Imagine a super scaler Sega console, like the newer mini consoles but loaded with super scaler games, if Sega wanted to taste success all over again they would make this!
SubRoc 3D was especially a sight to behold. The video here doesn't do it justice because it's supposed to be played in a sit-down cockpit with a 3D scope. Even for an 80s 3D game, it looks pretty solid these days.
Did you know!... That Hang-On was released TWICE in arcades? There was the original 68000-powered Super Scaler Hang-On, but there was also the System E Hang-On Jr! The System E was a beefed up Master System for arcades, and it had a few shared (upgraded) games with the home console as well. In Hang-On Jr's case, the graphics and gameplay are much closer to the original arcade game than the SG-1000 or the Master System/Mark III versions. Check it out if you get a chance!
There's a system E fpga core available now, if (when) I get a Mister set up hang on JR will be the first game I play, the sms/mk3 version was the first game I owned as a kid, so big time nostalgia!
Sega and Namco's continual desire to one-up each other in the racing genre was the single-greatest throughline of the arcades in the '80s and '90s as far as I'm concerned. Daytona USA's development team in particular was told that their main objective must be to create "a better game than Ridge Racer."
I dont know what your educational training is but I have to say, out of all the people I have watched that make retro game related videos yours are the best in terms of being legitimate history. The attention to documentary evidence and primary sources is great and the interpretation you give with regards to the evidence is always logical and informative. This channel is great!
@@JeremyParish Amazing! I love history. I read a lot of history books about different topics, and watching your videos gives me that same feeling of being a great work of history. I'm convinced after watching this series over the years that video games are serious art forms, have always been serious art forms and deserve a place as pieces of art. This channel is a basically a primer on video game history for this post-Atari crash period you are covering. Its really a complete work from beginning to end, and each video is really like a chapter in a book with previous videos needing to be seen in order to completely "get it". I've gushed enough :)
Sega was such a pioneer in 3d in the arcade, and yet when they needed to use all their experience for the console market, they put out the Saturn. Just SO Sega.
The Saturn did 3D just fine, as long as you knew how to coordinate the chipset. The problem was that the PlayStation did 3D just as well with a _much_ less steep learning curve; plus easier to implement special effects, such as transparency and reflection.
Yeah, I have to wonder who made the decision to have the Saturn stick to 2D so by the time they realized that was the wrong move, they were stuck with hardware that now had to do things it really wasn't designed for. That seems to be an even bigger mistake than Nintendo sticking with cartridges for that generation. Most of Sega's other problems after that seem to stem from that or were bad attempts to course correct, including their other worst decision: surprise launching the Saturn.
@@bfish89ryuhayabusa I think that falls on Hayao Nakayama, SEGA of Japan's then president Man gave Yamauchi a run for his money on the "being a hardass" department, but more importantly. He was the reason the Saturn ended up being so needlessly complex. In a panic after witnessing the PSX he demanded the Saturn be made more powerful to one-up Sony spec-wise and hopefully have more impressive games, but what's more. He was the one that called for the surprise release, and after fighting him on it, SoA gave in SEGA made a lot of bone-headed moves sure, but a decent amount can be sourced to that friction between the Japanese and US side, former wouldn't let SoA do their job because often thought their idea wouldn't work, or straight up disagreed. And mind you, that tension was around as far back as the GEN/MD days, but the Saturn made that split apparent to even people who just read game mags. The straw that.. y'know
The Bomb Jack versions on SMS and NES are classic examples of Sega and Nintendo's design philosophies. SEGA wanted the arcade at home, or as close as they could get to that experience, even if it meant sacrificing fidelity or replay value for an experience that at least played like you'd expect the arcade game to. Nintendo was more about taking the IP and molding it for the strengths of a home system where it wasn't about a quick, visceral experience and instead could utilize deeper gameplay with more exploration and something that just felt cleaner or more fitting for that particular console. SEGA's arcade ports always had this feeling like they were barely being held together or something that just shouldn't have been done (bringing home the full motion video LaserDisc game, GP World in 1984 still is insane), but I always admired their commitment to trying to bring home the purity of the arcade experience to the home. As I am older and no longer have the time I did in my youth to figure out all the eccentricities of a game, I really like going through the SG-1000 lineup and all its simple, pick-up-and-play ports compared to trying to figure out where to go next (compare SEGA's Rygar to Nintendo's for another textbook example of that). I've so loved your SEGAiden series, Jeremy, we are lucky to have you as a steward for video game history.
The one-two punch of Labyrinth and Career Opportunities was Jennifer Connelly singlehandedly rocket-punching the final years of Generation Xers headlong into puberty
@@JeremyParish Truer words were never spoken. I was 13 when Career Opportunities came out lol....1991 Some kind of Mandela Effect...I could of swore that was a 80's movie......well close....
Logically, one would think it'd be easier to just name them Hang-On 1000 and Hang-On 3000, rather than making it appear like it's a sequel game. Never could get into Bomb Jack too much, but at least it's clear what you're supposed to do and don't have to RFTM to figure out what is what like in Mighty Bomb Jack.
I had the Atari ST port of Bomb Jack when I was a lad, and absolutely loved that game to the point of eventually getting through multiple loops. I learned of the NES version years later after moving to the US and just couldn't get into it as much. This SG-1000 port actually looks like something I could get into.
This iteration of this week's episode is like 1943 to the previous iteration's 1942. It will be fun to watch the home ports of Yu Suzuki's 1980s hits in chronology. Space Harrier and Outrun should be fun, maybe less so for Enduro Racer. I guess C-So gets covered with 1986 SG-1000 games?
The video on the Sega Master System version of Enduro Racer should be interesting because of how different it is from the arcade version and the differences between the Japanese and western releases.
I always love Sega Starting from their great arcade games and then on to their home console days I have so many memories of them good old days 👍 Great video Jeremy Parish 👍
What a lovely pair of games this is, I know a bit more about Hang On than I do Bomb Jack but I still shamefully know very little about SEGA's gaming history so this series was doubly welcome personally. And I gotta say, Mighty Bomb Jack is less appealing to me than the original. Still, mad kudos for the attempt and effort in this release. Anyway, eagerly awaiting a certain ninja's appearance on NES Works if we get to '89
13:27 just. Just what the hell even is that. Airstrip? City lights? Wow that’s such a mess. It feels like mid-late 80s amateur EGA DOS game. Such a visual disaster.
never really got into the arcade version of hang-on, but I remember it on SMS. that controller looks neat though I wonder what playing it was like on it?! Bombjack I played on NES, it was alright I guess.
One of Sega's most puzzling moves was to release a 16-bit game console with absolutely no hardware scaling or rotation. As you pointed out, that kind of razzle-dazzle was what Sega was known for in the late 1980s... not including it in the Genesis was the king of missed opportunities, and its ports of Yu Suzuki's games suffered heavily as a result.
I think it was unrealistic to expect any manufacturer to create a sub-$200 home console that incorporated multiple 68000 processors. The Genesis was architecturally similar to the Super Scaler series, but the arcade machines essentially used multiple Genesis processors working together in order to pull off those effects. Genesis could have been that powerful, but it would have cost as much as a Neo•Geo.
@@JeremyParish I mean, that's the exact reason the NeoGeo AES was so expensive, being pretty much their arcade MVS system in a smaller box. So its price point reflected being something usually bought by businesses and not individuals.
Yeah, I wrote about this in the NGPC Collection book I wrote for Limited Run-consumers tend to think of Neo•Geo as a crazy expensive piece of home hardware, but for arcade operators used to paying $3000-5000 for a single unit, it was crazy affordable.
@@JeremyParish Clearly Sega agreed. Maybe that's why Nintendo dragged its feet on a successor to the NES for a couple of years... it gave them access to specialized technology that either wasn't available or wasn't feasible in late 1988. Pictures of Zelda 3 and Super Mario World were shown in EGM as early as 1989, but the games looked rather pedestrian, and Nintendo must have decided that the Super NES needed more oomph under the hood before it was released. The necessary delay caused by the extra R&D left them at a disadvantage in America, but clearly was the right move in Japan, where the PC Engine was running out of steam and the Mega Drive never had any.
That's always the calculus of launching a new system. Go for the early advantage and sacrifice power/cost scale benefits, or wait for more capable tech to come down in price but give the competition a chance to become entrenched? Sometimes the early bird gets the worm (Genesis vs. Super NES), sometimes it doesn't (Dreamcast vs. PS2).
@@JeremyParish Ah! Should have guessed, we got that anime in Sweden as rentals - never on tv, here it was called Superfamiljen (The Super Family) 😆 I discovered your channel just a few weeks ago, and have seen most of it by now. You have quickly become one of my top TH-camrs ^_^ Your high quality videos, choices of topics and overall esthetiques are 100% my taste 😃
Absolutely hated ‘Hang On’ on the Master System for years. It was my first console, with that game built-in and 8 year old me found the controls (via the standard controller) terrible & the game just plain boring. For the longest time I couldn’t get a win at all either. Terrible memories :D
I hear you. After seeing what was happening in these games in the arcades (legit wheel/pedal/gearshift setups), and then occasionally seeing a home version (Sega's Turbo on Colecovision with the wheel and pedal module), it often felt like too much was missing in transitioning these games to a home console with just a standard gamepad and lacking the true scaling of the arcades. Super Monaco GP on Genesis was the first one that felt like a really strong effort to me in spite of such limitations (that game still looked and played so wonderfully, even compared to its over-the-top presentation in the arcade) - and of course once F-Zero showed up on the SNES a huge new benchmark was laid down.
Kinda weird that Sega made their name with the super scaler games, but the Mega Drive had no scaling hardware, and the SNES had exceptional scaling hardware. Of course the Sega Saturn was a very different story, but still.
@@thestripedmenace The SNES scaling & rotating tech (Mode 7) was absolutely exceptional, at the time - there had really been nothing even close to it on conventional consoles when it showed up. In hindsight it was a limited gimmick, but at the time it really felt like a pretty significant breakthrough to finally see games presented like that at home. As for the MD, it was certainly kinda disappointing not to have any scaler effects in that console, but again at that time it was still understandable (it seemed like it was going to be much more expensive if they went there, as those arcade machines seemed head and shoulders above everything else). What the MD did have going for it (much better resolution, bigger and more numerous sprites, much bigger color palette, FM sound) was still plenty to get excited about without that icing on the cake. Space Harrier II at launch still felt like a very worthy representation of its source material..
@@texturem0nkey the SNES has much better color hardware but it can't be combined with the scaling, you have to choose one or the other (you can also choose a third option of having very high resolution, but this was almost never done), the SNES also has sample-based audio which was a pretty high-end thing for a console back then, in addition the Mega Drive has a much better CPU (mostly because the SNES CPU is pretty bad).
They even ported hang On to home computers, e.g. Super hang On on the C64. It runs like crap. Contemporaries like Enduro Racer and Buggy Boy manage similar gameplay with more complexity and smoother gameplay.
I don't recall ever providing details on the quick intro channel flips. They've always been intended as something to give people who recognize the material a quick smile, and maybe to pique the curiosity of those who don't.
@@JeremyParish Ah it would be nice if there was a name at the bottom of the description then, I'm just thinking back to your callbacks of area 99 and salamander and got confused, because I'm mostly the latter of those two you mentioned :v
It’s crazy how good the super scaler arcade games still look.
Imagine a super scaler Sega console, like the newer mini consoles but loaded with super scaler games, if Sega wanted to taste success all over again they would make this!
SubRoc 3D was especially a sight to behold. The video here doesn't do it justice because it's supposed to be played in a sit-down cockpit with a 3D scope. Even for an 80s 3D game, it looks pretty solid these days.
Did you know!... That Hang-On was released TWICE in arcades? There was the original 68000-powered Super Scaler Hang-On, but there was also the System E Hang-On Jr! The System E was a beefed up Master System for arcades, and it had a few shared (upgraded) games with the home console as well. In Hang-On Jr's case, the graphics and gameplay are much closer to the original arcade game than the SG-1000 or the Master System/Mark III versions. Check it out if you get a chance!
There's a system E fpga core available now, if (when) I get a Mister set up hang on JR will be the first game I play, the sms/mk3 version was the first game I owned as a kid, so big time nostalgia!
Sega and Namco's continual desire to one-up each other in the racing genre was the single-greatest throughline of the arcades in the '80s and '90s as far as I'm concerned. Daytona USA's development team in particular was told that their main objective must be to create "a better game than Ridge Racer."
I dont know what your educational training is but I have to say, out of all the people I have watched that make retro game related videos yours are the best in terms of being legitimate history. The attention to documentary evidence and primary sources is great and the interpretation you give with regards to the evidence is always logical and informative. This channel is great!
Thanks… my educational training was graphic design. Go figure.
@@JeremyParish Amazing! I love history. I read a lot of history books about different topics, and watching your videos gives me that same feeling of being a great work of history. I'm convinced after watching this series over the years that video games are serious art forms, have always been serious art forms and deserve a place as pieces of art. This channel is a basically a primer on video game history for this post-Atari crash period you are covering. Its really a complete work from beginning to end, and each video is really like a chapter in a book with previous videos needing to be seen in order to completely "get it". I've gushed enough :)
Thanks, that's definitely what I'm going for!
I finally catch one of your videos around release!
Sega was such a pioneer in 3d in the arcade, and yet when they needed to use all their experience for the console market, they put out the Saturn. Just SO Sega.
The Saturn did 3D just fine, as long as you knew how to coordinate the chipset. The problem was that the PlayStation did 3D just as well with a _much_ less steep learning curve; plus easier to implement special effects, such as transparency and reflection.
Yeah, I have to wonder who made the decision to have the Saturn stick to 2D so by the time they realized that was the wrong move, they were stuck with hardware that now had to do things it really wasn't designed for. That seems to be an even bigger mistake than Nintendo sticking with cartridges for that generation. Most of Sega's other problems after that seem to stem from that or were bad attempts to course correct, including their other worst decision: surprise launching the Saturn.
@@bfish89ryuhayabusa I think that falls on Hayao Nakayama, SEGA of Japan's then president
Man gave Yamauchi a run for his money on the "being a hardass" department,
but more importantly. He was the reason the Saturn ended up being so needlessly complex.
In a panic after witnessing the PSX he demanded the Saturn be made more powerful
to one-up Sony spec-wise and hopefully have more impressive games, but what's more.
He was the one that called for the surprise release, and after fighting him on it, SoA gave in
SEGA made a lot of bone-headed moves sure, but a decent amount can be sourced
to that friction between the Japanese and US side, former wouldn't let SoA do their job
because often thought their idea wouldn't work, or straight up disagreed.
And mind you, that tension was around as far back as the GEN/MD days, but the Saturn
made that split apparent to even people who just read game mags. The straw that.. y'know
I have a weird soft spot for Mighty Bomb Jack. Cool to learn about some of its predecessors.
That BH-400 controller is the coolest Sega peripheral I've ever seen in my life.
6:40 - The reasoning of it's use is tenuous, but I approve of this clip. Well done, sir.
Oh, it perfectly demonstrated several types of servicing in relation to electro-mechanical rides.
you may have created the most rewatchable series I’ve ever watched
Damn! I was aiming for "most unwatchable."
Very nice retrospective on Sega's progress from Turbo on simulating 3D!
The Bomb Jack versions on SMS and NES are classic examples of Sega and Nintendo's design philosophies. SEGA wanted the arcade at home, or as close as they could get to that experience, even if it meant sacrificing fidelity or replay value for an experience that at least played like you'd expect the arcade game to. Nintendo was more about taking the IP and molding it for the strengths of a home system where it wasn't about a quick, visceral experience and instead could utilize deeper gameplay with more exploration and something that just felt cleaner or more fitting for that particular console. SEGA's arcade ports always had this feeling like they were barely being held together or something that just shouldn't have been done (bringing home the full motion video LaserDisc game, GP World in 1984 still is insane), but I always admired their commitment to trying to bring home the purity of the arcade experience to the home. As I am older and no longer have the time I did in my youth to figure out all the eccentricities of a game, I really like going through the SG-1000 lineup and all its simple, pick-up-and-play ports compared to trying to figure out where to go next (compare SEGA's Rygar to Nintendo's for another textbook example of that). I've so loved your SEGAiden series, Jeremy, we are lucky to have you as a steward for video game history.
Keep Calm and Hang On… II
Lots of good info. And Jennifer Connelly. Well done sir, well done.
The one-two punch of Labyrinth and Career Opportunities was Jennifer Connelly singlehandedly rocket-punching the final years of Generation Xers headlong into puberty
@@JeremyParish That Paul Bettany is a smooth operator
@@JeremyParish Truer words were never spoken. I was 13 when Career Opportunities came out lol....1991
Some kind of Mandela Effect...I could of swore that was a 80's movie......well close....
No, you're correct. The ’80s didn't end until "Smells Like Teen Spirit" hit #1.
Logically, one would think it'd be easier to just name them Hang-On 1000 and Hang-On 3000, rather than making it appear like it's a sequel game. Never could get into Bomb Jack too much, but at least it's clear what you're supposed to do and don't have to RFTM to figure out what is what like in Mighty Bomb Jack.
A bit of Whimsical Orange Road.
I JUST started reading it last night... so bizarre it would be the clip today
Hm. Just caught that the title music for Hang On II is a lot darker. Interesting.
Bomb Jack hoisted on its own petard with those graphics.
I knew so very little about this sega console, I'm kind of sad to see it go
Bombjack is surprisingly close to the arcade.
And yet, visually, a vomitous eyesore
Loved the Sega Super Scaler history! Those arcade Super Scaler games can really show the importance of framerate.
Hang-On. Now we're getting to the good stuff. Fwiw After Burner II is also just a slightly enhanced version of the original too.
I had the Atari ST port of Bomb Jack when I was a lad, and absolutely loved that game to the point of eventually getting through multiple loops. I learned of the NES version years later after moving to the US and just couldn't get into it as much. This SG-1000 port actually looks like something I could get into.
That "Mighty Bomb Jack" is an over-complication of a simple arcade game like "Mappy Land" but the torture room is a funny idea.
This iteration of this week's episode is like 1943 to the previous iteration's 1942. It will be fun to watch the home ports of Yu Suzuki's 1980s hits in chronology. Space Harrier and Outrun should be fun, maybe less so for Enduro Racer. I guess C-So gets covered with 1986 SG-1000 games?
The video on the Sega Master System version of Enduro Racer should be interesting because of how different it is from the arcade version and the differences between the Japanese and western releases.
What was the windsurfing clip?
I also came to the comments looking for an answer. It appears to be from Kimagure Orange Road.
@@SuperFirstSecond Just to complement, it's the pilot episode launched in 1985.
I always love Sega Starting from their great arcade games and then on to their home console days I have so many memories of them good old days
👍 Great video Jeremy Parish 👍
What a lovely pair of games this is, I know a bit more about Hang On than I do Bomb Jack
but I still shamefully know very little about SEGA's gaming history so this series was doubly welcome personally.
And I gotta say, Mighty Bomb Jack is less appealing to me than the original. Still, mad kudos for the attempt
and effort in this release. Anyway, eagerly awaiting a certain ninja's appearance on NES Works if we get to '89
Had no idea there was another hang-on. Really want to play it now.
13:27 just. Just what the hell even is that. Airstrip? City lights? Wow that’s such a mess. It feels like mid-late 80s amateur EGA DOS game. Such a visual disaster.
never really got into the arcade version of hang-on, but I remember it on SMS. that controller looks neat though I wonder what playing it was like on it?! Bombjack I played on NES, it was alright I guess.
Your videos are amazing thank you
One of Sega's most puzzling moves was to release a 16-bit game console with absolutely no hardware scaling or rotation. As you pointed out, that kind of razzle-dazzle was what Sega was known for in the late 1980s... not including it in the Genesis was the king of missed opportunities, and its ports of Yu Suzuki's games suffered heavily as a result.
I think it was unrealistic to expect any manufacturer to create a sub-$200 home console that incorporated multiple 68000 processors. The Genesis was architecturally similar to the Super Scaler series, but the arcade machines essentially used multiple Genesis processors working together in order to pull off those effects. Genesis could have been that powerful, but it would have cost as much as a Neo•Geo.
@@JeremyParish I mean, that's the exact reason the NeoGeo AES was so expensive, being pretty much their arcade MVS system in a smaller box. So its price point reflected being something usually bought by businesses and not individuals.
Yeah, I wrote about this in the NGPC Collection book I wrote for Limited Run-consumers tend to think of Neo•Geo as a crazy expensive piece of home hardware, but for arcade operators used to paying $3000-5000 for a single unit, it was crazy affordable.
@@JeremyParish Clearly Sega agreed. Maybe that's why Nintendo dragged its feet on a successor to the NES for a couple of years... it gave them access to specialized technology that either wasn't available or wasn't feasible in late 1988.
Pictures of Zelda 3 and Super Mario World were shown in EGM as early as 1989, but the games looked rather pedestrian, and Nintendo must have decided that the Super NES needed more oomph under the hood before it was released. The necessary delay caused by the extra R&D left them at a disadvantage in America, but clearly was the right move in Japan, where the PC Engine was running out of steam and the Mega Drive never had any.
That's always the calculus of launching a new system. Go for the early advantage and sacrifice power/cost scale benefits, or wait for more capable tech to come down in price but give the competition a chance to become entrenched? Sometimes the early bird gets the worm (Genesis vs. Super NES), sometimes it doesn't (Dreamcast vs. PS2).
Sega should have released bomb 💣 jack in the first place. 😀👍🎮
hahahah 6:40 ❤
What is the name of that great looking anime after the introduction?
Kimagure Orange Road, an ’80s love triangle classic
@@JeremyParish Ah! Should have guessed, we got that anime in Sweden as rentals - never on tv, here it was called Superfamiljen (The Super Family) 😆
I discovered your channel just a few weeks ago, and have seen most of it by now. You have quickly become one of my top TH-camrs ^_^ Your high quality videos, choices of topics and overall esthetiques are 100% my taste 😃
Are the narration shots done with a filter or are you recording to tape
It's a nice effect either way
VHS tape
Is the Hang-On brake sound the same as the Shining Force dialogue sound?
That would make sense, everything Camelot does is kind of annoying
@@JeremyParish Gasp!
Absolutely hated ‘Hang On’ on the Master System for years. It was my first console, with that game built-in and 8 year old me found the controls (via the standard controller) terrible & the game just plain boring. For the longest time I couldn’t get a win at all either. Terrible memories :D
I hear you. After seeing what was happening in these games in the arcades (legit wheel/pedal/gearshift setups), and then occasionally seeing a home version (Sega's Turbo on Colecovision with the wheel and pedal module), it often felt like too much was missing in transitioning these games to a home console with just a standard gamepad and lacking the true scaling of the arcades. Super Monaco GP on Genesis was the first one that felt like a really strong effort to me in spite of such limitations (that game still looked and played so wonderfully, even compared to its over-the-top presentation in the arcade) - and of course once F-Zero showed up on the SNES a huge new benchmark was laid down.
How do you record your videos? A webcam from 1999? I love the videos and presentation and wouldnt have u change it btw. Just curious
A VHS camcorder.
Why has Sega never given Turbo the same kind of reverence it has given to Monaco GP or Hang On with their rereleases and remakes?
🏍
achewood.com/index.php?date=07132004
Kinda weird that Sega made their name with the super scaler games, but the Mega Drive had no scaling hardware, and the SNES had exceptional scaling hardware. Of course the Sega Saturn was a very different story, but still.
I wouldn't call the SNES' scaling tech "exceptional"... But the Mega Drive was very much built as a cheaper arcade board to be used at home.
@@thestripedmenace The SNES scaling & rotating tech (Mode 7) was absolutely exceptional, at the time - there had really been nothing even close to it on conventional consoles when it showed up. In hindsight it was a limited gimmick, but at the time it really felt like a pretty significant breakthrough to finally see games presented like that at home. As for the MD, it was certainly kinda disappointing not to have any scaler effects in that console, but again at that time it was still understandable (it seemed like it was going to be much more expensive if they went there, as those arcade machines seemed head and shoulders above everything else). What the MD did have going for it (much better resolution, bigger and more numerous sprites, much bigger color palette, FM sound) was still plenty to get excited about without that icing on the cake. Space Harrier II at launch still felt like a very worthy representation of its source material..
@@texturem0nkey the SNES has much better color hardware but it can't be combined with the scaling, you have to choose one or the other (you can also choose a third option of having very high resolution, but this was almost never done), the SNES also has sample-based audio which was a pretty high-end thing for a console back then, in addition the Mega Drive has a much better CPU (mostly because the SNES CPU is pretty bad).
What movie is 6:41 from?
Career Opportunities (1991)
Was the arcade Hang-On an 18+ game for everyone else, or was that just a quirk of UK seaside arcades?
I don't remember ever seeing age ratings on any arcade games in the U.S.
BH 🤭
BH is the name of bras in Norwegian
They even ported hang On to home computers, e.g. Super hang On on the C64. It runs like crap. Contemporaries like Enduro Racer and Buggy Boy manage similar gameplay with more complexity and smoother gameplay.
Why don't you source the anime you use in your openings anymore?
What
@@JeremyParish in the channel selection theme you've got going-
It's just an eyecatch, and it's the 1985 anime film of Kimagure Orange Road.
I don't recall ever providing details on the quick intro channel flips. They've always been intended as something to give people who recognize the material a quick smile, and maybe to pique the curiosity of those who don't.
@@JeremyParish Ah it would be nice if there was a name at the bottom of the description then, I'm just thinking back to your callbacks of area 99 and salamander and got confused, because I'm mostly the latter of those two you mentioned :v
Um, Mr. Bomb Jack? You might want to reconsider your outfit. I don't think that "BJ" shirt makes the impression you want it to make.
Hang on, there’s a Hang On II?
Or is there?!