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Chronsega Episode 1

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    # S01.02
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    # 📽️ Chronsega Title Sequence
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    🐢🍊♪ "Legend of the Gunstars" ♪
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    Dr. Sparkle Presents
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    Transcript ⌨️ in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from
    koopaloop 🐢, Lily Mwangi 🍪, and Nate Lawrence 🏮
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    Index ☰️ + Captions ⏱
    in English 🏴󠁧󠁢󠁥󠁮󠁧󠁿 from Nate Lawrence 🏮
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    "CHRONSEGA
    Episode 1"
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    # 🗨️ A Brief Introduction to Sega
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    [While] Sega [hasn't] been around as long
    as Nintendo has, they are still one of
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    the oldest companies
    in the video game field.
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    Of the two console giants, Sega [has] always
    seemed to be the more Western-orientated of
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    the two, and they have had more success
    outside of Japan, in places like the Americas
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    [and] Europe.
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    Perhaps this is not surprising, since Sega
    was founded, not in Japan but in the [United]
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    States, in Hawaii in 1940 by Martin
    Bromley as 'Standard Games', [providing
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    amusement machines] for U.S. soldiers.
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    In 1951, [reportedly] due to governmental
    restrictions, Standard Games moved to Japan,
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    changing [its] name to 'Service Games',
    and [flourished primarily] as a [distributor]
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    of [jukeboxes, slot] machines, pinball machines,
    and so on, eventually merging into a Japanese
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    company called Nihon Goraku Bussan .
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    Meanwhile, Brooklyn-born businessman David
    Rosen had become quite successful importing
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    arcade machines [into] Japan with
    his company, Rosen Enterprises.
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    In 1964, Service Games [and] Rosen Enterprises
    merged, with Rosen becoming the C.E.O..
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    Rosen remained as head of Sega until 1983,
    when he became the C.E.O. of Sega of America.
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    In the 1960s, the newly reorganized Sega
    began manufacturing Arcade games themselves,
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    with their first big hit
    being "Periscope" in 1966.
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    Having become [quite successful], Sega ended
    up being [purchased] by the American media
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    conglomerate, Gulf [and] Western, who were
    also the owners of Paramount Pictures.
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    Up [until] the mid-1970s, Sega continued to
    make the kind of mechanical Arcade games
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    were [quite popular] in both
    the West [and] Japan.
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    But had [also] begun manufacturing "Pong"
    clones, [and later] on in the decade [it
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    started producing] "Space [Invaders]" clones.
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    As the video game [market] exploded, Sega
    [continued to produce] more games [and] [introduce]
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    the now familiar Sega logo.
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    By the early '80s, Sega had several huge Arcade
    hits under their belt, such as "Frogger"
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    and "Zaxxon" one of the first
    isometric perspective games.
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    [Throughout] the decade, Sega continued to
    [produce] innovative new titles [and] *made
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    a big impression* on Arcade gamers with their
    pioneering 3D [effects in] games such as "Hang-On",
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    "OutRun", [and] "Space Harrier".
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    Sega games [often stood out in] the arcade
    with their [impressive] cabinets.
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    Many of Sega's big games were [designed] by
    leading [designer] Yu [Suzuki], who [might]
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    be considered, [sort] of, Sega's
    answer to [Shigeru] Miyamoto.
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    # 🗨️ 1981: S.G.-1000 Released
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    Even as Sega positioned itself [to] be one
    [of] the leading Japanese Arcade game [manufacturers],
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    they [began] looking [at] the home market.
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    In 1981, during the height of videogame
    mania, Sega [released] its first home console,
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    the S.G.-1000 in Japan, followed by very
    limited [releases] in Europe [and] elsewhere.
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    The S.G.-1000 was contemporary with the Atari
    [2600, and] the Intellivision [but was quite
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    powerful] for [its] time.
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    A [decent selection] of games were [released
    for] the system, including a [port] of Sega
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    Arcade titles such as "Zaxxon", Arcade
    [ports from] other companies [such as] "Elevator
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    Action", [and] "Bomb Jack", Computer games
    [such as] "Lode Runner", Sports Games, [and
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    even] a [port] of the early
    Japanese R.P.G., "Black Onyx".
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    # 🗨️ 1983: Sega Ports for Atari 2600
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    In 1983, Sega [began] releasing console
    games in the U.S. for the [2600 and] the
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    Intellivision.
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    Unfortunately, the U.S. [market] collapsed
    [around] this time.
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    # 🗨️ 1985: S.G.-1000 Mark III
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    By 1985, Nintendo's FamiCom [had] become
    very successful in Japan [and was] soon
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    be [released] in the U.S..
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    The S.G.-1000, [while only] four years old,
    seemed a little old-fashioned
    , so Sega
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    greatly [improved] on the system's hardware
    [and released] the Sega S.G.-1000 Mark III
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    on October 25th 1985.
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    The Mark III was completely compatible [with]
    the old S.G.-1000 SG-1000 Mark II
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    games [but] the [capabilities of] the system
    were far beyond anything seen in the home
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    console market at this time.
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    As a comparison, the Mark III had 16 kilobytes
    of video RAM [and] could display 32 colors
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    on screen [at] once.
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    [Whereas] the FamiCom had [only] 2 kilobytes
    [of video] RAM, some additional sprite RAM,
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    [and] could display 16 colors [at] once,
    in addition [to] having a slower C.P.U..
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    # 🗨️ 1986: S.G.-1000 Mark III Released
    overseas as Master System
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    Additionally, [Sega] wasted no time [getting]
    the Mark III [onto] the U.S. market, [hitting]
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    the shelves in June 1986, shortly after
    the N.E.S. become [available nationally].
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    In the U.S., the system was dramatically redesigned
    [and renamed] the Sega Master System.
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    Eventually, the Mark III [would] be [renamed]
    the Master System in Japan as well.
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    Despite the system's technical [superiority],
    the Master System never really took off
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    in the U.S. either.
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    Numerous theories have been
    [floated] as [to] why this is.
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    Maybe [it was] the lack of good games, or
    the [fact that] third-party publishers were
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    [prevented] by Nintendo [from putting] games
    [out for] the Master System.
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    Maybe [it was] the horrible box art [and]
    generally bad marketing by Tonka, the system's
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    U.S. [distributor].
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    For whatever reason, the Master System is
    considered a failure in both Japan where releases
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    [were reduced] to a [mere] trickle by [late]
    1988 and [in] the U.S., where new titles
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    ceased [to] come out by 1990, right during
    the height of the N.E.S.' popularity.
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    However, the Master System did take a
    life of its own elsewhere in Europe, Brazil,
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    [Australia and] New Zealand .
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    The Master System conti...--...tinued [to]
    sell [in] those markets [until] the mid-'90s,
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    when many Mega Drive or Genesis games
    were ported [to the] Master System.
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    Amazingly, official [releases] continued
    in Brazil until 1998 - well [into] the PlayStation
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    [and] Saturn era, thus giving the system
    a respectful lifespan of around 13 years.
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    Altogether, the system sold around 15 million
    units, a fraction of what the N.E.S. sold,
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    but more [than] the Saturn [or] Dreamcast
    [and enough to keep the] system from being
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    considered a complete failure.
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    Sega launched the Mark III with two titles,
    "Hang-On" and "Teddy Boy Blues", but they
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    did manage [to get another] seven [titles
    out before] the end [of] the year, all [published]
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    by Sega themselves and
    on the Sega Card format.
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    The Mark III had both a cartridge slot
    and slot [for] the smaller flat cards.
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    These cards [had also] been used for the earlier
    S.G.-1000 games, the Sega Cards could hold
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    256 kilobits whereas, by comparison, many
    Nintendo [cartridges] at this time held
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    320 or even 512 kilobits.
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    # 🎮 Hang-On
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    ♪ "Fantasy Zone Boss Theme" ♪
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    🗓️ Released 1985 October 20
    💾 Developed by Sega
    📦 Published by Sega
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    Sega kicks off the Mark III, [just] like
    Nintendo did, uh, [for] the FamiCom two years
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    earlier, with a [popular] Arcade title
    - in this case, "Hang-On".
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    "Hang-On" was a Sega Arcade [hit] released
    earlier [in] the year, [and] was noted
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    [for] the [fact that] you played [it] sitting
    on a Motorcycle that actually tilted back
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    [and] forth.
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    These [kinds] of Super Deluxe arcade presentations
    were [starting] be seen in the mid-1980s.
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    Here's the Arcade version [designed] by Yu
    [Suzuki].
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    "Hang-On" was clearly modeled after "Pole
    Position" [except] with Motorcycles instead
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    of cars.
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    The pseudo-3D technology was quite
    impressive
    [at] the time, [and] this, sort of, thing
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    would go on become,
    [sort] of, a specialty [for] Sega.
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    [Note what] appear [to] be all the in-game
    advertisements for Shell [and] Bridgestone.
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    And of course, the game feature very impressive
    fiery explosions when ya crashed.
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    Now, here's the Mark III version.
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    Obviously, [it can't] replicate the Arcade
    graphics, but it's still very nice-looking.
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    As a point of comparison, let's look at Nintendo's
    "Mach Rider" which was released [around]
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    the same time.
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    The FamiCom really struggles with the [3D]
    graphics [and] the game is [pretty] choppy.
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    "Hang-On" is silky smooth next [to] "Mach
    Rider", and it's much easier [to] play.
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    The sprites [are] more detailed [and] the
    color [is] much brighter.
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    The Mark III was [capable] of ...sp... -- displaying
    more colors [than] the FamiCom.
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    Now, [what about] the game itself?
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    Well, it's [your pretty] basic 'drive [your]
    vehicle [around curves and don't hit] anything'
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    kind of game.
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    Ya need [to complete] each course
    in a [set amount of] time.
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    Crashing [your] bike [will not] kill you,
    [but it] does [waste valuable] time.
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    The collisions are not nearly as spectacular
    as the Arcade versions, but they still look
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    reasonably cool.
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    The controls of "Hang-On" are
    basic and effective.
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    [Perhaps] the [only] complaint is [that]
    the animation of your bike when you lean
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    is a little rough.
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    Each area has, [sort] of, a [different] theme.
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    Here we're in the Seaside, uh, Level.
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    Now, we've moved on to Monument Valley.
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    [Certainly] the environments [are] a lot
    more detailed convincing than those
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    in "Mach Rider".
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    So, "Hang-On" [is] a rather simple game
    and -- [but it's] fun [to] play and certainly
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    demonstrates what the
    Mark III is capable of.
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    # 🎮 Teddy Boy Blues // Teddy Boy
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    ♪ "Fantasy Zone Boss Theme" ♪
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    🗓️ Released 1985 October 20
    💾 Developed by Sega
    📦 Published by Sega
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    A rather nice [little] music theme there.
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    Here's the Mark III's other launch title
    "Teddy Boy Blues", a [port] of Sega's recent
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    Arcade title (seen here).
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    The console version is missing the nutty musical
    intro.
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    Uh... We'll discuss [that] music in [just]
    a sec.
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    "Teddy Boy Blues" is [probably not that] well
    [remembered] in the United States, but [it]
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    must [have] been [pretty popular] in Japan.
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    The music is rather catchy, [and] the title
    actually comes from a 1985 song by a Japanese
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    singer named, Yohko Ishino.
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    That was Yohko you saw singing in the [introduction
    to] the Arcade version a [second] ago.
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    Apparently the song was [popular] enough to
    name a videogame after [it].
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    Now, what's a "Teddy Boy" ya wonder?
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    Well, in the U.K. in the 1950s Teddy Boys
    were, [sort] of, well dressed rock [and] roll
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    [fans] who usually sported elaborate hairstyles.
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    They didn't get along with mods apparently.
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    Teddy, by the way, [refers] to the Edwardian
    period clothing they wore (velvet collars
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    [and] whatnot).
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    What does all this [have to] do
    [with] the game itself?
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    Nothing, [as] far as I [can] tell.
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    "Teddy Boy Blues" [is] a typical Platformer
    the mid-'80s; you go around shooting
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    enemies that then t... -- cause them to ch...
    -- [shrink] down [into little] balls which
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    you must then collect.
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    Enemies emerge [out] of boxes, uh, which
    all contain a certain number of enemies, you
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    can tell how many [are] left by the number
    of dots on the side [of] the box.
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    The game is well [designed but] also a [little]
    bit frustrating [in] places; [only] so many
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    enemies [will] be out [of]
    the boxes [at] any one time.
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    [While] this sounds helpful, [it] means
    that [enemies] pop [out] whenever you collect
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    a ball.
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    The balls often land on the boxes, making
    [it] dangerous to collect them.
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    And on some levels enemies have a [tendency]
    to land on you, since they jump out quite
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    a ways when jumping off a platform.
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    I routinely [got hit] by enemies, uh,
    thinking they'd be landing in front of me.
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    Of course, as in a game this vintage
    there is a Bonus Round.
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    You go around collecting various little
    items found hidden in [the] boxes.
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    Oddly, while "Teddy Boy Blues" [and] "Hang-On"
    were both released on the Mark III's launch
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    day, "Teddy Boy..." is, I suppose the official
    first release [for] the system, since it
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    has a catalog number 501
    whereas "Hang-On" is 502.
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    Though [as] far [as] demonstrating the
    Mark III's technical capabilities, it certainly
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    seems to [have] taken a backseat.
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    I guess this game must [have] been [pretty]
    [popular] in Japan in order for Sega to
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    release it on the Mark III's launch day.
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    # 🎮 Great Soccer
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    ♪ "Fantasy Zone Boss Theme" ♪
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    🗓️ Released 1985 October 27
    💾 Developed by Sega
    📦 Published by Sega
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    Released [just] a week after launch,
    "Great Soccer" is Sega's first original game [for]
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    the Mark III, (assuming, of course, [that]
    you [can] consider something as basic as this
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    sort of Soccer Game [to] be 'original').
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    It was also the first in the Sega Sports series
    [for] the Mark III - all with the name, uh,
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    'Great...' in the title.
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    [Obviously], this brings Nintendo [to] mind
    with their earliest [releases for] the FamiCom
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    all being either Arcade ports or Sports
    titles.
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    I guess that is actually [pretty] standard
    for new consoles.
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    Now, [what can we] say [about] the game [itself]?
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    Well, calling any game 'Great'...
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    ([And] I should [point out fact] this
    stadium has [an] advertisement for 'MILK',
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    uh, behind the, um -- the goalposts there.)
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    Um... Calling any game 'Great', uh, is, [sort]
    of, asking [for] trouble, especially with
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    a quickie title like this.
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    Sega does -- they deviate from [Nintendo]'s
    "Soccer" format by having the field positioned
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    vertically, not horizontally.
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    So, "Great Soccer" actually looks, sort of,
    like "10-Yard Fight".
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    Rather than the realistically [proportioned]
    guys from the Nintendo game, we have these,
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    uh, rather ugly [little] super-[deformed]
    guys, all of which are cross-eyed.
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    Now, this game [does] have an easily visible
    red arrow [that] points the player
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    [that] you [are] currently controlling.
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    [And] [that's actually] a rather nice touch.
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    If ya wanna pass the ball, a white arrow
    [will designate the] player [that] the ball
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    [will] go to.
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    [And] naturally you [can], uh, kick the ball,
    pass it, the usual stuff.
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    Uh... Just like real Soccer, the scores tend
    [to] be low since it's much easier [to]
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    have a goalkeeper catch the ball, 😄 than
    [it] is to actually, uh, make, uh, a point.
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    Uh... Scoring a goal is pretty difficult.
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    The graphics [and] sound [are pretty] unimpressive
    [and] "Great Soccer" is certainly not a, uh
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    -- [what you'd] call a demonstration [title
    for] the Mark III.
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    In other words, while "Great Soccer" is [not]
    bad for a very early release, it certainly
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    [doesn't] look, um, like a [lot of] time [and]
    effort [went] into it.
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    Hell! Maybe this was originally developed
    as an S.G.-1000 title.
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    Sega themselves apparently didn't think too
    highly of "[Great] Soccer" and they never
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    released [it] in the U.S..
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    Instead, they published another better Soccer
    Game, "World Soccer", and then [released]
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    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
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    After taking a break [for] a couple months,
    Sega released a new [title] in mid-December.
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    [And, just like "Great] Soccer", this is
    an original [title for] the Mark III, "Fushigi
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    no Oshiro Pit Pot".
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    While "...Pit Pot" isn't really spectacular,
    it is interesting [title] in the way
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    [that it] bears a superficial resemblance
    to "...Legend of Zelda", which would be
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    released about two [months] after this.
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    There's the top-down interior viewpoint,
    the foreshortened walls [and] doors, the
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    keys required to unlock the doors - all
    this [appeared in] "...Zelda".
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    Though, of course, none of these elements
    are really completely original.
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    Still, [it] is [an interesting] coincidence.
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    "...Pit Pot" has you controlling a very [short]
    knight [that] actually, uh, (from the behind,
  • 16:20 - 16:25
    at least) bears [an interesting] resemblance
    to the Prince from "Katamari Damacy".
  • 16:25 - 16:31
    You need to rescue a Princess, [but] a rather
    strange one because [your] main objective
  • 16:31 - 16:36
    is [to collect] the [boxes of] treasure
    scattered [around the] castle.
  • 16:36 - 16:39
    Collecting all the treasure in a room [will]
    sometimes [net] you a key, [but] other
  • 16:39 - 16:43
    times you'll [have to perform] some [kind]
    of special task [in] order [to get] the
  • 16:43 - 16:44
    key.
  • 16:44 - 16:49
    Now, [despite] being a knight, [your] weapon
    is [not] a sword, [but] rather a [giant]
  • 16:49 - 16:53
    mallet, which you [can] use [to] crush
    enemies [and] knock [out] the grey blocks.
  • 16:53 - 16:56
    The gold blocks [are] anchored [and can't]
    be knocked out.
  • 16:56 - 17:00
    You [can] cause a [large] section of the
    gray blocks [to] drop [into] the pit by
  • 17:00 - 17:04
    knocking out all the blocks [that are] connected
    [the] stationary gold blocks.
  • 17:04 - 17:08
    However, in a [lot] of cases this is difficult
    do, [simply because] there's a [lot]
  • 17:08 - 17:10
    of blocks.
  • 17:10 - 17:13
    There're, of course, various objects [to]
    pick up.
  • 17:13 - 17:15
    Uh... Their meanings are [not] always obvious.
  • 17:15 - 17:19
    For example, the [heart will] freeze all
    enemies on [the] screen.
  • 17:19 - 17:21
    Later games would tend [to] use something
    (oh) [that] makes a [bit] more sense like,
  • 17:21 - 17:24
    say, a stopwatch [for] this.
  • 17:24 - 17:29
    [While] "...Pit Pot" is a [cute little] Puzzlish,
    [sort] of, game, I [get] the impression this
  • 17:29 - 17:33
    was knocked [out pretty] quickly by Sega.
  • 17:33 - 17:37
    The graphics [are] very simple [and] really
    this could've been done on the FamiCom.
  • 17:37 - 17:44
    I guess "...Pit Pot" falls [into] the same
    general -- general category as "BomberMan"
  • 17:44 - 17:49
    (which was [in] fact [released] for the FamiCom
    [around] the same time as [this] - I think
  • 17:49 - 17:51
    maybe a week [or] two [later]).
  • 17:51 - 17:55
    Unfortunately [for] "...Pit Pot" the Hudson
    [title is actually] a [lot] more fun [to]
  • 17:55 - 17:56
    play.
  • 17:56 - 18:00
    [And] "...Pit Pot" suffers [from] a rather
    unfair ending.
  • 18:00 - 18:06
    When you reach the Princess, if ya haven't
    collected every single treasure... the greedy
  • 18:06 - 18:08
    bitch kills you! Game [Over]!
  • 18:08 - 18:11
    [Definitely not] the way [to make] gamers
    happy!
  • 18:11 - 18:16
    So, "...Pit Pot" - interesting game, but really
    hardly [superior to] the, [sort] of, things
  • 18:16 - 18:37
    [that] were being released on the FamiCom,
    [at] this time.
  • 18:37 - 18:38
    # 🎮 Great Baseball
  • 18:38 - 18:39
    ♪ "Fantasy Zone Boss Theme" ♪
  • 18:39 - 18:41
    🗓️ Released 1985 December 15
    💾 Developed by Sega
    📦 Published by Sega
  • 18:41 - 18:42
    "[Great] Baseball" (the [second in] Sega's
    earlier Sports series) was released the day
  • 18:42 - 18:43
    after "...Pit Pot".
  • 18:43 - 18:47
    So, [it] appears [that] Sega has embarked
    on a spree of [putting out] games [for] the
  • 18:47 - 18:50
    1985 holiday season.
  • 18:50 - 18:56
    Of course, the same thing was happening with
    the FamiCom with Namco, Taito, Capcom, Irem,
  • 18:56 - 19:02
    Bandai, Enix, Hudson, [and] others all [releasing]
    games [right] before the year's end.
  • 19:02 - 19:09
    The FamiCom certainly had superiority in numbers
    with 17 [releases] as compared to the Mark
  • 19:09 - 19:12
    III's six.
  • 19:12 - 19:19
    As for Sega's "Great Baseball", well, this
    is the Japanese game - actually a *different
  • 19:19 - 19:22
    game* [than] the one [that] came [out in]
    the U.S. [under] the name "[Great] Baseball".
  • 19:22 - 19:26
    Or rather, [that] game was a [substantially]
    we... -- reworked version of this one
  • 19:26 - 19:29
    with [completely different] graphics.
  • 19:29 - 19:35
    However, upon playing "[Great] Baseball",
    ya might realize [that it] could pass as
  • 19:35 - 19:39
    a reworked version of Nintendo's "Baseball",
    one [of] the very first games [for] the FamiCom,
  • 19:39 - 19:42
    back in 1983.
  • 19:42 - 19:46
    I guess, uh, the very ideas behind a Baseball
    video game hadn't really changed much since
  • 19:46 - 19:48
    then.
  • 19:48 - 19:50
    The gameplay [and] controls [are pretty]
    similar.
  • 19:50 - 19:52
    [Select] one [of] the generic teams.
  • 19:52 - 19:55
    Then ya have one of [your generic] players
    swing the bat.
  • 19:55 - 19:59
    The C.P.U. is [pretty] good [at] catching
    [and] fielding, though [you will] get
  • 19:59 - 20:03
    lucky sometimes.
  • 20:03 - 20:05
    The timing of the swings is a [little] different.
  • 20:05 - 20:09
    The swing felt a [little] slow [to] me,
    [but] I [didn't really] play "[Great] Baseball"
  • 20:09 - 20:11
    [enough to get] a good feel for it.
  • 20:11 - 20:17
    Ah! There is [one of the] times I [just got]
    lucky on [that] hit.
  • 20:17 - 20:25
    Now, [while] pitching, you have some basic
    options, fastball or slowball.
  • 20:25 - 20:32
    [And] you [can throw to] the bases if the
    other team is tryin' [to] steal.
  • 20:32 - 20:36
    While [fielding, ya] use the D-Pad [to select]
    which base [to] throw to.
  • 20:36 - 20:40
    It's all very [similar] to Nintendo's earlier
    game.
  • 20:40 - 20:44
    Okay, now here my team is pitching.
  • 20:44 - 20:48
    Except [that unlike] Nintendo's "Baseball",
    you [can] control [your] own outfielders
  • 20:48 - 20:50
    [while you're] running [to] the ball.
  • 20:50 - 20:53
    Like [many] team Sports Games, you control
    [a group] of players all [at] once.
  • 20:53 - 20:59
    As you [can] see there, they're all moving
    in exact unison.
  • 20:59 - 21:02
    What this means [is that it] can be a [little
    bit difficult to get your hands] on the ball
  • 21:02 - 21:03
    sometimes.
  • 21:03 - 21:07
    If you [think] the ball [is going to land
    between] two players, if ya move one towards
  • 21:07 - 21:12
    the ball [you'll] be moving another player
    away [from] the [ball].
  • 21:12 - 21:15
    Like a [lot of] these games, it's kind of
    difficult
    [to] know exactly where the ball
  • 21:15 - 21:16
    is going [to] land.
  • 21:16 - 21:19
    So, this can occasionally cause you [some]
    trouble.
  • 21:19 - 21:25
    [And] of course, the ball also tends to be
    hard [to] catch, [often] passing [right] between
  • 21:25 - 21:27
    [your] legs.
  • 21:27 - 21:30
    On the positive side, [it] seems the ball
    can kill an umpire.
  • 21:30 - 21:33
    [That] guy doesn't seem [to] be getting up.
  • 21:33 - 21:40
    So, as a rule, [like] these Baseball Games,
    fielding is the most [difficult] part.
  • 21:40 - 21:41
    Now, one more complaint:
  • 21:41 - 21:46
    [Not only do your outfielders] move very
    slowly, as they -- they tend [to] do but
  • 21:46 - 21:48
    they throw very slowly!
  • 21:48 - 21:52
    The ball actually moves at [about] the same
    speed as the runner.
  • 21:52 - 21:59
    [Obviously], this doesn't [make] real sense,
    um, [and most] Baseball Games tend [to]
  • 21:59 - 22:01
    have the ball move much faster [than] the
    guy [you're] running.
  • 22:01 - 22:05
    [But in] a case [like that] when [you're]
    tryin' to, uh -- you [are] throwing the ball
  • 22:05 - 22:10
    [and] the guy is running [in] the same direction,
    there's no way [you're] gonna [get him] out.
  • 22:10 - 22:15
    So, as I said, I didn't really play "[Great]
    Baseball" [enough to] master the controls.
  • 22:15 - 22:19
    [But it] seems [to] me that calling [it]
    maybe 'Good Baseball' or perhaps even 'Average
  • 22:19 - 22:21
    Baseball' [might] be a [bit] more accurate.
  • 22:21 - 22:27
    It really just is Nintendo's "Baseball" with,
    uh, slightly, uh, better graphics.
  • 22:27 - 22:29
    # 🎮 Satellite 7
  • 22:29 - 22:35
    ♪ "Fantasy Zone Boss Theme" ♪
  • 22:35 - 22:49
    🗓️ Released 1985 December 20
    💾 Developed by Sega
    📦 Published by Sega
  • 22:49 - 22:51
    Everyone likes Shoot-'em-Ups, right?
  • 22:51 - 22:55
    Scrolling Shooter games must [have] been quite
    [popular in] Japan [at] this time.
  • 22:55 - 22:57
    There certainly were [enough of] them [released
    for] the FamiCom.
  • 22:57 - 23:02
    So, naturally, Sega chose [to] release [not]
    one but two Shoot-'em-Ups in a row [for] the
  • 23:02 - 23:03
    Mark III.
  • 23:03 - 23:07
    The boringly titled "Satellite 7" is the
    first [and] lesser of the two.
  • 23:07 - 23:10
    Right off the [bat], here's a problem.
  • 23:10 - 23:14
    If you die while a wave of enemies is on
    the screen, you can respawn [right] in
  • 23:14 - 23:17
    the middle of [that] wave (with enemies
    right on top of you).
  • 23:17 - 23:21
    Now this situation captured on video here
    isn't really that dire.
  • 23:21 - 23:25
    But there have been times when I have died
    and respawned [right] on top of [an] enemy,
  • 23:25 - 23:27
    thus getting the dreaded Double Death.
  • 23:27 - 23:30
    [And] I've even encountered the Triple Death,
    on occasion.
  • 23:30 - 23:35
    [And], of course, in Shoot-'em-Ups this is
    really considered [to] be [not] fair.
  • 23:35 - 23:38
    In general, though, "Satellite 7" is [just]
    not a very good Shooter.
  • 23:38 - 23:44
    [Your] ship (or tank or [whatever] it is)
    moves sluggishly, [and] the game lacks much
  • 23:44 - 23:45
    variety.
  • 23:45 - 23:48
    There are [little] power-ups here, uh,
    which are [gotten] by [collecting] the stars;
  • 23:48 - 23:51
    [get enough] of a certain color [and you'll
    get] a power-up.
  • 23:51 - 23:53
    Green, [for] example, makes you [temporarily]
    invincible.
  • 23:53 - 23:57
    [I'm not] sure [what] the other stars do.
  • 23:57 - 24:00
    I never [actually got around to collecting]
    another color.
  • 24:00 - 24:04
    Um... One thing though, in general, we [don't]
    like on [Shoot]-'em-Ups is temporary power-ups.
  • 24:04 - 24:09
    I somehow can't imagine [that] the other power-ups
    [are] very spectacular, however.
  • 24:09 - 24:14
    "Satellite 7" is clearly modeled after Namco's
    "Xevious".
  • 24:14 - 24:19
    [And] like many of the post-"Xevious"/pre-"Gradius"
    [Shooters, it isn't] really a [lot] of fun.
  • 24:19 - 24:24
    The big black borders [and excessively] large
    sidebar [certainly don't help] much.
  • 24:24 - 24:27
    It really gives the game a feeling of, like,
    one [of] those old computer Shoot-'em-Ups.
  • 24:27 - 24:31
    You [also] have bombs [but] they [don't
    have
    a very] big blast range.
  • 24:31 - 24:36
    [And ya need to get] -- basically be an exact
    hit when ya use 'em.
  • 24:36 - 24:37
    The first boss is [kind] of weird.
  • 24:37 - 24:41
    He actually has a counter on [him] that
    tells me any -- how many more hits ya need
  • 24:41 - 24:42
    [to] kill him.
  • 24:42 - 24:46
    Unfortunately, once you [get] rid of him,
    he [doesn't] actually explode [or] do anything
  • 24:46 - 24:47
    cool like that.
  • 24:47 - 24:48
    He [just sort] of, slinks away.
  • 24:48 - 24:55
    Ah. Yeah, there we go.
  • 24:55 - 24:56
    That's all there is.
  • 24:56 - 24:58
    [Kind] of a shame, really.
  • 24:58 - 25:04
    So, while this game has [colorful] graphics
    which [are pretty] typical [of] the Mark *III,
  • 25:04 - 25:09
    nothing in the game (the, uh, backgrounds,
    enemies, weapons,
    anything) has any* sorta
  • 25:09 - 25:10
    character.
  • 25:10 - 25:11
    I'm [not even] really sure [if your] vehicle
    is [ground]-based [or] air-based.
  • 25:11 - 25:12
    [I'm] gonna [have to] call "Satellite 7" a
    [disappointment].
  • 25:12 - 25:16
    [Even] by 1985 standards, [it] was way [behind]
    the times.
  • 25:16 - 25:23
    # 🎮 Astro Flash // TransBot // Nuclear
    Creature 🇧🇷
  • 25:23 - 25:28
    ♪ "Fantasy Zone Boss Theme" ♪
  • 25:28 - 25:40
    🗓️ Released 1985 December 22
    💾 Developed by Sega
    📦 Published by Sega
  • 25:40 - 25:42
    I promised [you] two [Shooters] in a row.
  • 25:42 - 25:48
    [And] here's #2 "Astro Flash" (known [as]
    "TransBot" in the U.S. [and for] some reason
  • 25:48 - 25:51
    "[Nuclear Creature]" in Brazil).
  • 25:51 - 25:55
    Released a mere two days after "Satellite
    7", it is [certainly the] better title
  • 25:55 - 25:56
    of the two.
  • 25:56 - 26:02
    [Your] first [impression will probably] be,
    'Wow! This game looks really nice, much better
  • 26:02 - 26:04
    [than] the boring [and] ugly "Satellite 7"!'.
  • 26:04 - 26:08
    [And] check out that really awesome parallax
    scrolling!
  • 26:08 - 26:13
    I could be mistaken [but] I don't think
    we've really seen this impressive a use
  • 26:13 - 26:15
    of parallax in a console game [before].
  • 26:15 - 26:20
    [It] really gives the [feeling] of speed [and]
    depth missing in earlier Shoot-'em-Ups [for]
  • 26:20 - 26:21
    home systems.
  • 26:21 - 26:25
    And additionally, "Astro Flash" even has
    power-ups!
  • 26:25 - 26:29
    Shooting the livvle -- little, uh, delivery
    van there will cause a Power Orb [to] fall
  • 26:29 - 26:32
    out; grabbing the Orb [and hitting your] second
    [button will select] a power-up.
  • 26:32 - 26:35
    Now, you [can't] exactly choose your power-ups.
  • 26:35 - 26:39
    [It] cycles through the [available] power-ups
    very, very quickly [and will] stop whenever
  • 26:39 - 26:43
    you [hit] the [button], so a [certain amount]
    of luck is involved.
  • 26:43 - 26:47
    [Unfortunately], the power-ups [are] all temporary
    and [will] run [out] of time when the Arm
  • 26:47 - 26:50
    Meter goes all the way to the left.
  • 26:50 - 26:55
    Also, you can take multiple hits and
    will [only] lose a life when the Power Meter
  • 26:55 - 26:57
    runs out.
  • 26:57 - 27:01
    Among the five power-[ups] available are a
    couple [that will] turn you into a [robot],
  • 27:01 - 27:03
    as we've [already] seen.
  • 27:03 - 27:06
    Viewers of 'Chrontendo' [will] know [this
    is already] a [bit] of a video game cliche,
  • 27:06 - 27:12
    [with] several FamiCom [titles], uh, featuring
    robot to, uh -- and ship [transformations],
  • 27:12 - 27:16
    starting with, uh, "Formation Z" all the way
    back in early 1985.
  • 27:16 - 27:21
    Now, those Power Orb vans arrive [pretty]
    frequently, so ya really [won't] go too
  • 27:21 - 27:23
    long (if [at] all) [without] power-up.
  • 27:23 - 27:28
    Here we've reached the second area, which
    is a more, [ya] know, futuristic type city
  • 27:28 - 27:30
    again with [pretty] nice scrolling.
  • 27:30 - 27:36
    So, even though this game seems like a vast
    [improvement] over "Satellite 7", it's still
  • 27:36 - 27:39
    far from perfect; it's -- it's not exactly
    "Side Arms...".
  • 27:39 - 27:44
    The levels [and] enemies are [pretty] repetitive
    ([and] literally so); this level [will]
  • 27:44 - 27:46
    loop infinitely [until] ya destroy one
    [particular] enemy
    .
  • 27:46 - 27:51
    [Unfortunately], this enemy [can only] be
    destroyed by one [particular] weapon: the
  • 27:51 - 27:52
    missiles.
  • 27:52 - 27:55
    So, if ya don't have the missiles [and]
    you encounter [it], you'll have [to] repeat
  • 27:55 - 27:58
    the entire level [and] try again.
  • 27:58 - 28:01
    Obviously, this game [will] piss you off
    [quite] a [bit until] ya figure [it] out.
  • 28:01 - 28:05
    Oh, here's one [of] the coolest power-ups,
    [right] here.
  • 28:05 - 28:09
    Strangely, the Japanese release has a
    catalog number of 503, making [it] sequentially
  • 28:09 - 28:11
    the third Mark III game.
  • 28:11 - 28:16
    However, [it] was [released] after numbers
    504 [and] -- through 407.
  • 28:16 - 28:20
    So, [Mark] III games weren't always [released]
    in numerical order.
  • 28:20 - 28:25
    [It] was given a U.S. [release in] 1986
    (unlike "Satellite 7"), [but] under the
  • 28:25 - 28:29
    name "TransBot" with a Transformer-like [robot]
    on the cover (obviously [an] attempt to
  • 28:29 - 28:32
    cash in on the popular toy line).
  • 28:32 - 28:37
    And as a weird coda [to] all this, in
    [1986] Sega [released an] Arcade version
  • 28:37 - 28:42
    of "Astro Flash", this time known [in] the
    U.S. [as] simply "Transformer".
  • 28:42 - 28:48
    For the Arcade version, the whole, uh, 'shooting
    the [supply] ships' has been eliminated.
  • 28:48 - 28:53
    And you [can] simply transform back [and forth
    between] a jet and a robot [at] will, thus
  • 28:53 - 28:55
    giving [it] a "Formation Z"-[like] quality.
  • 28:55 - 29:01
    Unfortunately, the Arcade game isn't really
    [that] much better than the console version,
  • 29:01 - 29:04
    as far [as] I [can] tell.
  • 29:04 - 29:07
    # 🎮 F-16 Fighting Falcon // F-16 Fighter
  • 29:07 - 29:09
    ♪ "Fantasy Zone Boss Theme" ♪
  • 29:09 - 29:15
    🗓️ Released 1985 December 22
    💾 Developed by Nexa | Sega
    📦 Published by Sega
  • 29:15 - 29:21
    [As] we approach the end of 1985 we have
    another Shooter of sorts "F-16 Fighting
  • 29:21 - 29:22
    Falcon".
  • 29:22 - 29:25
    [Note] the name Nexa in the credits.
  • 29:25 - 29:29
    This was [released] in Europe as "F-16 Fighter".
  • 29:29 - 29:35
    You [can] choose [the difficulty] level, [right]
    off the bat, by the number [of] enemy [fighters].
  • 29:35 - 29:39
    Once the game starts, you [might] be [surprised]
    by the rather unimpressive graphics.
  • 29:39 - 29:43
    This [definitely] looks a few generations
    older [than] the Mark III.
  • 29:43 - 29:49
    This [definitely] has the [most limited] color
    palette we've seen for the System III, uh,
  • 29:49 - 29:53
    black, white, two shades of blue, green, red,
    [and] yellow.
  • 29:53 - 29:56
    If this doesn't look like the typical Sega
    game, well, it's not.
  • 29:56 - 30:00
    [This is] actually the [first] Mark III release
    not developed by Sega.
  • 30:00 - 30:04
    ([Oops], I [just got] myself blown [up immediately],
    there.
  • 30:04 - 30:05
    I scored zero points.)
  • 30:05 - 30:11
    This game was [developed] by Nexa (though
    Sega [presumably ported] the game).
  • 30:11 - 30:18
    "F-16 Fighter" is the [port] of a 1984 M.S.X.
    Jet [Fighter] Simulation game.
  • 30:18 - 30:22
    This version looks almost [exactly like]
    the M.S.X. version.
  • 30:22 - 30:27
    Nexa was an American company, uh, [that]
    released a few games [in] the mid-'80s [and]
  • 30:27 - 30:33
    was founded by the noted Silicon Valley
    personality, Gilman Louie, - a fellow who
  • 30:33 - 30:36
    is, quite frankly, more [interesting] than
    this game.
  • 30:36 - 30:39
    As you saw there, I [just] blew up [one of]
    the [enemy fighters] with my missiles.
  • 30:39 - 30:44
    You [have] two forms of weapons here, missiles
    or the 20 millimeter machine gun.
  • 30:44 - 30:47
    As you [can] see by the [little] readout there
    on the left-hand side I currently have the
  • 30:47 - 30:49
    gun selected.
  • 30:49 - 30:54
    Louie seemed [to] specialize in F-16 Simulation
    Games and, uh, r... -- actually ran a few
  • 30:54 - 30:59
    different video game companies, [including]
    one called Spectrum HoloByte.
  • 30:59 - 31:02
    While [with] them, Louie [secured] the U.S.
    rights [for] an obscure Russian video game
  • 31:02 - 31:03
    called "Tetris".
  • 31:03 - 31:06
    I assume he made some money off of that.
  • 31:06 - 31:11
    He's nowadays more known as a financier
    [and] actually does investment work for the
  • 31:11 - 31:13
    C.I.A..
  • 31:13 - 31:18
    As for "F-16 [Fighting] Falcon", well, like
    a [lot] of Aircraft Simulation Games, [it]
  • 31:18 - 31:21
    has [an] overly-complicated display [and]
    controls.
  • 31:21 - 31:25
    In fact, you actually have [to] use two game
    controllers.
  • 31:25 - 31:30
    The D-Pad on the one controls [your] speed,
    [and] the D-Pad on the other controls your
  • 31:30 - 31:33
    direction [and] then the [buttons] do various
    things.
  • 31:33 - 31:37
    The main challenge of this game is to, [sort]
    of, master the, uh, complicated controls and
  • 31:37 - 31:40
    figure [out] how to actually use 'em [to shoot]
    things down.
  • 31:40 - 31:45
    [I'm] trying to right now, uh, speed up [and]
    catch [that] guy, [right] there.
  • 31:45 - 31:51
    I suppose [that aircraft] freaks [might enjoy]
    this, [sort] of, thing, [but] probably [everybody]
  • 31:51 - 31:53
    else [will] find [it] a [little bit] boring.
  • 31:53 - 31:56
    some [reason, I just can't] seem to
    lock on...
  • 31:56 - 31:57
    There [we] go.
  • 31:57 - 32:02
    Um... [The fact that] Nexa was the first third-party
    developed game [for] the Mark III indicates
  • 32:02 - 32:06
    what a major lock Nintendo had on the video
    game developers [and] how far afield Sega
  • 32:06 - 32:09
    had [to] go [in order to find] companies willing
    [to] work with 'em.
  • 32:09 - 32:12
    # 🎮 Great Tennis // Super Tennis
  • 32:12 - 32:15
    ♪ "Fantasy Zone Boss Theme" ♪
  • 32:15 - 32:23
    🗓️ Released 1985 December 22
    💾 Developed by Sega
    📦 Published by Sega
  • 32:23 - 32:30
    "Astro Flash", "F-[16] Fighting Falcon", [and]
    this game, "Great Tennis", were all [released]
  • 32:30 - 32:31
    on December 22nd.
  • 32:31 - 32:35
    [And] this will [conclude] 1985 for the Mark
    III.
  • 32:35 - 32:39
    So far, Sega seems be taking the same
    path as Nintendo did when [it released]
  • 32:39 - 32:41
    the FamiCom [in] 1983.
  • 32:41 - 32:45
    A few Arcade ports, some Sports Games, a few
    [original titles].
  • 32:45 - 32:49
    I earlier remarked on the [similarity] of
    "[Great] Baseball" to Nintendo's early
  • 32:49 - 32:50
    "Baseball" game.
  • 32:50 - 32:53
    [And] the same holds true for "Great Tennis".
  • 32:53 - 32:56
    It's really [just] Nintendo's "Tennis" [with
    brighter] colors.
  • 32:56 - 32:59
    Now, there seems [to] be some confusion over
    the name.
  • 32:59 - 33:03
    The box says "Great Tennis" [and] the screen
    says "Super Tennis".
  • 33:03 - 33:08
    In the U.S. [and] Europe, this game was [released
    later] as "Super Tennis".
  • 33:08 - 33:13
    Just like the old Nintendo "Tennis" game,
    [it] doesn't really advance on the gameplay
  • 33:13 - 33:16
    of the old Atari 2600 "Tennis" game.
  • 33:16 - 33:20
    Run [up to] the ball [and] press the [button
    to] swing the racket.
  • 33:20 - 33:23
    I [didn't] really care for [the] Nintendo
    game [and] I [don't] really [like] this one
  • 33:23 - 33:29
    either, [mostly] due [to] the controls seeming
    [just] a [little] off.
  • 33:29 - 33:34
    First of all, serving can be difficult, the
    ball [frequently] either hits the net or
  • 33:34 - 33:36
    [lands just past] the service line.
  • 33:36 - 33:42
    I've [actually] lost entire games [strictly]
    through [hitting] too [many] faults.
  • 33:42 - 33:47
    However, once ya [get] the ball in play,
    "[Great] Tennis" [doesn't] really seem [that]
  • 33:47 - 33:51
    bad, even though the hit detection sometimes
    [is] a [little] wrong.
  • 33:51 - 33:56
    At times the game seems [very] generous
    as you [hit] balls that seem outside your
  • 33:56 - 33:57
    racket's range.
  • 33:57 - 34:03
    Other times the ball seems [to] pass [right]
    through [your] racket.
  • 34:03 - 34:07
    One thing [that's, uh, a little bit] of concern
    [while] playing this game is [your opponent]
  • 34:07 - 34:08
    there.
  • 34:08 - 34:10
    Uh... [What exactly] is he wearing?
  • 34:10 - 34:14
    [While] you seem [to] be having s... -- your
    [sort of] standard Tennis shorts, he seems
  • 34:14 - 34:18
    be wearing some kind of bikini brief
    bottoms.
  • 34:18 - 34:24
    Like a [lot] of early Mark III titles, Sega
    seems to [have, sort] of, phoned this one
  • 34:24 - 34:25
    in.
  • 34:25 - 34:30
    Nintendo's "Tennis" [seemed pretty] impressive
    in 1983 but by [late] 1985 a game [like]
  • 34:30 - 34:34
    this would seem a [little behind] the times.
  • 34:34 - 34:37
    Sega may be suffering from the same problem
    Nin(h... --)tendo had [in] the early [days
  • 34:37 - 34:42
    of] the FamiCom; they had [to] develop every
    single title themselves.
  • 34:42 - 34:47
    Fortunately for Nintendo, they quickly
    picked up a [lot] of third-party developers
  • 34:47 - 34:48
    [and] publishers [for] the FamiCom.
  • 34:48 - 34:53
    Sega would [not] be so lucky.
  • 34:53 - 34:56
    So, 1985 [hasn't] really been [that successful
    for] the Mark III.
  • 34:56 - 35:01
    The [only] really game I [can] recommend [without]
    any reservations is "Hang-On".
  • 35:01 - 35:03
    "Astro Flash" is [not that] bad.
  • 35:03 - 35:07
    Uh... The other games all seem... (well,
    "...[Pit Pot]", I guess, has its moments).
  • 35:07 - 35:11
    [But for] the [most] part, [not] a [lot of
    great] games for the Mark III.
  • 35:11 - 35:14
    Hopefully 1986 [we'll] see better luck.
  • 35:14 - 35:16
    # 🗨️ The First Year of S.G.-1000 Mark
    III
  • 35:16 - 35:20
    In 1986 (the Mark III's first full year) a
    mere 16 titles [were released in] Japan,
  • 35:20 - 35:25
    again, all [published] by Sega, due mostly
    [to] Nintendo's, uh, having pretty much every
  • 35:25 - 35:28
    major Japanese publisher [and] developer in
    their corner.
  • 35:28 - 35:33
    Still, Sega did take a step [forward]
    by ditching the Sega Card format [and releasing]
  • 35:33 - 35:37
    games in the Cartridge format, (most [of]
    which held one megabit, [at] this time).
  • 35:37 - 35:42
    [In] June, Sega released the Sega Master System
    [in] the U.S., though [we'll discuss that]
  • 35:42 - 35:44
    more next time.
  • 35:44 - 35:48
    # 🎮 Seishun Scandal // My Hero
  • 35:48 - 35:52
    ♪ "Fantasy Zone Boss Theme" ♪
  • 35:52 - 36:00
    🗓️ Released 1986 January 31
    💾 Developed by Coreland | Sega
    📦 Published by Sega
  • 36:00 - 36:02
    1986 kicks off slowly, [but it] does with
    another Arcade port; this time it's "Seishun
  • 36:02 - 36:04
    Scandal" (or 'Youth Scandal').
  • 36:04 - 36:08
    This is, sort of, very early Beat-'em-Up
    - rather curious [little title].
  • 36:08 - 36:13
    [It] was originally a 1985 Arcade game,
    in which you travel across town [to] rescue
  • 36:13 - 36:16
    [your] girlfriend who [was kidnapped] by
    some thugs.
  • 36:16 - 36:18
    In the U.S. [it] was known [as] "My Hero".
  • 36:18 - 36:20
    Here is the Arcade version here.
  • 36:20 - 36:25
    [Pretty] much the same [plot as pretty] much,
    well, every Beat-'em-Up, going [back to] "[Spartan]
  • 36:25 - 36:26
    X"/"Kung-Fu Master".
  • 36:26 - 36:32
    The Arcade game was released by Sega but
    [developed] by a company [called] Coreland.
  • 36:32 - 36:36
    Coreland was later bought out by Bandai
    in the late 1980s, [and] their name was
  • 36:36 - 36:37
    [changed] to Banpresto.
  • 36:37 - 36:41
    Nowadays they do g... -- a lot of games based
    on [licensed] properties.
  • 36:41 - 36:44
    Here we are [back] to the Mark III version.
  • 36:44 - 36:49
    [While] the Arcade game was a decent [little]
    time waster, the Mark III port ([presumably
  • 36:49 - 36:52
    ported] by Sega [themselves]) is a whole
    'nother story.
  • 36:52 - 36:57
    While it superficially looks very [similar,
    it] plays very differently.
  • 36:57 - 37:02
    As you may have noticed from the gameplay,
    uh, video here, [it] is impossibly [difficult
  • 37:02 - 37:03
    and] you [will] keep dying.
  • 37:03 - 37:06
    There [are often] a [lot] of enemies [on]
    the screen [at] once.
  • 37:06 - 37:10
    In the Arcade game you [can] just tear right
    through them quite easily [with your punches
  • 37:10 - 37:13
    or] kicks (quite similar to "Kung-Fu Master").
  • 37:13 - 37:16
    In the home version, there seems be
    some [sort] of, like, [little] lag whenever
  • 37:16 - 37:19
    you attack [and it] requires much more precision.
  • 37:19 - 37:24
    You'll [frequently find] yourselves being
    [hit] by the enemies [before] you [can
  • 37:24 - 37:26
    hit] them.
  • 37:26 - 37:27
    As a [result], "Seishun Scandal"...
  • 37:27 - 37:31
    (Well, we just saw [it right] there; [I]
    walked up [to] the guy [and], 'Bam!', he [just
  • 37:31 - 37:32
    knocked] me out.)
  • 37:32 - 37:36
    The game really is, uh, a bit of a drag
    and, uh, even playing through...
  • 37:36 - 37:39
    (See? There's another cheap death [right]
    there.
  • 37:39 - 37:43
    [Right] as I walked up [to] the guy [and hit]
    him, he threw a [little] mine up in the
  • 37:43 - 37:44
    air [that hit] me [and] killed me.
  • 37:44 - 37:45
    [That's really] hardly fair.)
  • 37:45 - 37:48
    [Well], the Arcade version actually has
    three [different] levels.
  • 37:48 - 37:52
    There's a second one; third one have like
    a Historical theme [and], like, a Science
  • 37:52 - 37:53
    Fiction theme.
  • 37:53 - 37:55
    The Mark III version [just]...
  • 37:55 - 37:58
    (Again, uh, the platforming is a [little]
    strange; [it looked like] I, [sort] of, jumped
  • 37:58 - 38:01
    [right] through, uh, [that little platform]
    there.)
  • 38:01 - 38:04
    [In] the U.S., this was [released] as, uh,
    "My Hero".
  • 38:04 - 38:08
    Unfortunately, they [changed] the [title]
    screen [but] nothing else; it doesn't actually
  • 38:08 - 38:10
    play any better [than] the Mark III version.
  • 38:10 - 38:14
    And, as [I] was mentioning, the, uh -- the
    home version [only] has one level basically
  • 38:14 - 38:16
    [that, sort] of, [repeats] over [and] over
    again.
  • 38:16 - 38:20
    So, unfortunately, "My Hero" - [while] it's
    nice see Sega doing another Arcade
  • 38:20 - 38:24
    port this game is [pretty] unplayable.
  • 38:24 - 38:27
    # 🎮 Comical Machine Gun Joe
  • 38:27 - 38:31
    ♪ "Fantasy Zone Boss Theme" ♪
  • 38:31 - 38:40
    🗓️ Released 1986 April 21
    💾 Developed by Sega
    📦 Published by Sega
  • 38:40 - 38:45
    Next up is a Sega-[developed original title
    for the] Mark III, "Machine Gun Joe" (or
  • 38:45 - 38:49
    "Comical Machine Gun Joe", as [it] is sometimes
    called).
  • 38:49 - 38:52
    Video game publishers seem take a [little]
    break after [the] busy holiday season, [at]
  • 38:52 - 38:54
    least [in] terms of their release schedule.
  • 38:54 - 38:58
    Sega [is] no exception; "Machine Gun Joe"
    came out over four [and] a half [months into]
  • 38:58 - 38:59
    the year.
  • 38:59 - 39:04
    "Machine Gun Joe" is [not] a bad [title]
    - very simple [but an improvement] over
  • 39:04 - 39:05
    "Seishun Scandal".
  • 39:05 - 39:09
    You play this [cute little] gangster guy
    [that] everyone wants [to] kill.
  • 39:09 - 39:12
    [Just as], uh, "Seishun Scandal" predated
    games like "Renegade" "Double Dragon",
  • 39:12 - 39:16
    "Machine Gun Joe" [predated] "Cabal" by
    two years.
  • 39:16 - 39:19
    [Your] character moves left [and] right along
    the [bottom of the] screen shooting enemies
  • 39:19 - 39:20
    [in] the background.
  • 39:20 - 39:24
    (Though, if ya think about [it], this
    style of game is [really just an updated]
  • 39:24 - 39:27
    variation on "Space [Invaders]".)
  • 39:27 - 39:33
    Joe [can] fire [in] five directions: straight
    up, left, and right, as well [as] a 45 degree
  • 39:33 - 39:34
    angle.
  • 39:34 - 39:37
    [At] the end of every level you encounter
    one [of] these fast moving bosses.
  • 39:37 - 39:41
    He's [either] this guy [in] red or a Japanese
    schoolgirl.
  • 39:41 - 39:46
    [Ya do have] a power-up in the form of
    Red [Hat that] allows you [to shoot] faster.
  • 39:46 - 39:49
    There [are] pigs [that will drop] bombs
    which [can] clear [the] screen [of] enemies.
  • 39:49 - 39:54
    [And like] couple other Sega games, "Teddy
    Boy Blues" and "Seishun Scandal" (the Arcade
  • 39:54 - 39:59
    version), enemies [don't] die [but] rather
    [shrink] down [into] li'l versions of themselves.
  • 39:59 - 40:03
    [These little] enemies [are not completely]
    harmless; they [can] attach themselves
  • 40:03 - 40:05
    [to] your sides [and] slow ya down.
  • 40:05 - 40:09
    As you may [have] noticed, there [is] a [pretty]
    healthy dose [of] nonsense in "Machine Gun
  • 40:09 - 40:10
    Joe".
  • 40:10 - 40:13
    I guess [that's] why the guy in game
    is called "Comical Machine Gun Joe".
  • 40:13 - 40:17
    Aside from oddball enemies [like] pigs [and]
    spiders [the] levels have, oh, um -- [get]
  • 40:17 - 40:20
    a [little] weird [as] the game progresses.
  • 40:20 - 40:23
    The harbor seems like a [natural enough] place
    [for] gangsters [to] hang [out, but eventually
  • 40:23 - 40:28
    ya] move on [to] this graveyard, [and] then
    to a fairy tale like [forest] setting.
  • 40:28 - 40:33
    So, "Machine Gun Joe" is [an] example
    of the Japanese humor game aesthetic.
  • 40:33 - 40:39
    Uh... Sort of, mixes inappropriate objects
    together [in weird] random ways.
  • 40:39 - 40:43
    Other examples would be "Twinbee" or the 'Parodius'
    series.
  • 40:43 - 40:48
    Either way, it's certainly nice [to] see Sega
    come up [with] something a [little] different
  • 40:48 - 40:51
    [and] unusual for the Mark III.
  • 40:51 - 40:53
    # 🎮 Ghost House
  • 40:53 - 40:58
    ♪ "Fantasy Zone Boss Theme" ♪
  • 40:58 - 41:10
    🗓️ Released 1986 April 21
    💾 Developed by Sega
    📦 Published by Sega
  • 41:10 - 41:17
    Next up is another Mark III original,
    the unimaginatively titled "Ghost House".
  • 41:17 - 41:21
    As ya [might] guess it's a [Horror]-themed
    game in which you traipse [your] way through
  • 41:21 - 41:25
    a monster-filled mansion [with] the intent
    [to] find [and] kill Dracula.
  • 41:25 - 41:30
    If [that] sounds like some other better
    game from Konami, well, the idea is similar,
  • 41:30 - 41:33
    [but] the execution couldn't be more different.
  • 41:33 - 41:37
    "Ghost House" did come [out] a few months
    [before] "Castlevania", so [it] gets points
  • 41:37 - 41:40
    [for] being first [at] least but certainly
    not [better].
  • 41:40 - 41:43
    "Ghost House" is, uh, more of [an] old-school
    Platformer.
  • 41:43 - 41:49
    Kinda reminds me of "Mappy" or games of [that]
    ilk, but [with] some newer gaming [elements]
  • 41:49 - 41:50
    added in.
  • 41:50 - 41:55
    [For] example, you [can] punch monsters as
    they approach you or you [can] kill [them]
  • 41:55 - 41:56
    by jumping on them.
  • 41:56 - 42:01
    You have a Life Bar (not too common at this
    time), Health Refill items, a weapon upgrade,
  • 42:01 - 42:03
    [and] a few other tricks.
  • 42:03 - 42:05
    Despite all this, the game does feel [decidedly]
    old-fashioned.
  • 42:05 - 42:10
    The object is simply to survive long
    enough to [find] Dracula's casket.
  • 42:10 - 42:16
    Um... Or rather [to find] the real Dracula,
    as he apparently employs Dracula lookalikes
  • 42:16 - 42:18
    as decoys.
  • 42:18 - 42:21
    Once you've killed all the vampires, [ya]
    move on [to] Stage 2 [and] so on.
  • 42:21 - 42:25
    Here's one [of] the caskets [right] here [and]
    Dracula has emerged; he's [that] rather large
  • 42:25 - 42:27
    bat [floating] around.
  • 42:27 - 42:31
    [Any] time you touch a casket, [he'll
    rise out and] attack you.
  • 42:31 - 42:36
    He [spends most of his] time in [bat]
    form [but] occasionally, uh, goes down [into]
  • 42:36 - 42:39
    a human form [or] vampire form, as you see
    there.
  • 42:39 - 42:44
    [Hitting him enough] times [will] kill him
    but usually you take some damage yourself
  • 42:44 - 42:45
    [upon] making contact.
  • 42:45 - 42:50
    Now, [at] last, I understand how smart Simon
    [Belmont] was to, uh, take [that] weapon
  • 42:50 - 42:51
    with [him].
  • 42:51 - 42:56
    There's various other monsters in the mansion,
    uh, including (well, let's see, uh) blue ghosts,
  • 42:56 - 43:01
    lots [and] lots [of] bats, fire breathing
    trolls of some sort (um, all [of] which [are]
  • 43:01 - 43:05
    pretty annoying and, uh, [can] be [kind] of
    a pain [to] kill).
  • 43:05 - 43:11
    However, you do have a, uh, rather nice
    (though highly unlogical) trick [that] you
  • 43:11 - 43:12
    [can] use.
  • 43:12 - 43:14
    Jumping up [and hitting] a [light] bulb
    [will], uh -- with [your] head [will] cause
  • 43:14 - 43:17
    all the [monsters to] freeze [for] a few
    moments.
  • 43:17 - 43:20
    Oh, yes, [and] there's the, uh, key you need
    [to] actually open [up the] caskets.
  • 43:20 - 43:21
    Here comes another one.
  • 43:21 - 43:25
    As I mentioned, uh, [hitting the light]
    bulb [will] cause [everyone to] freeze.
  • 43:25 - 43:29
    You [can] then walk up [to] the stationary
    Dracula [and pretty] much, uh, [hit] him
  • 43:29 - 43:31
    to his heart's c... uh -- [your] heart's content.
  • 43:31 - 43:34
    And, uh, hopefully kill him [without] taking
    v... -- very much damage.
  • 43:34 - 43:40
    So, uh, "Ghost House" is full [of] weird
    [little] nonsensical things, uh, such [as],
  • 43:40 - 43:44
    uh, jumping in [front] of one [of] the candle
    holders [will] cause him [to] throw a knife
  • 43:44 - 43:45
    [at] you.
  • 43:45 - 43:49
    Uh... [But] if you jump [and] land on
    the knife, you [can] then use [it] as a weapon.
  • 43:49 - 43:52
    [Just like] a real knife, you [can only]
    stab [someone with it] a few times before
  • 43:52 - 43:53
    it simply disappears.
  • 43:53 - 43:58
    Oh yes! And you [can only] use the [light]
    bulb trick a few times each level [before
  • 43:58 - 43:59
    it] stops working.
  • 43:59 - 44:04
    So, "[Ghost] House" is a reasonably well
    presented game [and] can be fun [at] times.
  • 44:04 - 44:10
    (Oh, as you [can] see here, the, uh, reason
    his [bat] form he can be rather difficult
  • 44:10 - 44:16
    [to] kill, as [he] keeps whacking you over
    [and] over again.)
  • 44:16 - 44:21
    Now, one thing I [don't] like about the
    game is the fact [that], even though you
  • 44:21 - 44:23
    [can] jump, you can't really seem [to]
    jump over much.
  • 44:23 - 44:28
    The bats move up [and] down while flying,
    [kind] of like the Medusa Heads [in] "Castlevania".
  • 44:28 - 44:33
    My first instinct is [to] try to jump over
    them [but] this generally does [not] work
  • 44:33 - 44:36
    [and] ya do [get hit] frequently in this
    game.
  • 44:36 - 44:38
    [It's], more [or] less, unavoidable.
  • 44:38 - 44:43
    Luckily, [your] health decreases [pretty]
    slowly and there're Health Refills all over.
  • 44:43 - 44:44
    Still, getting hit [in] this game [kind]
    of pisses me off.
  • 44:44 - 44:45
    So, I guess "Ghost House" [is a] halfway
    [point between] "Mappy" [and] "Castlevania".
  • 44:45 - 44:46
    [I never thought I'd] be saying [that about]
    a game, but here [it] is.
  • 44:46 - 44:47
    # 🎮 Fantasy Zone
  • 44:47 - 44:49
    ♪ "Fantasy Zone Boss Theme" ♪
  • 44:49 - 45:00
    🗓️ Released 1986 June 15
    💾 Developed by Sega
    📦 Published by Sega
  • 45:00 - 45:22
    So far, 1987 [hasn't] been too impressive
    [for] the Mark III [but] all [that's] about
  • 45:22 - 45:26
    [to] change [with] this release - the
    fun frantic [Cute]-'em-Up, "[Fantasy]
  • 45:26 - 45:27
    Zone".
  • 45:27 - 45:32
    "[Fantasy] Zone" is a [port] of Sega's Arcade
    game, which was relatively new [at] this
  • 45:32 - 45:33
    time.
  • 45:33 - 45:37
    [It] actually [hit] arcades in March;
    the Mark III version was released in June.
  • 45:37 - 45:40
    In "[Fantasy] Zone", your ship is Opa-Opa.
  • 45:40 - 45:46
    You must destroy a series of enemy spawning
    bases using [your] twin laser beams or
  • 45:46 - 45:47
    bombs.
  • 45:47 - 45:50
    The premise is [really not that] far off
    from "Teddy Boy Blues".
  • 45:50 - 45:52
    Here's the Arcade version here.
  • 45:52 - 45:57
    [It] has fantastic presentation, awesome
    music, multi-layered backgrounds, huge bosses
  • 45:57 - 46:02
    - really everything you [could] want in
    a [Shoot]-'em-Up [of this] era.
  • 46:02 - 46:08
    The Mark III version has obviously been
    graphically downgraded.
  • 46:08 - 46:12
    The [limited], uh, [vertical] scrolling found
    (as you [can] see here) in the original
  • 46:12 - 46:13
    version has been eliminated.
  • 46:13 - 46:16
    Here's the [first] boss [from] the Arcade
    version.
  • 46:16 - 46:22
    Again, fantastic music.
  • 46:22 - 46:27
    One thing [about "Fantasy] Zone" [is that
    it] lets you buy [items from] shops.
  • 46:27 - 46:31
    You [collect] gold coins throughout the
    game [and can] then buy various upgrades [to
  • 46:31 - 46:33
    your] engines [which will] make [you] faster.
  • 46:33 - 46:36
    Various sorts of weapons, more powerful bombs,
    even extra [lives], which [obviously]
  • 46:36 - 46:40
    come in [quite] handy as the [game] is, uh,
    [quite] difficult.
  • 46:40 - 46:44
    Now "[Fantasy] Zone" somehow [managed to
    get] away with breaking a [lot of] the [cardinal]
  • 46:44 - 46:45
    rules of [Shoot]-'em-Ups.
  • 46:45 - 46:48
    [For] example, the weapons are all temporary.
  • 46:48 - 46:51
    As you [can] see, my wide beam [just] ran
    [out] there.
  • 46:51 - 46:52
    They [only last about] 15 seconds.
  • 46:52 - 46:55
    Of course [most of them are] so powerful
    that they would [sort] of [break] the game
  • 46:55 - 46:58
    if you [could] use [them until] ya die.
  • 46:58 - 47:00
    Odd [that], uh, "[Fantasy Zone]" came out...
  • 47:00 - 47:05
    (Ah! Here's the 7 Way [Shot] - far [and] away
    the [most powerful], uh, laser in the game.)
  • 47:05 - 47:08
    [It's interesting that] this game came [out
    right around] the same time (uh, [at least]
  • 47:08 - 47:12
    the Arcade version) as "...Legend of Zelda"
    [and] both, sort of, feature the ability to
  • 47:12 - 47:18
    buy [items in] shops - [sort] of an R.P.G.
    style idea that, uh, became increasingly popular
  • 47:18 - 47:20
    [as] time [went] by.
  • 47:20 - 47:24
    Now, prior [to] this game, all [of] the
    Mark III games had been [released] in the
  • 47:24 - 47:26
    Sega My Card format.
  • 47:26 - 47:29
    "[Fantasy] Zone" [is the] first cartridge
    [for] the system.
  • 47:29 - 47:34
    The carts [can] hold more than the My Cards;
    "[Fantasy Zone]" was 1 Megabit (uh, [pretty]
  • 47:34 - 47:36
    impressive in those days).
  • 47:36 - 47:40
    Sega would release a couple more of the
    My Cards after this, [but] they were phased
  • 47:40 - 47:42
    [out pretty] quickly.
  • 47:42 - 47:47
    As I was mentioning, this game is [not]
    quite as impressive-looking as the Arcade
  • 47:47 - 47:51
    version, [but it] certainly has the very
    wonderful [bright] colors of "Fantasy Zone".
  • 47:51 - 47:55
    One thing [that] was changed [is] the
    bosses now all have separate screens; you
  • 47:55 - 47:57
    [don't fight them] on the main level.
  • 47:57 - 48:02
    This guy here you have to, uh, [shoot] the
    [little] three [orbiting] planets out through
  • 48:02 - 48:05
    the spaces in the outer ring of planets
    there.
  • 48:05 - 48:08
    Uh... [These -- All these] bosses don't look
    that difficult ([they] seem like the idea
  • 48:08 - 48:12
    of, uh, killing 'em is [pretty] simple) but
    [the] thing is, they all have time limits.
  • 48:12 - 48:17
    If [ya don't] kill [them] quickly enough,
    they will [start] moving [around] the screen
  • 48:17 - 48:19
    towards you and, uh, kill you actually
    [pretty] quickly.
  • 48:19 - 48:24
    [So, you're, sort] of, frantically tryin'
    to, uh, get these guys [as] quickly [as]
  • 48:24 - 48:25
    possible.
  • 48:25 - 48:27
    Using power-ups [during] the boss fights can
    be helpful.
  • 48:27 - 48:32
    [Now, one thing about "Fantasy Zone": it]
    looks cute, but [it] is tough; it can
  • 48:32 - 48:33
    be very tough [at] times.
  • 48:33 - 48:35
    Enemies [will often] materialize [out] of
    nowhere.
  • 48:35 - 48:38
    Like these guys which are [incredibly] ni...
    [annoying].
  • 48:38 - 48:42
    They actually, uh, try [to] close in on
    you as [you] move left [and right].
  • 48:42 - 48:45
    [And] they follow you [so] you have [to]
    quickly dash [between them].
  • 48:45 - 48:51
    I've probably lost more lives those [li'l]
    orange things [than] any other enemy in the
  • 48:51 - 48:52
    game.
  • 48:52 - 48:55
    In fact, enemies following you around [and]
    tryin' to ram [your] ship [are actually
  • 48:55 - 48:56
    pretty] common.
  • 48:56 - 49:01
    I said this game breaks a [lot] of [Shoot]-'em-Up
    rules [but] somehow [manages to get] away
  • 49:01 - 49:02
    [with it].
  • 49:02 - 49:04
    Even though the game is hard, [it doesn't]
    really seem 'cheap'.
  • 49:04 - 49:08
    [Despite] the [fact that] enemies [will
    occasionally] follow [you] around, speed up,
  • 49:08 - 49:11
    [and] then ram you [while your] back [is]
    turned.
  • 49:11 - 49:15
    So, in conclusion, "[Fantasy] Zone" is [pretty]
    awesome - [definitely] the [best] game [of]
  • 49:15 - 49:16
    the Mark III so far.
  • 49:16 - 49:19
    [And] probably [the best] [Shoot]-'em-Up on
    a home [console system], so far.
  • 49:19 - 49:22
    [Despite] many [Shoot]-'em-Ups being, uh,
    [released for the] FamiCom, uh, they were
  • 49:22 - 49:26
    [not] very good ("TwinBee" meebe -- maybe
    being the best so far).
  • 49:26 - 49:29
    [Definitely] an early high [watermark] for
    the system.
  • 49:29 - 49:33
    # 🎮 Gokuaku Doumei Dump Matsumoto // Pro
    Wrestling
  • 49:33 - 49:36
    ♪ "Fantasy Zone Boss Theme" ♪
  • 49:36 - 49:43
    🗓️ Released 1986 July 20
    💾 Developed by Sega
    📦 Published by Sega
  • 49:43 - 49:48
    [1986] is halfway over [and] there really
    [haven't] been many Mark III games [released]
  • 49:48 - 49:49
    yet.
  • 49:49 - 49:51
    We're almost ready [to] wrap up this episode.
  • 49:51 - 49:57
    [But] first here's Mark III's Wrestling
    Game
    , "Gokuaku Doumei Dump Matsumoto" released
  • 49:57 - 50:01
    in the U.S. under the more [generic title]
    of "Pro Wrestling".
  • 50:01 - 50:06
    Unlike most other Wrestling Games, "Gokuaka
    Doumei..." is a female Wrestling Game (ladies
  • 50:06 - 50:09
    wrestling being [quite popular in] Japan,
    [at] this time).
  • 50:09 - 50:15
    [It's also a port of] this Sega Arcade game
    called [just] "Dump Matsumoto" (or "Body
  • 50:15 - 50:17
    Slam" in the U.S.)
  • 50:17 - 50:19
    This was ([just] like "[Fantasy] Zone")
    a new game!
  • 50:19 - 50:24
    I wonder [if] Sega [wasn't] developing, uh,
    Arcade games and their Mark III ports [in]
  • 50:24 - 50:26
    tandem, [at] this point.
  • 50:26 - 50:31
    The Arcade version [has] a typical nice Sega
    System 16 graphics [and pretty] cool music!
  • 50:31 - 50:34
    So, you may be wondering what is 'Dump
    Matsumoto'?
  • 50:34 - 50:39
    Well, she's a real-life Japanese wrestler
    [and] 'Gokuaku Doumei' was her wrestling team.
  • 50:39 - 50:43
    I could be wrong, [but] I think the
    Fresh Gals were based on rival team / pop
  • 50:43 - 50:47
    singers, the Crush Gals.
  • 50:47 - 50:51
    While U.S. female wrestlers tend [to] be somewhat
    glamorous, in Japan, they often go the
  • 50:51 - 50:56
    opposite route, with crazy hair [and] makeup
    giving them [an almost] demonic look.
  • 50:56 - 51:02
    Obviously, this Mark III version has taken
    a [pretty] big [graphical] hit, as [well
  • 51:02 - 51:03
    as] a stylistic makeover.
  • 51:03 - 51:07
    The more [realistically proportioned] figures
    are now [your], uh, typical super-deformed
  • 51:07 - 51:09
    style characters.
  • 51:09 - 51:15
    [Your] wrestler [can] throw punches [and]
    kicks [and has] a few special moves, performed
  • 51:15 - 51:19
    while the opponent is either down or flying
    off the ropes.
  • 51:19 - 51:24
    There is no grappling in this game - something
    [that] would become standard in [most] Wrestling
  • 51:24 - 51:30
    Games later such as Nintendo's "Pro Wrestling"
    (which was released [about] three months after
  • 51:30 - 51:31
    this).
  • 51:31 - 51:38
    Still, "Gokuaku Doumei..." is [pretty]
    advanced
    for its time.
  • 51:38 - 51:43
    Consider [that its predecessors] on consoles
    were the really, really super awful, uh, 'Kinnikuman'
  • 51:43 - 51:45
    [and] Technos' "Tag Team Wrestling".
  • 51:45 - 51:49
    You [can] even occasionally find a chair
    [to] use [as] a weapon.
  • 51:49 - 51:54
    Now, in the [United] States, uh, this game
    was [released] under the name "Pro Wrestling"
  • 51:54 - 51:59
    with the wrestlers being changed to more
    generic-style male wrestlers.
  • 51:59 - 52:04
    I guess really scary-looking female wrestlers
    [wouldn't] fly with Western gamers or [just
  • 52:04 - 52:08
    really wouldn't] make any sense [to] them
    - them having nothing [to connect it] with.
  • 52:08 - 52:12
    This nice [li'l] intro has been added
    of the wrestlers jumping [into] the ring,
  • 52:12 - 52:16
    [but the] game [itself pretty] much plays
    the same.
  • 52:16 - 52:21
    Either way, this game can be difficult
    [and] a [little] unfair.
  • 52:21 - 52:24
    First of all, ya have [to] play a [lot]
    of [rounds to] win the championship.
  • 52:24 - 52:28
    [And] the C.P.U. [almost] seems [to always]
    have the upper hand.
  • 52:28 - 52:33
    Your punches [and] kicks [often] miss [while]
    the C.P.U. seems [to] be able [to get] a [lot]
  • 52:33 - 52:34
    more hits in.
  • 52:34 - 52:38
    Their special [moves can also] be [performed]
    much more quickly.
  • 52:38 - 52:45
    So, [while] this is [an] interesting, uh,
    entry from Sega, I -- I [wouldn't] really
  • 52:45 - 52:48
    consider [it] be a classic and there
    [certainly would] be [better] Wrestling
  • 52:48 - 52:49
    Games.
  • 52:49 - 52:54
    # 🎮 Hokuto no Ken // Black Belt
  • 52:54 - 52:57
    ♪ "Fantasy Zone Boss Theme" ♪
  • 52:57 - 53:08
    🗓️ Released 1986 July 20
    💾 Developed by Sega
    📦 Published by Sega
  • 53:08 - 53:13
    Whoa-ho! [That's] a rather [dramatic little]
    intro there!
  • 53:13 - 53:18
    [Our] last game [in] the first episode of
    'Chronsega' is "[Hokuto no] Ken", which
  • 53:18 - 53:23
    was based on the popular comic, T.V. series,
    movie, [et] cetera known as "Fist [of] the
  • 53:23 - 53:26
    North Star" in the West).
  • 53:26 - 53:27
    The [plotline] is somewhat complicated.
  • 53:27 - 53:32
    [It] involves this guy, Kenshiro, who
    [lives in] a post-apocalyptic world - [and
  • 53:32 - 53:34
    can hit] guys so hard they explode.
  • 53:34 - 53:38
    How? By [hitting them] on their pressure
    points
    .
  • 53:38 - 53:42
    [Japan] was [apparently] in the midst of
    a '[Hokuto no] Ken' blitz because [about]
  • 53:42 - 53:44
    two weeks [later] this game came out.
  • 53:44 - 53:49
    "[Hokuto no] Ken" by Shouei System for [the]
    FamiCom - one of the all-time worst FamiCom
  • 53:49 - 53:50
    games.
  • 53:50 - 53:54
    Normally the name "[Hokuto no] Ken" strikes
    [terror in] the hearts of sensitive video
  • 53:54 - 53:55
    gamers.
  • 53:55 - 53:59
    [But] the Sega game really [isn't that]
    bad by comparison.
  • 53:59 - 54:03
    Of course being [better than] the FamiCom
    "[Hokuto] no Ken" is [sort of like] being
  • 54:03 - 54:04
    taller [than] a midget.
  • 54:04 - 54:06
    [It's] really [not] saying much.
  • 54:06 - 54:10
    This game is [your] standard early [Beat]-'em-Up:
    'walk right [and] kill guys' ([not] really
  • 54:10 - 54:12
    that much [different than] "Kung-Fu Master").
  • 54:12 - 54:19
    You [have] a punch, a kick, a leg sweep,
    a low punch, and (if you kick while jumping)
  • 54:19 - 54:20
    a flying kick.
  • 54:20 - 54:26
    Every so [often] ya face a sub-boss - and
    [at the] end of each level a main boss.
  • 54:26 - 54:30
    All this adds up to a game [that] is decent
    (if repetitive) [but] there [at least] some
  • 54:30 - 54:32
    variation in the boss fights.
  • 54:32 - 54:37
    If nothing else, Sega could [create] a [decent]
    boss [fight], as proven by earlier games,
  • 54:37 - 54:41
    like "[Fantasy] Zone", which had really
    rad bosses.
  • 54:41 - 54:45
    Compared [to] the FamiCom game, these guys
    [don't] explode quite as entertainingly.
  • 54:45 - 54:49
    They [just, sort] of, fly [into] various pieces.
  • 54:49 - 54:51
    [Alright], here's the [first] boss.
  • 54:51 - 54:55
    [Apparently] all this follows [the plot]
    of [a] [comic] book.
  • 54:55 - 54:59
    In a nice touch, the boss fights [take]
    place [in] their own [little] areas [and]
  • 54:59 - 55:01
    they actually have bigger [sprites]!
  • 55:01 - 55:05
    Sort of like Konami's soon-to-be-released
    "Castlevania", each boss has a pattern,
  • 55:05 - 55:09
    [and] you [must] find his weakness [and]
    exploit it.
  • 55:09 - 55:11
    Simply ...t... -- attacking [mindlessly] [won't]
    work.
  • 55:11 - 55:15
    Once you drain a boss Life Bar, you then
    proceed [to] whip the [shit out] of them.
  • 55:15 - 55:18
    [But] he [doesn't] explode [for] some reason.
  • 55:18 - 55:24
    Then it's on [to] the next level with, uh,
    [slightly] more [difficult] enemies and
  • 55:24 - 55:31
    so on.
  • 55:31 - 55:32
    And here we go.
  • 55:32 - 55:36
    These guys jump occasionally, as [opposed
    to just] walking forward.
  • 55:36 - 55:39
    Though, doesn't '[Hokuto no] Ken' [take]
    place [in] Japan?
  • 55:39 - 55:44
    What's [with] all the Old West style saloon
    doors [in] the buildings?
  • 55:44 - 55:47
    Now, [in] the U.S. where "Fist [of the North
    Star]" wasn't [really] very [popular yet],
  • 55:47 - 55:51
    Sega pulled a Bandai [and released] the
    game s... -- sans-[licensed] characters as
  • 55:51 - 55:53
    "Black Belt".
  • 55:53 - 55:57
    The gameplay [is] the same, [but] the [sprites
    and backgrounds have] all been *changed [to]
  • 55:57 - 56:01
    more generic Kung-Fu dudes [and], uh, Chinese
    [
    settings*].
  • 56:01 - 56:05
    [And] of course, the high [quality] of the
    somewhat ridiculous [artwork] on the Japanese
  • 56:05 - 56:09
    version has been [replaced] by one of the
    [most] notorious examples of bad video game
  • 56:09 - 56:11
    cover art.
  • 56:11 - 56:13
    You're wondering why the Master [System didn't]
    sell over here?
  • 56:13 - 56:17
    [Well, seriously], looking [at that] cover
    [art], would you buy the game?
  • 56:17 - 56:21
    One change [is] now there [are little sort]
    of power-ups [or] Health Refills [that
  • 56:21 - 56:22
    float] by [occasionally].
  • 56:22 - 56:26
    Ya have [to execute] a special jump to [get]
    them [and it] seems like they always appear
  • 56:26 - 56:30
    when [you're] surrounded by enemies.
  • 56:30 - 56:34
    The bosses [have] all been changed from
    '[Hokuto no] Ken' characters to the, uh,
  • 56:34 - 56:39
    more generic [karate] dudes, [but] they
    [mostly] behave the same.
  • 56:39 - 56:44
    As [you'll] see on the [first] boss they,
    sort of, changed [his] hairstyle.
  • 56:44 - 56:48
    So, "[Hokuto no] Ken" - a decent Arcade-style
    game.
  • 56:48 - 56:52
    [But], Sega, this is 1986; games [are]
    changing.
  • 56:52 - 56:53
    You need [to get with] the times!
  • 56:53 - 56:56
    # 🥇 Episode 1 Wrap Up
  • 56:56 - 56:59
    Well, there ya have [it].
  • 56:59 - 57:02
    [That] was the first 10 [months] of the Mark
    III.
  • 57:02 - 57:09
    [While] th... -- Sega's system was a [technically]
    impressive console, software-wise [it] was
  • 57:09 - 57:11
    still [in its] infancy.
  • 57:11 - 57:16
    The Mark III was [not particularly successful]
    in Japan where, by late 1985, the FamiCom
  • 57:16 - 57:18
    [dominated] the market.
  • 57:18 - 57:23
    What Sega lacked was (in modern terms)
    a 'killer app'.
  • 57:23 - 57:26
    Nintendo [certainly] had this [with "Super]
    Mario Bros.".
  • 57:26 - 57:31
    Sega was (ironically) the more [experienced]
    video game [producer], but yet hadn't
  • 57:31 - 57:33
    been able [to] make a really good console
    game.
  • 57:33 - 57:38
    [To] see how [different and] innovative the
    FamiCom was, think of the original games
  • 57:38 - 57:39
    released during this same time period.
  • 57:39 - 57:45
    "[Super] Mario Bros.", "Portopia...",
    "...Legend of Zelda", "Mighty Bomb Jack",
  • 57:45 - 57:50
    "Dragon Quest" - not [to] mention the many
    ports of such games as "Makaimura" and "Gradius".
  • 57:50 - 57:54
    Additionally, Sega had a rather relaxed
    [release] schedule.
  • 57:54 - 58:00
    Six games in the [first] seven months
    of 1986, as opposed [to almost] 40 games
  • 58:00 - 58:01
    [for the] FamiCom?
  • 58:01 - 58:04
    No wonder o... -- no one [bought] the Mark
    III!
  • 58:04 - 58:08
    Sega had [quite] a ways [to] go before [it
    could] catch up to Nintendo.
  • 58:08 - 58:11
    Hopefully [we'll] see [some improvement]
    in "Chronsega Episode 2".
  • 58:11 - 58:12
    # 🎞️ Episode 1 Credits
  • 58:12 - 58:13
    ♪ "Skylands" ♪
  • 58:13 - 58:14
    Thank You for Watching
    "CHRONSEGA
  • 58:14 - 58:15
    Episode One".
  • 58:15 - 58:16
    Please visit us at
    http://chrontendo.blogspot.com/
  • 58:16 - 58:17
    Produced by
    👨🏻‍🏫 Doctor Sparkle ✨
  • 58:17 - 58:18
    All images and sounds in
    this video are copyright
  • 58:18 - 58:19
    their respective owners.
  • 58:19 - 58:19
    Support 'Chrontendo' on Patreon
    patreon.com/Chrontendo
Title:
Chronsega Episode 1
Description:

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Video Language:
English
Team:
Captions Requested
Duration:
58:31
Nate Lawrence edited English subtitles for Chronsega Episode 1
Nate Lawrence edited English subtitles for Chronsega Episode 1
koopaloop edited English subtitles for Chronsega Episode 1

English subtitles

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