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# S01.02
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# 📽️ Chronsega Title Sequence
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🐢🍊♪ "Legend of the Gunstars" ♪
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Dr. Sparkle Presents
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Transcript ⌨️ in English 🏴 from
koopaloop 🐢, Lily Mwangi 🍪, and Nate Lawrence 🏮
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Index ☰️ + Captions ⏱
in English 🏴 from Nate Lawrence 🏮
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"CHRONSEGA
Episode 1"
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# 🗨️ A Brief Introduction to Sega
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[While] Sega [hasn't] been around as long
as Nintendo has, they are still one of
-
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 .
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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.
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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",
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"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.
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# 🗨️ 1981: S.G.-1000 Released
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Even as Sega positioned itself [to] be one
[of] the leading Japanese Arcade game [manufacturers],
-
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.
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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
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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".
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# 🗨️ 1983: Sega Ports for Atari 2600
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In 1983, Sega [began] releasing console
games in the U.S. for the [2600 and] the
-
Intellivision.
-
Unfortunately, the U.S. [market] collapsed
[around] this time.
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# 🗨️ 1985: S.G.-1000 Mark III
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By 1985, Nintendo's FamiCom [had] become
very successful in Japan [and was] soon
-
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,
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[and] could display 16 colors [at] once,
in addition [to] having a slower C.P.U..
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# 🗨️ 1986: S.G.-1000 Mark III Released
overseas as Master System
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Additionally, [Sega] wasted no time [getting]
the Mark III [onto] the U.S. market, [hitting]
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the shelves in June 1986, shortly after
the N.E.S. become [available nationally].
-
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
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[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
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U.S. [distributor].
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For whatever reason, the Master System is
considered a failure in both Japan where releases
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[were reduced] to a [mere] trickle by [late]
1988 and [in] the U.S., where new titles
-
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
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256 kilobits whereas, by comparison, many
Nintendo [cartridges] at this time held
-
320 or even 512 kilobits.
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# 🎮 Hang-On
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ Released 1985 October 20
💾 Developed by Sega
📦 Published by Sega
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Sega kicks off the Mark III, [just] like
Nintendo did, uh, [for] the FamiCom two years
-
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
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of cars.
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The pseudo-3D technology was quite
impressive [at] the time, [and] this, sort of, thing
-
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.
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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.
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# 🎮 Teddy Boy Blues // Teddy Boy
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ Released 1985 October 20
💾 Developed by Sega
📦 Published by Sega
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A rather nice [little] music theme there.
-
Here's the Mark III's other launch title
"Teddy Boy Blues", a [port] of Sega's recent
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Arcade title (seen here).
-
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]
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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.
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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
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[fans] who usually sported elaborate hairstyles.
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They didn't get along with mods apparently.
-
Teddy, by the way, [refers] to the Edwardian
period clothing they wore (velvet collars
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[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.
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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
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enemies [will] be out [of]
the boxes [at] any one time.
-
[While] this sounds helpful, [it] means
that [enemies] pop [out] whenever you collect
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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
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release it on the Mark III's launch day.
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# 🎮 Great Soccer
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ Released 1985 October 27
💾 Developed by Sega
📦 Published by Sega
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Released [just] a week after launch,
"Great Soccer" is Sega's first original game [for]
-
the Mark III, (assuming, of course, [that]
you [can] consider something as basic as this
-
sort of Soccer Game [to] be 'original').
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It was also the first in the Sega Sports series
[for] the Mark III - all with the name, uh,
-
'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".
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# 🎮 Fushigi no Oshiro Pit Pot // Pit-Pot
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♪ "Fantasy Zone Boss Theme" ♪
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🗓️ 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".
-
Please visit us at
http://chrontendo.blogspot.com/
-
Produced by
👨🏻🏫 Doctor Sparkle ✨
-
All images and sounds in
this video are copyright
-
their respective owners.
-
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patreon.com/Chrontendo