  


The following article was written by Sam Pettus (aka.
The Scribe) and was originally
featured on the now closed SegaBase website. It has been posted here in it's
entirety with only minor formatting changes and spelling mistakes fixed. Any
opinions stated are not necessarily the opinions of Video Game Rebirth. Any
questions, related problems or feedback should be directed to the author, and
are in no way the responsibility of this website or its staff.

Volume 2 - Master System/Game Gear - Trail Blazer
2000.10.11 :: Sam Pettus (The Scribe)
» Back to Index
The Competition Emerges
While Sega was enjoying considerable success in Japan with both its SG-1000
and SC-3000 product lines, one of its arcade competitors took note and began
making plans of its own. Originally founded in 1889 during the Meiji period
of Japan by artisan Fusajiro Yamauchi as a general purpose amusement company,
Nintendo had been but one of many such companies in the field until the
advent of the videogame boom. They quickly seized the opportunity with their
first arcade videogame, Computer Othello, and then went on to create
such arcade classics as Donkey Kong and Mario Brothers. It was
also around this time that Nintendo got its baptism of fire in the home console
market, producing a series of exceptionally high-quality arcade ports for the
ill-fated ColecoVision system. They vanished along with the console and a good
many other products from other vendors into the black hole of the "great crash,"
in the American videogame market in 1982, but even such a calamity did not daunt
them. Nintendo CEO Hiroshi Yamauchi, descended from the company's original founder,
proposed a bold plan to Nintendo's engineers to develop their own personal computer
for the Japanese market. Both design and production were rushed by Yamauchi,
who feared that Nintendo would miss out on a golden opportunity, and the end
result was a rather basic no-frills box called the Famicom (short for
"family computer") released in Japan in 1983 almost six months to the day after
Sega's SG-1000 Mark III was released. It was a relative failure at first, due
to design flaws introduced during its rushed production. While it failed as
a personal computer, it enjoyed some success as a home videogame system due
to its near-perfect ports of popular Nintendo arcade titles, and this caused
Yamauchi and his engineers to rethink their strategy. At the same time, the
near-total collapse of Atari in the American videogame market had left the door
of opportunity wide open in America for a new generation of videogame consoles
- provided there was a company stubborn enough and with enough marketing chutzpah
to overcome the ranks of the gun-shy American developers and retailers. Nintendo
took that plunge in 1984 ... and the rest, as they say, is history.
Officially released in the United States in early 1985, the Nintendo Entertainment
System (aka NES) was an instant overnight success. The quality-starved
American videogame market, long oppressed by the overall blandness of Atari's
offerings and still savoring the all-too-brief taste of such systems as the
Mattel Intellivision and the ColecoVision, flocked to Nintendo's banner in droves.
Nintendo gained a monopoly on the quality-starved American market virtually
overnight, which meant that any future competitors would have a tough row to
hoe in the world's most profitable market place.
It is at this point that we turn our attention back to Sega. You see, they
did not take too kindly to the sudden success of their newfound rival ....
The Next Sega System
The Sega SG-1000 Mark III, better known as the Sega Mark III,
was the third and final iteration of Sega's original SG-1000 product line. It
was also the first dedicated videogame console by Sega to be based on 8-bit
technology. It was modeled on the failed SC-3000 and first released in October
of 1985 (¥15000) as Sega's initial response to Nintendo's Famicom. The following
year, it found its way to Hong Kong, and a rare few even managed popped up as
exports in Western markets. It had been three years since Sega had rolled out
a new videogame system, and its market presence was not what it had been thanks
to Nintendo's arrival; however, Sega held hope that its name still held sway
with the gaming public.
The Sega Mark III was almost visually identical to the Mark II model save for
the raised cartridge port and the additional small card slot in front of that.
Optional accessories included the Mark II's SK-1000 keyboard and a smaller version
of its printer, as well as a Koala-style drawing pad for users with an artistic
bent. Like its ill-fated predecessor, the SC-3000, the Sega Mark III was modeled
in part after the Japanese MSX personal computer standard, featuring
a "blazingly fast" 3.6 MHz Zilog Z80 as its central CPU. Several improvements
were also made to the stock SG-1000 graphics capabilities - upping the maximum
number of on-screen sprites from 32 to 64 and so on. Perhaps most important
of all, the Sega Mark III was the first to integrate a PCM sound synthesizer
chip, thus providing users with 6-channel audio and finally getting away from
the "bleeps and bloops" of the SG-1000 series. In addition, an FM synthesis
module based on the versatile Yamaha YM-2413 FM generator chip was also available
for even better-sounding programming efforts. This added nine more audio channels
to the system's six as well as fifteen pre-programmed synthesized
instruments for an audio experience rivalling that of more powerful personal computer
systems. Regarding the additional card slot, the development teams at Sega had finally
taken the opportunity to take the SG-1000's Card Catcher accessory and integrate
it directly into the system. This made it fully compatible with both cartridge
and Game Card formats. It was also fully back-compatible with all SG-1000 software
in both cartridge and Game Card formats.
The Sega Mark III represented a bit of a departure from the 8-bit consoles of
the day in at least two different ways. It was the first purpose-designed,
dual-format home videogame console. Not only did it work with standard Sega
8-bit videogame cartridges practically identical to (and interchangeable with)
those first used in the SG-1000/SC-3000 product line, it also had that "card
catcher" slot for 4-bit Game Cards. Game Card games tended to be smaller and
not as sophisticated as cartridge-based games due to physical constraints, but
that also meant that they would tend to be considerably cheaper than their larger
cousins. Users could select either port to load games, which gave them a bit
more gaming flexibility than Sega's single-port competitors - for example, they
could leave their favorite game plugged into one port and swap games in the
other, switching back and forth between ports as desired. It was also the
first home console to experiment with virtual reality in the form of 3D
glasses. These were little more than an electronic variation of the red/green
or red/blue 3D spectacles used by thrill-seeking moviegoers back in the 1950s.
Each lens would rapidly strobe between opaque and clear, and this was carefully
timed to correspond with identical rapid shifting of on-screen graphics imagery
to simulate a 3D environment. While admittedly crude by today's standards, they
worked quite well and proved popular enough to warrant a series of SMS games
designed especially for their use. This was the top-of-the-line model as far
as the SG-1000 product line went, but it would not be the last iteration of
the hardware.
A Hard Row To Hoe
Sega was never really able to hold its own against upstart Nintendo in the
home console market. After the debut of Nintendo's Famicom, Sega's sales had
begun downward spiral in the wake of their chief competitor's new-found popularity.
There was no question that the Mark III was a superior gaming console in every
aspect; however, the relative cheapness of the Famicom coupled with its wide
range of titles and Nintendo's ruthless "inventory management" marketing techniques
gave it a virtual lock on the 8-bit software market. Most of the "good" titles
of the day were produced exclusively for Famicom and its American cousin, the
NES, which left other console vendors such as Sega out in the cold. Not to be
outdone, Sega decided that what was good for the goose was also good for the
gander and went about releasing its own dedicated videogame console. Borrowing
a page from Nintendo's book, they based their new console on the most powerful
computer hardware they were vending at the time and then put that system through
a major overhaul. In redesigning the Sega Mark III, Sega stripped it of all
functions and ports save those useful to a pure gaming system. This meant that
almost all of the Sega Mark III's optional accessories were jettisoned, with
the end result being a stripped-down 8-bit console not all that much different
from its 4-bit SG-1000 Mark I predecessor save in horsepower. The integrated
Card Catcher port was retained from its ancestor, however, as was the standard
Sega cartridge port, controller ports, and A/V ports. The FM synthesis audio
module was retained and integrated into the system for the Japanese version,
but stripped out for the export version in order to cut costs. Also, for the
first time for a Sega system, a light gun was to be included with every one
of these new consoles. It was modeled after Sega's earlier "Zillion Gun" for
the Zillion anime TV series and reflected both Sega's gun gallery gaming
heritage and the popularity of Nintendo's
Duck Hunt
for the NES.
Remember our rundown of the specs for the Sega SC-3000 personal computer?
Here are the specs for the Sega Master System, aka the Sega Mark III. I told
you these were going to look awfully familiar.
| Component |
Description |
| Processors |
Zilog Z80 CPU running at 3.58 MHz
Texas Instruments SN-76596 PCM audio processor (6 channel sound)
Yamaha YM-2413 OPL-3 FM synthesizer (FM module for Sega Mark III only)
|
| Graphics |
Texas Instruments TMS9929A VDP
64K VRAM
16-color palette with 16 intensities each (64 colors from a 256-color palette)
Support for 256x192 (SC-3000) and 240x226 (native) graphics display modes
32x28 character text display mode
|
| Memory |
1 MB system ROM
64 K system RAM
|
| Connection |
1 expansion slot (unused)
1 cartridge port
1 Game Card slot
2 joystick ports
Commodore-style A/V port and internal RF adapter
|
| Storage |
SG-1000 style videogame cartridges (supports ROM sizes from 128K to 4 MB)
Sega Game Cards (supports ROM sizes from 32K to 256K)
|
|
The newly redubed Sega Master System was a direct challenge to Nintendo's
monopoly on the videogame market. In a first for the company, Sega made the
bold move of exporting their new system worldwide before releasing it at home
in order to better compete with their rival. It was not the first time that
any company had dared to challenge Nintendo on its own turf, but this time the
challenger was one who theoretically packed the talent and product to counter
or best anything that they could offer. This marked the beginning of the second
round in the console wars, one in which Japanese companies would supplant American
ones in vying for dominance, and would last almost a full decade before the
next major player would burst upon the scene.
The SMS became Sega's first vended home console in the U.S. when it made
its debut in June of 1986, about a year and a half after the Sega Mark III was
first released in Japan. It did better than expected during its launch, selling
some 125,000 units during its first four months on the market at US$200 a pop,
and found its way back home to Japan in November of 1987. This was no doubt
helped when it was featured on the television talk show Siskel and Ebert,
during which the two famous movie critics (Gene Siskel and Roger Ebert) openly
endorsed the console. Even so, Nintendo sold over 2 million NES units during
the same period - a 16-to-1 market ratio that did not please Sega CEO Hayao
Nakayama. He decided no to waste too much effort on a market where he was so
clearly outgunned, so in early 1988 arrangements were made with Tonka, the American
toy manufacturing powerhouse, to market the system and its software to as many U.S.
outlets as possible. Lacking the cash for an extended overseas effort, Sega
also let Tonka control the marketing and advertising for the SMS. Sega's
decision to turn the fate of the SMS in the U.S. over to Tonka proved to be
a fatal error from which the system never really recovered.
If the market performance of the SMS had not been exactly stellar in
Sega's hands, then apathetic might be a better way of describing it under Tonka's
guidance over the next three years. Tonka had practically no clue as to how
to properly market and gather additional support for a videogame console, which
meant that the SMS went nowhere fast. It made practically no headway against
Nintendo's venerable NES due to lack of exposure and Nintendo's absolute lock
on both the developer community and U.S. videogame market. This meant that there
was almost no room for the competition, and Nintendo's exclusive development
licenses meant that Tonka could only manage to garner two third-party companies
to support the SMS in the U.S. (Activision and Parker Brothers). By the end
of 1988 Nintendo had sold over 30 million NES consoles, with retailer demands
for over three times that number. Given all of its technical superiority, the
SMS failed to put a dent in the U.S. market due largely to Nintendo's monopoly
and Tonka's incompetence.
One SMS title deserves special mention at this point, though, because it was
one of the exceptions to the otherwise abysmal market performance of the SMS.
Originally developed in 1987 as a showpiece for the fading Sega Mark III, Yuji
Naka's Phantasy Star
was also one of the last titles ever made
by Sega for its 8-bit console. It went on to became one of the most popular
games Sega ever released and quickly attracted a worldwide following. A science-fiction
RPG with decidedly fantasy elements as well, it told the story of a young woman
named Alis and her quest for justice against an age-old evil threatening her
world. It was the first console RPG to be released in the United States (1988),
since Nintendo had not seen fit to import either
Dragon Warrior or
Final Fantasy
for the NES at that time. It was superior to both of them
in terms of graphics and sound, delivering fully detailed on-screen displays
and character graphics (as opposed to the tile-like graphics of Nintendo's offerings)
and making full use of the Mark III's PCM synthesis chip to deliver one of the
best FM-based audio experiences ever heard in an "old-school" 8-bit RPG. It
was the first RPG to use first-person perspective (during the dungeon-crawling
sequences), as well as the first RPG to feature a woman as the game's lead character.
Phantasy Star's
popularity was such that Sega eventually would make a franchise out of it,
thus prodding Nintendo to finally bring its own RPGs to the U.S. The original
Phantasy Star
was re-released twice - the first time in 1992 in all of its original 8-bit glory as a
special custom cart for
the 16-bit Sega MegaDrive, and the second time over a decade later in the
Phantasy Star Collection Sega Ages for Saturn owners. Sadly, however, the
first Phantasy Star
would be the only one ever released for its original 8-bit systems, and
its 1988 reissue for the SMS would be the only English-language version ever
to see the light of day.
Tonka's abject failure at marketing the SMS caused Sega to rethink its marketing
strategy regarding its 8-bit console. In 1990, not long after Sega's 16-bit
Genesis began its destruction of Nintendo's market monopoly, Sega of
America reacquired the SMS marketing rights from Tonka. It then retooled the
system and released the redesigned console as the Sega Master System II.
Harkening back to its SG-1000 roots and bearing a striking resemblance to the
subsequent Genesis Model 2, the SMS 2 was for all practical purposes a cartridge
box and nothing more. It had no Game Card slot, no power light or reset button,
no expansion port, nor the fancy BIOS (with its built-in instructions and hidden
mini-game) of its predecessor. This time around, Sega tried to do everything
that Tonka had failed to do in terms of product support - better advertising,
better acknowledgement of developers and licensees, better videogame packaging
- but the effort was doomed to failure from the start. The days of 8-bit technology
in the U.S. console market were by now obviously over, even though the NES was
still stumbling along largely due to sheer momentum.
While the SMS itself may have died a rather unnoble death in America at the
hands of Nintendo's wildly popular 8-bitter, its technology was even then being
revived in another form - one that was smaller, portable, and again pitted it
against an old and familiar foe. Now is not the time to discuss the successor
to the SMS, though. Instead, let us see how Sega's 8-bitter faired in Sega's
other major markets.
All Is Not Lost
If America was Nintendo's 8-bit console success story, then Europe was
Sega's. The SMS became Sega's first console to be marketed on a widespread
basis in the Old World when it hit the European videogame market in September
of 1987. Once there, it quickly took it over - much to Nintendo's chagrin -
and never let go until the 16-bit Sega MegaDrive came along in 1990. Over a
dozen third-party developers signed on to produce games for the system, and
they are largely responsible for some the best games ever released for the SMS
during its lifetime. These includes names with which most gamers are quite familiar:
Absolute, Activision, Acclaim, Codemasters, Core, Domark, Flying Edge, Image
Works, Sony Imagesoft, TecMagik, Tengen (nee Atari), U.S. Gold, and Virgin.
Even the much-vaunted NES was unable to topple the popularity of the SMS in
Europe, which it had royally trounced in Asia and America, and Nintendo did
not know how to handle this unexpected reversal of fortune on this new battlefield.
It was even forced to stoop so low as to license popular SMS titles for release
on the NES in order to buck up flagging sales. The SMS performed so ably in
Europe that Sega officially recognized its third major videogame market when
it formally opened its European corporate offices the following year. On the
other hand, SMS market dominance meant that Nintendo would never open a European
corporate office for NES support. It was a bitter pill that Nintendo found hard
to swallow, and they would not forget it when it came time to make future licensing
arrangements for new titles in the years to come. As for the SMS itself, it
would remain an integral part of the European console scene despite its 8-bit
technology until 1996, when it would be officially discontinued by Sega in order
to make way for the Saturn.
It can be justly said that the SMS saw its final glory days not in Sega's usual
worldwide markets, but in the economic powerhouse of South America's largest
nation. The official last hurrah for the SMS would be down in Brazil, where
the third and final official incarnation of the console was released in 1989
by Tec Toy. Dubbed the Sega Master System III, it was little more than
a cosmetic makeover of the SMS 2 with certain localized features, such as built-in
games. It was an instant hit with cash-strapped Brazilian gamers, and eventually
some 2 million units would be sold over the next eight years (1989-1997). Tec
Toy localized a number of SMS titles for Brazilian audiences, even going so
far in some cases as to translate the games into Portuguese and replace the
characters with ones more familiar to Brazilian audiences. They also converted
several Game Gear games for use on SMS hardware (Sonic Blast), with some
of these undergoing the Tec Toy localization process as well. Only a few brand-new
SMS games were made under the Tec Toy license, with the best known of these
being their 8-bit conversion of Capcom's Street Fighter 2.
One Last Hurrah
Beginning in the late 1980s and extending well into the 1990s, Sega developed
a multi-tiered R&D strategy aimed at developing a broad range of next-generation
consoles, ranging from small handheld units to high-end tabletop models. This
is now known by Sega historians as the planet series of consoles for
the simple reason that all (save one) of the systems in question were code-named
after a planet in our solar system. The names of planets beyond Earth were used
for tabletop systems, while the names of planets between Earth and the Sun were
used for handheld systems. There are, of course, only two planets whose names
could be used for handhelds, so likewise there are two such systems to go with
them. While we shall reserve discussion of Project Venus until it is
time to discuss the Genesis, this is the time to discuss the only remaining
candidate - Project Mercury.
Sega began work on Project Mercury in 1989. Its avowed goal was to produce
an 8-bit handheld console that would be superior to Nintendo's popular GameBoy
in every way. Since SMS technology was available and obviously superior to GameBoy
hardware, it was drafted into use for the new system. Utilizing SMS hardware
also meant that practically every single title in Sega's 8-bit libraries could
be re-released for the new system, thus cutting costs considerably and using
the savings in developing new titles. Unlike Nintendo's system, Sega's new handheld
would have a color LCD screen in order to showcase the superior titles that
would be released for it. It would also be held lengthwise between one's hands,
placing the controls at the thumbs and thus making it far easier to play than
the admittedly cramped layout of the GameBoy. The final name chosen for the
new system was Game Gear, and it was finally released to the Japanese
public on 6 October 1990. Its American debut followed mere months later, and
it found its way to Europe before the end of 1992.
There is really not that much to say about Game Gear, aside from the fact that
it was never able to come anywhere close to the worldwide popularity of the
GameBoy. The inclusion of the color LCD meant that the system had a notoriously
short battery life. Also, like its venerable 8-bit ancestor from 1987, Sega
never could come up with a library of top-notch titles to compete with to those
offered by Nintendo for GameBoy. It was like the early days of the SMS all over
again, save for Sega's new Sonic franchise. There were a slew of Sonic titles,
as might be expected, and a handful of decent third-party efforts from the usual
Sega licensees, but that was about it. The remainder consisted of SMS retreads
or retoolings, and recycling old SMS games for Game Gear no more fooled consumers
at that time than did recycled Genesis games for Sega CD. Game Gear did moderately
well in Sega's traditional strongholds, the U.S. and European markets, but it
hardly made a blip on the screen in Japan and Asia. Sega quietly killed the
system in 1996 in order to better focus its resources against the new threat
from Sony, and that was the end of it. Game Gear died a quiet death, its passing
mourned by few save its fans, and with that the 8-bit chapter in Sega's videogame
console history came to its official end.
Final Observations
So if the SMS was such a success outside of North America, why did it fail
in the world's most profitable market? The following information is derived
from Jeff Bogumil's Sega Master System FAQ, which is available in a variety
of locations on the Internet. It sums up the situation as well as any other
account that has been written on the subject.
-
First come, first serve: Nintendo was the only videogame company
foresighted enough to tread the American waters in the wake of the videogame
market crash. They were willing to do whatever it took, including marketing
the NES themselves, in order to seize it for their own. Their persistence
paid off handsomely - by the end 1985, they owned the U.S. videogame
market in a way that not even Atari had been able to accomplish. This left
little room for competing systems, especially one that took three years longer
to cross the big pond than did the NES.
-
Nintendo's illegal monopoly: When you own 90% of the world's largest
videogame market, then you don't have to play fair. That leaves only 10% for
your competition, which in theory means they never should be able to catch
up with you no matter what they put out. Nintendo's initial success with the
NES was such that it was able to force its software developers into exclusive
licensing arrangements - in other words, their products had to be exclusive
to the NES and not ported to other vendor's systems. This resulted in a number
of lawsuits brought by both the public and private sector, with the end result
that in 1992 Nintendo was found to established an illegal monopoly on the
U.S. videogame market in the New York state court system. Nintendo's first
response was a slight relaxing of its licensing restrictions, in which a developer
had to wait at least four years before porting an NES title to another system.
This did not satisfy the American and Japanese governments, who eventually
forced Nintendo into abandoning such tightly exclusive contracts. Unfortunately
for Sega, the government intervention came too late to save the SMS, and it
never acquired the library of games that it could have had thanks to Nintendo's
ruthless "inventory management" tactics.
-
Name-brand preference: It didn't matter one bit that Sega made
some of the best arcade games in the world, many of which had been faithfully
ported to the SMS. Every videogame system was a "Nintendo" in the minds of
the typically brain-dead American consumer, long inured to a steady stream
of high-pitched advertising. Thanks to Nintendo's successful advertising and
promotional campaigns, the NES found itself part of the American culture of
that day. Even today, most Americans who grew up during the 1980s still refer
to any videogame console as a "Nintendo." Parents liked the NES because it
had nice, family-friendly games. Kids liked it because it was cool ... and
if you friends had one, then you had to have one, too. It was the new status
symbol of American consumerism, in which every home had an NES for the kids
while the parents spent their time on their IBM PCs or Apple Macintoshes,
and that suited Nintendo just fine. In a market culture where having the "in
thing" means everything, the SMS was definitely the "out thing" and quickly
shunted aside.
-
Poor software: Let's face it - the SMS never had and never could
achieve a large library of good games due to Nintendo's near-absolute lock
on the videogame development community at the time. The initial offerings
in the U.S. have been described as "wretched" by some and "horrid" by others,
and what few popular titles there were tended to be the usual sports or action
stuff or the rare exceptions, such as
Phantasy Star.
Let's face it - the SMS software base simply didn't have the wide-ranging
appeal and variety found in that of the NES.
-
Poor product management: Perhaps the single worst decision Sega
made concerning the SMS was turning its fate over to Tonka, a company that
had lots of name recognition but absolutely no experience in the videogame
market. In a move that would be worthy of Sega itself about a decade later,
Tonka left most of the solid titles overseas and marketed (for the most part)
cheesy arcade junk instead. There was little real gaming experience to be
had in Tonka's offerings for the SMS, again save for some notable exceptions,
whereas the NES library was replete with excellent choices for whatever kind
of gaming experience you wanted.
-
Poor third-party support: Nintendo's lock on the developer community
meant that Sega and Tonka had to give its limited third-party support all
the exposure it could. This never happened, due largely in part to Tonka's
bungling. Both Activision and Parker Brothers, the only two U.S. third parties
to be had for the SMS, received almost no credit or recognition for their
efforts. On the other hand, Nintendo had studied former rival Atari and noted
that it had made the same mistake years before with the Atari VCS, causing
a number of programmers and developers to bolt the game-making effort. Nintendo
made sure to give its third-party base plenty of exposure, even if they were
locked into tightly restrictive contract, and that in turn generated additional
support among other prospective third-parties wanting to develop for the NES.
It may surprise you, however, to learn that the Sega Master System is
Sega's second-best selling videogame console to date. Taking into account
the three iterations of the console, along with Sega's own figures and those
of its licensees, it seems that over 13 million SMS units were sold worldwide
between 1986 and 1998 - and that doesn't include the clones and knock-offs.
While that comes nowhere close to worldwide sales of its chief competitor, Nintendo's
Famicom/NES, it is remarkable when one considers its technology and then compares
it to the performance of other Sega consoles. The 16-bit Genesis/MegaDrive still
rules the Sega roost with 28.5 million consoles sold, and after that comes the
8-bit SMS with its 13 million. Next comes the 32-bit Saturn with just over 10
million units sold, then the Sega CD at 6.5 million, and finally the 128-bit
Dreamcast at 5.5 million as of October 2000 - which is still on the market as
of this date and should break the Saturn's sales record sometime in 2001 (provided
current purchasing trends continue). It is a remarkable feat for a system that
some videogame historians in the U.S. still consider to be a failure. Those
who have been diligent enough to do their research, those who have examined
the system and its software base, those who have actually worked the numbers,
those who are able to take in the big picture without getting lost in the details
- they will tell you otherwise.
Warts and all, the SMS was a key factor in developing Sega's user base outside
of Japan, being as it was the company's first home system that it marketed to
other countries. While it did not do as well as had been hoped, Sega's arcade
games remained as popular as ever and brought in much-needed profits while the
SMS foundered on the home front. The SMS alerted gamers around the world to
the fact that Sega was perfectly willing to go the extra mile and "bring its
arcade games home" on hardware that was every bit as good (if not better) than
Nintendo's, and that did not go unnoticed. Sega's worldwide reputation improved
as a result, and the SMS helped set the stage for the next Sega console that
would follow. It would mark a new beginning for Sega, because for once it would
be riding the cutting edge of home console technology instead of following in
its wake. Sega's next system would be the one that would turn the home videogame
market on its ear, but it could not have done so had not the SMS opened the
doors to the world marketplace first. It took the dogged persistence of Sega's
8-bit console in the face of overwhelming odds to blaze the trail for the 16-bit
powerhouse that would thunder along shortly afterward in its wake.
Sega Master System/Game Gear Factoids
-
The internal Sega code name for the SMS was Power Base. You will find
it printed on each and every PCB for the original SMS.
-
Officially licensed variations of the Sega Mark III include:
- The Sega Mark III (Japan, 1986)
- The Sega Master System (all markets, 1987)
- The Sega Master System II (U.S. and Europe, 1990)
- The Sega Master System III (Brazil, c.1987)
- The Sega Master System Compact (Brazil, c.1992)
- The Sega Master System Girl (Brazil, c.1992).
-
Known clones of the Sega Mark III/SMS include:
- The Grandstand Programmable Computer (Europe and Australia, 1986)
- The Mark III Game System (New Zealand, 1986)
- The Mark Video Game System (Finland, 1986)
- The Samsung Gam*Boy (unlicensed South Korean product, c.1987).
-
The TV Draw graphic board for the Sega Mark III and SC-3000 was produced
by Sega as a Japan market exclusive, where it was known by the name
Terebi Oekaki
(i.e. "TV Art"). It is essentially identical to a Koala pad and is
the forerunner of the pen tablets that were later designed for use with the
MegaDrive and Pico system. It was slated for release in most Western markets
under a variety of names, but never saw the light of day except in prototype
form.
-
Only seven of Sega's Game Cards were ever released in the U.S. SMS market.
Among them were Spy vs. Spy and
Transbot.
-
The rear 50-pin card edge connector on the SMS Model 1 was a holdover from
the SC-3000. No official SMS peripherals were ever developed for it.
-
The SMS was the first Sega product to use the word "mega" in
its advertising. It was a descriptive term that Sega would subsequently recycle
for its next major console.
-
In bringing the SMS to market, Sega hurriedly converted the code of many
Sega Mark III games while leaving the original Japanese graphics and text
intact. These were Sega's first dual-language games, and a complete
list of them (along with information on how to detect them) can be found in
Jeff Bogumil's Sega Master System FAQ.
-
While the product itself was never released, two prototype Game Card
Converters for the SMS Model 2 are known to exist.
-
While Game Gear can run SMS games through the use of such products as the
Master Gear, there was no similar product released by Sega that lets
an SMS run Game Gear games. It was discussed at the time and a couple of companies
announced such a product, but it was never released. The chief problem was
in finding a way to accurately convert games coded for Game Gear's 4,096 color
palette into something useable by the limited 256-color palette of the SMS.
By the way, according to the Sega hardware experts, the color palette issue
is the only real technical difference between the SMS and Game Gear.
-
The original version of the SMS has a built-in snail maze game hidden
within its system hardware. To access it on a machine without a built-in
game, turn on the console without a cartridge or Game Card inserted and wait
for the instruction screen to appear. Now press and hold both buttons on controller
one. To access it on a machine with a built-in game, turn on the machine while
holding both buttons on controller one. It was removed for the later iterations
of the console, the SMS 2 and SMS 3.

Sources
- Akiyuki, Yoshimi. The Sega Mark III Web Page, 2000.
- Batelle, John; with Johnstone, Bob. "The Next Level: Sega's Plans For World Domination." Wired (San Francisco: Condé Nast), issue 1.06, 1996.
- Bogumil, Jeff. The Sega Master System FAQ. The Software Zone, 1996.
- "Brazil and the NES." ltsr's NES Archive, 2000.
- de Chantal, Sylvain; and Boisseau, Oliver. The Video Game Consoles FAQ. Digital Press, 1999.
- ---------------; and Hamel, Eric. The Real Game Gear FAQ. Digital Press, 1999.
- Dyer, Clinton R. The Foreign SMS FAQ. Digital Press, 1999.
- Herman, Leonard; Horwitz, Len; and Kent, Steven. The History of Videogames. GameSpot, 2000.
- Kent, Steven. The First Quarter: A 25-Year History of Video Games. Bothell: BWD Press, 2000.
- Sega of America, Inc. "A Brief History of Sega," Sega, 1998.
- Sheff, David. Game Over: How Nintendo Zapped An American Industry, Captured Your Dollars, and Enslaved Your Children. New York: Random House, 1993.
- "Super Majik Spiral Crew's Guide to the Sega Master System." Patent Pending, 1997.
- Worne, Robert. "Sega Master System." Robert's Classic Videogame/Computer Museum, 2000.
- ZinG. "The History of Sega." EmuGaming, 1999.
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