WEBVTT

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Imagine, for a moment, you go out and buy a highly

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anticipated piece of entertainment. Right. You're

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just incredibly excited to finally get your hands

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on it. Exactly. You take it home, you fire it

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up, and you just absolutely fall in love with

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the world. You know, the story, the characters.

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It's the best feeling. It really is. But now,

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imagine traveling to another country, talking

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to a friend who bought that exact same title,

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and realizing something completely bizarre. Like

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finding out they played a totally different game.

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Yes. Entire chunks of the world you explored

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are simply gone. Like features you loved have

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just been erased. Wow. Even the main character's

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physical appearance has been completely altered.

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And all of this is purely because of the geographic

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location where you bought it. It sounds like

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a modern day streaming rights issue, right? Where

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a movie is just arbitrarily blocked in your region.

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Right. Exactly. But to have the actual content

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of a singular product so heavily fractured and

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altered That is something we rarely see today.

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You just expect a global release to have a unified

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identity. That is the expectation now, definitely.

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But today we're looking at an era where that

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was absolutely not the case. Far from it. Yeah.

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We are diving into a Wikipedia article detailing

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a 1989 Nintendo Entertainment System video game

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called Casino Kid, which at first glance sounds

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like a pretty straightforward retro gambling

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simulator. It does, but beneath that basic premise

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is just a wild history. So our mission for this

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deep dive is to use this one specific game, Casino

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Kid, as a lens to explore the chaotic world of

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1980s media localization. It's a really fascinating

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era to look at. It is. We're gonna look at how

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a single product ended up with wildly different

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identities and what that reveals about how entertainment

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was aggressively repackaged to fit whatever a

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publisher assumed a culture wanted. They made

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a lot of assumptions back then. Oh, massive ones.

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Okay, let's unpack this. The core premise of

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Casino Kit. It was developed and published by

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a company called Soful, and the setting is placed

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two years into the future from its 1989 release

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so, a futuristic 1991, and the ultimate goal

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for you, the player, is to earn a massive amount

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of money and defeat the quote unquote evil king

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of the casino. It is, well it's a classic hero's

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journey just kind of transplanted from a fantasy

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dungeon onto a casino floor. Yeah, swapping dragons

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for blackjack dealers. Exactly. But to really

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grasp how this game's identity splintered so

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badly, we have to look at its origins. Because

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this didn't start in a North American development

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studio, it started in Japan. And it actually

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started in print, which is super interesting.

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The Japanese version of this game is based on

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a manga series by Yuki Ishigaki titled One Million

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Dollar Kid. So it already had an established

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fan base. Right. So when the game first launched

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in Japan in early 1989, it wasn't called Casino

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Kid at all. It was released under the title One

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Million Dollar Kid. It's a very dramatic title.

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But the divergence between that Japanese original

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and the eventual North American release, it starts

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the very second you turn the machine on. It is

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a fundamental shift in how the story is framed

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for the player. The introductions are just worlds

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apart. Reading through the source, I actually

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had to double check that they were talking about

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the same game. I don't blame you. In the Japanese

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version, the narrative is quite whimsical. It's

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framed around a kid who is simply imagining himself

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to be the casino champion. The whole thing is

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literally a daydream. It's very light -hearted.

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Exactly. But when SoFell brought the game to

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North America, they completely scrapped that

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intro. The North American version explicitly

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drops you into a gritty, high -stakes tournament

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where you are competing against the world's toughest

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gamblers in reality. What's fascinating here

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is how clearly This highlights the differing

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cultural expectations for storytelling in games

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at the time. Well, in Japan, the home console

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market was already heavily invested in role -playing

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games, right? So a whimsical, aspirational premise,

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like a kid daydreaming, was a relatable, charming

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entry point. It really invited players to use

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their imagination. I have to push back on the

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decision to change it, though. I mean, why change

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a charming, daydreaming protagonist into this

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gritty tournament competitor? It's definitely

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a choice. It's like taking The Wizard of Oz and,

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I don't know, marketing it as an intense competitive

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hiking documentary. You're just stripping out

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the charm to make it sound aggressive. That is

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a great way to put it. It reveals a specific

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assumption the publishers had about the North

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American market in 1989. You have to remember,

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Western gaming culture at that time was heavily

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driven by the arcade scene. Oh right, and rental

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stores too. Exactly. Publishers believed that

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an American audience needed tangible, immediate

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action. They didn't think Western players wanted

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to explore a fun fantasy, they thought players

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needed a highly structured, competitive reality

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like you are here to beat the toughest gamblers

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in the world. It is a harsh pivot for the tone

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of the game. But the narrative framing was just

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the start, honestly. This shift in identity fundamentally

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altered the actual mechanics, the locations,

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and the very world you interact with. Yeah, they

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really took it apart. Here's where it gets really

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interesting. Because the amount of content they

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stripped out of the North American version is

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staggering. Usually you want to add value for

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an international release, right? I think so,

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yeah. But here, the publishers effectively gutted

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the world building. It was a massive feature

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purge. The Japanese version of the game was actually

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remarkably robust for an early NES title. First

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off, players had a free mode. Oh, nice. Yeah,

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this allowed you to simply experiment with different

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gambling strategies without the pressure of the

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main campaign. Right. And you could also customize

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the experience by entering your own name. Which,

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I mean, is standard now, but that was a huge

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feature for role -playing immersion back then.

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Absolutely. And it goes further. In Japan, the

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game was set in the actual real -world Golden

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Nugget Casino in Las Vegas. And you weren't even

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trapped in Vegas. Right, the travel aspect. Yeah.

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If you earned enough in -game money, you could

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pay a substantial airfare cost and travel to

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completely different casinos in New York City

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and Japan. The ambition of that design is really

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impressive for 1989. I mean, the concept of earning

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enough currency to physically fly to another

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continent creates a massive sense of scale for

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the player. Huge scale. So I'm reading this,

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and assuming they just translated the text and

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shipped it to America, but they basically took

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a machete to the code. They really did. They

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stripped out the travel mechanics entirely. No

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New York City, no Japan. They completely removed

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slot machines and roulette from the game. Just

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gone. Gone. Even the real world golden nugget

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was replaced with a parody name. And perhaps

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the strangest arbitrary change, they took the

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casino kid who had blue hair in the Japanese

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version and changed his hair to blonde. If we

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connect this to the bigger picture, this shows

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how localization in early gaming was often a

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reductive process rather than a translative one.

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It was just about cutting things down. Exactly.

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But we also have to think about the physical

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reality of 1980s technology. Translating a game

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from Japanese to English is not a simple one

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-to -one swap. English text takes up significantly

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more data space on a tiny microchip than Japanese

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kanji and kana. Oh wait, so it wasn't just spite,

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it was a brutal math problem. Yes, exactly. To

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fit the English dialogue onto the cartridge,

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publishers often had to delete actual game code.

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They literally had to delete cities and minigames

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just to make room for the English words. Wow,

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just to fit the alphabet in there. Right. And

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beyond the technical constraints, the blue to

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blonde hair change is a deliberate cultural erasure.

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Because of the anime connection? Yes. Blue hair

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is a staple of anime and manga character design.

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By changing it to blonde, Sofil was actively

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trying to hide the game's Japanese roots from

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the warm player, making it look like an all -American

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casino tournament. Think about how jarring that

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would be for you today. Like, you buy a highly

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anticipated open -world game, and you find out

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that purely because of your geographic location...

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the developers deleted two entire cities. It

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would be unacceptable. Right. They deleted cities,

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removed three minigames, and dyed the main character's

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hair just to make him look more standard. You

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would feel entirely cheated. But before the internet

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allowed players to easily compare regional differences,

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publishers operated in these silos. They viewed

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foreign games as basically raw material to be

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molded, cut, and sanded down to fit local hardware

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limits and cultural assumptions. So with half

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the game left behind on the cutting room floor,

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I started wondering what actually survived the

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journey across the Pacific. Amazingly, a few

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things did make it. Yeah, despite this massive

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geographic divide in the game's code, some truly

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quirky elements managed to survive the localization

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process intact, giving the game its distinct

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flavor. Well, the core gameplay loop remained

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mostly untouched. Whether you were the blue -haired

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daydreamer or the blonde tournament fighter,

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your primary path to victory was playing blackjack

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and five -card draw poker. against computer opponents.

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And we cannot overlook the most important shared

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visual quirk of both versions, the waitresses.

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Oh right, the bunny costumes. Yes, in both releases

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there are waitresses walking around the casino

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floor in full bunny costumes and they're the

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ones who actually provide hints to you as you

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play. It is a slightly surreal touch that kind

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of grounds the game in that classic exaggerated

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Las Vegas aesthetic. And it's interesting that

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it survived that whole cultural sanding down

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process we talked about. It really is. But there's

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another shared mechanic that survived. And it's

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arguably the most bizarre design choice in the

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entire game. It revolves around player etiquette.

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Oh, man. This is my absolute favorite detail

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from the source material. So you're navigating

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the casino floor looking for opponents, right?

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And the game gives you a mechanic to skip an

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opponent. Which seems normal enough. Sure. If

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you attempt to skip one opponent, the game rewards

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you by allowing you to find the exact location

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of the previous person you skipped. That makes

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total sense. But if you attempt to skip two or

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more opponents, the game notes that this is,

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quoting directly from the text here, frowned

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upon. It introduces a literal social faux pas

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into an 8 -bit casino simulator. I just cannot

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get over this. Why on earth would you program

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a social etiquette rule into a video game? It's

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pretty funny. It's like playing chess against

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a computer. But the computer gets genuinely offended

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and passive aggressive if you look away from

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the screen for too long. I mean, I am playing

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against a machine. Why does it care about my

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manners? It sounds totally absurd to have an

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NES cartridge judge your social graces, for sure.

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But, from a game design perspective, there is

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actually a very deliberate logic here. Really?

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Like what? Well, by punishing players for skipping

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too many opponents, The developers were forcing

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a specific pacing onto the experience. They wanted

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to create a sequential challenge. Oh, I see.

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Because they didn't want you to just sprint past

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everyone straight to the evil king of the casino.

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Right. If you could skip anyone, you would just

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bypass the escalating difficulty curve the designers

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carefully built. The whole etiquette framing

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is just a diegetic way of disguising a progression

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gate. Wait, diegetic meaning? Like, it fits within

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the fiction of the world. Yes, exactly. It is

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diegetic, meaning the rule exists inside the

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reality of the game world itself. Instead of

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a sterile menu screen popping up to, say, level

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locked or throwing up an invisible wall, the

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game uses the fiction of the casino to stop you.

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That's actually kind of clever. It essentially

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tells you, hey. That is rude. Go back and play

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the people in order. It's a guilt trip used as

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a game mechanic. So we have this heavily modified

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culturally altered memory constrained casino

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game that judges your manners. You would assume

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the story ends there. Of course it doesn't. No,

00:11:56.919 --> 00:11:59.559
the saga of Casino Kid gets exponentially stranger

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when you look at its sequel because Casino Kid

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this second completely flips the script on the

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franchise's release strategy and its geographic

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origins. The sequel is where we move from just

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localizing a game to something closer to, like,

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corporate taxidermy. Corporate taxidermy? Yeah,

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literally stuffing a completely different game

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inside the Casino Kid skin. That is perfectly

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put. So Casino Kid II was released in North America

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in April 1993, once again by SoFo. But before

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it was Casino Kid II, it had a completely different

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identity. A whole different life. Right. This

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sequel was originally going to be titled The

00:12:31.200 --> 00:12:34.480
Prince of Othello, and it was slated for a 1990

00:12:34.480 --> 00:12:37.559
release before SoFo decided to temporarily cancel

00:12:37.559 --> 00:12:40.559
the project entirely. So we are dealing with

00:12:40.559 --> 00:12:43.100
a resurrected phantom project. Yeah. A game that

00:12:43.100 --> 00:12:45.980
was killed off, kept in storage, brought back

00:12:45.980 --> 00:12:49.429
to life, and then just slapped with the branding

00:12:49.429 --> 00:12:52.409
of a moderate casino hit. So what does this all

00:12:52.409 --> 00:12:55.350
mean? Here is the ultimate irony of this whole

00:12:55.350 --> 00:12:58.490
deep dive. The original game Casino Kid was born

00:12:58.490 --> 00:13:01.679
in Japan. It was based directly on a Japanese

00:13:01.679 --> 00:13:05.240
manga. But Casino Kid II, it was never released

00:13:05.240 --> 00:13:08.299
in Japan. It was a North American exclusive.

00:13:08.519 --> 00:13:11.100
This raises an important question about the fluidity

00:13:11.100 --> 00:13:13.740
of intellectual property. I mean, how does a

00:13:13.740 --> 00:13:16.419
series that was literally birthed from a Japanese

00:13:16.419 --> 00:13:19.820
comic book evolve into an international globetrotting

00:13:19.820 --> 00:13:22.480
sequel that isn't even legally playable in its

00:13:22.480 --> 00:13:24.480
country of origin? It's so weird to think about.

00:13:24.559 --> 00:13:26.879
It completely severs the property from its roots.

00:13:27.080 --> 00:13:29.470
It is mind boggling. It's like making a sequel

00:13:29.470 --> 00:13:32.090
to a beloved British book series, but deciding

00:13:32.090 --> 00:13:34.649
it will only be released in South America. But

00:13:34.649 --> 00:13:36.789
Soful didn't just change the release strategy,

00:13:37.250 --> 00:13:40.549
they radically evolved the gameplay. Because

00:13:40.549 --> 00:13:42.590
it was originally a completely different game,

00:13:42.789 --> 00:13:45.169
you are no longer just wandering around a single

00:13:45.169 --> 00:13:48.590
casino looking for gamblers. Now, the titular

00:13:48.590 --> 00:13:51.110
protagonist has already defeated the top players

00:13:51.110 --> 00:13:53.870
in Vegas, and he is challenged by top gamblers

00:13:53.870 --> 00:13:57.419
globally. They finally brought back the globetrotting

00:13:57.419 --> 00:13:59.480
scale that they were forced to cut from the first

00:13:59.480 --> 00:14:01.940
game. They really did. These new matches are

00:14:01.940 --> 00:14:04.259
organized by a mysterious leader, and to unveil

00:14:04.259 --> 00:14:06.679
this leader, you have to defeat nine opponents

00:14:06.679 --> 00:14:09.320
from around the world. The gameplay loops of

00:14:09.320 --> 00:14:11.620
roulette, poker, and blackjack are there, but

00:14:11.620 --> 00:14:13.679
the way you interact with the world is completely

00:14:13.679 --> 00:14:15.580
different. Right. You're not walking around anymore.

00:14:15.840 --> 00:14:18.399
Exactly. You don't wander a floor. You travel

00:14:18.399 --> 00:14:21.440
by plane to each destination. And there's an

00:14:21.440 --> 00:14:24.720
important atmospheric detail here, too. The game

00:14:24.720 --> 00:14:28.159
dynamically reflects whether it is daytime or

00:14:28.159 --> 00:14:29.940
nighttime, depending on the specific country

00:14:29.940 --> 00:14:32.179
you are flying into. Oh, that's cool. Yeah, that

00:14:32.179 --> 00:14:34.779
is a wonderful touch of immersion for a 1993

00:14:34.779 --> 00:14:38.059
game. But 8 -bit graphics can only do so much

00:14:38.059 --> 00:14:40.320
to sell the atmosphere of a late -night flight

00:14:40.320 --> 00:14:43.500
to a new country. To really make the player feel

00:14:43.500 --> 00:14:46.059
that globe -trotting scale, they had to rely

00:14:46.059 --> 00:14:49.019
heavily on the audio. And that brings us to the

00:14:49.019 --> 00:14:52.159
legacy of this sequel, because aside from its

00:14:52.159 --> 00:14:54.580
convoluted release history, it is actually highly

00:14:54.580 --> 00:14:57.379
regarded for its music. Oh, absolutely. The audio

00:14:57.379 --> 00:15:00.559
landscape of Casino Kid 2 was created by the

00:15:00.559 --> 00:15:04.100
EIM sound team, specifically the work of Kenji

00:15:04.100 --> 00:15:07.679
Ino and Michie Hirasawa. Both of whom are sadly

00:15:07.679 --> 00:15:09.700
now deceased, but their work on this game left

00:15:09.700 --> 00:15:12.610
a really lasting mark. It is fascinating that

00:15:12.610 --> 00:15:14.809
a game with such a messy development history,

00:15:15.389 --> 00:15:18.070
a cancelled project wearing the skin of a localized

00:15:18.070 --> 00:15:20.929
manga adaptation, ended up preserving the work

00:15:20.929 --> 00:15:23.450
of these two notable artists. It really is a

00:15:23.450 --> 00:15:25.649
testament to the fact that even in the most corporate,

00:15:25.929 --> 00:15:28.570
cynically repackaged media products, you can

00:15:28.570 --> 00:15:30.970
still find pockets of genuine artistry. The music

00:15:30.970 --> 00:15:33.289
just elevates the experience. It gives it a heartbeat.

00:15:33.669 --> 00:15:36.009
Exactly. It gives this strange orphan sequel

00:15:36.009 --> 00:15:37.970
a soul of its own, filling in the gaps where

00:15:37.970 --> 00:15:40.570
the graphics just couldn't quite reach. It is

00:15:40.570 --> 00:15:43.490
an incredible journey. When we started this deep

00:15:43.490 --> 00:15:46.149
dive, we were looking at a daydreaming Japanese

00:15:46.149 --> 00:15:49.309
kid with blue hair. Then, through the aggressive

00:15:49.309 --> 00:15:52.250
blender of 1980s localization and hardware limits,

00:15:52.610 --> 00:15:55.590
he becomes a blonde, high -stakes tournament

00:15:55.590 --> 00:15:58.889
competitor trapped in a localized Vegas parody.

00:15:59.049 --> 00:16:02.029
And then he just keeps going. Right. And finally,

00:16:02.289 --> 00:16:05.429
he evolves into the star of a globetrotting sequel

00:16:05.429 --> 00:16:08.350
that is completely severed from its Japanese

00:16:08.350 --> 00:16:11.830
roots. Studying a single vintage source like

00:16:11.830 --> 00:16:15.129
the Casino Kid Wikipedia page is honestly like

00:16:15.129 --> 00:16:17.149
looking at a core sample of entertainment history.

00:16:17.309 --> 00:16:20.929
It reveals these massive seismic shifts in how

00:16:20.929 --> 00:16:22.889
international media handling used to operate.

00:16:23.029 --> 00:16:24.889
It was a completely different Wild West back

00:16:24.889 --> 00:16:26.990
then. It was. It wasn't about preserving a global

00:16:26.990 --> 00:16:29.889
artistic vision. It was about hyper -specific,

00:16:29.929 --> 00:16:32.549
sometimes ruthless adaptation just to make a

00:16:32.549 --> 00:16:34.350
product fit on a shelf. It really makes you look

00:16:34.350 --> 00:16:37.009
at every old cartridge, every old physical media

00:16:37.009 --> 00:16:39.230
format differently. You have to wonder what code

00:16:39.230 --> 00:16:41.009
was deleted just to make room for a different

00:16:41.009 --> 00:16:43.190
language. And that actually leads me to a lingering

00:16:43.190 --> 00:16:45.269
thought for you to take away from this. Think

00:16:45.269 --> 00:16:48.059
about that lost original The Prince of Othello.

00:16:48.360 --> 00:16:50.759
The Phantom Game. Right. The one that was temporarily

00:16:50.759 --> 00:16:53.179
canceled before being resurrected and reskinned

00:16:53.179 --> 00:16:55.960
as Casino Kid Shannack. It really makes you wonder

00:16:55.960 --> 00:16:58.120
how many of the games, movies, or books you love

00:16:58.120 --> 00:17:01.820
today were originally meant to be entirely different

00:17:01.820 --> 00:17:04.180
stories. Oh, wow. Just suddenly forced to wear

00:17:04.180 --> 00:17:07.079
the skin of an existing franchise just to survive

00:17:07.079 --> 00:17:09.740
in the market. What else out there is hiding

00:17:09.740 --> 00:17:12.319
a canceled Phantom project beneath its title?

00:17:12.539 --> 00:17:15.359
That is a brilliantly unsettling thought. the

00:17:15.359 --> 00:17:18.700
media we love might just be wearing a mask. Thank

00:17:18.700 --> 00:17:20.880
you so much for joining us on this deep dive.

00:17:21.480 --> 00:17:23.119
The next time you buy a piece of entertainment,

00:17:23.539 --> 00:17:26.299
remember the blue -haired daydreamer. Remember

00:17:26.299 --> 00:17:28.160
that depending on where you stand on the globe,

00:17:28.559 --> 00:17:30.720
the world inside that screen might be entirely

00:17:30.720 --> 00:17:33.740
different. Keep looking for the hidden histories

00:17:33.740 --> 00:17:36.220
in the media you consume every day. We will see

00:17:36.220 --> 00:17:36.819
you next time.
