| 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 insturments for an audio experience rivaling
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 pratically 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 manyU.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 Sega Ages:
Phantasy Star Collection 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 Brazillian 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 Brazillian 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 dilligent 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 desgined 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 hurredly 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. Videogames.com, 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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