Hardware: Sega Master System



Game System: Sega Master System
Cheat Category: FAQ
Game Company: Unknown
Game Category: Unknown
Hint, Cheat, Walkthrough:  

S E G A M A S T E R S Y S T E M
Frequently Asked Questions
Version 2.05.5
05/07/96

Created and maintained by: Jeff Bogumil (aj809@yfn.ysu.edu)

###########################################################################
#### SMS GAMES PROVEN TO CONTAIN DUAL LANGUAGE ROMS!!!!! ####
#### SEE QUESTION 5.5 FOR INFO. ####
###########################################################################

***************************************************************************
*** JOIN THE SMS MAILING LIST! SEND E-MAIL WITH SUBJECT LINE ***
*** "SUBSCRIBE SMS" TO clint.dyer@segaoa.com ***
*** MAIL-OP: CLINT DYER ***
***************************************************************************

+-------------------------------------------------------------------------+
| GG to SMS Adapter in the works! See 2.3, 4.1 |
+-------------------------------------------------------------------------+

========================================
=== ATTENTION SMS COLLECTORS/DEALERS ===
========================================
If you'd like to have a short bio of your business listed in the Sources
section (3.1), please send all information to aj809@yfn.ysu.edu.
If you have a web page, FTP site, etc., you can have it
listed/linked at 8-bit Unlimited --
http://www.dragonfire.net/~JBogumil/8bithome.htm

MY THANKS TO THE FOLLOWING CONTRIBUTORS:
----------------------------------------
Barry Cantin (BCantin@aol.com)
Brett K. Carver (brett@sr.hp.com)
Cap Scott (CapScott@aol.com)
Clint Dyer (APDF35D@prodigy.com)
Craig (s9407341@yallara.cs.rmit.edu.au)
Galen Komatsu (gkomatsu@uhunix.uhcc.hawaii.edu)
Jack Laughlin (laughlin@soeil.acomp.usf.edu)
James P. Grenert (grenert@harvey.mayo.edu)
Jesse Telephone Booth (boothj@rpi.edu)
John Daniels (ah499@cleveland.freenet.edu)
Ken Arromdee (arromdee@jyusenkyou.cs.jhu.edu)
Master of Slow Progress (dzubera@CS.ColoState.EDU)
Matt Kasdorf (kasdorf@eta.uleth.ca)
Michael C. Cukan (mcc2@cornell.edu)
Patrick J. Errico (s0024211@hawkmail.monmouth.edu)
Rampage (rampage@ccnet.com)
Richard L. Holbert (rholbert@rcinet.com)
Russ Perry Jr. (perryda@sol.acs.uwosh.edu, "Russ" in subject)
Ryan H. Osborn (rosborn@ecn.purdue.edu)
Steve Wills (gt2378b@prism.gatech.edu)
Meet Mr. Malaria (kyoshiro@netcom.com)
Ulrich Hilmer (HILMER_ULRICH@DIODE.donut.ruhr.com)
Charles McDonald (cgfm2@hooked.net)
John Winget (john-a-winget@uiowa.edu)
Jon Deeter (jond@wvi.com)

Dominick Roman
Calle Haiti, BL-7
Santa Juanita
Bayamon, PR 00956

Jeremy Statz
N6148 170th St.
Elmwood, WI 54740

Jess Ragan
8584 Peoples Road
Edmore, MI 48829

A special thanks to Dominick Roman, a major contributor of odds and ends,
and one of the few who kept on me to finish this FAQ. :-) Also, a great
deal of thanks to Brett Carver (who provided nearly all the codes found in
the SMS Cheats Compilation), Clint Dyer (who has helped tremendously with
this latest revision) and Matt Kasdorf (who was kind enough to examine and
map the guts of his SMS and Game Gear).

A very special thanks to Andy Church and the folks at dragonfire.net;
without them, there may never have been the new "8-bit Unlimited" web page.
Thanks guys!

I hope I haven't forgotten anyone... :-)

COPYRIGHT NOTICE:
-----------------
This document is Copyright (C) 1996 Jeff Bogumil. Feel free to distribute
this FAQ in whole - NOT in part - to the ends of the Earth. If you wish to
include this FAQ in any form of publication or compilation (newsletter or
book; electronic or paper product, CD-ROM or disk), please contact me
first at aj809@yfn.ysu.edu, or via snail mail:

Jeff Bogumil
187 N. State RR 2
Apt. B-201
New Martinsville, WV 26155-1631

DISCLAIMER:
-----------
I cannot be held responsible for false or mistaken information. This FAQ is
in no way endorsed by Sega of America or affiliates. All copyrights and
trademarks are recognized.

WHERE YOU CAN FIND THIS FAQ:
----------------------------
FTP: ftp.netcom.com, /pub/vi/vidgames/faqs, file smsfaq.txt
USENET: Posted regularly to rec.games.video.sega & r.g.v.classic
WWW: http://www.dragonfire.net/~JBogumil/8bithome.htm
MAILING LIST: SMS Mailing List

UPDATED SINCE VERSION 2.04.5
----------------------------
GG to SMS adapter project is in the works (4.1)
Additions to "bilingual" list (5.1)
RC Gran Prix released under Seismic label (6.1)
Blue cartridge labels (6.1)
New SMS page: http://www.wvi.com/~jond/paf.htm (3.4)
New SMS page: http://www.telegames.com/sms.htm (3.4)
New SMS page: http://talisa.acad.cai.cam.ac.uk/~nmp20/index.shtml (3.4)
Info regarding UK versions of Wonderboy III (6.1)
Info regarding Super Wonder Boy Super Wonder Land label (6.1)

INFO WANTED
-----------
Can someone PLEASE provide some additional information/procedures for a
Game Gear to SMS adapter? Is there any possible way to work around the
BIOS problem? (2.3, 4.1)

What other software pack-ins were included with European and Japanese SMS
packages? Can anyone verify the pack-ins I have listed? (1.5)

Anyone have any new or updated sources for SMS hardware and
software? (3.1) Howabout Internet resources? (3.4)

Are there any more 3-D to 2-D codes? Maybe for European software... (2.6)
Are there any Light Phaser to Control Pad codes? (2.8) Sports Pad (Roller
Ball) to Control Pad? (2.7)

Are there any more SMS games that do NOT work with Genesis controllers
(besides the obvious Light Phaser and Roller Ball games)? Is there some
sort of hack that can fix this incompatibility?
(2.10)

Does a full-color box actually exist for Power Strike? (5.4, 6.1)
Ghostbusters has been seen in black packaging -- anyone have more
information? (6.1) Does the black packaging represent direct
distribution by Activision? (2.1, 6.1)

SMS games have been shown to be language switchable. Can anyone find
a way to create a language switch with the SMS base unit? What are the
differences between the English and Japanese ROMs in SMS games (title
changes, difficulty settings, etc.)? (5.5)

Measurements of SMS II? (1.1)

CONTENTS
--------
I. General Information
1.1 What is the SMS?
1.2 Why didn't it gain popularity?
1.3 What are the technical specifications of the SMS?
1.4 What accessories are available for the SMS?
1.5 What pack-in packages exist?

II. Compatibility
2.1 Is European software compatible with U.S. units?
2.2 Is Japanese software compatible with U.S. units?
2.3 Can I play Game Gear games on my SMS?
2.4 Can I play SMS games on my Genesis?
2.5 Can I play SMS games on my Game Gear?
2.6 Can I play 3-D games without the 3-D glasses?
2.7 Can I play Sports Pad games without the Sports Pad?
2.8 Can I play Light Phaser games without the Light Phaser?
2.9 Do Genesis controllers work with SMS games?
2.10 Is there any possible way to play SMS cards on the SMS II and Game
Gear?

III. Sources
3.1 Where can I find SMS hardware and software?
3.2 Are there any magazines with SMS coverage?
3.3 Where can I find SMS cheats, tips and strategy guides?
3.4 What other Internet resources available?

IV. Modifications
4.1 What would I find if I compared the SMS and Game Gear?
4.2 Is there a way to move the SMS pause button to a controller?

V. Trivia
5.1 I've heard about a built in, hidden game. What gives?
5.2 What is the SMS/Zillion relationship?
5.3 Did SMS software really start the "meg" thing?
5.4 I've heard about a limited edition SMS game. Info?
5.5 Do SMS carts contain dual language ROMs like Genesis carts?
5.6 The instruction manual says <such and such>, but the game does/says
<such and such> Info?
5.7 What SMS games are recommended?
5.8 What SMS games are not recommended?
5.9 What exactly is Y's based on?

VI. Game List
6.1 What games were released for the SMS?
6.2 What SMS software was announced, but not released?

-----------------------
I. GENERAL INFORMATION
-----------------------

[1.1] WHAT _IS_ THE SMS?

The SMS (Sega Master System) was Sega's answer to Nintendo's 8-bit NES
(Nintendo Entertainment System). Technically superior, the system never
gained much in the way of a large user base due to numerous factors (see
1.2). The SMS sported quite a few gems during its short life, however,
such as the renowned RPG Phantasy Star and the highly rated 3-D Glasses.

The Sega Master System appeared on store shelves shortly after the release
of the NES. It is large, tech-looking system measuring 14 3/8 W
- 6 5/8 D - 2 3/4 H, with sharp corners (unlike the Genesis or SMS II) and
black plastic casing. In comparison, the NES looks like a Cessna
single-engine compared to the SMS' SR-71 design. After a one inch base,
the machine is formed upward and inward to form the cartridge slot plateau.

Rather snazzy...

AC ORIGINAL MODEL SMS I
| RF OUT A/V OUT Overhead view
| | |
| | CHANL 3/4 | Extension port (never used)
| | | | |
------------------------------------------------------------------------
| \ / |
| \ ############## VENT ################################## / |
| \ / |
| |---------------------------------------------------------| |
| | | -----CART SLOT ----------|| |
| | | -------------------------|| |
| |---------------------------------------------------------| |
| / | | \ |
| / | RESET PAUSE | \ |
| / | | \ |
| / --------------------------- \ |
| / ------------ \ |
| | | |
-----[-----]----------------(---)-(---)----------|----------|------------

| | | |
POWER JOYPAD PORTS CARD SLOT

ASCII art by Jeff Bogumil
________________
/________________\ ORIGINAL MODEL (SMS I)
|__________________| Nondescriptive front view


The SMS has an introduction screen which appears each time you turn
on your SMS (with or without a game inserted). The Sega logo slowly
"slides" into view mid-screen (with accompanying sound effect), and
the text "Master System" appears underneath. A two-tone intro tune is
played during this sequence, which is best compared to the opening tune
in the 16-bit Genesis version of Sonic the Hedgehog (though, in the
SMS' case, the singing choir is replaced by the simple tones).

Unlike the NES, the SMS has an instructional screen that appears if
you turn on your system without having a cart or card inserted (the
instructional screen appears after the introduction screen). Later
on (specific time-period, anyone?), Sega switched to built-in software,
which automatically loads if you turn on your machine without a game
present.

In what seems to be a tradition with game systems, Sega of America
released the Sega Master System II in 1990 in order to increase it's
current user base via inexpensive (though downscaled) hardware. This
"2nd generation" SMS (comparable to the Atari 2600 Jr. and remodeled NES)
measures _ x _ x _. Very much the opposite of the original model, the SMS
II looks similar to the remodeled 16-bit Genesis system. Smooth curves,
rounded corners, variable degrees of black and gray colored plastic,
plus an enlarged, white Pause button for those "dive for the system"
type of action games. As an incentive, Sega included Alex Kidd
in Miracle World as a built-in freebie.

Unlike the SMS I, however, the SMS II lacks the following features
(they were dropped in order to reduce the price of manufacture):

* Card port (resulting in the inability to play card based
games and 3-D carts (since the 3-D glasses use the card slot)).
* Swinging, hinged cartridge slot doors (the SMS II cart port operates
via a sliding cover).
* Opening logo music tune and text "Master System", when powered up.
* Reset button.
* Power-on light.
* A/V output.
* Extension port.

2ND GENERATION MODEL (SMS II)
Overhead view
ASCII art by Ryan H. Osborn

RF-OUT
POWER | CH4/CH3
| _| |
{ } { } { }
____________________________________________________
/ \
/ ____________ _______ \
/_/ \ / \_\
| \ / |
| |_____________________________| |
| _____ |\ /| |
| / \ | \_________________________/ | |
| | | | | | | |
| | PAUSE | | | | | |
| | | | |_________________________| | |
| \_____/ |/___________________________\| |
| |
| ^ CARTRIDGE INPUT |
| ||POWER|| |
| (****---) S E G A |
\ OFF ON MASTER SYSTEM II /
\ POWER BASE /
\____________________________________________________/

{____} {____}
| |
CONTROL 1 CONTROL 2

For those interested in playing SMS games, but who don't own the system, you
should check out the "puesdo-SMS" systems: the Power Base Converter (SMS to
Genesis adapter) and Master Gear (SMS to Game Gear adapter). See 2.4 and 2.5
for more information.

In Europe (particularly, the U.K.), players were given the "Sega Master
System." and "SMS II" (I assume in all ways similar to the U.S. units, except
for NTSC/PAL definitions). Europe was also blessed with the "Sega Master
System Plus" (unfortunately, I have no idea what the "Plus" entails; possibly
extra pack-in software or free accessories -- maybe FM chips)?

In Japan (the birth place of the Sega Master System), the "SG-1000" (early
Japanese SMS) came and went pretty quickly. Later, the "Sega Mark III"
appeared, which is similar to the U.S. SMS unit except for some added FM
chips (in fact, Sega of America based our SMS on the Mark III). Also
available in Japan was the "Sega Master System" (which featured built-in
3-D hardware) and from Samsung came the "Gamboy" (a licensed Master System
with FM sound). UPDATE: New info supports the following: that the Sega
Mark III is similar to the U.S. SMS INTERNALLY (external differences are
so dominate, they result in cart incompability between SMS and Mark III).
Also, the Japanese version of the Sega Master System may NOT include
built-in 3-D hardware. Can anyone clarify this?

SMS games were sold in much the same way as early 16-bit Genesis carts: a
box resembling a VCR tape case, with the instructions, game, and any
pamphlets/advertisements held on the inside walls. The major difference
between the 8-bit and 16-bit packaging is the color; SMS boxes are white
with a checkered pattern - in effect, the negative of early Genesis
packaging. Card boxes are thinner than those of carts. The boxes were
shrink wrapped until the Genesis appeared; then Sega opted to simply seal
the case with a small "Sega" sticker along the seam. Final releases (such
as Spider-Man) were sold in their original European packaging, with nothing
changed but the UPC code (a sticker is placed over the European code).

Third party licensees were scarce on the SMS. Activision and Parker Brothers
are the only actual game releasing 3rd parties I'm aware of, though Sega did
gain permission to "reprogram" numerous games developed by other companies.
Absolute Entertainment did sign on as a 3rd party, but during the SMS' death,
handed over their R.C. Grand Prix to Sesmic, who (I suppose) turned it over
to Activision. AE canceled James Bond 007 for a U.S. SMS release. These
are the only two games I'm aware of (concerning AE's involvement with the
SMS).

[2] WHY DIDN'T IT GAIN POPULARITY?

There are many factors contributing to the SMS' failure in gaining a
significant amount of the market (statistics show the NES having 90% of the
8-bit market, with the SMS and Atari 7800 sharing the remaining 10%).

#1. Nintendo's third party policy (at the time, if you programmed for the Big
N, you programmed for the Big N only). Thus, Sega suffered. I believe
Nintendo relaxed their restrictions later on, with a 4 year waiting period
before a licensee could transfer an NES title to another format. Even later,
Nintendo again reduced restrictions upon government pressure. By this time,
however, the SMS had failed to make significant sales, resulting in little
interest from outside developers.

#2. The Nintendo Entertainment System came first and was quickly accepted by
video game starved consumers.

#3. With the NES' head start came a disturbing trend in consumers: everyone
likes to stick together. Jimmy buys a system just like the one Bobby has, so
as to fit in with the crowd.

#4. Poor software. I admit, the SMS sported some retched stuff with its
introduction, with most of it leaning toward the sports/action spectrum
(i.e. didn't appeal to the entire crowd).

#5. Poor management by Tonka Toys. In 1987, Sega of America sold its SMS
rights to Tonka, believing that Tonka's toy distribution would better allow
the SMS to be circulated. Unfortunately, the distribution didn't make much of
a difference, what with the dismal marketing and support given by Tonka.
Popular titles (such as Gauntlet and Psycho Fox) appearing in Europe were
passed over by Tonka for such flops as Cloud Master and Dynamite Dux. Soon
after the release of the Genesis, however, Sega of America reacquired the SMS
rights, which were quickly followed by some new software releases (including
previously ignored European softs such as Psycho Fox, and downscaled 16-bit
translations like Ghouls 'n Ghosts). This was too little, too late,
however...

#6. My own personal peeve -- the pause button is located on the SMS base
unit instead of a controller. Given, this may not have affected sales
much, but I'm sure it did nothing to help the system's popularity. :-)

#7. A lack of 3rd party exposure. Tonka did nothing to really advertise
SMS 3rd parties. Activision and Parker Brothers games are only recognized
by their small logos on the box packaging; there were hardly any other
distinguishing features that hinted at any licensee involvement (except for
Activision possibly having a hand with the infamous black packaging of their
carts). Nintendo, on the other hand, did give exposure to their 3rd party
developers. Marketing-wise, the promotion of companies developing games for
_your_ system adds security and lasting value to your product. Sega did not
make this mistake with the 16-bit Genesis and tried to correct the mishap
when they reacquired SMS rights.

While the system failed in the U.S., it succeeded in Europe to a great degree
(with the belief being the SMS and NES traded places overseas). At present,
the system has been discontinued in the United States (has been for a few
years now), and is currently on its last legs in the U.K. (with support
coming only from Sega itself). The prayer -- Sega will reintroduce the SMS
as a system capable of playing Game Gear carts on TV. :-)

[3] WHAT ARE THE TECHNICAL SPECIFICATIONS OF THE SMS?

The following has been reprinted from the rec.games.video FAQ (statistics
by Corey Kirk):

Bits (CPU): 8
Bits (Gx): 8
CPU: Z80
MHz: 3.6
Graphics: 240 x 226
Colors: 52/256
Sprites: 16
Sprite size: 8 x 8
Audio: mono
RAM: ?

The following has been contributed by Matt Kasdorf:

From SMS I packaging:
ROM: 1024K Bits
RAM: 64K Bits
Video RAM: 128K Bits
Colors: 64
Resolution: 256x192 Dots
Screen Scroll: Horizontally, Diagonally, Vertically, Partial
Audio: 3 Sound Generators, Each Four Octaves, 1 White Noise
Characters: 8x8 Pixels, Max 488
Sprites: 8x8 Pixels, Max 256

Some Text from the Box:
"4 way scrolling", "up to 4194K Bit memory", "256K Bit Memory Sega Cards",
"up to 4194K Bit Memory Sega game Cartridges", "with lithium Back Up RAMs"

Guts:
RF Converter: MGB3-VU3401, 8E388
PCB Component Side Markings: (c) SEGA 1988
SEGA (R) M4 POWERBASE / NTSC 171-5533-01
837-6629 19 AUG 1988
CON2: 35 Pin Card Slot 209-5020 K16R
CON3: 50 Pin Cartridge Slot PSB4D255-4R1 M18R
CON4: 50 Pin Card Edge
IC1: Zilog Z0840004PSC Z80CPU 8828 SL0965
IC2: 0821EX SEGA MPR-11460 W46
IC3: NEC JAPAN D4168C-20 8829P5007
IC4: SEGA (R) 315-5216 120U 8820 Z79
IC5: SEGA 315-5124 2602B 84 18 89 B
IC6: NEC JAPAN D4168C-15-SG 8828XX215
IC7: NEC JAPAN D4168C-15-SG 8828XX215
IC9: SONY 8M09 CXA1145

SMS Control Pad Information:
-female plug on end view: 5 4 3 2 1
9 8 7 6
-pin 1: Up
-pin 2: Down
-pin 3: Left
-pin 4: Right
-pin 5: No Connection
-pin 6: Button 1 (Start)
-pin 7: No Connection
-pin 8: Common (Ground?)
-pin 9: Button 2

[4] WHAT ACCESSORIES ARE AVAILABLE FOR THE SMS?

VictorMaxx's StuntMaster helmet (a puesdo-VR goggle display) is
compatible with the SMS 1 via the A/V port.

Here are those offered by Sega. Other companies also developed various
peripherals, including joypads, joysticks and light guns. In Europe,
Sega released a "Handle Controller" (info, anyone?), and in Japan, a BASIC
program language attachment, keyboard and light pen (is this the same as the
Graphics Board?), and "audioadapter" (what is this?). Sega of America
announced a "Graphics Board" (a drawing pad, with images appearing on your
television screen) and a 3.5" disk drive with the SMS' introduction, but
neither accessory was released.

Tonka announced a few peripherals in their '88 "Let the Games Begin" catalog.
They include an "Arcade Command Stick" ((#43052) questionable existance), a
"Mega Phaser" ((#43051) evidently released), Light Tablet ((#?????) rumored
ONE prototype to exist -- I would guess this tablet is the Graphics board
announced by Sega), and a 3.5" disk drive (#?????) not released -- again,
most likely the same item as Sega's disk drive). Product numbers listed
(43xxx) are by Tonka, not Sega.

For details concerning Sega Mark III accessories, see 3.4.

Two SMS card -> SMS II/Master Gear converter (card -> cart port) prototypes
are known to exist.

Available in Europe is the Pro Action Replay (a cheat code device similar to
the Game Genie).

Paddle Controller (product #????)
Evidently, this device was not released in the U.S. as previously believed.

Sports Pad (Power Ball) (product #3040)
A rollerball controller developed for a couple early sports games (Sports Pad
Football and Great Ice Hockey; possibly others).

Light Phaser (product #3050)
Similar to the NES Zapper, but of higher quality. A sleek, jet black
pistol, with "hair trigger" (no clunky "recoil" found, unlike the Nintendo
counterpart). Light Phaser compatible games required (see 6.1). For an
interesting trivia note, see 5.2

3-D Glasses (product #3073)
Quite innovative at the time of release, Sega's SMS 3-D glasses still draw
rave reviews from video game players. 3-D compatible games required
(see 6.1). A SMS I is required for this device, as the 3-D glasses hook
up to the system via the card slot.

Control Stick (product #3060)

/----\
\----/ ASCII art
|| by
_ _ || Jesse Telephone Booth
/-----------------\
\-----------------/

The Control Stick was a joystick designed for right handed control, instead
of the typical left handed set-up. It was sold separately for $20-25,
was packaged with the SMS cart Outrun (sold together for $45-65), and was
also sold with the Rapid Fire Unit ("Rapid Fire Control Stick, $??.??)
Black, gray and red design.

Rapid Fire Unit (product #3045)
From Brett Carver: A small device that is inserted between a two-button
controller and the game system. It provides an auto-repeat capability for
the control buttons which saves a lot of wear-and-tear on fingers for games
like Astro-Warrior. The auto-repeat could be turned on for each button
independently.

Switches to turn on/
| off auto-repeat
Plug for V
system -----------------
| | |
V | 2 [X ] |
--- | |
| |=======| RAPID FIRE [<- Plug for
--- | | controller
| 1 [ X] |
| |
-----------------

ASCII art by Brett Carver

This unit was seen offered through Sega in their early "SEGA
Challenge" newsletters. Buying 3 games would get you the item. It
was also available via retail ($8.50), and packaged with
the Control Stick as the "Rapid Fire Control Stick" ($??.??).
A 3rd party rapid fire unit may exist (more info in a future update).

Control Pad (product #3020)
The joypad which comes packaged with SMS systems. Resembling the 1st
generation NES pads, three versions exist:

1. Three button/mini-joystick. Once the thumbpad button cap was removed,
a small "thumbstick" could be inserted.

2. Three button. The third button sits recessed in the center of the
thumbpad. The button has no function during gameplay.

3. Two button. The thumbpad button as been entirely removed. This
version is most commonly associated with the SMS II, when it was
introduced.

[5] WHAT PACK-IN PACKAGES EXIST?

When released, SMS I pack-ins included (product # shown):

3000 Hang On/Safari Hunt ("Master" package; including base unit, 2
controllers, combo cart, light phaser and hook-ups; original
retail price of approx. $200 (I paid $230 for mine <Grin>))

3005 Hang On/Astro Warrior ("Base" package; including base unit, 2
controllers, combo cart and hook-ups; original retail price
of approx. $120)

3001 Missile Defense 3-D ("SegaScope" package; including base unit, 2
controllers, cart, 3-D Glasses, light phaser and hook-ups;
original retail price of approx. $???)

There are also 3 (possibly 4) different built-in software variations of the
SMS I. I assume these systems replaced the base units and carts listed in
the above packages. They are:

#1. Hang On/Safari Hunt
#2. Missile Defense 3-D
#3. Hang On/Astro Warrior (exist? I have yet to encounter one)
#4. Hang On

The SMS II was released with Alex Kidd in Miracle World built in, one
controller and necessary hook-ups.

Sega of America had a short-lived special offer with the Power Base
Converter, offering Golden Axe Warrior as a free pack-in.

In Europe, players were given the same pack-ins as those in the states --
concerning the original "Sega Master System." Later, with the "Sega Master
System II", Sonic the Hedgehog (cart) soon accompanied Alex Kidd in Miracle
World (built in) as a pack-in, but then later replaced Alex as the built in
feature.

I have no idea what pack-ins or built-in games may have come with the
Japanese SMS systems. Info?

In Australia, at least 3 pack-ins exist:

1. The SMS I with Alex Kidd in Miracle World built-in, controller(s?),
and hook-ups.
2. The SMS II with Alex Kidd in Miracle World built-in, two
controllers, hook-ups, and a Double Dragon pack-in cart.
3. The SMS II with Alex Kidd in Miracle World built-in, hook-ups,
controller(s?), and Sonic the Hedgehog 2 pack-in cart.

-----------------
II. COMPABILITY
-----------------

[1] IS EUROPEAN SOFTWARE COMPATIBLE WITH U.S. SMS UNITS?

Yes. Although folks may be wondering about PAL and NTSC electrical
definitions, there appears to be no problems playing European games.

[2] IS JAPANESE SOFTWARE COMPATIBLE WITH U.S. SMS UNITS?

Japanese SMS software is compatible with foreign SMS units, but the Sega
Mark III carts are not compatible with any SMS unit. Adapters exist,
however -- a Sega Mark III -> SMS converter, and Sega Mark III -> MegaDrive.
The SG-1000 is most likely incompatible with the SMS and Mark III.

[3] CAN I PLAY GAME GEAR GAMES ON MY SMS?

The official word: No. The unofficial word from curious hackers: I don't
see why not. The NEW unofficial word: No, due to color conflicts. Here's
some information I received (from Meet Mr. Malaria (kyoshiro@netcom.com)):

"As for the possibilility of running Game Gear games on an SMS,
I'd say no, or at least a firm possibility tha[Bt it can't.

The Game Gear can run SMS carts, of course, but that may very
well be due to intentional downward compatibility of the GG to the SMS,
and such may not work in reverse. The only hardware [difference] I know of
between the two on a chip level is that the GG has a 4096 color palette,
while the SMS has a 256 color palette, but that may be enough. If the GG
has a larger palette, than it must have a different method of setting
each of the color registers than the SMS did: The SMS color can be
determined by one byte, so probably only needed one register, whereas a
number from 0 to 4095 needs two bytes, and therefore the GG chips
probably have two color registers, or one register with a special system
which allows both bytes to be written one half at a time.

The Game Gear was probably designed to allow the color registers
to be set by either the 256 color method (for downward compatibility), or
the 4096 color method, whereas the SMS was created before the GG, so it
would not support a GG-specific game's method of setting colors.

The possible problems resulting from this incongruety -alone-
might be:

#1. A complete crash (if the GG game tried to set registers that did
not exist or had nothing to do with color)

#2. Completely scrambled colors (if the GG uses the same registers
to write the colors, but in a different way)

#3. No picture at all (if the GG writes colors using registers that
had no function in the [SMS], so no SMS color reg would ever be written
to, and all would default to black, so no picture)

It may still be possible that the two are still compatible, but
only [if Sega] intentionally created the GG to set colors in a matter that
would cause the [SMS] to use it's nearest approximation, or if each cart
were programmed to be SMS compatible.

Summary: It looks to me like the GG was designed to be downwardly
compatible with the SMS, but the SMS would not have been designed to be
compatible with the GG."

-- BUT --

From Richard Holbert (rholbert@rcinet.com):
"I don't own either, but I read your FAQ and have an idea that might work.
Aside from the obvious hardware interface problems, the software
incompatibilities could be addressed as follows: I think it should be
possible to rewrite the SMS BIOS ROM (or whatever Sega calls it) to map the
extra color codes to their nearest SMS equivalent.

Source code for both SMS and GG BIOS would be very helpful, but someone
could probably disassemble them."

Someone once mentioned that a pre-Christmas '92 issue of VG&CE contained a
mailorder ad offering a GG to SMS adapter, but my VG&CE collection is
incomplete, and I haven't been able to confirm its existence. Any
information is welcome.

For more information, check out the Modifications section of this FAQ.

Charles McDonald is currently working on a GG to SMS adapter. See 4.1
for more info.

[4] CAN I PLAY SMS GAMES ON MY GENESIS?

With the aid of a device called the Power Base Converter, it's possible to
play all (*) SMS games (including 3-D, light phaser, and cards) on the
original model Genesis. The converter retails for $40-50, but can be found
discounted for as low as $15. Note that a Power Base Converter for the
Genesis II is available in Europe only.

From John Winget (john-a-winget@uiowa.edu):
"I have sucessfully attached the adapter to my Gen II system by cutting off
the tab on the back where the screw went through to secure it to the Gen I.
there is a considerable gap left under the adapter when plugged into the
Gen II but if you add a heavy foam aroung the edge cut to fill the gap it
is more than secure enough to use."

From Clint Dyer (APDF35D@PRODIGY.COM):
"Only F-16 doesn't work on the PBC -- in short, it uses all the
pins across the board, and is the only card to do that. Thus, the PBC
wasn't made to read all the pins."

[5] CAN I PLAY SMS GAMES ON MY GAME GEAR?

Yes. A few adapters exist, with Sega's own being the "Master Gear."
Restrictions apply:

* Only cartridges can be used.
* Small text and objects are difficult to make out on the Game Gear.
* 4-meg SMS carts have minor difficulties (i.e. the occasional scrambled
graphic) due to Game Gear limitations.
* Carts requiring special accessories or a second controller won't function
properly.

[6] CAN I PLAY 3-D GAMES WITHOUT THE 3-D GLASSES?

A few games do have special codes or options to disable the 3-D feature,
and they're listed below. If anyone knows of any other 3-D games with a
2-D option, please let me know.

Zaxxon 3-D: Press pause at the title screen to bring up an option menu.
Simple enough. :)

Poseiden Wars 3-D: Plug a control pad into the 2nd port. With this
controller, press button #1.

Space Harrier 3-D: Play the game in 3-D until you reach the first boss.
Let him kill you. If you obtained a high enough score, you'll get an
initials input screen after the Game Over message. With the 2nd
controller, and holding button #1, enter T-H-R-E-E. Note that the word
will not be displayed on the screen.

[7] CAN I PLAY SPORTS PAD (ROLLER BALL) GAMES WITHOUT THE SPORTS PAD?

You can move in a diagonal direction only, though very quickly.

Sega did re-release Sports Pad Football as Great Football, which is
compatible with the standard controller (possible dual compatibility
with the Sports Pad).

[8] CAN I PLAY LIGHT PHASER GAMES WITHOUT THE LIGHT PHASER?

I don't believe so. I haven't heard of any Light Phaser games that offer
an option to play the game with a standard control pad.

[9] DO GENESIS CONTROLLERS WORK WITH SMS GAMES?

Yes -- kind of. The standard Genesis 3-button and 6-button joypads work
fine with most SMS games, though there are some carts which are
incompatible. (Is this a pin conflict, and if so, can it be fixed?) Here
is a list of games which do NOT function with Genesis controllers.

Alien Syndrome
Bomber Raid
Great Volleyball
Montezuma's Revenge
Shanghai
Where in the World is Carmen San Diego?
Wonderboy in Monsterland

[10] IS THERE ANY POSSIBLE WAY TO PLAY SMS CARDS ON THE SMS II AND GAME
GEAR?

SMS card games were re-released in Europe as carts -- that's your best
option. There ARE card -> cart port converters, but only two are known to
exist.

-------------
III. SOURCES
-------------

[1] WHERE CAN I FIND SMS HARDWARE AND SOFTWARE?

NOTE: Many of these sources are becoming seriously dated; if you
have any additions or corrections, PLEASE drop me a note.
Thanks.

Best bet: yard and garage sales, flea markets, and pawn shops. 'Course,
rec.games.video.marketplace wouldn't be a bad place to start. :-)

If you're in serious need of SMS control pads, you should see which games
in your collection will function with a standard Genesis pad. The following
games have proven to be incompatible:

Great Volleyball
Shanghai
Alien Syndrome
Wonder Boy in MonsterLand
Where in the World is Carmen San Diego?
Montezuma's Revenge
Bomber Raid

Place classifed ads in video game fanzines, such as Digital Press,
MASTERminds and SMS Unlimited.

Telegames USA offers accessories and U.K.-imported software. You can
request a catalog and other information: (214) 227-7694 (voice).

Tenex Computer Express has some compatible controllers available in their
Commodore/Amiga catalog; the Beeshu Ultimate Superstick (joystick with
turbofire), Kraft Systems TripleTrack (rollerball), and Beeshu Zoomer
Control Yoke (flight simulator controller with turbofire). They can be
contacted at: 1-800-PROMPT-1 (voice).

Video Magic offers some SMS hardware and software. You can request a
catalog by writing to:

Video Magic
P.O. Box 9542
Pittsburgh, PA 15223

The following is a list of U.K. based electronic games dealers. Thanks to
Jeremy Statz for these locations.

Select Consoles (mail order only)
(052) 587-3573

KC's Computers and Console Magic
3 High Street
Loughbrough
Leics LE11 !py
(050) 921-1799

Whizz-kid
22 Station Square
Petts Wood
Kent BR5 1NA
(068) 989-1000

Raven Games London
74 Bromley Road
Beckingham
Kent BR3 2NP
(081) 663-6810

Surfcliff LTD
34 Norton Road
Southbrough
Tumbridge Wells
Kent TN4 0HE

SoftScan
P.O. Box 84
Station Approach
Hereford HR4 9YU

[2] ARE THERE ANY MAGAZINES WITH SMS COVERAGE?

Yes, but only in the U.K. They are:

Sega Power
Future Publishing Ltd.
Freepost
Somerton, Somerset TA11 7BR
Phone: 0458 74011 (subscription only)
Price per issue: 2.25 UK
Subscription price outside UK: 51.95 UK

Sega Magazine
Tower Publishing
Tower House
Soverign House
Lathkill Street, Market Harborough
Leics, LE16 9EF
Phone: 0858 468888 (subscription only)
Price per issue: 2.25 UK
co-published by Emap Images and Sega Europe

I assume that with the lack of SMS support in Europe, these magazines offer
less SMS coverage than they did previously.

Another is "MASTERminds"(Genesis & SMS coverage), edited by Todd Lintner.
Available for $1.50 via snail mail:

Todd Lintner
6406 Jacobs Way
Madison, WI 53711-3209

NOTE: I haven't heard from Todd in some time; MASTERminds may
now be defunct.

[3] WHERE CAN I FIND SMS CHEATS, TIPS AND STRATEGY GUIDES?

The SMS Cheat Tips Compilation is available via FTP,
ftp.netcom.com, pub/vi/vidgames/faqs, filenames sm_read.txt and
smcheat*.txt; a total of 7 files. Also available via 8-bit
Unlimited: http://www.dragonfire.net/~JBogumil/8bithome.htm

Check the UK Software list (see info below) and USA software list
(6.1) for games included in the Cheats Compilation.

[4] WHAT OTHER INTERNET RESOURCES ARE AVAILABLE?

Jeff Bogumil's 8-bit Unlimited
------------------------------
A new web page for fans of the SMS and NES.
http://www.dragonfire.net/~JBogumil/8bithome.htm

The Phantasy Star web page
--------------------------
http://www.cnu.edu/~jmaxlow/pspage.shtml

Picture Archive
---------------
Scanned and provided by Galen Komatsu, the following jpegs are
available via 8-bit Unlimited:
http://www.dragonfire.net/~JBogumil/8bithome.htm

smsc1.jpg rather "useless" pic really, it's a page from a flyer
which shows the system with various peripherals, and below
is three applications (which is why I scanned it, *shrug*)

smsc2.jpg a detail of the above picture, shows the system &
peripherals, in the picture:

telecom pack
(tv)
joystick mark III handle controller
data recorder keyboard 4 color plotter printer

smsc3.jpg various peripherals: from left to right:
(cut off, the Mark III, if you'd like a better pic of it
I can scan one.)
1- Telecom pack, not quite sure what this is yet.
2- "terebi oekaki
3- info about the keyboard
4- handle controller, joystick, bike handle

zil1.jpg front page of zillion flyer, shows the gun (looks
excatly like the light gun, but with a different
sticker-plate on the side)

zil2.jpg inside pages of flyer, I guess things didn't scan
too "straight" since when I tried pasting the two
halves together, I aligned them by word "zillion"
but the guy in the (center of the) picture came out
a bit crooked.

zil3.jpg back page, just shows the "games" you can play
(shoot the targets, shoot against your friends...)

The SMS Mailing List
--------------------
The SMS Mailing list has been moved to a new site. To subscribe,
send e-mail to clint.dyer@segaoa.com, with the subject line
"SUBSCRIBE SMS".

The U.K. SMS Software List
--------------------------
A list of U.K. released software is available via 8-bit
Unlimited, http://www.dragonfire.net/~JBogumil/misc.htm, and
is also available through the SMS Mailing List, rec.games.video.sega,
and rec.games.video.classic.

The U.K. Top 10 SMS Games list
------------------------------
Via the WWW: http://www.futurenet.co.uk/misc/GallupCharts/index.shtml

The Sega Masters' Guild
-----------------------
A web page containing a list of SMS collectors and their goods, this
FAQ in HTML format (an old version, but with images), and a list of
SMS mailorder firms. http://comp.uark.edu/~ivaz/sega.shtml

NOTE: This web page is not maintained by me, so please, send your
e-mail to the proper person. :-)

Jon Deeter's SMS page
---------------------
www.wvi.com/~jond/paf.htm

Telegames (sells SMS stuff, including UK games, but you'll pay...)
------------------------------------------------------------------
http://www.telegames.com/sms.htm

Nathan's Home Page
------------------
http://talisa.acad.cai.cam.ac.uk/~nmp20/index.shtml

------------------
IV. MODIFICATIONS
------------------

[1] WHAT WOULD I FIND IF I COMPARED THE SMS AND GAME GEAR?

The Game Gear is actually a slightly scaled down SMS, with its own play
screen (of course) and controller features built into the portable unit.
The systems are extremely similar: it's known that the Master Gear (SMS to
GG adapter) is only a vehicle which connects the SMS cart and GG port pins,
with little or no electronics used in the process. This being the case,
I've printed the following information in the hopes that some technical
maven out there can use these statistics in order to create a GG to SMS
adapter (no matter the cost <Grin>). Thanks to Matthew Kasdorf for
providing all this stuff.

Sega Master System Cartridge Information:
-two sided printed circuit board
-50 pin edge connector: Component Side: pins 1 - 49 (cartridge
forward) Solder Side: pins 2 - 50

Sega Game Gear Cartridge Information:
-single sided printed circuit board
-PCB Component Side Markings: 837-7846-01, MB98536-015, 9119 K12
-PCB Solder Side Markings: (c) SEGA, 1990, MADE IN JAPAN, 171-5953-A

-surface mounted die, blob protected
-2 surface mounted capacitors
-45 pin edge connector: 2 4 6 8 ... 42 44
1 3 5 7 ... 43 45
-No connection on pins: 1, 26, 27, 36, 37, 38, 39, 40, 44, and 45
-V+ connection on pins: 2, 35, and 43
-V- connection on pins: 16, 17, 18, 41, and 42


SMS to GG Adapter Information:
SMS Pin Number: GG Pin Number: SMS Pin Number: GG Pin Number:


1 2, 35, 43 26 11
2 3 27 10
3 -- 28 9
4 26 29 8
5 34 30 7
6 33 31 6
7 32 32 5
8 31 33 4
9 30 34 --
10 29 35 2, 35, 43
11 27 36 28
12 25 37 36
13 24 38 --
14 23 39 38
15 22 40 --
16 21 41 --
17 20 42 --
18 19 43 --
19 16, 18, 41 44 --
20 17 45 --
21 16, 18, 41 46 39
22 15 47 40
23 14 48 --
24 13 49 --
25 12 50 --

Charles McDonald (cgfm2@hooked.net) is currently working on a GG to SMS
adapter, and needs info/parts related to the following:

A Game Gear Connector and a Master Gear Converter (nonworking would
probably do fine).

What pins are used on a GG cart that has a battery in it?

More info concerning "color registers" of SMS and GG?

Which pins are power and ground in GG and Master System carts?

What is the "rating" on the capacitators in GG and MS carts?

Do GG games use the EXACT same amount of power that SMS carts use?

Repair/programming manual for the GG/Master System?


[2] IS THERE A WAY TO MOVE THE SMS PAUSE BUTTON TO A CONTROLLER?

DISCLAIMER: Neither Jeremy Statz, Jeff Bogumil, nor "8-bit Unlimited" are
responsible for any damages or losses made, be they to the system,
controller, materials, or individual, if this modification procedure is
performed.

HOW TO GIVE YOUR SMS CONTROLLER A PAUSE BUTTON

Procedure by Jeremy Statz
Written by Jeff Bogumil

[The following hack was submitted by Jeremy Statz, who performed the
original procedure on his Power Base Converter. I've rewritten the concept
to make it more easily readable, and given notes for SMS I owners. I HAVE
NOT given instructions for the SMS II, but I would guess that only some
minor changes, if any, would need to be made - ed.]

MATERIALS NEEDED:

"Wand" soldering iron
Solder
VERY small clippers
Liquid Latex
Plastic Cement
Insulated wire connectors, set of 4
4 pieces of wire, each approx. 1 foot in length
4 pieces of wire, each approx. 7 feet in length
Small pair of needle nose pliers (for SMS owners)
Small Phillips screwdriver
Electrical tape

NOTE: It's recommended that you color code the wires together
(i.e. a red 1 footer with a red 7 footer, etc...)

STEP 1: Using a phillips screwdriver, remove the top black
casing from your PBC (or SMS). The pause button should be easily seen.
(SMS owners will have to use the screwdriver and pliers to remove a large
metal shield before they can proceed.)

STEP 2: Take the clippers and VERY CAREFULLY snip the 4
attachment prongs of the pause button. Remove it.

STEP 3: Solder each wire (7 feet long) to each prong of the pause button.

STEP 4: Solder each wire (1 foot long) to the appropriate points on the
PBC (or SMS). Be sure to match up the color codes with their respective
connections (i.e. The upper left pause button prong should be matched with
the upper left location on the system).

STEP 5: Carefully work the 4 wires (attached to the system) through the
pause button port of the cover (and shielding, for SMS owners). Do not
replace the covers yet (i.e Do not replace the screws).

STEP 6: Take the wire connectors (it really doesn't matter what type they
are, as long as they are insulated) and solder them to their appropriate
wires.

STEP 7: After all the solder has dried, and all the connections have been
checked for sturdiness, place liquid latex over any exposed wires to
prevent electric shock and/or corrosion.

STEP 8: Replace all the wires and shields.

STEP 9: Use plastic cement to glue the pause button to a comfortable and
reachable spot (during gameplay) on your favorite SMS controller.

STEP 10: To clean up the wire pollution, you may want to tape the four
wires together with electrical tape.

END OF PROCEDURE

----------
V. TRIVIA
----------

[1] I'VE HEARD ABOUT A BUILT-IN, HIDDEN GAME? WHAT GIVES?

The original model of the SMS has a built in, code accessible maze game;
your goal is to guide a small snail through a series of different levels.
Not much play value, but it's a nice extra to have.

If you own an original model SMS without a built in game...
Turn on your SMS and wait for the instruction screen to appear. With
controller 1, press up and hold buttons 1 and 2.

If you own an original model SMS with a built in game...
First, hold down the sequence given above. While holding, turn the machine
on and wait.

The SMS II does not have the snail maze game.

[2] WHAT IS THE SMS/ZILLION RELATIONSHIP?

It seems that the Light Phaser is the sequel to the "Zillion Gun", a
toy Sega introduced in Japan years ago, following the "Laser Tag"
style of play. To promote the gun, Sega introduced a manga (Japanese
comic) series, which proved extremely popular. The manga gave way to
Zillion anime (Japanese animation; "Japanimation"). With Sega owning
the rights, they introduced the SMS with the Light Phaser, which is
modeled after the Zillion Gun, except for the Light Phaser's markings.
Oddly enough, neither of the Zillion games for the SMS use the Light
Phaser during gameplay. For some scanned pix of an original,
Japanese Zillion flyer, see 3.4.

New information states that the Zillion gun was included with the
Zillion video game as a promotional effort. (Was this a "deluxe"
or "special edition" packaging?)

Another SMS game has been shown to be based on anime --
Spellcaster is based on Peacock King-Kujakuo (with a sequel
appearing on the Genesis as Mystic Defender).

[3] DID SMS SOFTWARE REALLY START THE "MEG" THING?

I won't claim that the SMS was the first home video game system to break
the 1-megabit barrier, but yes, SMS carts were the first to use the term
"mega" as a means of sales promotion. Later, Sega picked up "meg" when
promoting their 16-bit Genesis game, Strider. You'll find "mega" plastered
on boxes and labels of certain SMS titles.

[4] I'VE HEARD ABOUT A LIMITED EDITION SMS GAME? INFO?

The overhead, vertical shooter called Power Strike was promoted by Sega as
a limited edition game, offered through their user-base club. Later, it
popped up in decent quantities in various toy store chains. The game's
packaging is in black and white; screen shots and all (giving the
appearance of a counterfeited item). Power Strike is known as Aleste in
Japan. NOTE: It has been reported that Power Strike is also available in
a full color packaging. More info, anyone?

[5] DO SMS CARTS CONTAIN DUAL-LANGUAGE ROMS LIKE GENESIS CARTS?

Apparently, yes. It's been proven by using a Power Base Converter/MegaDrive
combination, though I haven't had anyone actually hack their SMS and find
or create a language switch (seems to be viable though, as shown by an
accident that occurred). Info follows:

From Ken Arromdee, who was kind enough to forward me the post:

"Someone recently posted a bit of information to the net indicating that the
SMS was indeed language switchable. If you missed it, here it is...

From: hancom@crl.com (Han Lee)
Newsgroups: rec.games.video.sega
Subject: Re: M.U.S.H.A.
Date: 4 May 1995 13:21:11 -0700

In article <3o8m21$p64@jyusenkyou.cs.jhu.edu> arromdee@jyusenkyou.cs.jhu.edu
(Ken Arromdee) writes:
>hancom@crl.com (Han Lee) wrote:
>>No. Power Strike is the Alleste. If you have a Mega Drive (Japanese
>>version of Genesis) and a Powerbase Converter, you should be able to see
>>Power Strike title changing to Alleste.
>
>Can you confirm this? It may definitively answer a long-unresolved question:
>confirming the existence of language switch games on the SMS....
>--
>Ken Arromdee (email: arromdee@jyusenkyou.cs.jhu.edu)

Yes. You indeed can have a language switch on Master System games if you plug
in Powerbase Converter to a Japanese Mega Drive. It also says "Sega Mark III"
as a start-up title logo. I've discovered a lot of bi-lingual games,
such as Zillion, Penguin Land, Kungfu Kid, Power Strike/Alleste, and etc.

BTW, since Genesis has a FM sound chip, does anyone know if the Japanese
Master System games with FM music work on the Mega Drive? I know the
Japanese version of Phantasy Star and Out Run had FM musics."

Some information which also supports language switching (from Meet Mr.
Malaria (kyoshiro@netcom.com)):

"My slant on the Dual-Language debate: YES. I've only had this
happen to me once, but it did happen:

Once, while playing Aztec Adventure, I accidentally bapped the
end of the SMS, causing a reset. Instead of the normal Sega logo,
however, I got the Sega Mark III Logo (the words "Sega Mark III" written
in medium sized white italic letters, with a multicolor flashing
background, no music and no regular Sega logo). The normal Aztec
Adventure [intro] followed, but when the scroll unrolled, instead of the
title it said "Nazca '88", which I assume was the Japanese name. The
rest of the game proceeded normally (though I didn't get very far, so the
ending might have been different). Next time I reset the game it went
back to normal, and I could never get it to happen again.

For the record, I have the original U.S. SMS system, and I bought
it fairly soon after the system was released.

What I infer from this is that:

The built-in Sega ROMs in the U.S. version has the Japanese ROM
vestigally, and either the ROM senses which system it is in and runs
accordingly, or the system starts the appropriate ROM, perhaps based
on jumper settings???

The carts contain both versions, and...

Since the unit has proven itself to be capable of running both by my
accident, it should be possible to build some sort of switcher or
modification which will launch the SMS running as a Japanese
unit.

However, I couldn't say how to do it."

And another accident from Patrick "Killer Bee" Errico
(s0024211@hawkmail.monmouth.edu)...

"I was reading your FAQ and I too have seen the elusive "Sega Mark III"
screen. I have a SMS I, It was bought the 1st X-mas that the SMS was
available. It happened to me twice, once while I was playing Zillion, and
another time while playing Miracle Warriors. With Zillion I accidently pulled
out Black Belt and put in Zillion with the power on, then the Sega Mark III
screen popped and and flashed colors. I spent the rest of the day trying
different combonations of games with no luck. With Miracle Warriors, I just
bumped the power base and the Mark III screen appeared flashing colors again.
Both times, it never went into the game, just stayed with the logo on the
screen. Today I'm a little to jumpy about smacking my SMS, it might kill
it!!"

Galen Komatsu reports that Penguin Land comes up with an apparent
title change via a language switch: "Pengin Rando: UchuuDaiboken"
Translated: "Penguin Land: Great Space Adventure" No gameplay
differences have been found.

Transbot, Astro Warrior and Ghostbusters do not show any
differences when language switched.

Forwarded to me by Clint Dyer, from the SMS mailing list:

"From: Galen Tatsuo Komatsu on Tue, Apr 16, 1996 1:01 AM
Subject: Bilingual games
To: Dyer, Clint; Dyer, Clint

ok I risked certain damage to electronic components from the
constant switching on and off of my Megadrive, and came up with
these results on "bilingual" SMS games.

Test equipment: Japanese MegaDrive with (American) Power Base Converter
American Master System

Basically what I did was plug things into the MD<PBC setup,
if someting outside of the expected or Japanese text came up, I
marked it as bilingual.

In general the "Venetian Blind" Logo is replaced by a "SEGA
MARK III" screen so those have been ignored...though there are a
few different SMIII screens. Basically they're all the same,
SEGA MARK III appears across the middle of the screen in angular
letters, at a slant. The background is blue or black, the letters
are sometimes white, sometimes flashing. Sometimes there's no
logo screen, sometimes a different one as noted below.

Time Soldiers: "SEGA" logo appears, nothing else
Hang-On/Astro Warrior (or Safari Hunt): no startup logo
Shanghai: SEGA logo fades in. Game instructions in Japanese, and
if it matters, the instruction graphic is centered horizontally.
Zillion: Japanese title, Japanese text in game.
RC Gran Prix: no startup logo
Double Dragon: "SEGA" logo appears, blue appears in gradations.
(dark blue towards the top & bottom, lighter blue near the
middle horizontal)
Penguin Land: Japanese title
World Gran Prix: Title is "The Circuit"
Gangster Town: no startup logo

These games appeared to show no changes:
Space Harrier, Transbot, Quartet, Rampage, Ghostbusters, Wanted,
Afterburner, Rambo III, Great Football, Super Tennis, ZillionII


Finally, anyone with Power Base Converters ever have trouble getting
some games to run? I sometimes have difficulty getting Rampage and
Transbot to run. Shinobi, Slap Shot, and Great Golf refuse to run period.
(they run fine on my SMS without problem.)"

So there you have it -- three instances of language switching. Trouble is,
we don't all have MegaDrives and PBCs, and I'd rather not sit around bapping
my SMS for hours on end. :-) If anyone can find a way to create a language
switch using the SMS base unit, PLEASE send me the procedure. I'll add it
to the FAQ immediately.

[6] THE INSTRUCTION MANUAL SAYS <SUCH AND SUCH>, BUT THE GAME DOES/SAYS
<SUCH AND SUCH>? INFO?

Following is a list of instruction manual corrections:

CAPTAIN SILVER: There are only four rounds and three bosses -- the Joker,
the first Pirate, and Captain Silver.

GOLVELLIUS: The Ring of Invisibility - as mentioned in the game - is
actually a Ring of Invincibility.

Name corrections --
MANUAL GAME
------ ----
Saipa Rolick
Taruba Bachular
Waruso Warlick
Jaspa Crawky
Heidi Haidee

GREAT BASEBALL: You are unable to select your catchers.

PSYCHO FOX: Typo correction - the words "stages" (on pg. 20 and 21) should
read as "rounds."

SPACE HARRIER 3-D: The correct continue code is - when you die, press Up,
then buttons 2, 1, 2, 1, 1, on controller #1.

SPELLCASTER: To use a spell, continuously press the joypad Up and Down,
while holding the fire button down.

TIME SOLDIERS: Once the two continues are used, the game ends. This
corrects the manual's statement that if there are two players playing at
the same time, a player will always be revived, as long as the other player
remains alive.

ZILLION: Don't enter the suicide code in room C-4 as instructed by the
instruction manual. Such kidders, Sega...

ZAXXON 3-D: The W capsule lets you access the different weapons. The E
capsule lets you receive an extra ship.

[7] WHAT SMS GAMES ARE RECOMMENDED?

This is a matter of opinion, so I've set up an easy voting system. If
you'd like to participate, please send a list of your five favorite SMS
games to aj809@yfn.ysu.edu, and I'll update the votes.

Contributors thus far: Cap Scott, Jeff Bogumil, Brett Carver, Meet Mr.
Malaria, Clint Dyer, James Grenert

GAME VOTES
---- -----

Astro Warrior *
Choplifter *
Columns *
Cyborg Hunter *
Fantasy Zone *
Golden Axe Warrior **
Kenseiden *
Lord of the Sword *
Missile Defense 3-D *
Monopoly *
Outrun *
Penguin Land *
Phantasy Star *****
Power Strike *
Psycho Fox *
Shinobi *
Space Harrier *
Wonderboy III **
R-Type **
Golvellius ***
Zillion *

[8] WHAT SMS GAMES ARE NOT RECOMMENDED?

Send the top 5 SMS games on your HATE list, to
aj809@yfn.ysu.edu, and I'll add them here.
Contributors thus far: Meet Mr. Malaria, Jeff Bogumil

GAME VOTES
---- -----
Afterburner *
Aztec Adventure *
Captain Silver *
Ghostbusters **
Rambo: First Blood Part II **
Spy vs. Spy *
Thunderblade *
Zillion II: Tri Formation *

[9] WHAT EXACTLY IS Y'S BASED ON?

A series of books (hence, Y's: Books 1 & 2 for the Turbografx-16
CD-ROM). Apparently 6 to 8 books based upon the Y's story have
been published in Japan. The SMS received a translation of the
first book, and the TG-16 CD the first and second books. Later
sequels (Y's 3+) are not based on the book series.


--------------
VI. GAME LIST
--------------

[1] WHAT GAMES ARE AVAILABLE FOR THE SMS?

A U.K. released software list is available via WWW:
http://www.dragonfire.net/~JBogumil/misc.htm
Updated regularly.

Following is a list of U.S.A. released software. Originally created by
Greg Alt (galt@asylum.cs.utah.edu), I've modified it a bit by adding my own
comments and alphabetizing the entries. This is a finite listing, as Sega
has dropped software support for the SMS in the states.

KEY
---
4xxx = Sega card (32 kbytes)
5xxx = Mega cartridge (128 kbytes)
6xxx = combo cart
7xxx = Two-Mega cartridge (256 kbytes)
8xxx = 3-D carts (requires 3-D glasses unless otherwise noted)
9xxx = 4 Mega cart (i.e. 512 kbytes)
x5xx = battery back-up RAM

2-D = a 2-D code is available (see Section II -- Compability)
r? = released in the states? questionable...
lp = light phaser required
sp = sports pad required
A = by Activision (3rd party)
PB = by Parker Brothers (3rd party)
S = by Seismic (3rd party?)

shooter = space ship (usually) based shoot 'em up. Examples: R-
type [SMS, Turbografx-16, arcade, Gameboy], Astro
Warrior [SMS], Lifeforce [NES]
action shooter = "non-rail" (but usually vertical scrolling) shooter;
usually as a human character. Often two player
capable. Examples: Time Soldiers [SMS, arcade?],
Ikari Warriors [NES]
action = side scrolling, sideview action platform. Examples:
Shinobi [SMS, NES, arcade], Mega Man [NES, SNES,
Gameboy, Genesis]
sports = fitting into a sports category. Will be defined in
listing.
Action/adventure = action game with adventure-like overtones. Unless
stated, action-adventure games are sideview. Examples:
Legend of Zelda [NES], Wonderboy in Monsterland [SMS]
Full RPG (FRPG) = complete role playing game set-up, with experience
point system. Examples: Phantasy Star [SMS], Final
Fantasy [NES]

overhead = birds eye view of the gameplay area. Usually provides
scrolling in all four compass directions, or vertical
only. Example: Legend of Zelda [NES], Golden Axe
Warrior, Astro Warrior [SMS]
sideview = view of the gameplay area while oriented on the same
plane. Usually provides horizontal scrolling only.
Example: Altered Beast [SMS, Genesis, arcade]
3rd person = game in which the viewpoint is from directly behind the
player controlled object. Examples: Space Harrier
[SMS, Turbografx-16, arcade, Game Gear], Afterburner
[SMS, NES, arcade]
1st person = game in which the viewpoint is from the "inside" of the
player controlled object. Examples: F-16 Fighting
Falcon [SMS], Air Diver [Genesis], Doom [IBM PC]

An asterisk (*) after the title name indicates that a help
section is available in the SMS Cheats Compilation.

Product numbers can be found by noting the last 4 digits in a game box UPC
code (applies to U.S. releases, and non-3rd parties, only).

And now, the actual list...

TITLE #### NOTES
----- ---- -----
Action Fighter * 5055 overhead racing
Aerial Assault 7041 sideview shooter
Afterburner * 9001 3rd person shooter
Alex Kidd in High Tech World * 5116 action-adventure;3rd in series
Alex Kidd in Miracle World * 5067 action-adventure;1st in series
Alex Kidd in Shinobi World * 7050 action-adventure;4th in series
Alex Kidd: The Lost Stars * 7005 action;2nd in series
Alf * 5111 action-adventure
Alien Syndrome * 7006 action shooter
Altered Beast * 7018 action
Astro Warrior * 5069 overhead vertical shooter
Aztec Adventure * 5100 action-adventure
Black Belt * 5054 action
Blade Eagle 3-D * 8005 overhead vertical shooter
Bomber Raid * 5003 A;overhead shooter
California Games 7014 various sports
Captain Silver * 5117 action
Casino Games * 7021 gambling
Choplifter * 5051 sideview shooter; nonlinear
Cloud Master 7027 sideview shooter
Columns 5120 action-puzzle;tetris clone
Cyborg Hunter * ? A;action-adventure
Dead Angle * 7030 3rd person Gangster shooter
Dick Tracy 7057 action
Double Dragon * 7012 action;2 player sim.
E-Swat * 7042 action
Enduro Racer * 5077 overhead angled m.cycle racing
F-16 Fighting Falcon * 4005 1st person flight simulator
Fantasy Zone * 5052 sideview shooter
Fantasy Zone II * 7004 sideview shooter
Fantasy Zone: The Maze * 5108 shooter-maze
Galaxy Force * 5004? A;3rd person shooter
Gangster Town 5074 lp;shooting
Ghost House * 4002 action
Ghostbusters * 5065 action & driving
Ghouls 'n Ghosts 7055 action
Global Defense 5102 sideview shooter
Golden Axe * 7032 action
Golden Axe Warrior * 7505 overhead action-adventure
Golvellius: Valley of Doom * 7017 overhead action-adventure
Great Baseball * 5071 baseball
Great Basketball * 5061 basketball
Great Football 5058 sp?;football
Great Golf * 5057 golf
Great Ice Hockey * 5062 sp;ice hockey
Great Soccer 5059 soccer
Great Volleyball 5070 volleyball
Hang On/Astro Warrior /* n/a p;motorcycle racing/o. shooter
Hang On/Safari Hunt /* n/a p;m. racing/lp;shooting
James "Buster" Douglas Boxing * 7063 boxing
Joe Montana Football * 7062 football
Kenseiden * 7013 action
King's Quest * ? PB;action-adventure
Kung Fu Kid * 5078 action
Lord of the Sword * 7016 action
Marksman/Trap Shooting 6003 lp;shooting/lp;shooting
Maze Hunter 3-D * 8003 overhead action-shooter
Mickey Mouse: Castle of Illusion 7053 action
Miracle Warriors * 7500 full RPG
Missile Defense 3-D * 8001 lp;shooting
Monopoly * 5500 boardgame
Montezuma's Revenge * ? PB;action
Moonwalker * 7052 action-adventure
My Hero * 4001 action
Ninja, The * 5066 overhead action-adventure
Outrun * 7003 3rd person racing
Paperboy 5121 deliver papers;avoid obstacles
Parlour Games 5103 various parlour games
Penguin Land * 5501 puzzle-action
Phantasy Star * 9500 full RPG
Poseiden Wars 3-D * 8006 lp;shooting;2-D code
Power Strike * 5109 overhead shooter;"limited" ed.
Pro Wrestling * 5056 wrestling
Psycho Fox * 7032 action-adventure
Quartet * 5073 sideview action-shooter
R-Type * 9002 sideview shooter
R.C. Grand Prix * 7007 A (S?);overhead racing
Rambo III * 7015 lp;side scrolling shooting
Rambo: First Blood Part II * 5064 overhead action-shooter
Rampage * 5001? A;as monster,destroy buildings
Rastan * 7022 action
Reggie Jackson Baseball * 7019 baseball
Rescue Mission * 5106 lp;overhead shooting
Rocky * 7002 boxing
Shanghai * 5110 boardgame-puzzle-matching
Shinobi * 7009 action
Shooting Gallery 5072 lp;shooting
Slap Shot Hockey * 7035 ice hockey
Sonic the Hedgehog 7076 action-adventure
Space Harrier * 7001 3rd person shooter
Space Harrier 3-D * 8004 3rd person shooter;2-D code
Spellcaster * 9002 action-adventure
Spider-Man 7065 action
Sports Pad Football 5061 sp;football
Spy vs. Spy * 4010 action-adventure
Super Monaco GP 7043 3rd person racing
Super Tennis * 4007 tennis
Strider 9005 action-adventure
Teddy Boy * 4003 action
Thunder Blade 7011 3rd person shooter
Time Soldiers * 7024 overhead action-shooter
Transbot * 4004 sideview shooter
Vigilante * 7023 action
Walter Payton Football * 7020 football
Wanted! 5118 lp;shooting
Where in the World is C. S.diego * ? PB;education-search
Wonderboy * 5068 action
Wonderboy in Monsterland * 7007 action-adventure;2nd in series
Wonderboy III: The Dragon's Trap * 7026 action-adventure
World Grand Prix 5053 3rd person racing
Y's: The Vanished Omens * 7501 action-RPG
Zillion * 5075 action-adventure
Zillion II: Tri Formation * 5105 sideview action-shooter
Zaxxon 3-D * 8002 3rd person shooter;2-D code

PACKAGING NOTES:
----------------
Some new info found on the SMS mailing list:

">What I *did* find, though, was that the instruction booklet was of the
>later SMS variety; i.e., pages have a dull finish instead of glossy.
>Well, when I got the old copy of PS to compare to, I noticed that the
>boxes were different too! Not by that much (artwork was the same)
>but I know that there are label variety collectors of the classic carts
>and my being a stamp collector (a hobby that THRIVES on minor
>varieties!) I thought it was interesting.

Actually, I find it very interesting also! I started collecting little
variations like that a long time ago and found that my collection
doubled in no time at all. See, almost EVERY Master System game made
has at least one variation... Here's a list of some of them that I
know of:

1. Sega for the 90's. I think this is what you're describing... Does
the second one (or the first one) have a Sega for the 90's sticker on
the cart or box or both? When Sega bought the MS back from Tonka, they
put the stickers to all the carts in their stock. Some of the packages
were changed at this time also... By changed, I mean the color of the
blue lines on the front was changed, or the title on the spine was
changed a little.

One other example that I can think of is Black Belt. One has big
letters and one little letters. The color of the lines are different
also.

2. Instruction manuals... They come on glossy and flat paper. They
come with light blue lines on the front and dark blue (almost black)
lines on the front. The really early ones were like the later ones,
but had no art on the front and the lines were reversed (dark blue
inside, white lines) (these are incredibly rare, btw)."

Bomber Raid, Cyborg Hunter and Galaxy Force (possibly) are packaged with
a black box instead of the usual white. I believe this signifies that
the game was distributed by Activision (the 3rd party responsible for
these games). Ghostbusters seems to have been distributed by both Sega
(in typical white packaging) and Activision (in black packaging). The
Ghostbusters black packaging may be limited to Puerto Rico, where it was
reported. Info?

From Jon Deeter (jond@wvi.com):
"... I have seen a copy of RC Gran Prix with a "distributed by Seismic"
label on the side (and all over) the box." Anyone else have this?

Rampage - another Activision cart - is packaged in red.

Power Strike appears to have been packaged in two ways: black &
white box, and color box. Can someone confirm the color packaging?

Apparently, some SMS games were released with blue cartridge labels,
instead of the usual red. Anyone have more info on this??? Are
these UK carts? (I know some UK games have varied labels, as well
as cart designs.)



TITLE DIFFERENCES:
------------------
The Canadian version of Wonderboy in Monsterland may be titled
Super Wonderboy in Monsterland (is this the box title, title screen,
or both)? Any gameplay changes? NOTE: This game was also released
in the states with a variant label -- Super Wonder Boy (in?) Super
Monster Land. This appears to be the exact same game as Wonder
Boy in Monster Land -- it seems that Sega USA ran out of stock,
and pulled some UK stock to put on store shelves. Seems to have
had as much distribution as the "normal" label. The logo appears
as follows:

Super Wonder Boy
Super Monster Land

Monopoly was also released with the label "Mono Poly." Once Sega
realized the mistake, they halted production and corrected the
label. "Mono Poly" carts are out there, and are perhaps the
rarest of SMS carts in the states. There are no differences in
the actual carts.

There are apparently TWO very different versions of Wonderboy III in
the UK. One mirrors the US Wonderboy III: The Dragon's Trap. The
other (which I believe was the first of the two versions to be
released) is based on a (the?) Wonderboy arcade game. It is commonly
referred to as Wonderboy in Monsterworld (is this the same as the
Genesis game?), in order to tell the games apart.

SOFTWARE VERSIONS:
------------------
The Canadian version of Captain Silver contains extra material,
as implied by a Sega of America help sheet (extra levels and boss
characters). Why these were deleted from the U.S. version is not
known. I also have no idea if the U.K. version contains the extra
material, or if other Canadian games have major dissimilarities.
NOTE: New information states that this was most likely a EPROM
version of the game, and was probably never released.

Alex Kidd in Miracle World is available in THREE slightly varied
versions: one with rice balls, one with hamburgers, and one with root
beer. (The ball/hamburger/beer is the item Alex is eating/drinking on
the intermission map screen.) It appears that the root beer version is
limited to cart only, although cart versions with the rice ball exist.
The hamburger version has been found in the SMS II only (thus far). I
believe the rice ball version to be the most common; I have no idea
how rare the root beer or hamburger versions of AKIMW are. Note that
the root beer cart was reported in Puerto Rico, and the hamburger
variation in Indiana (could geographic locations come into play?).
No actual gameplay differences have been reported.

Most games that were released in a card format in the U.S. were also
released as carts in the U.K. (in conjunction with the SMS II).

[2] WHAT SMS GAMES WERE ANNOUNCED BUT NOT RELEASED?

This is a list of SMS software that -- though announced by Sega or the
video game press -- was not released in the U.S.

Assault City -- Pix seen in an issue of Electronic Gaming Monthly
(CES coverage).

Bank Panic -- Pix seen in an issue of EGM (Sega takes over SMS
distribution).

Basketball Nightmare -- Pix seen in an issue of EGM (CES
coverage).

Battle Outrun

Combat & Rescue

Cyber-Shinobi -- though offered by Sega in an issue of Sega
Visions, this game was not released in the states.
(Cyber-Shinobi was mistakenly labeled as released in the states as
Alex Kidd in Shinobi World in an earlier revision of this FAQ --
the source (a SMS catalog) had incorrectly matched the name
with a screen shot.)

Donald Duck: The Lucky Dime Caper -- Though featured in a two page
review by Sega Visions, this game was not released in the U.S.

Dynamite Dux -- Reviewed by EGM, but not released.

Gain Ground -- Pix seen in an issue of EGM (CES coverage).

Gauntlet -- Pix seen in an issue of EGM (CES coverage).

Impossible Mission

Maze Hunter 3-D II -- Though mentioned in some SMS catalogs, this
game appears to have never been released.

Outrun 3-D

Party Games

Pat Riley Basketball -- Previewed by numerous magazines, and
offered via mailorder in an issue of Sega Visions.

Pit Pot -- Pix seen in EGM (Sega takes over SMS distribution).

Scramble Spirits -- Previewed and reviewed in EGM.

SCI

Super Basketball

Ultima IV -- Reviewed in an issue of EGM.

Warrior Quest -- released in states as Spellcaster.

Woody Pop

THANKS FOR READING!!!
[End of File]



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