Hi-sCoool! SeHa Girls Ending Theme Translation

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A couple of cool podcasts, Anime World Order and GME Anime Fun Time, recently released their reviews of Hi-sCoool! SeHa Girls, a bizarre, low-budget 3DCG anime about personified Sega game consoles from the creators of the incredible gdgd Fairies and Straight Title Robot Anime. As a huge fan of Sega growing up, the show hit all the right spots.

At one point, the AWO crew and guest Heidi Kemps talk about the SeHa Girls ending theme, which they explain is actually the company song for Sega in the 90s, but is sadly left untranslated in the official Crunchyroll release. I decided to take it upon myself to translate the song, only to realize that there is not only a full version of the original song, but that there’s also a full version of the variation used in SeHa Girls as well.

Thus, I present to you a translation of “Wakai Chikara -SEGA HARD GIRLS MIX-.”

A couple of notes: Wakai Chikara, or “Youthful Power,” was the Japanese Sega slogan in the 90s. Similarly, a lot of the quotes spoken in reference to Sega hardware are also advertising slogans.

Title: Wakai Chikara -SEGA HARD GIRLS MIX-
Composed by Wakakusa Kei
(Japanese lyrics taken from here)

Verse 1

知的創造 あふれる 英知
Chiteki souzou afureru eichi
Intelligent creations, overflowing wisdom

共に築こう 豊かな文化
Tomo ni kizukou  yutaka na bunka
Together let’s build a flourishing culture

夢と希望は 宇宙(あおぞら)高く
Yume to kibou wa aozora takaku
Dreams and hopes are as high as space (the blue sky)

社会に貢献 我らが使命
Shakai ni kouken warera ga shimei
It’s our mission to contribute to society

明日の創造 生命(いのち)にかえる
Ashita no souzou inochi ni kaeru
Creating tomorrow, changing lives

セガ(SEGA!) セガ(SEGA!) セガ(Fu-!!)若い力
SEGA! (SEGA!) SEGA (SEGA!) SEGA (Fu-!!) Wakai chikara
Sega (Sega!) Sega (Sega!) Sega (Foo!!): Youthful Power

Verse 2

先進技術 絶ゆまぬ 努力
Senshin gijutsu tayumanu doryoku
Leading technology, trustworthy effort

共に目指そう 新たな流れ
Tomo ni mezasou arata na nagare
Together, let us aim for a new current

夢と希望は 海原広く
Yume to kibou wa umibara hiroku
Dreams and hopes are as wide as the ocean

時代の先取り 我らが挑戦
Jidai no sakidori warera ga chousen
Anticipating the times is our challenge

未来の創造 生命(いのち)にかえる
Mirai no souzou inochi ni kaeru
Creating futures, changing lives

セガ(SEGA!) セガ(SEGA!) セガ(Fu-!!)若い力
SEGA! (SEGA!) SEGA (SEGA!) SEGA (Fu-!!) Wakai chikara
Sega (Sega!) Sega (Sega!) Sega (Foo!!): Youthful Power

Spoken Section

「すべての始まり」 SC-3000
“Subete no hajimari” SC-3000
“The beginning of everything” SC-3000

「楽しさいっぱい」 SG-1000
“Tanoshii ippai” SG-1000
“So much fun” SG-1000

「ソフトの数だけ 興奮してね」 SG-1000Ⅱ
“Sofuto no suu dake koufun shite ne” SG-1000II
“Just the amount of software alone is exciting! SG-1000II

「野球もテニスも」 ロボピッチャ
“Yakyuu mo tenisu mo” Robopiccha
“Baseball, and tennis too” Robo Pitcher

「1メガビットの大容量」 マークⅢ
“1 megabitto no daiyouryou” Maaku III
“1 megabit capacity” Mark III

「スーパーゲームメカ」 マスターシステム
“Suupaa geemu meka” Masutaa Shisutemu
“Super game machine” Master System

「時代が求めた16BIT」 メガドライブ
“Jidai ga motometa 16BIT” Megadoraibu
“16BIT: what the times were looking for” Mega Drive

「ワールドワイドでナンバーワン!」 ジェネシス
“Waarudowaido de nanbaa wan!” Jeneshisu
“Number one worldwide!” Genesis

「色いっぱいだよ」 ゲームギア
“Iro ippai da yo” Geemu Gia
“So many colors” Game Gear

「2つの頭脳がドッキング」 テラドライブ
“Futatsu no zunou ga dokkingu” Teradoraibu
“The docking of two brains” Tera Drive

「ゲーム革命!」 メガCD
“Geemu kakumei!” Mega CD
“A gaming revolution!” Mega CD

「高性能ボディコン・ペア」 メガドラ2 メガCD2
Kouseinou bodikon pea” Megadora 2 Mega CD 2
“High-performance body-conforming pair” Mega Drive 2 Mega CD 2

「メガドライブ新次元」 スーパー32X
“Megadoraibu shinjingen”  Suupaa 32X
“A new dimension for the Mega Drive” Super 32X

「脳天直撃!」 セガ・サターン
“Nouten chokugeki!” Sega Sataan
“Right in the head!” Sega Saturn

「セーブはお任せ」 ビジュアルメモリ
“Seebu wa omakase” Bijuaru memori
“Leave the saving to me” Visual Memory

「夢を繋いで!」 ドリームキャスト
“Yume o tsunaide!” Doriimukyasuto
“Connect our dreams!” Dreamcast

Verse 3

人社一体 みなぎる闘志
Jinsha ittai minagiru toushi
The people and the company are as one, with overflowing fighting spirit

共に進もう 絆も固く
Tomo ni susumou kizuna mo kataku
Let’s move forward together and solidify our bonds

夢と希望は 永遠(とわ)に尽きない
Yume to kibou wa towa ni tsukinai
Hopes and dreams are never-ending

目標追求 我らが誓い
Mokuhyou tsuukyuu warera ga chikai
Pursuing our goals, that’s our vow

世界の創造 生命(いのち)にかえる
Sekai no souzou inochi ni kaeru
Creating worlds, changing lives

セガ(SEGA!) セガ(SEGA!) セガ(Fu-!!)若い力
SEGA! (SEGA!) SEGA (SEGA!) SEGA (Fu-!!) Wakai chikara
Sega (Sega!) Sega (Sega!) Sega (Foo!!): Youthful Power

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GET NiGHTS iNTO DREAMS HD

If you ask me what my favorite video game ever is, my answer is unwavering and undeniable: NiGHTS into dreams… An absolute classic of the Sega Saturn, I poured countless hours into the game just enjoying everything, from the environments to the clever boss fights, from the excellent music to the crisp and ultra-smooth gameplay. No game that I’ve played, including its Wii sequel, NiGHTS: Journey of Dreams, has quite captured the movement of acrobatic flight that the original endowed upon players. I can wax nostalgic on this game until the end of the time, but I’ll cut it short by just saying that no game feels quite like it.

Now, NiGHTS is getting a downloadable HD remix. When I first saw the character models used for the kids, I immediately thought of the old blockier gameplay models. I have to wonder if they somehow took the models from the old cut scenes and used those instead, or if they’re built from scratch.

Are you part of the new generation that’s never seen a Saturn? Are you part of the old generation but just never got a chance to play it because you chose the Playstation over the Saturn (like most people ended up doing?) I think it is only in your favor to try it out. And if the HD version is somehow messed up, the game actually includes the original Saturn version as well, so no worries there.

Actually, one thing I am concerned with is the controllers themselves, as while playing the Wii NiGHTS I found the octagonal gate of the Nintendo analog sticks to compromise the smoothness of the flight needed to play a NiGHTS game properly, and it is probably because of the controller that it could not capture that feeling of acrobatic flight I mentioned at the beginning. The Saturn 3D controller’s analog control was so incredibly smooth and nice to use (though the controller itself was kind of clunky) that it makes every analog stick or equivalent since then pale in comparison.

I will have faith that the current consoles will be able to deal with it adequately for now, though I am concerned with the Windows edition. Does anyone know of a Saturn-to-USB converter for controllers?

Relating to NES Sprites

Whenever I say there’s something special about video game graphics during the NES/Master System era, some will believe that it’s simply due to nostalgia, while others will agree with me, but won’t be able to explain why. Sometimes those who agree with me will even chalk it up to nostalgia themselves. I however believe that there are concrete reasons as to why the level of graphics that the 8-bit systems achieved for home consoles holds such significance, and I’d like to discuss one of them here. I’m going to be using mainly NES graphics and not Master System ones, because 1) the NES was more popular and 2) the Master System actually had better graphics overall, and we want to look at the less-good.


From left to right: Berzerk, Robot from Berzerk, Circus


From left to right: Mario, Megaman, Karnov

What is the significant feature that the characters below all have in common that the characters above do not, aside from obvious graphical quality improvements?

Answer: They have faces.

This makes it easier to identify with them as characters, and gives them a sense of personality. In the NES era, the graphics were strong enough on the popular consoles to portray characters’ faces and to give them facial expressions, even if it’s the same expression all the time. This is important because we as humans tend to see ourselves in our surroundings. Scott McCloud talks about this a good deal in Understanding Comics, but it really is something fundamental. Two dots and and a line becomes a face. A semi-circle shape can be a smile or a frown depending on which way it’s facing. It allows players to identify with the characters.

While this does not take into account those games which feature primarily vehicles or objects inanimate objects, my focus is not so much on them, as I believe they have a somewhat similar appeal, only focused on their fantastical realism rather than their human quality.

Even those characters who practically had no eyes, noses, or mouths still benefited from the 8-bit graphical quality, as it allowed the games to clearly delineate an area of the body as the head.


From left to right: Simon Belmont, Bill Rizer, Ryu Hayabusa

This was especially useful in portraying characters with more human proportions as opposed to the big-headed cartoonish sprites from before, as it allowed the characters to seem realistic on the NES while again still giving them some sense of personality.

That is not to say that faces on sprites were a wholly unique experience to the 8-bit era. The NES and the Master System were not the first consoles to regularly portray characters with faces, with that honor probably going to the Colecovision in 1982. However, the difference here is a matter of timing, as 1983 was also the year of the North American Video Game Crash, and so in the minds of most people, graphics went from Atari to Nintendo, and if you look at the graphics of that era, they more often than not could barely differentiate a head from a neck, with one notable exception being Pitfall for the Atari 2600. Hey, it’s not all art and discovery.

The 8-Bit NES era was when graphics were good enough so that almost anyone who made a game for the console could give a sprite a face (and in essence, a personality), and thanks to good timing also was when video games were again popular enough to be a common feature in households. Graphics were certainly not the only factor in endearing the NES (and to a lesser extent the Master System) to young gamers, but as humans are visual creatures, graphics played a significant role in implanting the memories of these games into their minds.

“Upon Then Fighiting Master But an End is a Beginning…”

Street Fighter II is by far one of the most influential video games in history, and all but singlehandedly launched an entire genre into the forefront of the general gamer consciousness. With SFII there came a new term, “fighting game,” and with it a whole host of companies eager to jump onto the bandwagon.

Among those games is a 1991/1992 (depending on where you live) Sega Genesis game called “Fighting Masters.” Now I had Fighting Masters as a kid, and I loved the hell out of the game, but even then I knew it wasn’t up to the level of Street Fighter II. Still, as I look back on it, I maintain fond memories of the whole thing.

These days, when we see a second-rate fighting game hit the market, be it professionally or as some sort of doujin soft, we can tell that the game makers understand the basic grammar of a fighting game. Or at least, they understand the grammar of the fighting game they’re trying to imitate. Doujin fighters all want to be Melty Blood or Guilty Gear, so they have super crazy air combos and fairly simplified button layouts. Games that want to be 3-D fighters follow suit with either Tekken or Soul Calibur. However, back in the early 90s, when Street Fighter II was just knocking players’ socks off in best 2-out-of-3 matches, companies clearly were unsure of just what a fighting game was supposed to be. This is how we got Fighting Masters.

Fighting Masters features 12 galactic warriors each representing their species in a furious tournament. Their goal? Well actually, that depends on the version of Fighting Masters you have. If it was the 1991 Japan release, it was a tournament to get the chance to defeat the dreaded demon alien Valgasu. If it was the 1992 US release, it was a tournament set up by some elders to save one species from being wiped out by a supernova (while the other 11 are out of luck). Keep in mind that you  still end up fighting Valgasu anyway.

Another difference is that most of the characters had their names changed between versions. The humanoid grappler Larry became Dirk, the cyclops boxer Eyesight became Uppercut, and so on, in an effort to both un-Engrishize the text and provide names that kids in early 90s America would deem “totally radical.” The best one is arguably the horse man Equus, who was once known as Flamer, featured in the previous screenshot.

The gameplay itself is quite unique as far as fighting games go. It wasn’t trying to be a closed-off beat-em-up like, say, “Street Smart,” and its engine seems closer to that of a wrestling game. Every character has two different types of moves, striking and grappling, and your goal is to use your striking moves to stun the opponent long enough to walk up to him and perform a badass piledriver or overhead throw. In all but one case, when a character is knocked against the floor or the walls, they take additional damage. There is no blocking involved, and the game doesn’t even use one of the buttons on the 3-button Genesis controller. In the end, it makes the game awkward, and slower characters have a distinct disadvantage in that opponents can break out of stun much more easily before the slow character can reach them, but it’s still a unique system.

And that’s really the best thing about Fighting Masters. Much like how early manga was by necessity a test bed for all sorts of crazy and wild ideas, Fighting Masters tried to be a fighting game in its own unique way. In fact, I think that the engine itself has plenty of potential, and if only it was a little deeper and provided more options for the players and the characters, it could have its own cult following.

Anyway, enjoy the final boss of Fighting Masters as well as its ending. Valgasu is a very, very frustrating boss, and even though I beat him, you can tell that he can quickly turn the tables. Evident here is Valgasu’s dream of conquering the galaxy with his Mad Skillz on the court, worthy of Magic Johnson, Clyde Drexler, or the All-Star Monstars. Also of note is the text scroll upon Valgasu’s defeat, which provides some of that good old nostalgic video game Engrish that has sadly diminished ever since Japanese and American pop culture have begun to cross over.

Rating: SUPLEX 50T