| 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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