [while only] four years old, seemed a little old-fashioned, so Sega
greatly [improved] on the system's hardware [and released] the Sega S.G.-1000 Mark III
on October 25th 1985.
The Mark III was completely compatible [with] the old S.G.-1000 SG-1000 Mark II
games [but] the [capabilities of] the system were far beyond anything seen in the home
console market at this time.
As a comparison, the Mark III had 16 kilobytes of video RAM [and] could display 32 colors
on screen [at] once.
[Whereas] the FamiCom had [only] 2 kilobytes [of video] RAM, some additional sprite RAM,
[and] could display 16 colors [at] once, in addition [to] having a slower C.P.U..
# 🗨️ 1986: S.G.-1000 Mark III Released overseas as Master System
Additionally, [Sega] wasted no time [getting] the Mark III [onto] the U.S. market, [hitting]
the shelves in June 1986, shortly after the N.E.S. become [available nationally].
In the U.S., the system was dramatically redesigned [and renamed] the Sega Master System.
Eventually, the Mark III [would] be [renamed] the Master System in Japan as well.
Despite the system's technical [superiority], the Master System never really took off
in the U.S. either.
Numerous theories have been [floated] as [to] why this is.
Maybe [it was] the lack of good games, or the [fact that] third-party publishers were
[prevented] by Nintendo [from putting] games [out for] the Master System.
Maybe [it was] the horrible box art [and] generally bad marketing by Tonka, the system's
U.S. [distributor].
For whatever reason, the Master System is considered a failure in both Japan where releases
[were reduced] to a [mere] trickle by [late] 1988 and [in] the U.S., where new titles
ceased [to] come out by 1990, right during the height of the N.E.S.' popularity.
However, the Master System did take a life of its own elsewhere in Europe, Brazil,
[Australia and] New Zealand .
The Master System conti...--...tinued [to] sell [in] those markets [until] the mid-'90s,
when many Mega Drive or Genesis games were ported [to the] Master System.
Amazingly, official [releases] continued in Brazil until 1998 - well [into] the PlayStation
[and] Saturn era, thus giving the system a respectful lifespan of around 13 years.
Altogether, the system sold around 15 million units, a fraction of what the N.E.S. sold,
but more [than] the Saturn [or] Dreamcast [and enough to keep the] system from being
considered a complete failure.
Sega launched the Mark III with two titles, "Hang-On" and "Teddy Boy Blues", but they
did manage [to get another] seven [titles out before] the end [of] the year, all [published]
by Sega themselves and on the Sega Card format.
The Mark III had both a cartridge slot and slot [for] the smaller flat cards.
These cards [had also] been used for the earlier S.G.-1000 games, the Sega Cards could hold
256 kilobits whereas, by comparison, many Nintendo [cartridges] at this time held
320 or even 512 kilobits.
# 🎮 Hang-On
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 October 20 💾 Developed by Sega 📦 Published by Sega
Sega kicks off the Mark III, [just] like Nintendo did, uh, [for] the FamiCom two years
earlier, with a [popular] Arcade title - in this case, "Hang-On".
"Hang-On" was a Sega Arcade [hit] released earlier [in] the year, [and] was noted
[for] the [fact that] you played [it] sitting on a Motorcycle that actually tilted back
[and] forth.
These [kinds] of Super Deluxe arcade presentations were [starting] be seen in the mid-1980s.
Here's the Arcade version [designed] by Yu [Suzuki].
"Hang-On" was clearly modeled after "Pole Position" [except] with Motorcycles instead
of cars.
The pseudo-3D technology was quite impressive [at] the time, [and] this, sort of, thing
would go on become, [sort] of, a specialty [for] Sega.
[Note what] appear [to] be all the in-game advertisements for Shell [and] Bridgestone.
And of course, the game feature very impressive fiery explosions when ya crashed.
Now, here's the Mark III version.
Obviously, [it can't] replicate the Arcade graphics, but it's still very nice-looking.
As a point of comparison, let's look at Nintendo's "Mach Rider" which was released [around]
the same time.
The FamiCom really struggles with the [3D] graphics [and] the game is [pretty] choppy.
"Hang-On" is silky smooth next [to] "Mach Rider", and it's much easier [to] play.
The sprites [are] more detailed [and] the color [is] much brighter.
The Mark III was [capable] of ...sp... -- displaying more colors [than] the FamiCom.
Now, [what about] the game itself?
Well, it's [your pretty] basic 'drive [your] vehicle [around curves and don't hit] anything'
kind of game.
Ya need [to complete] each course in a [set amount of] time.
Crashing [your] bike [will not] kill you, [but it] does [waste valuable] time.
The collisions are not nearly as spectacular as the Arcade versions, but they still look
reasonably cool.
The controls of "Hang-On" are basic and effective.
[Perhaps] the [only] complaint is [that] the animation of your bike when you lean
is a little rough.
Each area has, [sort] of, a [different] theme.
Here we're in the Seaside, uh, Level.
Now, we've moved on to Monument Valley.
[Certainly] the environments [are] a lot more detailed convincing than those
in "Mach Rider".
So, "Hang-On" [is] a rather simple game and -- [but it's] fun [to] play and certainly
demonstrates what the Mark III is capable of.
# 🎮 Teddy Boy Blues // Teddy Boy
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 October 20 💾 Developed by Sega 📦 Published by Sega
A rather nice [little] music theme there.
Here's the Mark III's other launch title "Teddy Boy Blues", a [port] of Sega's recent
Arcade title (seen here).
The console version is missing the nutty musical intro.
Uh... We'll discuss [that] music in [just] a sec.
"Teddy Boy Blues" is [probably not that] well [remembered] in the United States, but [it]
must [have] been [pretty popular] in Japan.
The music is rather catchy, [and] the title actually comes from a 1985 song by a Japanese
singer named, Yohko Ishino.
That was Yohko you saw singing in the [introduction to] the Arcade version a [second] ago.
Apparently the song was [popular] enough to name a videogame after [it].
Now, what's a "Teddy Boy" ya wonder?
Well, in the U.K. in the 1950s Teddy Boys were, [sort] of, well dressed rock [and] roll
[fans] who usually sported elaborate hairstyles.
They didn't get along with mods apparently.
Teddy, by the way, [refers] to the Edwardian period clothing they wore (velvet collars
[and] whatnot).
What does all this [have to] do [with] the game itself?
Nothing, [as] far as I [can] tell.
"Teddy Boy Blues" [is] a typical Platformer the mid-'80s; you go around shooting
enemies that then t... -- cause them to ch... -- [shrink] down [into little] balls which
you must then collect.
Enemies emerge [out] of boxes, uh, which all contain a certain number of enemies, you
can tell how many [are] left by the number of dots on the side [of] the box.
The game is well [designed but] also a [little] bit frustrating [in] places; [only] so many
enemies [will] be out [of] the boxes [at] any one time.
[While] this sounds helpful, [it] means that [enemies] pop [out] whenever you collect
a ball.
The balls often land on the boxes, making [it] dangerous to collect them.
And on some levels enemies have a [tendency] to land on you, since they jump out quite
a ways when jumping off a platform.
I routinely [got hit] by enemies, uh, thinking they'd be landing in front of me.
Of course, as in a game this vintage there is a Bonus Round.
You go around collecting various little items found hidden in [the] boxes.
Oddly, while "Teddy Boy Blues" [and] "Hang-On" were both released on the Mark III's launch
day, "Teddy Boy..." is, I suppose the official first release [for] the system, since it
has a catalog number 501 whereas "Hang-On" is 502.
Though [as] far [as] demonstrating the Mark III's technical capabilities, it certainly
seems to [have] taken a backseat.
I guess this game must [have] been [pretty] [popular] in Japan in order for Sega to
release it on the Mark III's launch day.
# 🎮 Great Soccer
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 October 27 💾 Developed by Sega 📦 Published by Sega
Released [just] a week after launch, "Great Soccer" is Sega's first original game [for]
the Mark III, (assuming, of course, [that] you [can] consider something as basic as this
sort of Soccer Game [to] be 'original').
It was also the first in the Sega Sports series [for] the Mark III - all with the name, uh,
'Great...' in the title.
[Obviously], this brings Nintendo [to] mind with their earliest [releases for] the FamiCom
all being either Arcade ports or Sports titles.
I guess that is actually [pretty] standard for new consoles.
Now, [what can we] say [about] the game [itself]?
Well, calling any game 'Great'...
([And] I should [point out fact] this stadium has [an] advertisement for 'MILK',
uh, behind the, um -- the goalposts there.)
Um... Calling any game 'Great', uh, is, [sort] of, asking [for] trouble, especially with
a quickie title like this.
Sega does -- they deviate from [Nintendo]'s "Soccer" format by having the field positioned
vertically, not horizontally.
So, "Great Soccer" actually looks, sort of, like "10-Yard Fight".
Rather than the realistically [proportioned] guys from the Nintendo game, we have these,
uh, rather ugly [little] super-[deformed] guys, all of which are cross-eyed.
Now, this game [does] have an easily visible red arrow [that] points the player
[that] you [are] currently controlling.
[And] [that's actually] a rather nice touch.
If ya wanna pass the ball, a white arrow [will designate the] player [that] the ball
[will] go to.
[And] naturally you [can], uh, kick the ball, pass it, the usual stuff.
Uh... Just like real Soccer, the scores tend [to] be low since it's much easier [to]
have a goalkeeper catch the ball, 😄 than [it] is to actually, uh, make, uh, a point.
Uh... Scoring a goal is pretty difficult.
The graphics [and] sound [are pretty] unimpressive [and] "Great Soccer" is certainly not a, uh
-- [what you'd] call a demonstration [title for] the Mark III.
In other words, while "Great Soccer" is [not] bad for a very early release, it certainly
[doesn't] look, um, like a [lot of] time [and] effort [went] into it.
Hell! Maybe this was originally developed as an S.G.-1000 title.
Sega themselves apparently didn't think too highly of "[Great] Soccer" and they never
released [it] in the U.S..
Instead, they published another better Soccer Game, "World Soccer", and then [released]
that in the U.S. [under the title] of "[Great] Soccer".
# 🎮 Fushigi no Oshiro Pit Pot // Pit-Pot
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 December 14 💾 Developed by Sega 📦 Published by Sega
After taking a break [for] a couple months, Sega released a new [title] in mid-December.
[And, just like "Great] Soccer", this is an original [title for] the Mark III, "Fushigi
no Oshiro Pit Pot".
While "...Pit Pot" isn't really spectacular, it is interesting [title] in the way
[that it] bears a superficial resemblance to "...Legend of Zelda", which would be
released about two [months] after this.
There's the top-down interior viewpoint, the foreshortened walls [and] doors, the
keys required to unlock the doors - all this [appeared in] "...Zelda".
Though, of course, none of these elements are really completely original.
Still, [it] is [an interesting] coincidence.
"...Pit Pot" has you controlling a very [short] knight [that] actually, uh, (from the behind,
at least) bears [an interesting] resemblance to the Prince from "Katamari Damacy".
You need to rescue a Princess, [but] a rather strange one because [your] main objective
is [to collect] the [boxes of] treasure scattered [around the] castle.
Collecting all the treasure in a room [will] sometimes [net] you a key, [but] other
times you'll [have to perform] some [kind] of special task [in] order [to get] the
key.
Now, [despite] being a knight, [your] weapon is [not] a sword, [but] rather a [giant]
mallet, which you [can] use [to] crush enemies [and] knock [out] the grey blocks.
The gold blocks [are] anchored [and can't] be knocked out.
You [can] cause a [large] section of the gray blocks [to] drop [into] the pit by
knocking out all the blocks [that are] connected [the] stationary gold blocks.
However, in a [lot] of cases this is difficult do, [simply because] there's a [lot]
of blocks.
There're, of course, various objects [to] pick up.
Uh... Their meanings are [not] always obvious.
For example, the [heart will] freeze all enemies on [the] screen.
Later games would tend [to] use something (oh) [that] makes a [bit] more sense like,
say, a stopwatch [for] this.
[While] "...Pit Pot" is a [cute little] Puzzlish, [sort] of, game, I [get] the impression this
was knocked [out pretty] quickly by Sega.
The graphics [are] very simple [and] really this could've been done on the FamiCom.
I guess "...Pit Pot" falls [into] the same general -- general category as "BomberMan"
(which was [in] fact [released] for the FamiCom [around] the same time as [this] - I think
maybe a week [or] two [later]).
Unfortunately [for] "...Pit Pot" the Hudson [title is actually] a [lot] more fun [to]
play.
[And] "...Pit Pot" suffers [from] a rather unfair ending.
When you reach the Princess, if ya haven't collected every single treasure... the greedy
bitch kills you! Game [Over]!
[Definitely not] the way [to make] gamers happy!
So, "...Pit Pot" - interesting game, but really hardly [superior to] the, [sort] of, things
[that] were being released on the FamiCom, [at] this time.
# 🎮 Great Baseball
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 December 15 💾 Developed by Sega 📦 Published by Sega
"[Great] Baseball" (the [second in] Sega's earlier Sports series) was released the day
after "...Pit Pot".
So, [it] appears [that] Sega has embarked on a spree of [putting out] games [for] the
1985 holiday season.
Of course, the same thing was happening with the FamiCom with Namco, Taito, Capcom, Irem,
Bandai, Enix, Hudson, [and] others all [releasing] games [right] before the year's end.
The FamiCom certainly had superiority in numbers with 17 [releases] as compared to the Mark
III's six.
As for Sega's "Great Baseball", well, this is the Japanese game - actually a *different
game* [than] the one [that] came [out in] the U.S. [under] the name "[Great] Baseball".
Or rather, [that] game was a [substantially] we... -- reworked version of this one
with [completely different] graphics.
However, upon playing "[Great] Baseball", ya might realize [that it] could pass as
a reworked version of Nintendo's "Baseball", one [of] the very first games [for] the FamiCom,
back in 1983.
I guess, uh, the very ideas behind a Baseball video game hadn't really changed much since
then.
The gameplay [and] controls [are pretty] similar.
[Select] one [of] the generic teams.
Then ya have one of [your generic] players swing the bat.
The C.P.U. is [pretty] good [at] catching [and] fielding, though [you will] get
lucky sometimes.
The timing of the swings is a [little] different.
The swing felt a [little] slow [to] me, [but] I [didn't really] play "[Great] Baseball"
[enough to get] a good feel for it.
Ah! There is [one of the] times I [just got] lucky on [that] hit.
Now, [while] pitching, you have some basic options, fastball or slowball.
[And] you [can throw to] the bases if the other team is tryin' [to] steal.
While [fielding, ya] use the D-Pad [to select] which base [to] throw to.
It's all very [similar] to Nintendo's earlier game.
Okay, now here my team is pitching.
Except [that unlike] Nintendo's "Baseball", you [can] control [your] own outfielders
[while you're] running [to] the ball.
Like [many] team Sports Games, you control [a group] of players all [at] once.
As you [can] see there, they're all moving in exact unison.
What this means [is that it] can be a [little bit difficult to get your hands] on the ball
sometimes.
If you [think] the ball [is going to land between] two players, if ya move one towards
the ball [you'll] be moving another player away [from] the [ball].
Like a [lot of] these games, it's kind of difficult [to] know exactly where the ball
is going [to] land.
So, this can occasionally cause you [some] trouble.
[And] of course, the ball also tends to be hard [to] catch, [often] passing [right] between
[your] legs.
On the positive side, [it] seems the ball can kill an umpire.
[That] guy doesn't seem [to] be getting up.
So, as a rule, [like] these Baseball Games, fielding is the most [difficult] part.
Now, one more complaint:
[Not only do your outfielders] move very slowly, as they -- they tend [to] do but
they throw very slowly!
The ball actually moves at [about] the same speed as the runner.
[Obviously], this doesn't [make] real sense, um, [and most] Baseball Games tend [to]
have the ball move much faster [than] the guy [you're] running.
[But in] a case [like that] when [you're] tryin' to, uh -- you [are] throwing the ball
[and] the guy is running [in] the same direction, there's no way [you're] gonna [get him] out.
So, as I said, I didn't really play "[Great] Baseball" [enough to] master the controls.
[But it] seems [to] me that calling [it] maybe 'Good Baseball' or perhaps even 'Average
Baseball' [might] be a [bit] more accurate.
It really just is Nintendo's "Baseball" with, uh, slightly, uh, better graphics.
# 🎮 Satellite 7
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 December 20 💾 Developed by Sega 📦 Published by Sega
Everyone likes Shoot-'em-Ups, right?
Scrolling Shooter games must [have] been quite [popular in] Japan [at] this time.
There certainly were [enough of] them [released for] the FamiCom.
So, naturally, Sega chose [to] release [not] one but two Shoot-'em-Ups in a row [for] the
Mark III.
The boringly titled "Satellite 7" is the first [and] lesser of the two.
Right off the [bat], here's a problem.
If you die while a wave of enemies is on the screen, you can respawn [right] in
the middle of [that] wave (with enemies right on top of you).
Now this situation captured on video here isn't really that dire.
But there have been times when I have died and respawned [right] on top of [an] enemy,
thus getting the dreaded Double Death.
[And] I've even encountered the Triple Death, on occasion.
[And], of course, in Shoot-'em-Ups this is really considered [to] be [not] fair.
In general, though, "Satellite 7" is [just] not a very good Shooter.
[Your] ship (or tank or [whatever] it is) moves sluggishly, [and] the game lacks much
variety.
There are [little] power-ups here, uh, which are [gotten] by [collecting] the stars;
[get enough] of a certain color [and you'll get] a power-up.
Green, [for] example, makes you [temporarily] invincible.
[I'm not] sure [what] the other stars do.
I never [actually got around to collecting] another color.
Um... One thing though, in general, we [don't] like on [Shoot]-'em-Ups is temporary power-ups.
I somehow can't imagine [that] the other power-ups [are] very spectacular, however.
"Satellite 7" is clearly modeled after Namco's "Xevious".
[And] like many of the post-"Xevious"/pre-"Gradius" [Shooters, it isn't] really a [lot] of fun.
The big black borders [and excessively] large sidebar [certainly don't help] much.
It really gives the game a feeling of, like, one [of] those old computer Shoot-'em-Ups.
You [also] have bombs [but] they [don't have a very] big blast range.
[And ya need to get] -- basically be an exact hit when ya use 'em.
The first boss is [kind] of weird.
He actually has a counter on [him] that tells me any -- how many more hits ya need
[to] kill him.
Unfortunately, once you [get] rid of him, he [doesn't] actually explode [or] do anything
cool like that.
He [just sort] of, slinks away.
Ah. Yeah, there we go.
That's all there is.
[Kind] of a shame, really.
So, while this game has [colorful] graphics which [are pretty] typical [of] the Mark *III,
nothing in the game (the, uh, backgrounds, enemies, weapons, anything) has any* sorta
character.
I'm [not even] really sure [if your] vehicle is [ground]-based [or] air-based.
[I'm] gonna [have to] call "Satellite 7" a [disappointment].
[Even] by 1985 standards, [it] was way [behind] the times.
# 🎮 Astro Flash // TransBot // Nuclear Creature 🇧🇷
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 December 22 💾 Developed by Sega 📦 Published by Sega
I promised [you] two [Shooters] in a row.
[And] here's #2 "Astro Flash" (known [as] "TransBot" in the U.S. [and for] some reason
"[Nuclear Creature]" in Brazil).
Released a mere two days after "Satellite 7", it is [certainly the] better title
of the two.
[Your] first [impression will probably] be, 'Wow! This game looks really nice, much better
[than] the boring [and] ugly "Satellite 7"!'.
[And] check out that really awesome parallax scrolling!
I could be mistaken [but] I don't think we've really seen this impressive a use
of parallax in a console game [before].
[It] really gives the [feeling] of speed [and] depth missing in earlier Shoot-'em-Ups [for]
home systems.
And additionally, "Astro Flash" even has power-ups!
Shooting the livvle -- little, uh, delivery van there will cause a Power Orb [to] fall
out; grabbing the Orb [and hitting your] second [button will select] a power-up.
Now, you [can't] exactly choose your power-ups.
[It] cycles through the [available] power-ups very, very quickly [and will] stop whenever
you [hit] the [button], so a [certain amount] of luck is involved.
[Unfortunately], the power-ups [are] all temporary and [will] run [out] of time when the Arm
Meter goes all the way to the left.
Also, you can take multiple hits and will [only] lose a life when the Power Meter
runs out.
Among the five power-[ups] available are a couple [that will] turn you into a [robot],
as we've [already] seen.
Viewers of 'Chrontendo' [will] know [this is already] a [bit] of a video game cliche,
[with] several FamiCom [titles], uh, featuring robot to, uh -- and ship [transformations],
starting with, uh, "Formation Z" all the way back in early 1985.
Now, those Power Orb vans arrive [pretty] frequently, so ya really [won't] go too
long (if [at] all) [without] power-up.
Here we've reached the second area, which is a more, [ya] know, futuristic type city
again with [pretty] nice scrolling.
So, even though this game seems like a vast [improvement] over "Satellite 7", it's still
far from perfect; it's -- it's not exactly "Side Arms...".
The levels [and] enemies are [pretty] repetitive ([and] literally so); this level [will]
loop infinitely [until] ya destroy one [particular] enemy.
[Unfortunately], this enemy [can only] be destroyed by one [particular] weapon: the
missiles.
So, if ya don't have the missiles [and] you encounter [it], you'll have [to] repeat
the entire level [and] try again.
Obviously, this game [will] piss you off [quite] a [bit until] ya figure [it] out.
Oh, here's one [of] the coolest power-ups, [right] here.
Strangely, the Japanese release has a catalog number of 503, making [it] sequentially
the third Mark III game.
However, [it] was [released] after numbers 504 [and] -- through 407.
So, [Mark] III games weren't always [released] in numerical order.
[It] was given a U.S. [release in] 1986 (unlike "Satellite 7"), [but] under the
name "TransBot" with a Transformer-like [robot] on the cover (obviously [an] attempt to
cash in on the popular toy line).
And as a weird coda [to] all this, in [1986] Sega [released an] Arcade version
of "Astro Flash", this time known [in] the U.S. [as] simply "Transformer".
For the Arcade version, the whole, uh, 'shooting the [supply] ships' has been eliminated.
And you [can] simply transform back [and forth between] a jet and a robot [at] will, thus
giving [it] a "Formation Z"-[like] quality.
Unfortunately, the Arcade game isn't really [that] much better than the console version,
as far [as] I [can] tell.
# 🎮 F-16 Fighting Falcon // F-16 Fighter
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 December 22 💾 Developed by Nexa | Sega 📦 Published by Sega
[As] we approach the end of 1985 we have another Shooter of sorts "F-16 Fighting
Falcon".
[Note] the name Nexa in the credits.
This was [released] in Europe as "F-16 Fighter".
You [can] choose [the difficulty] level, [right] off the bat, by the number [of] enemy [fighters].
Once the game starts, you [might] be [surprised] by the rather unimpressive graphics.
This [definitely] looks a few generations older [than] the Mark III.
This [definitely] has the [most limited] color palette we've seen for the System III, uh,
black, white, two shades of blue, green, red, [and] yellow.
If this doesn't look like the typical Sega game, well, it's not.
[This is] actually the [first] Mark III release not developed by Sega.
([Oops], I [just got] myself blown [up immediately], there.
I scored zero points.)
This game was [developed] by Nexa (though Sega [presumably ported] the game).
"F-16 Fighter" is the [port] of a 1984 M.S.X. Jet [Fighter] Simulation game.
This version looks almost [exactly like] the M.S.X. version.
Nexa was an American company, uh, [that] released a few games [in] the mid-'80s [and]
was founded by the noted Silicon Valley personality, Gilman Louie, - a fellow who
is, quite frankly, more [interesting] than this game.
As you saw there, I [just] blew up [one of] the [enemy fighters] with my missiles.
You [have] two forms of weapons here, missiles or the 20 millimeter machine gun.
As you [can] see by the [little] readout there on the left-hand side I currently have the
gun selected.
Louie seemed [to] specialize in F-16 Simulation Games and, uh, r... -- actually ran a few
different video game companies, [including] one called Spectrum HoloByte.
While [with] them, Louie [secured] the U.S. rights [for] an obscure Russian video game
called "Tetris".
I assume he made some money off of that.
He's nowadays more known as a financier [and] actually does investment work for the
C.I.A..
As for "F-16 [Fighting] Falcon", well, like a [lot] of Aircraft Simulation Games, [it]
has [an] overly-complicated display [and] controls.
In fact, you actually have [to] use two game controllers.
The D-Pad on the one controls [your] speed, [and] the D-Pad on the other controls your
direction [and] then the [buttons] do various things.
The main challenge of this game is to, [sort] of, master the, uh, complicated controls and
figure [out] how to actually use 'em [to shoot] things down.
[I'm] trying to right now, uh, speed up [and] catch [that] guy, [right] there.
I suppose [that aircraft] freaks [might enjoy] this, [sort] of, thing, [but] probably [everybody]
else [will] find [it] a [little bit] boring.
some [reason, I just can't] seem to lock on...
There [we] go.
Um... [The fact that] Nexa was the first third-party developed game [for] the Mark III indicates
what a major lock Nintendo had on the video game developers [and] how far afield Sega
had [to] go [in order to find] companies willing [to] work with 'em.
# 🎮 Great Tennis // Super Tennis
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1985 December 22 💾 Developed by Sega 📦 Published by Sega
"Astro Flash", "F-[16] Fighting Falcon", [and] this game, "Great Tennis", were all [released]
on December 22nd.
[And] this will [conclude] 1985 for the Mark III.
So far, Sega seems be taking the same path as Nintendo did when [it released]
the FamiCom [in] 1983.
A few Arcade ports, some Sports Games, a few [original titles].
I earlier remarked on the [similarity] of "[Great] Baseball" to Nintendo's early
"Baseball" game.
[And] the same holds true for "Great Tennis".
It's really [just] Nintendo's "Tennis" [with brighter] colors.
Now, there seems [to] be some confusion over the name.
The box says "Great Tennis" [and] the screen says "Super Tennis".
In the U.S. [and] Europe, this game was [released later] as "Super Tennis".
Just like the old Nintendo "Tennis" game, [it] doesn't really advance on the gameplay
of the old Atari 2600 "Tennis" game.
Run [up to] the ball [and] press the [button to] swing the racket.
I [didn't] really care for [the] Nintendo game [and] I [don't] really [like] this one
either, [mostly] due [to] the controls seeming [just] a [little] off.
First of all, serving can be difficult, the ball [frequently] either hits the net or
[lands just past] the service line.
I've [actually] lost entire games [strictly] through [hitting] too [many] faults.
However, once ya [get] the ball in play, "[Great] Tennis" [doesn't] really seem [that]
bad, even though the hit detection sometimes [is] a [little] wrong.
At times the game seems [very] generous as you [hit] balls that seem outside your
racket's range.
Other times the ball seems [to] pass [right] through [your] racket.
One thing [that's, uh, a little bit] of concern [while] playing this game is [your opponent]
there.
Uh... [What exactly] is he wearing?
[While] you seem [to] be having s... -- your [sort of] standard Tennis shorts, he seems
be wearing some kind of bikini brief bottoms.
Like a [lot] of early Mark III titles, Sega seems to [have, sort] of, phoned this one
in.
Nintendo's "Tennis" [seemed pretty] impressive in 1983 but by [late] 1985 a game [like]
this would seem a [little behind] the times.
Sega may be suffering from the same problem Nin(h... --)tendo had [in] the early [days
of] the FamiCom; they had [to] develop every single title themselves.
Fortunately for Nintendo, they quickly picked up a [lot] of third-party developers
[and] publishers [for] the FamiCom.
Sega would [not] be so lucky.
So, 1985 [hasn't] really been [that successful for] the Mark III.
The [only] really game I [can] recommend [without] any reservations is "Hang-On".
"Astro Flash" is [not that] bad.
Uh... The other games all seem... (well, "...[Pit Pot]", I guess, has its moments).
[But for] the [most] part, [not] a [lot of great] games for the Mark III.
Hopefully 1986 [we'll] see better luck.
# 🗨️ The First Year of S.G.-1000 Mark III
In 1986 (the Mark III's first full year) a mere 16 titles [were released in] Japan,
again, all [published] by Sega, due mostly [to] Nintendo's, uh, having pretty much every
major Japanese publisher [and] developer in their corner.
Still, Sega did take a step [forward] by ditching the Sega Card format [and releasing]
games in the Cartridge format, (most [of] which held one megabit, [at] this time).
[In] June, Sega released the Sega Master System [in] the U.S., though [we'll discuss that]
more next time.
# 🎮 Seishun Scandal // My Hero
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1986 January 31 💾 Developed by Coreland | Sega 📦 Published by Sega
1986 kicks off slowly, [but it] does with another Arcade port; this time it's "Seishun
Scandal" (or 'Youth Scandal').
This is, sort of, very early Beat-'em-Up - rather curious [little title].
[It] was originally a 1985 Arcade game, in which you travel across town [to] rescue
[your] girlfriend who [was kidnapped] by some thugs.
In the U.S. [it] was known [as] "My Hero".
Here is the Arcade version here.
[Pretty] much the same [plot as pretty] much, well, every Beat-'em-Up, going [back to] "[Spartan]
X"/"Kung-Fu Master".
The Arcade game was released by Sega but [developed] by a company [called] Coreland.
Coreland was later bought out by Bandai in the late 1980s, [and] their name was
[changed] to Banpresto.
Nowadays they do g... -- a lot of games based on [licensed] properties.
Here we are [back] to the Mark III version.
[While] the Arcade game was a decent [little] time waster, the Mark III port ([presumably
ported] by Sega [themselves]) is a whole 'nother story.
While it superficially looks very [similar, it] plays very differently.
As you may have noticed from the gameplay, uh, video here, [it] is impossibly [difficult
and] you [will] keep dying.
There [are often] a [lot] of enemies [on] the screen [at] once.
In the Arcade game you [can] just tear right through them quite easily [with your punches
or] kicks (quite similar to "Kung-Fu Master").
In the home version, there seems be some [sort] of, like, [little] lag whenever
you attack [and it] requires much more precision.
You'll [frequently find] yourselves being [hit] by the enemies [before] you [can
hit] them.
As a [result], "Seishun Scandal"...
(Well, we just saw [it right] there; [I] walked up [to] the guy [and], 'Bam!', he [just
knocked] me out.)
The game really is, uh, a bit of a drag and, uh, even playing through...
(See? There's another cheap death [right] there.
[Right] as I walked up [to] the guy [and hit] him, he threw a [little] mine up in the
air [that hit] me [and] killed me.
[That's really] hardly fair.)
[Well], the Arcade version actually has three [different] levels.
There's a second one; third one have like a Historical theme [and], like, a Science
Fiction theme.
The Mark III version [just]...
(Again, uh, the platforming is a [little] strange; [it looked like] I, [sort] of, jumped
[right] through, uh, [that little platform] there.)
[In] the U.S., this was [released] as, uh, "My Hero".
Unfortunately, they [changed] the [title] screen [but] nothing else; it doesn't actually
play any better [than] the Mark III version.
And, as [I] was mentioning, the, uh -- the home version [only] has one level basically
[that, sort] of, [repeats] over [and] over again.
So, unfortunately, "My Hero" - [while] it's nice see Sega doing another Arcade
port this game is [pretty] unplayable.
# 🎮 Comical Machine Gun Joe
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1986 April 21 💾 Developed by Sega 📦 Published by Sega
Next up is a Sega-[developed original title for the] Mark III, "Machine Gun Joe" (or
"Comical Machine Gun Joe", as [it] is sometimes called).
Video game publishers seem take a [little] break after [the] busy holiday season, [at]
least [in] terms of their release schedule.
Sega [is] no exception; "Machine Gun Joe" came out over four [and] a half [months into]
the year.
"Machine Gun Joe" is [not] a bad [title] - very simple [but an improvement] over
"Seishun Scandal".
You play this [cute little] gangster guy [that] everyone wants [to] kill.
[Just as], uh, "Seishun Scandal" predated games like "Renegade" "Double Dragon",
"Machine Gun Joe" [predated] "Cabal" by two years.
[Your] character moves left [and] right along the [bottom of the] screen shooting enemies
[in] the background.
(Though, if ya think about [it], this style of game is [really just an updated]
variation on "Space [Invaders]".)
Joe [can] fire [in] five directions: straight up, left, and right, as well [as] a 45 degree
angle.
[At] the end of every level you encounter one [of] these fast moving bosses.
He's [either] this guy [in] red or a Japanese schoolgirl.
[Ya do have] a power-up in the form of Red [Hat that] allows you [to shoot] faster.
There [are] pigs [that will drop] bombs which [can] clear [the] screen [of] enemies.
[And like] couple other Sega games, "Teddy Boy Blues" and "Seishun Scandal" (the Arcade
version), enemies [don't] die [but] rather [shrink] down [into] li'l versions of themselves.
[These little] enemies [are not completely] harmless; they [can] attach themselves
[to] your sides [and] slow ya down.
As you may [have] noticed, there [is] a [pretty] healthy dose [of] nonsense in "Machine Gun
Joe".
I guess [that's] why the guy in game is called "Comical Machine Gun Joe".
Aside from oddball enemies [like] pigs [and] spiders [the] levels have, oh, um -- [get]
a [little] weird [as] the game progresses.
The harbor seems like a [natural enough] place [for] gangsters [to] hang [out, but eventually
ya] move on [to] this graveyard, [and] then to a fairy tale like [forest] setting.
So, "Machine Gun Joe" is [an] example of the Japanese humor game aesthetic.
Uh... Sort of, mixes inappropriate objects together [in weird] random ways.
Other examples would be "Twinbee" or the 'Parodius' series.
Either way, it's certainly nice [to] see Sega come up [with] something a [little] different
[and] unusual for the Mark III.
# 🎮 Ghost House
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1986 April 21 💾 Developed by Sega 📦 Published by Sega
Next up is another Mark III original, the unimaginatively titled "Ghost House".
As ya [might] guess it's a [Horror]-themed game in which you traipse [your] way through
a monster-filled mansion [with] the intent [to] find [and] kill Dracula.
If [that] sounds like some other better game from Konami, well, the idea is similar,
[but] the execution couldn't be more different.
"Ghost House" did come [out] a few months [before] "Castlevania", so [it] gets points
[for] being first [at] least but certainly not [better].
"Ghost House" is, uh, more of [an] old-school Platformer.
Kinda reminds me of "Mappy" or games of [that] ilk, but [with] some newer gaming [elements]
added in.
[For] example, you [can] punch monsters as they approach you or you [can] kill [them]
by jumping on them.
You have a Life Bar (not too common at this time), Health Refill items, a weapon upgrade,
[and] a few other tricks.
Despite all this, the game does feel [decidedly] old-fashioned.
The object is simply to survive long enough to [find] Dracula's casket.
Um... Or rather [to find] the real Dracula, as he apparently employs Dracula lookalikes
as decoys.
Once you've killed all the vampires, [ya] move on [to] Stage 2 [and] so on.
Here's one [of] the caskets [right] here [and] Dracula has emerged; he's [that] rather large
bat [floating] around.
[Any] time you touch a casket, [he'll rise out and] attack you.
He [spends most of his] time in [bat] form [but] occasionally, uh, goes down [into]
a human form [or] vampire form, as you see there.
[Hitting him enough] times [will] kill him but usually you take some damage yourself
[upon] making contact.
Now, [at] last, I understand how smart Simon [Belmont] was to, uh, take [that] weapon
with [him].
There's various other monsters in the mansion, uh, including (well, let's see, uh) blue ghosts,
lots [and] lots [of] bats, fire breathing trolls of some sort (um, all [of] which [are]
pretty annoying and, uh, [can] be [kind] of a pain [to] kill).
However, you do have a, uh, rather nice (though highly unlogical) trick [that] you
[can] use.
Jumping up [and hitting] a [light] bulb [will], uh -- with [your] head [will] cause
all the [monsters to] freeze [for] a few moments.
Oh, yes, [and] there's the, uh, key you need [to] actually open [up the] caskets.
Here comes another one.
As I mentioned, uh, [hitting the light] bulb [will] cause [everyone to] freeze.
You [can] then walk up [to] the stationary Dracula [and pretty] much, uh, [hit] him
to his heart's c... uh -- [your] heart's content.
And, uh, hopefully kill him [without] taking v... -- very much damage.
So, uh, "Ghost House" is full [of] weird [little] nonsensical things, uh, such [as],
uh, jumping in [front] of one [of] the candle holders [will] cause him [to] throw a knife
[at] you.
Uh... [But] if you jump [and] land on the knife, you [can] then use [it] as a weapon.
[Just like] a real knife, you [can only] stab [someone with it] a few times before
it simply disappears.
Oh yes! And you [can only] use the [light] bulb trick a few times each level [before
it] stops working.
So, "[Ghost] House" is a reasonably well presented game [and] can be fun [at] times.
(Oh, as you [can] see here, the, uh, reason his [bat] form he can be rather difficult
[to] kill, as [he] keeps whacking you over [and] over again.)
Now, one thing I [don't] like about the game is the fact [that], even though you
[can] jump, you can't really seem [to] jump over much.
The bats move up [and] down while flying, [kind] of like the Medusa Heads [in] "Castlevania".
My first instinct is [to] try to jump over them [but] this generally does [not] work
[and] ya do [get hit] frequently in this game.
[It's], more [or] less, unavoidable.
Luckily, [your] health decreases [pretty] slowly and there're Health Refills all over.
Still, getting hit [in] this game [kind] of pisses me off.
So, I guess "Ghost House" [is a] halfway [point between] "Mappy" [and] "Castlevania".
[I never thought I'd] be saying [that about] a game, but here [it] is.
# 🎮 Fantasy Zone
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1986 June 15 💾 Developed by Sega 📦 Published by Sega
So far, 1987 [hasn't] been too impressive [for] the Mark III [but] all [that's] about
[to] change [with] this release - the fun frantic [Cute]-'em-Up, "[Fantasy]
Zone".
"[Fantasy] Zone" is a [port] of Sega's Arcade game, which was relatively new [at] this
time.
[It] actually [hit] arcades in March; the Mark III version was released in June.
In "[Fantasy] Zone", your ship is Opa-Opa.
You must destroy a series of enemy spawning bases using [your] twin laser beams or
bombs.
The premise is [really not that] far off from "Teddy Boy Blues".
Here's the Arcade version here.
[It] has fantastic presentation, awesome music, multi-layered backgrounds, huge bosses
- really everything you [could] want in a [Shoot]-'em-Up [of this] era.
The Mark III version has obviously been graphically downgraded.
The [limited], uh, [vertical] scrolling found (as you [can] see here) in the original
version has been eliminated.
Here's the [first] boss [from] the Arcade version.
Again, fantastic music.
One thing [about "Fantasy] Zone" [is that it] lets you buy [items from] shops.
You [collect] gold coins throughout the game [and can] then buy various upgrades [to
your] engines [which will] make [you] faster.
Various sorts of weapons, more powerful bombs, even extra [lives], which [obviously]
come in [quite] handy as the [game] is, uh, [quite] difficult.
Now "[Fantasy] Zone" somehow [managed to get] away with breaking a [lot of] the [cardinal]
rules of [Shoot]-'em-Ups.
[For] example, the weapons are all temporary.
As you [can] see, my wide beam [just] ran [out] there.
They [only last about] 15 seconds.
Of course [most of them are] so powerful that they would [sort] of [break] the game
if you [could] use [them until] ya die.
Odd [that], uh, "[Fantasy Zone]" came out...
(Ah! Here's the 7 Way [Shot] - far [and] away the [most powerful], uh, laser in the game.)
[It's interesting that] this game came [out right around] the same time (uh, [at least]
the Arcade version) as "...Legend of Zelda" [and] both, sort of, feature the ability to
buy [items in] shops - [sort] of an R.P.G. style idea that, uh, became increasingly popular
[as] time [went] by.
Now, prior [to] this game, all [of] the Mark III games had been [released] in the
Sega My Card format.
"[Fantasy] Zone" [is the] first cartridge [for] the system.
The carts [can] hold more than the My Cards; "[Fantasy Zone]" was 1 Megabit (uh, [pretty]
impressive in those days).
Sega would release a couple more of the My Cards after this, [but] they were phased
[out pretty] quickly.
As I was mentioning, this game is [not] quite as impressive-looking as the Arcade
version, [but it] certainly has the very wonderful [bright] colors of "Fantasy Zone".
One thing [that] was changed [is] the bosses now all have separate screens; you
[don't fight them] on the main level.
This guy here you have to, uh, [shoot] the [little] three [orbiting] planets out through
the spaces in the outer ring of planets there.
Uh... [These -- All these] bosses don't look that difficult ([they] seem like the idea
of, uh, killing 'em is [pretty] simple) but [the] thing is, they all have time limits.
If [ya don't] kill [them] quickly enough, they will [start] moving [around] the screen
towards you and, uh, kill you actually [pretty] quickly.
[So, you're, sort] of, frantically tryin' to, uh, get these guys [as] quickly [as]
possible.
Using power-ups [during] the boss fights can be helpful.
[Now, one thing about "Fantasy Zone": it] looks cute, but [it] is tough; it can
be very tough [at] times.
Enemies [will often] materialize [out] of nowhere.
Like these guys which are [incredibly] ni... [annoying].
They actually, uh, try [to] close in on you as [you] move left [and right].
[And] they follow you [so] you have [to] quickly dash [between them].
I've probably lost more lives those [li'l] orange things [than] any other enemy in the
game.
In fact, enemies following you around [and] tryin' to ram [your] ship [are actually
pretty] common.
I said this game breaks a [lot] of [Shoot]-'em-Up rules [but] somehow [manages to get] away
[with it].
Even though the game is hard, [it doesn't] really seem 'cheap'.
[Despite] the [fact that] enemies [will occasionally] follow [you] around, speed up,
[and] then ram you [while your] back [is] turned.
So, in conclusion, "[Fantasy] Zone" is [pretty] awesome - [definitely] the [best] game [of]
the Mark III so far.
[And] probably [the best] [Shoot]-'em-Up on a home [console system], so far.
[Despite] many [Shoot]-'em-Ups being, uh, [released for the] FamiCom, uh, they were
[not] very good ("TwinBee" meebe -- maybe being the best so far).
[Definitely] an early high [watermark] for the system.
# 🎮 Gokuaku Doumei Dump Matsumoto // Pro Wrestling
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1986 July 20 💾 Developed by Sega 📦 Published by Sega
[1986] is halfway over [and] there really [haven't] been many Mark III games [released]
yet.
We're almost ready [to] wrap up this episode.
[But] first here's Mark III's Wrestling Game, "Gokuaku Doumei Dump Matsumoto" released
in the U.S. under the more [generic title] of "Pro Wrestling".
Unlike most other Wrestling Games, "Gokuaka Doumei..." is a female Wrestling Game (ladies
wrestling being [quite popular in] Japan, [at] this time).
[It's also a port of] this Sega Arcade game called [just] "Dump Matsumoto" (or "Body
Slam" in the U.S.)
This was ([just] like "[Fantasy] Zone") a new game!
I wonder [if] Sega [wasn't] developing, uh, Arcade games and their Mark III ports [in]
tandem, [at] this point.
The Arcade version [has] a typical nice Sega System 16 graphics [and pretty] cool music!
So, you may be wondering what is 'Dump Matsumoto'?
Well, she's a real-life Japanese wrestler [and] 'Gokuaku Doumei' was her wrestling team.
I could be wrong, [but] I think the Fresh Gals were based on rival team / pop
singers, the Crush Gals.
While U.S. female wrestlers tend [to] be somewhat glamorous, in Japan, they often go the
opposite route, with crazy hair [and] makeup giving them [an almost] demonic look.
Obviously, this Mark III version has taken a [pretty] big [graphical] hit, as [well
as] a stylistic makeover.
The more [realistically proportioned] figures are now [your], uh, typical super-deformed
style characters.
[Your] wrestler [can] throw punches [and] kicks [and has] a few special moves, performed
while the opponent is either down or flying off the ropes.
There is no grappling in this game - something [that] would become standard in [most] Wrestling
Games later such as Nintendo's "Pro Wrestling" (which was released [about] three months after
this).
Still, "Gokuaku Doumei..." is [pretty] advanced for its time.
Consider [that its predecessors] on consoles were the really, really super awful, uh, 'Kinnikuman'
[and] Technos' "Tag Team Wrestling".
You [can] even occasionally find a chair [to] use [as] a weapon.
Now, in the [United] States, uh, this game was [released] under the name "Pro Wrestling"
with the wrestlers being changed to more generic-style male wrestlers.
I guess really scary-looking female wrestlers [wouldn't] fly with Western gamers or [just
really wouldn't] make any sense [to] them - them having nothing [to connect it] with.
This nice [li'l] intro has been added of the wrestlers jumping [into] the ring,
[but the] game [itself pretty] much plays the same.
Either way, this game can be difficult [and] a [little] unfair.
First of all, ya have [to] play a [lot] of [rounds to] win the championship.
[And] the C.P.U. [almost] seems [to always] have the upper hand.
Your punches [and] kicks [often] miss [while] the C.P.U. seems [to] be able [to get] a [lot]
more hits in.
Their special [moves can also] be [performed] much more quickly.
So, [while] this is [an] interesting, uh, entry from Sega, I -- I [wouldn't] really
consider [it] be a classic and there [certainly would] be [better] Wrestling
Games.
# 🎮 Hokuto no Ken // Black Belt
♪ "Fantasy Zone Boss Theme" ♪
🗓️ Released 1986 July 20 💾 Developed by Sega 📦 Published by Sega
Whoa-ho! [That's] a rather [dramatic little] intro there!
[Our] last game [in] the first episode of 'Chronsega' is "[Hokuto no] Ken", which
was based on the popular comic, T.V. series, movie, [et] cetera known as "Fist [of] the
North Star" in the West).
The [plotline] is somewhat complicated.
[It] involves this guy, Kenshiro, who [lives in] a post-apocalyptic world - [and
can hit] guys so hard they explode.
How? By [hitting them] on their pressure points.
[Japan] was [apparently] in the midst of a '[Hokuto no] Ken' blitz because [about]
two weeks [later] this game came out.
"[Hokuto no] Ken" by Shouei System for [the] FamiCom - one of the all-time worst FamiCom
games.
Normally the name "[Hokuto no] Ken" strikes [terror in] the hearts of sensitive video
gamers.
[But] the Sega game really [isn't that] bad by comparison.
Of course being [better than] the FamiCom "[Hokuto] no Ken" is [sort of like] being
taller [than] a midget.
[It's] really [not] saying much.
This game is [your] standard early [Beat]-'em-Up: 'walk right [and] kill guys' ([not] really
that much [different than] "Kung-Fu Master").
You [have] a punch, a kick, a leg sweep, a low punch, and (if you kick while jumping)
a flying kick.
Every so [often] ya face a sub-boss - and [at the] end of each level a main boss.
All this adds up to a game [that] is decent (if repetitive) [but] there [at least] some
variation in the boss fights.
If nothing else, Sega could [create] a [decent] boss [fight], as proven by earlier games,
like "[Fantasy] Zone", which had really rad bosses.
Compared [to] the FamiCom game, these guys [don't] explode quite as entertainingly.
They [just, sort] of, fly [into] various pieces.
[Alright], here's the [first] boss.
[Apparently] all this follows [the plot] of [a] [comic] book.
In a nice touch, the boss fights [take] place [in] their own [little] areas [and]
they actually have bigger [sprites]!
Sort of like Konami's soon-to-be-released "Castlevania", each boss has a pattern,
[and] you [must] find his weakness [and] exploit it.
Simply ...t... -- attacking [mindlessly] [won't] work.
Once you drain a boss Life Bar, you then proceed [to] whip the [shit out] of them.
[But] he [doesn't] explode [for] some reason.
Then it's on [to] the next level with, uh, [slightly] more [difficult] enemies and
so on.
And here we go.
These guys jump occasionally, as [opposed to just] walking forward.
Though, doesn't '[Hokuto no] Ken' [take] place [in] Japan?
What's [with] all the Old West style saloon doors [in] the buildings?
Now, [in] the U.S. where "Fist [of the North Star]" wasn't [really] very [popular yet],
Sega pulled a Bandai [and released] the game s... -- sans-[licensed] characters as
"Black Belt".
The gameplay [is] the same, [but] the [sprites and backgrounds have] all been *changed [to]
more generic Kung-Fu dudes [and], uh, Chinese [settings*].
[And] of course, the high [quality] of the somewhat ridiculous [artwork] on the Japanese
version has been [replaced] by one of the [most] notorious examples of bad video game
cover art.
You're wondering why the Master [System didn't] sell over here?
[Well, seriously], looking [at that] cover [art], would you buy the game?
One change [is] now there [are little sort] of power-ups [or] Health Refills [that
float] by [occasionally].
Ya have [to execute] a special jump to [get] them [and it] seems like they always appear
when [you're] surrounded by enemies.
The bosses [have] all been changed from '[Hokuto no] Ken' characters to the, uh,
more generic [karate] dudes, [but] they [mostly] behave the same.
As [you'll] see on the [first] boss they, sort of, changed [his] hairstyle.
So, "[Hokuto no] Ken" - a decent Arcade-style game.
[But], Sega, this is 1986; games [are] changing.
You need [to get with] the times!
# 🥇 Episode 1 Wrap Up
Well, there ya have [it].
[That] was the first 10 [months] of the Mark III.
[While] th... -- Sega's system was a [technically] impressive console, software-wise [it] was
still [in its] infancy.
The Mark III was [not particularly successful] in Japan where, by late 1985, the FamiCom
[dominated] the market.
What Sega lacked was (in modern terms) a 'killer app'.
Nintendo [certainly] had this [with "Super] Mario Bros.".
Sega was (ironically) the more [experienced] video game [producer], but yet hadn't
been able [to] make a really good console game.
[To] see how [different and] innovative the FamiCom was, think of the original games
released during this same time period.
"[Super] Mario Bros.", "Portopia...", "...Legend of Zelda", "Mighty Bomb Jack",
"Dragon Quest" - not [to] mention the many ports of such games as "Makaimura" and "Gradius".
Additionally, Sega had a rather relaxed [release] schedule.
Six games in the [first] seven months of 1986, as opposed [to almost] 40 games
[for the] FamiCom?
No wonder o... -- no one [bought] the Mark III!
Sega had [quite] a ways [to] go before [it could] catch up to Nintendo.
Hopefully [we'll] see [some improvement] in "Chronsega Episode 2".
# 🎞️ Episode 1 Credits
♪ "Skylands" ♪
Thank You for Watching "CHRONSEGA
Episode One".
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