S E G A M A S T E R S Y S T E M Frequently Asked Questions Version 2.06 09/27/97 Created and maintained by: Jeff Bogumil (jeffb@access.mountain.net) NOTE: While this FAQ is decidely slanted towards the SMS U.S. market, it does contain some foreign country release information. For more detailed info about the SMS (especially software) in other countries, please refer to Clint Dyer's SMS Foreign Release FAQ, available at http://www.best.com/~cdyer/ Join the SMS Mailing List by sending e-mail to sms-list-request@segasages.com, with the subject "subscribe". MY THANKS TO THE FOLLOWING CONTRIBUTORS: ---------------------------------------- Adam (doleman@ime.net) Barry Cantin (BCantin@aol.com) Bon Sawyer (bikewks@gold.net.au) 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) Mark Knibbs (markk@netcomuk.co.uk) Master of Slow Progress (dzubera@CS.ColoState.EDU) Matt Kasdorf (kasdorf@eta.uleth.ca) Michael C. Cukan (mcc2@cornell.edu) Nathan Page (nmp20@cai.cam.ac.uk) 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 Jeremy Statz Jess Ragan Robert Worne I hope I haven't forgotten anyone... :-) COPYRIGHT NOTICE: ----------------- This document is Copyright (C) 1996, 1997 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 jeffb@access.mountain.net. 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: ---------------------------- USENET: Posted regularly to rec.games.video.sega & r.g.v.classic WWW: www.gamefaqs.com E-MAIL: Send a request to jeffb@access.mountain.net UPDATED SINCE VERSION 2.05.5 ---------------------------- Foreign pack-in info, plus questionable pack-ins defined. Short note about the MS3 in Brazil Lots of Label, Software, Packaging, Title Variations defined Emulator info (still pitiful, but it's something) Complete Wonderboy game list (yes, I listen) :-) Battery replacement tip Web page list updated; SMS sources updated Hidden text in game ROMs Minor corrections throughout 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? 1.6 What 3rd parties developed games for the SMS? 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 are 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? 4.3 How do I make a SMS language switch? 4.4 How do I make a 50/60Hz (PAL/NTSC) switch? 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, but the game does/says 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? 5.10 Are any SMS emulators available? 5.11 Where can I find SMS ROMs? 5.12 What Wonderboy games were released, and on what systems? 5.13 How do I replace the battery in my cart? VI. Game List 6.1 What games were released for the SMS? 6.2 How were SMS games packaged? 6.3 What packaging variations exist? 6.4 What label variations exist? 6.5 What title differences exist? 6.6 What software variations exist? 6.7 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 From Mark (markk@netcomuk.co.uk): "In France, the MS 1 (_and_ the MS 2, which had the A/V port instead of RF jack) were sold with an RGB lead (model 3085). One end plugs into the MS, the other into the SCART/Peritel socket on a TV, via a small box in the lead. It gives a _lovely_ clear picture. The box contains a small PCB, the purpose of which is to provide the blanking and function switching signals. (So my TV switches to RGB mode automatically when I turn on the console, and back again when I switch it off.) On the box it says: 'Adapteur R.V.B.'." In Brazil, a "Sega Master System III" has been released. Evidently similar to the MS2, with some subtile changes. An SMS III "Super Compact" was also released. For more info, see Clint Dyer's SMS Foreign Release FAQ: http://www.best.com/~cdyer/ There are various adapters available that will allow you to play SMS games on other Sega manufactured systems: Power Base Converter (SMS->Genesis; See question 2.4) Master Gear (SMS->Game Gear; See question 2.5) [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 greatly succeeded in Europe, Australia, and Brazil (where the SMS III (!?!?) is still being sold). [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 evidently 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 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. 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). From Adam (doleman@ime.net): "The PAR is used to create codes that, when put in at the code screen, will enable you to alter the game in a certain way. You can get infinite lives, infinite energy, and all sorts of other goodies. It is made by Datel and is not available in the US. I'd get into the technical aspect of it, but I don't really understand how it works :)" 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. From Nathan Page: "3041 Handle Controller Black plastic thing, stickers to give the impression of car instruments. Breaks easily. I don't have any other details handy, but I have a large review of the thing. It apparently works reasonably well." This device was not released in the U.S. [5] WHAT PACK-IN PACKAGES EXIST? When released, U.S. 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) 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." They also received the following: Sega Master System II, w/Alex Kidd in Miracle World built-in; Sonic the Hedgehog cart pack-in, controller(s?), hook-ups Sega Master System II, w/Sonic the Hedgehog built-in, controller, hook-ups "Sega Master System Plus", a SMS I with light gun and Operation Wolf cart (?), controller(s?), hook-ups "Sega Super System", SMS I with 3D glasses (game?), controller(s?), hook-ups "Sega Super System Plus", SMS I with light gun, 3D glasses, Missile Defense 3D and Operation Wolf carts, controller(s?), hook-ups SMS II, Sonic 1, Sonic 2 (assuming Sonic 1 built-in, Sonic 2 as cart), controller, hook-ups SMS II, Sonic 1, Columns, Super Monaco Grand Prix, 3rd game (title?) (Sonic built in, other three as a three game cart (Master Games 1)), controller(s?), hook-ups SMS II, Lion King, controller, hook-ups In Australia, at least 5 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. 4. "Sega Master System Plus"; SMS I, two controllers, light phaser, and Hang On/Safari Hunt built-in 5. "Sega Super System Plus"; SMS I, two controllers, light phaser, 3D Glasses, Hang On/Safari Hunt built-in, 3D Outrun (cart?) 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? [6] WHAT 3RD PARTIES DEVELOPED GAMES FOR THE SMS? Third party licensees were scarce on the SMS. Activision and Parker Brothers are the only actual game releasing U.S. 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). In the UK: Absolute Entertainment Activision Aklaim/Arena Codemasters Core Domark Flying Edge Image Works Sony/Imagesoft TecMagik Tengen US Gold Virgin U.S. Parker Bros. games were released by US Gold in the U.K. ----------------- II. COMPABILITY ----------------- [1] IS EUROPEAN SOFTWARE COMPATIBLE WITH U.S. SMS UNITS? Yes. Although folks may be wondering about PAL and NTSC definitions, there appears to be only some minor problems playing European games, and only with a small minority of carts: From Mark (markk@netcomuk.co.uk): Game Problem ---- ------- Prince Of Persia Occasional slight graphical glitches Jungle Book Ditto, and the scrolling is sometimes jerky Back to the Future III Does not work at all. Game hangs. Presumably BTTF III contains code to check for 50Hz, and locks up otherwise. This is borne out by the fact that I can start the game in 50Hz, then switch to 60Hz while playing. The graphics are rather flickery, but it works. When the game is over the machine hangs. Strangely, Prince of Persia works fine on a 60Hz Mega Drive/Power Base Converter combination! [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. For more information about the SG-1000 and Sega Mark III, please refer to Clint Dyer's SMS Foreign Release FAQ (http://www.best.com/~cdyer/) [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. [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? Two such games have been reported: Operation Wolf and Lazer Ghost. Neither were released in the U.S. [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 Tennis Ace [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? Best bet: The SMS Mailing List. Most folks are willing to help find that certain cart, and you'll usually be able to find some great prices and trades. Hell, mention what you're looking for to Clint Dyer -- guy has a memory like an elephant. :-) Also, yard and garage sales, flea markets, and pawn shops. rec.games.video.marketplace wouldn't hurt either. 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 Tennis Ace Place classifed ads in video game fanzines, such as Digital Press. (http://www.digitpress.com) Telegames USA offers accessories and U.K.-imported software. You can request a catalog and other information: (214) 227-7694 (voice). Most SMS collectors recommend going thru their U.K. based counterpart -- though you're paying overseas shipping, the prices are still much less expensive (sometimes as much as a $40 difference): Telegames Kilby Bridge Wigston Leicester LE18 3TE United Kingdom Tel: +44(0)116 2880445 Fax: +44(0)116 2813437 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). (This source still valid?) 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 (Is Frank still in business?) Nathan Page (nmp20@cai.cam.ac.uk) provides a service wherein he will attempt to locate any SMS game (including European releases). This is done in the form of "waiting lists" for the popular games. Mail him an offer for a particular cart, and in what condition you expect the box/manual etc to be in. You will then be added to the list. Whenever he finds a cart that someone is looking for, the highest person on the list who wants it gets ot for the price Nathan paid, plus shipping, plus a small "finders fee". Nathan also tried to hold a stock of Europe-only releases for sale or trade. The following is a list of U.K. based electronic games dealers. Thanks to Jeremy Statz for these locations. (Are these sources still valid?) Select Consoles (mail order only) (052) 587-3573 KC's Computers and Console Magic 3 High Street Loughbrough Leics LE11 !py (050) 921-1799 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 If you're looking for a SMS Game Action Replay, try Datel (the manufacturer) directly: www.datel.co.uk The SMS list reports Datel has the device for about $40, including shipping. [2] ARE THERE ANY MAGAZINES WITH SMS COVERAGE? Not anymore. :-) Back issues to look for, though, would include the following: Electronic Gaming Monthly Video Games & Computer Entertainment Sega Visions GamePro Anyone have any foreign recommendations? [3] WHERE CAN I FIND SMS CHEATS, TIPS AND STRATEGY GUIDES? The SMS Cheats Compilation is the best source for cheats; you can find it incorporated into Sega Sages (http://www.segasages.com). There are also a few dedicated FAQs available (try http://www.gamefaqs.com). The compliation covers both domestic and foreign releases. The text version of the SMS Cheats Compliation is available via e-mail; send a request to jeffb@access.mountain.net [4] WHAT OTHER INTERNET RESOURCES ARE AVAILABLE? SMS Central ------------------- http://www.geocities.com/SiliconValley/9451/ Robert's Classic Videogame/Computer Museum ------------------------------------------ http://www.primenet.com/~rworne The Space Harrier Page ---------------------- Fans of Space Harrier will love it. http://members.aol.com/draculaxex/harrier.htm The Phantasy Star web page -------------------------- Covers all Phantasy Star games, but with lots of PS1 info (including some really nice maps. Recommended for PS fans.) http://www.cnu.edu/~jmaxlow/pspage.html The SMS Mailing List -------------------- The SMS Mailing list has been moved to a new site. To subscribe, send e-mail to sms-list-request@segasages.com, with the subject "subscribe". The SMS Foreign FAQ ------------------- Maintained by Clint Dyer, this FAQ includes a complete UK game list. Highly recommended for collectors looking to tackle the SMS import market. You can find it at Clint's Handhelds page: http://www.best.com/~cdyer/ 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.html. This page hasn't been updated in ages... Jon Deeter's SMS page --------------------- A true SMS fan, Jon is. Look here for lots of cool pics (including BIG box scans). http://www.wvi.com/~jond/smsintro.htm The Sega Notebook ----------------- Really cool site. http://www.ews.uiuc.edu/~equinn/sega/ Richard's Sega Master System Page --------------------------------- Looking for SMS Pro Action Replay codes? Go here. http://www.angelfire.com/wv/eightbit/index.html The Phantasy Star One Home Page ------------------------------- http://www.geocities.com/TimesSquare/Alley/8325/phanstar.htm Videogame Music Archive ----------------------- Looking for SMS midis? Check here. http://www.talons.com/vgmusic/ SMS World --------- http://www.geocities.com/Area51/Corridor/4973/master.htm Nintendo and Sega Emulators --------------------------- Good links section for SMS/NES emulator fans. http://www.cris.com/~Ant4/ Archaic Ruins ------------- Best emulator site on the net. http://archaic-ruins.parodius.com/ Telegames (sells SMS stuff, including UK games, but you'll pay...) ------------------------------------------------------------------ http://www.telegames.com/sms.htm (Does Telegames UK have a web site?) Nathan's Home Page ------------------ This page up? http://talisa.acad.cai.cam.ac.uk/~nmp20/index.html ------------------ 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 ). 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 -- [2] IS THERE A WAY TO MOVE THE SMS PAUSE BUTTON TO A CONTROLLER? DISCLAIMER: Neither Jeremy Statz nor Jeff Bogumil 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 [3] HOW DO I MAKE A SMS LANGUAGE SWITCH? Currently unknown, but bi-lingual SMS ROMs have been confirmed. Current methods involve a Power Base Converter with MegaDrive (Japanese Genesis), PBC with Genesis w/language switch of it's own, or using a English/Japanese option in the popular SMS PC Emulator, Massage. See question 5.5 for more info. From Mark : Language switch: This is probably possible. You just need to know what pin to switch. E.g. the MS 1 board is self-explanatory regarding 50/60Hz switching. I used information gleaned from doing this to work out which pin of the graphics chip needed to be desoldered and switched, in order to fit a 50/60Hz switch to the MS 2. Maybe someone who has a Japanese MS could open it up, and have a look inside...? [4] HOW DO I MAKE A 50/60HZ (PAL/NTSC) SWITCH? From Mark : I have written a document detailing how to add a 50/60Hz switch to the Master System 1 or 2. You can find it, and some other console modifications, at: http://www.netcomuk.co.uk/~markk/index.html For people with PAL Master Systems, fitting a switch is (IMHO) essential. Most games play too slowly on PAL systems. Going to 60Hz speeds them up by 20%, to the correct speed. For those with NTSC consoles, they can see how awful playing on a PAL console is. ---------- 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 (and possibly late released versions of the SMS I with 2 games built-in) do 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. 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 of America as a limited edition game, offered through their user-base club. Later, it popped up in limited 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 -- this is probably Power Strike 2, which is similar to the original but with color packaging. Power Strike was released in other countries with color packaging, and without any sort of "limited edition" monikor attached. The game is typically hard to find, however. [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 , BUT THE GAME DOES/SAYS ? 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, but here are some top picks from various genres: RPG: Phantasy Star gets top billing here. Some folks are akin to Miracle Warriors, but PS wins by a wide margin. Action RPGs: Golden Axe Warrior, Golvellius and Y's all receive high marks, with most leaning towards Golvellius and Y's. Shooters: R-Type and Space Harrier top the list. Action Platform: Wonderboy III: The Dragon's Trap is the first to be mentioned. [8] WHAT SMS GAMES ARE NOT RECOMMENDED? Rambo: First Blood Part II and Ghostbusters are typically spoken of. Other picks include: Afterburner, Aztec Adventure, Spy vs. Spy, Thunderblade and Zillion II. [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. [10] WHAT SMS EMULATORS ARE AVAILABLE? There are a few, but the most popular is known as Massage. Like other SMS emulators, it's capable of emulating Game Gear games as well, and offers nice extras like language switch capability and Pro Action Replay code support. More stable on most systems than other SMS emulators. High-end 486 required. You can find it at any number of Emulator sites, such as Archaic Ruins (http://archaic-ruins.parodius.com/). [11] WHERE CAN I FIND SMS ROMS? You won't find them thru the mailing list, packaged with any emulator, and you won't find any references to ROMs in this FAQ. I will not answer ROM e-mail requests. The best way to find ROMs is to tackle a few web search engines and look for them. DISCLAIMER: I do not endorse retaining ROMs of any kind, illegally. On an interesting note: Charles McDonald has written an interesting utility that reads SMS ROMs and spits out any text it may find. It's been discovered that some ROMs contain hidden messages beyond the text you'll find in the game. The utility can be requested by e-mail: cgfm2@hooked.net. [12] WHAT VERSIONS OF WONDERBOY WERE EVER RELEASED? Here it is, a compendium of WB:MW info (posted to the SMS Mailing List by Charles McDonald ): SEGA MASTER SYSTEM 1. Wonderboy {Side scrolling ride the skateboard game} 2. Wonderboy in Monsterland {One with the maze and the Mekka Dragon} 3. Wonderboy 3: The Dragon's Trap {Shape change into the mouse/lion game} 4. Wonderboy in Monster World {Similar to WB3:TDT, more linear} MEGADRIVE 5. Wonderboy 3 {Just like WB3:TDT} 6. Monster Lair (Wonderboy 4) {Unusual shooter/scroller (Thanks Clint!)} 7. Wonderboy 5 / Monsterworld 3 {Similar to WB3:TDT, more linear} 8. Monsterworld 4 {Play as a girl with a genie and a bird} GENESIS 9. Wonderboy in Monsterworld {Similar to WB3:TDT, more linear} TURBO-GRAFX 16 10. Dragon's Curse {Just like WB3:TDT} 11. Monster Lair {Shooter game with big enemies} 12. Dynastic Hero {Similar to WB3:TDT, more linear} 13. Super Adventure Island {Sequel to the ride the skateboard game} PC ENGINE / SUPER CD 14. Wonderboy 2 {Same as Wonderboy in Monster Land} 15. Wonderboy 3 {Just like WB3:TDT} 16. Monster Lair {Shooter game with big enemies} 17. Bikkuri Man {Unusual thinking/quiz game} 18. Dynastic Hero {Similar to WB3:TDT, more linear} 19. Super Adventure Island {Sequel to the ride the skateboard game} GAME GEAR 20. Wonderboy {Side scrolling ride the skateboard game} 21. Monster World 2 {Just like WB3:TDT} ARCADE (8-bit) 22. Wonderboy {Side scrolling ride the skateboard game} 23. Wonderboy 2 {Same as Wonderboy in Monster Land} 24. Wonderboy 3 (See below) {MAYBE it's WB3:TDT, not sure though} ARCADE (16-bit) 25. Monster Lair (See below) {Shooter game with big enemies} As you can see, the majority of the WB:MW games are ports to other systems. There are also 8 NES/SNES/GB games, which are spin-offs of the original Wonderboy. Like I have said before, there might be more games for the Japanese NEC home computer, and for the MSX/2. All the Pc Engine games have the characters replaced with strange (mythical ?) ones. Bikkuri Man is tied in only because it has those unusual characters, it is not like any other Wonderboy game. According to the Video Arcade Preservation Society, the third and last Arcade title is supposed to be Wonderboy III: Monster Lair for the Sega System 16, but I have absolutely no way of confirming either way. Westone, developer of the Wonderboy games, no longer exists, so grab all Wonderboy games you can find. Their only other game was Riot City / Crest of Wolf, for the Turbografx Super CD, which is a Final Fight clone. [13] HOW DO I REPLACE THE BATTERY IN MY CART? This is still up for discussion, but some promising info: In reference to Y's and the need for a battery replacement, from the SMS Mailing list: ">So..... If anyone is curious, we bought it at a battery store called >Batteries Plus, item # CR2032BP 3v Lithium. I don't have a phone number for >them, but they are scattered throughout the U.S." Anyone else successful in a battery replacement? -------------- VI. GAME LIST -------------- [1] WHAT GAMES ARE AVAILABLE FOR THE SMS? A foreign game list is available thru Clint Dyer's SMS Foreign Release FAQ, available at http:// 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 [2] HOW WERE SMS GAMES PACKAGED? 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 typically (*) 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). Such games typically have multi-language instruction booklets. * Color and style variations amongst SMS game boxes are usually 3rd party related. See below. [3] WHAT PACKAGING VARIATIONS EXIST? Minor packaging variations (small differences in manual and box design) usually fall under the work of Sega and their attempts to reintroduce the SMS after Tonka's less-than-spectacular "success." Box color variants are usually a sign that the game was developed by a 3rd party, such as Activision. Some info from the SMS mailing list concerning booklet variations: ">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)." 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? More apparent, and much easier to spot, are box color variations: Bomber Raid Black Activision Cyborg Hunter Black Activision Galaxy Force Grey Activison Ghostbusters * Black Activision Rampage Red Activision * Also appears in the common White variation. Whether the 3rd party or Sega were responsible for the color variations is not yet known. Power Strike (promoted by Sega in the U.S. as a limited edition) has been seen packaged in black & white, and color (which could be Power Strike 2, or a foreign release). In the UK, the "Combo" cartridges come in blue boxes with white checkered. [4] WHAT LABEL VARIATIONS EXIST? While most domestic SMS games have a red-brown, maroon label, there are some Blue label and 3rd party exceptions. Also, label color variations are extremely common overseas, typically representing a 3rd party release. Generally, it's believed that: 1. Blue label variations usually indicate a late release or re-release (where the same color was used in all countries as a cost-cutting measure). 2. Other color variations indicate a 3rd party release (colors are usually 3rd party specific and cart specific). In the U.S., the following have been reported: Slap Shot Blue not released in U.S. with Red Alex Kidd: Shinobi W. Blue not released in U.S. with Red Reggie Jackson Base. Blue Red label also available; which is more common? Carmen Sandiego White Parker Bros. release in U.S.; purple lettering King's Quest White Parker Bros. release in U.S.; purple lettering R.C. Grand Prix White Fantasy Zone Blue a re-release? Penguin Land Blue a re-release? Purple some Parker Bros. titles? It appears that Australia received quite a few blue label variants with late releases and their re-releases of popular titles, with each label having a Game Help number printed on the label. The following Australian variations have been reported: Sonic Blue available in Blue with re-release Sonic 2 Blue probably applicable to all carts released Wonderboy III Blue available in Blue with re-release Mortal Kombat II Blue Mickey Mouse: CoI Blue In the U.K., color variations are very common, usually representing a 3rd party. Back to the Future 2,3 Orange Star Wars White also seen in Red Marble Madness Blue Xenon 2 Blue Impossible Mission White Mortal Kombat II White Gauntlet White Speedball II Purple published by Virgin James Bond 007: Duel Pink/Purple This is very much an incomplete listing -- additions, corrections, and comments are welcome: jeffb@access.mountain.net. Does anyone maintain such a list already? [5] WHAT TITLE VARIATIONS EXIST? Wonderboy in Monsterland has also been seen domestically as: Super Wonderboy in Monsterland Super Wonderboy in Super Monsterland No gameplay differences are apparent; simply a title change. 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. Foreign release title differences: Rambo: First Blood Part 2 Rambo Canada Secret Command Europe Great Soccer World Soccer Europe Reggie Jackson Baseball American Pro Baseball Europe Walter Payton Football American Pro Football Europe "Buster" Douglas Boxing Heavyweight Champ Europe [6] WHAT SOFTWARE VARIATIONS EXIST? 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). [7] 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, this game was never released (foreign or domestic). Prototypes exist, however. 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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