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FAQ by JBogumil

Version: 2.08 | Updated: 05/23/99

                      
                      S E G A  M A S T E R  S Y S T E M        
                         Frequently Asked Questions                            
                               Version 2.08
                                  05/23/99
  
Created and maintained by:   Jeff Bogumil (jeffb@access.mountain.net)

This FAQ discusses primarly the Sega Master System and Sega Master
System II, and their release in the U.S.  It also contains some foreign
compatibility issues.  However, for a more detailed look at the SMS in
other countries, with comprehensive information concerning SMS related
systems and a detailed foreign software listing, please refer to Clint
Dyer's SMS Foreign Release FAQ: www.best.com/~cdyer/ or www.gamefaqs.com

Also look for the Sega Master System Cheats Compilation FAQ, contains
tons of cheat codes, Pro Action Replay codes, walkthrus and strategies
for SMS games, both domestic and foreign.  Find it at 
blue.mountain.net/jeffb/ or www.gamefaqs.com

Looking for more information about the SMS' little sister, the
portable Game Gear?  Check out the Game Gear FAQ, by Sylvain De Chantal 
& Eric Hamel.  Available at www.gamefaqs.com.  (Better late than never,
Sly D.C.?) :-)

Look for the Japanese language translation of the SMS FAQ, available at
Yone's HomePage: http://village.infoweb.ne.jp/~fwik0826/index_e.html

Join the SMS Mailing List!  For instructions: www.timsnet.com/sms/

MY THANKS TO THE FOLLOWING CONTRIBUTORS:        
----------------------------------------        
Adam (doleman@ime.net)
Barry Cantin (BCantin@aol.com)
Benjamin Lawson (sblaw1@flash.net)
Bon Sawyer (bon-sawyer@geocities.com)
Brett K. Carver (brett@sr.hp.com)     
Cap Scott (CapScott@aol.com)     
Clint Dyer (APDF35D@prodigy.com)     
Craig (s9407341@yallara.cs.rmit.edu.au)
Galen Komatsu (gkomatsu@uhunix.uhcc.hawaii.edu)     
Jack Laughlin (laughlin@soeil.acomp.usf.edu)     
James P. Grenert (grenert@harvey.mayo.edu)
Jesse Telephone Booth (boothj@rpi.edu)     
John Daniels (ah499@cleveland.freenet.edu)     
Ken Arromdee (arromdee@jyusenkyou.cs.jhu.edu)   
Mark Knibbs (markk@netcomuk.co.uk)
Master of Slow Progress (dzubera@CS.ColoState.EDU)
Matt Kasdorf (kasdorfm@cuug.ab.ca)     
Matt Skeels(floater@softhome.net)
Michael C. Cukan (mcc2@cornell.edu)
Nathan Page (nmp20@cai.cam.ac.uk)
Patrick J. Errico (s0024211@hawkmail.monmouth.edu)
Rampage (rampage@ccnet.com)
Richard L. Holbert (rholbert@rcinet.com)
Russ Perry Jr. (perryda@sol.acs.uwosh.edu, "Russ" in subject)     
Ryan H. Osborn (rosborn@ecn.purdue.edu)     
Steve Wills (gt2378b@prism.gatech.edu)
Sylvain De Chantal (slydc@hotmail.com)     
Tom Holzer (TomHolzer@AOL.COM)
Meet Mr. Malaria (kyoshiro@netcom.com)     
Ulrich Hilmer (HILMER_ULRICH@DIODE.donut.ruhr.com)    
Charles McDonald (cgfm2@hooked.net)
John Winget (john-a-winget@uiowa.edu)
Jon Deeter (jond@wvi.com)
YONE (fwik0826@mb.infoweb.ne.jp)
Dominick Roman         
Jeremy Statz         
Jess Ragan
Robert Worne
  
I hope I haven't forgotten anyone...  :-)

If you'd like to contribute but not have your e-mail address listed, please
let me know in your e-mail.  And if you'd like to update your address above, 
send me an e-mail and I'll make the revision in the next update (I've had 
a couple of such requests, but they were lost in the shuffle - sorry.)        
 
COPYRIGHT NOTICE:          
-----------------        
This document is Copyright (C) 1996-1999 Jeff Bogumil.  Feel free to 
distribute this FAQ in whole - NOT in part - to the ends of the Earth.  
If you wish to include this FAQ in any form of publication or compilation 
(newsletter or book; electronic or paper product, CD-ROM or disk), please 
contact me first at jeffb@access.mountain.net.
 
DISCLAIMER:          
-----------        
I cannot be held responsible for false or mistaken information.  This FAQ is   
in no way endorsed by Sega of America or affiliates.  All copyrights and      
trademarks are recognized.         
 
WHERE YOU CAN FIND THIS FAQ:        
----------------------------               
WWW:  www.gamefaqs.com
WWW:  blue.mountain.net/jeffb/
E-MAIL: jeffb@access.mountain.net
  
UPDATED SINCE VERSION 2.07a
----------------------------
Added pointers for SMS Cheats Compilation FAQ and Game Gear FAQ
Added pointer for Japanese translation of FAQ (thanks Yone!)
New Q&A: 2.1 Is foreign SMS software compatible with U.S. units?
Removed questions about European and Japanese compatibility (merged
     into 2.1)
Updated Internet Resources (3.4)
Updated Emulation questions (5.9, 5.10)
New Q&A: 5.2 Any specific game history or trivia?
Removed Zillion, Y's questions (merged into 5.2)
Removed U.S. game list references to Cheats Compilation (6.1)
New label variations added (6.4)
Added pointer to Robert Worne's Alternate Title List (5.5)
 
CONTENTS         
--------         
I. General Information       
    1.1  What is the SMS?       
    1.2  Why didn't it gain popularity?      
    1.3  What are the technical specifications of the SMS?       
    1.4  What accessories are available for the SMS?       
    1.5  What pack-in packages exist? 
    1.6  What 3rd parties developed games for the SMS?
    1.7  Where does the SMS fit into Sega's video game timeline?      
       
II. Compatibility       
    2.1  Is foreign SMS software compatible with U.S. units?       
    2.2  Can I play Game Gear games on my SMS?       
    2.3  Can I play SMS games on my Genesis?       
    2.4  Can I play SMS games on my Game Gear?       
    2.5  Can I play 3-D games without the 3-D glasses?       
    2.6  Can I play Sports Pad games without the Sports Pad?       
    2.7  Can I play Light Phaser games without the Light Phaser?       
    2.8  Do Genesis controllers work with SMS games?       
    2.9  Is there any possible way to play SMS cards on the SMS II and Game   
         Gear?
   
III.  Sources       
    3.1  Where can I find SMS hardware and software?       
    3.2  Are there any magazines with SMS coverage?       
    3.3  Where can I find SMS cheats, tips and strategy guides?       
    3.4  What other Internet resources are available?       
       
IV.  Modifications       
    4.1  What would I find if I compared the SMS and Game Gear?       
    4.2  Is there a way to move the SMS pause button to a controller?
    4.3  How do I make a SMS language switch?
    4.4  How do I make a 50/60Hz (PAL/NTSC) switch?     
       
V.  Trivia       
    5.1  I've heard about a built in, hidden game.  What gives?       
    5.2  Any specific game history and trivia?
    5.3  Did SMS software really start the "meg" thing?       
    5.4  I've heard about a limited edition SMS game.  Info?         
    5.5  Do SMS carts contain dual language ROMs like Genesis carts?       
    5.6  The instruction manual says <such and such>, but the game does/says   
         <such and such>  Info?       
    5.7  What SMS games are recommended?     
    5.8  What SMS games are not recommended?       
    5.9  Are any SMS emulators available?
    5.10 Where can I find SMS ROMs?
    5.11 How do I replace the battery in my <name> cart?
   
VI.  Game List       
    6.1  What games were released for the SMS?
    6.2  How were SMS games packaged?    
    6.3  What packaging variations exist?
    6.4  What label variations exist?
    6.5  What title differences exist?
    6.6  What software variations exist?
    6.7  What SMS software was announced, but not released?     
       
-----------------------       
I.  GENERAL INFORMATION       
-----------------------           
       
[1.1]  WHAT _IS_ THE SMS?       
 
The SMS (Sega Master System) was Sega's answer to Nintendo's 8-bit NES        
(Nintendo Entertainment System).  Technically superior, the system never      
gained much in the way of a large user base due to numerous factors (see      
1.2).  The SMS sported quite a few gems during its short life, however,       
such as the renowned RPG Phantasy Star and the highly rated 3-D Glasses.      

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

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

 |                     |     |                  |         
       POWER                 JOYPAD PORTS          CARD SLOT         
 
        ASCII art by Jeff Bogumil       
   ________________         
  /________________\      ORIGINAL MODEL (SMS I)                   
 |__________________|   Nondescriptive front view         
 
       
The SMS has an introduction screen which appears each time you turn       
on your SMS (with or without a game inserted).  The Sega logo slowly       
"slides" into view mid-screen (with accompanying sound effect), and       
the text "Master System" appears underneath.  A two-tone intro tune is       
played during this sequence, which is best compared to the opening tune       
in the 16-bit Genesis version of Sonic the Hedgehog (though, in the       
SMS' case, the singing choir is replaced by the simple tones).       
 
Unlike the NES, the SMS has an instructional screen that appears if         
you turn on your system without having a cart or card inserted (the      
instructional screen appears after the introduction screen).  Later         
on (specific time-period, anyone?), Sega switched to built-in software,       
which automatically loads if you turn on your machine without a game       
present.       
       
In what seems to be a tradition with game systems, Sega of America       
released the Sega Master System II in 1990 in order to increase it's       
current user base via inexpensive (though downscaled) hardware.  This       
"2nd generation" SMS (comparable to the Atari 2600 Jr. and remodeled NES)     
measures _ x _ x _.  Very much the opposite of the original model, the SMS   
II looks similar to the remodeled 16-bit Genesis system.  Smooth curves,      
rounded corners, variable degrees of black and gray colored plastic,      
plus an enlarged, white Pause button for those "dive for the system"      
type of action games.  As an incentive, Sega included Alex Kidd      
in Miracle World as a built-in freebie.       
 
Unlike the SMS I, however, the SMS II lacks the following features       
(they were dropped in order to reduce the price of manufacture):       
       
*   Card port (resulting in the inability to play card based         
    games and 3-D carts (since the 3-D glasses use the card slot)).         
*   Swinging, hinged cartridge slot doors (the SMS II cart port operates      
    via a sliding cover).         
*   Opening logo music tune and text "Master System", when powered up.        
*   Reset button.         
*   Power-on light.        
*   A/V output.        
*   Extension port.           
 
     2ND GENERATION MODEL (SMS II)         
     Overhead view                    
      ASCII art by Ryan H. Osborn         
 
              RF-OUT         
         POWER  | CH4/CH3         
           |   _|   |         
          { } {  } { }         
         ____________________________________________________         
        /                                                    \         
       / ____________                                 _______ \          
      /_/            \                               /       \_\         
     |                \                             /          |         
     |                |_____________________________|          |         
     |     _____      |\                           /|          |         
     |    /     \     | \_________________________/ |          |         
     |   |       |    | |                         | |          |         
     |   | PAUSE |    | |                         | |          |         
     |   |       |    | |_________________________| |          |         
     |    \_____/     |/___________________________\|          |         
     |                                                         |         
     |                      ^ CARTRIDGE INPUT                  |         
     |   ||POWER||                                             |         
     |   (****---)                               S E G A       |         
     \    OFF  ON                            MASTER SYSTEM II /          
      \                                         POWER BASE   /          
       \____________________________________________________/         
     
           {____}  {____}         
             |        |         
       CONTROL 1   CONTROL 2         
 
From Mark (markk@netcomuk.co.uk):
"In France, the MS 1 (_and_ the MS 2, which had the A/V port instead of 
RF jack) were sold with an RGB lead (model 3085). One end plugs into 
the MS, the other into the SCART/Peritel socket on a TV, via a small box 
in the lead. It gives a _lovely_ clear picture. The box contains a 
small PCB, the purpose of which is to provide the blanking and function 
switching signals. (So my TV switches to RGB mode automatically when I 
turn on the console, and back again when I switch it off.) On the box 
it says: 'Adapteur R.V.B.'."    

In Brazil, a "Sega Master System III" has been released.  Evidently similar
to the MS2, with some subtile changes.  An SMS III "Super Compact" was also
released.  For more info, see Clint Dyer's SMS Foreign Release FAQ:
http://www.best.com/~cdyer/

There are various adapters available that will allow you to play SMS games
on other Sega manufactured systems:

Power Base Converter (SMS->Genesis; See question 2.4)
Master Gear (SMS->Game Gear; See question 2.5)

[1.2]  WHY DIDN'T IT GAIN POPULARITY?       
       
There are many factors contributing to the SMS' failure in gaining a       
significant amount of the market (statistics show the NES having 90% of the    
8-bit market, with the SMS and Atari 7800 sharing the remaining 10%).       
       
#1. Nintendo's third party policy (at the time, if you programmed for the Big  
N, you programmed for the Big N only).  Thus, Sega suffered.  I believe       
Nintendo relaxed their restrictions later on, with a 4 year waiting period     
before a licensee could transfer an NES title to another format.  Even later,  
Nintendo again reduced restrictions upon government pressure.  By this time,   
however, the SMS had failed to make significant sales, resulting in little     
interest from outside developers.       
       
#2. The Nintendo Entertainment System came first and was quickly accepted by   
video game starved consumers.          
 
#3. With the NES' head start came a disturbing trend in consumers:  everyone   
likes to stick together.  Jimmy buys a system just like the one Bobby has, so 
as to fit in with the crowd.           
 
#4. Poor software.  I admit, the SMS sported some retched stuff with its      
introduction, with most of it leaning toward the sports/action spectrum       
(i.e. didn't appeal to the entire crowd).       
       
#5. Poor management by Tonka Toys.  In 1987, Sega of America sold its SMS     
rights to Tonka, believing that Tonka's toy distribution would better allow   
the SMS to be circulated.  Unfortunately, the distribution didn't make much of 
a difference, what with the dismal marketing and support given by Tonka.      
Popular titles (such as Gauntlet and Psycho Fox) appearing in Europe were     
passed over by Tonka for such flops as Cloud Master and Dynamite Dux.  Soon   
after the release of the Genesis, however, Sega of America reacquired the SMS  
rights, which were quickly followed by some new software releases (including   
previously ignored European softs such as Psycho Fox, and downscaled 16-bit   
translations like Ghouls 'n Ghosts).  This was too little, too late,       
however...       
       
#6.  My own personal peeve -- the pause button is located on the SMS base     
unit instead of a controller.  Given, this may not have affected sales       
much, but I'm sure it did nothing to help the system's popularity.  :-)       
       
#7.  A lack of 3rd party exposure.  Tonka did nothing to really advertise     
SMS 3rd parties.  Activision and Parker Brothers games are only recognized     
by their small logos on the box packaging; there were hardly any other      
distinguishing features that hinted at any licensee involvement (except for    
Activision possibly having a hand with the infamous black packaging of their   
carts).  Nintendo, on the other hand, did give exposure to their 3rd party    
developers.  Marketing-wise, the promotion of companies developing games for  
_your_ system adds security and lasting value to your product.  Sega did not   
make this mistake with the 16-bit Genesis and tried to correct the mishap     
when they reacquired SMS rights.       
      
While the system failed in the U.S., it greatly succeeded in Europe, 
Australia, and Brazil (where the SMS III (!?!?) is still being sold).
   
[1.3]  WHAT ARE THE TECHNICAL SPECIFICATIONS OF THE SMS?         
 
The following has been reprinted from the rec.games.video FAQ (statistics      
by Corey Kirk):         
 
Bits (CPU):  8         
Bits (Gx):  8         
CPU:  Z80         
MHz:  3.6         
Graphics:  240 x 226         
Colors:  52/256         
Sprites:  16         
Sprite size:  8 x 8         
Audio:  mono         
RAM:  ?         
       
The following has been contributed by Matt Kasdorf:         
       
From SMS I packaging:         
ROM:           1024K Bits         
RAM:           64K Bits         
Video RAM:     128K Bits         
Colors:        64         
Resolution:    256x192 Dots         
Screen Scroll: Horizontally, Diagonally, Vertically, Partial         
Audio:         3 Sound Generators, Each Four Octaves, 1 White Noise         
Characters:    8x8 Pixels, Max 488         
Sprites:       8x8 Pixels, Max 256         
 
Some Text from the Box:         
"4 way scrolling", "up to 4194K Bit memory", "256K Bit Memory Sega Cards",     
"up to 4194K Bit Memory Sega game Cartridges", "with lithium Back Up RAMs"     

Guts:         
RF Converter: MGB3-VU3401, 8E388         
PCB Component Side Markings: (c) SEGA 1988         
       SEGA (R) M4  POWERBASE / NTSC  171-5533-01       
       837-6629  19 AUG 1988         
CON2: 35 Pin Card Slot  209-5020 K16R         
CON3: 50 Pin Cartridge Slot  PSB4D255-4R1 M18R         
CON4: 50 Pin Card Edge         
IC1:  Zilog Z0840004PSC Z80CPU 8828 SL0965         
IC2:  0821EX SEGA MPR-11460 W46         
IC3:  NEC JAPAN D4168C-20 8829P5007         
IC4:  SEGA (R) 315-5216 120U 8820 Z79         
IC5:  SEGA 315-5124 2602B 84 18 89 B         
IC6:  NEC JAPAN D4168C-15-SG 8828XX215         
IC7:  NEC JAPAN D4168C-15-SG 8828XX215         
IC9:  SONY 8M09 CXA1145         
 
SMS Control Pad Information:         
-female plug on end view: 5 4 3 2 1         
     9 8 7 6         
-pin 1: Up         
-pin 2: Down         
-pin 3: Left         
-pin 4: Right         
-pin 5: No Connection         
-pin 6: Button 1 (Start)         
-pin 7: No Connection         
-pin 8: Common (Ground?)         
-pin 9: Button 2         
 
[1.4]  WHAT ACCESSORIES ARE AVAILABLE FOR THE SMS?       
 
VictorMaxx's StuntMaster helmet (a puesdo-VR goggle display) is
evidently compatible with the SMS 1 via the A/V port.

Here are those offered by Sega.  Other companies also developed various       
peripherals, including joypads, joysticks and light guns.  In Japan; a BASIC     
program language attachment, keyboard and light pen (is this the same as the   
Graphics Board?), and "audioadapter" (what is this?).  Sega of America     
announced a "Graphics Board" (a drawing pad, with images appearing on your    
television screen) and a 3.5" disk drive with the SMS' introduction, but     
neither accessory was released.     
     
Tonka announced a few peripherals in their '88 "Let the Games Begin" catalog.  
They include an "Arcade Command Stick" ((#43052) questionable existance), a    
"Mega Phaser" ((#43051) evidently released), Light Tablet ((#?????) rumored    
ONE prototype to exist -- I would guess this tablet is the Graphics board     
announced by Sega), and a 3.5" disk drive (#?????) not released -- again,     
most likely the same item as Sega's disk drive).  Product numbers listed     
(43xxx) are by Tonka, not Sega.
     
Two SMS card -> SMS II/Master Gear converter (card -> cart port) prototypes   
are known to exist.        
       
Available in Europe is the Pro Action Replay (a cheat code device similar to   
the Game Genie).  From Adam (doleman@ime.net):

"The PAR is used to create codes that, when put in at the code screen, will
enable you to alter the game in a certain way.  You can get infinite lives,
infinite energy, and all sorts of other goodies.  It is made by Datel and
is not available in the US.  I'd get into the technical aspect of it, but I
don't really understand how it works :)"
 
Paddle Controller (product #????)               
Evidently, this device was not released in the U.S. as previously believed.    

Sports Pad (Power Ball) (product #3040)         
A rollerball controller developed for a couple early sports games (Sports Pad  
Football and Great Ice Hockey; possibly others).         
 
Light Phaser (product #3050)                   
Similar to the NES Zapper, but of higher quality.  A sleek, jet black       
pistol, with "hair trigger" (no clunky "recoil" found, unlike the Nintendo     
counterpart).  Light Phaser compatible games required  (see 6.1).  For an     
interesting trivia note, see 5.2         
 
3-D Glasses (product #3073)                     
Quite innovative at the time of release, Sega's SMS 3-D glasses still draw     
rave reviews from video game players.  3-D compatible games required       
(see 6.1).  A SMS I is required for this device, as the 3-D glasses hook      
up to the system via the card slot.         
 
Control Stick (product #3060)                 
       
     /----\         
     \----/     ASCII art         
       ||         by         
      _   _   ||        Jesse Telephone Booth          
    /-----------------\         
    \-----------------/         
 
The Control Stick was a joystick designed for right handed control, instead    
of the typical left handed set-up.  It was sold separately for $20-25,      
was packaged with the SMS cart Outrun (sold together for $45-65), and was     
also sold with the Rapid Fire Unit ("Rapid Fire Control Stick, $??.??)       
Black, gray and red design.         
 
Rapid Fire Unit (product #3045)                
From Brett Carver:  A small device that is inserted between a two-button      
controller and the game system.  It provides an auto-repeat capability for     
the control buttons which saves a lot of wear-and-tear on fingers for games    
like Astro-Warrior.  The auto-repeat could be turned on for each button       
independently.         
     
      Switches to turn on/         
      |     off auto-repeat         
        Plug for           V                               
  system     -----------------         
    |        |               |         
    V        |      2 [X ]   |         
   ---       |               |        
   | |=======|  RAPID FIRE   [<- Plug for         
   ---       |               |  controller         
             |      1 [ X]   |         
             |               |         
             -----------------         
     
   ASCII art by Brett Carver         
 
This unit was seen offered through Sega in their early "SEGA           
Challenge" newsletters.  Buying 3 games would get you the item.  It     
was also available via retail ($8.50), and packaged with      
the Control Stick as the "Rapid Fire Control Stick" ($??.??).     
A 3rd party rapid fire unit may exist (more info in a future update).         
 
Control Pad (product #3020)                    
The joypad which comes packaged with SMS systems.  Resembling the 1st       
generation NES pads, three versions exist:       
      
1.  Three button/mini-joystick.  Once the thumbpad button cap was removed,     
a small "thumbstick" could be inserted.       
           
2.  Three button. The third button sits recessed in the center of the      
thumbpad.  The button has no function during gameplay.       
      
3.  Two button.  The thumbpad button as been entirely removed.  This       
version is most commonly associated with the SMS II, when it was       
introduced.       

From Nathan Page:
"3041 Handle Controller

Black plastic thing, stickers to give the impression of car instruments. 
Breaks easily. I don't have any other details handy, but I have a large 
review of the thing. It apparently works reasonably well."

This device was not released in the U.S.
       
[1.5]  WHAT PACK-IN PACKAGES EXIST?       
       
When released, U.S. SMS I pack-ins included (product # shown):          
 
3000      Hang On/Safari Hunt ("Master" package; including base unit, 2       
          controllers, combo cart, light phaser and hook-ups; original        
          retail price of approx. $200)
 
3005      Hang On/Astro Warrior ("Base" package; including base unit, 2        
          controllers, combo cart and hook-ups; original retail price 
          of approx. $120)           
 
3001      Missile Defense 3-D ("SegaScope" package; including base unit, 2     
          controllers, cart, 3-D Glasses, light phaser and hook-ups;         
          original retail price of approx. $???)           
 
There are also 3 (possibly 4) different built-in software variations of the    
SMS I.  I assume these systems replaced the base units and carts listed in     
the above packages.  They are:         
 
#1.  Hang On/Safari Hunt         
#2.  Missile Defense 3-D         
#3.  Hang On/Astro Warrior (exist?  I have yet to encounter one)         
#4.  Hang On       
       
The SMS II was released with Alex Kidd in Miracle World built in, one       
controller and necessary hook-ups.         
       
Sega of America had a short-lived special offer with the Power Base        
Converter, offering Golden Axe Warrior as a free pack-in.

From Luke Breinig <lbreinig@ix.netcom.com>:
I've got another US pack-in variation for y'all. One of my friends had
a Hang On/Astro Warrior system package with the Light Phaser. It
would've been purchased in mid to late '89, so I imagine it was just an
example of Sega clearing out left-over inventory before introducing the
Genesis and SMS II. It also had the controllers with the removable
d-button center caps (no actual thumbsticks, though), and that's the
only place I've ever seen them. I don't recall a specific part number
for this system, it would be my guess that this package was sort of an
anomaly and it didn't have a separate number.

In Europe, players were given the same pack-ins as those in the states --      
concerning the original "Sega Master System."  They also received the 
following:

Sega Master System Power Base, Hang-On cart, 2 controllers, hook-ups,
product code 3010 (contributed by TomHolzer@AOL.COM)

Sega Master System II, w/Alex Kidd in Miracle World built-in; Sonic the
Hedgehog cart pack-in, controller(s?), hook-ups

Sega Master System II, w/Sonic the Hedgehog built-in, controller, hook-ups

"Sega Master System Plus", a SMS I with light gun and Operation Wolf 
cart (?), controller(s?), hook-ups

"Sega Super System", SMS I with 3D glasses (game?), controller(s?), hook-ups

"Sega Super System Plus",  SMS I with light gun, 3D glasses, Missile Defense 
3D and Operation Wolf carts, controller(s?), hook-ups

SMS II, Sonic 1, Sonic 2 (assuming Sonic 1 built-in, Sonic 2 as cart), 
controller, hook-ups

SMS II, Sonic 1, Columns, Super Monaco Grand Prix, 3rd game (title?)
(Sonic built in, other three as a three game cart (Master Games 1)), 
controller(s?), hook-ups

SMS II, Lion King, controller, hook-ups

In Australia, at least 5 pack-ins exist:  

1.  The SMS I with Alex Kidd in Miracle World built-in, controller(s?), 
and hook-ups.
2.  The SMS II with Alex Kidd in Miracle World built-in, two
controllers, hook-ups, and a Double Dragon pack-in cart.
3.  The SMS II with Alex Kidd in Miracle World built-in, hook-ups,
controller(s?), and Sonic the Hedgehog 2 pack-in cart.       
4.  "Sega Master System Plus"; SMS I, two controllers, light phaser, and
     Hang On/Safari Hunt built-in
5.  "Sega Super System Plus"; SMS I, two controllers, light phaser, 3D
     Glasses, Hang On/Safari Hunt built-in, 3D Outrun (cart?)

[1.6]  WHAT 3RD PARTIES DEVELOPED GAMES FOR THE SMS?

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

In the UK:

Absolute Entertainment
Activision
Aklaim/Arena
Codemasters
Core
Domark
Flying Edge
Image Works
Sony/Imagesoft
TecMagik
Tengen
US Gold
Virgin
      
U.S. Parker Bros. games were released by US Gold in the U.K.

-----------------       
II.  COMPABILITY       
-----------------       
 
[2.1] IS FOREIGN SMS SOFTWARE COMPATIBLE WITH U.S. SMS UNITS?         
 
Yes, though there have been a few instances reported in which PAL carts
have difficulties:

From Mark <markk@netcomuk.co.uk>:

Game                         Problem
----                         -------
Prince Of Persia             Occasional slight graphical glitches
Jungle Book                  Ditto, and the scrolling is sometimes jerky
Back to the Future III       Does not work at all. Game hangs.

Presumably BTTF III contains code to check for 50Hz, and locks up otherwise.
This is borne out by the fact that I can start the game in 50Hz, then switch 
to 60Hz while playing. The graphics are rather flickery, but it works. 
When the game is over the machine hangs.

Strangely, Prince of Persia works fine on a 60Hz Mega Drive/Power Base
Converter combination!
 
[2.2] CAN I PLAY GAME GEAR GAMES ON MY SMS?         
 
The official word: No.  The unofficial word from curious hackers: I don't     
see why not.  The NEW unofficial word:  No, due to color conflicts.  Here's   
some information I received (from Meet Mr. Malaria (kyoshiro@netcom.com)):    

"As for the possibilility of running Game Gear games on an SMS,       
I'd say no, or at least a firm possibility that it can't.      
 
The Game Gear can run SMS carts, of course, but that may very       
well be due to intentional downward compatibility of the GG to the SMS,       
and such may not work in reverse.  The only hardware [difference] I know of    
between the two on a chip level is that the GG has a 4096 color palette,      
while the SMS has a 256 color palette, but that may be enough.  If the GG     
has a larger palette, than it must have a different method of setting       
each of the color registers than the SMS did:  The SMS color can be       
determined by one byte, so probably only needed one register, whereas a       
number from 0 to 4095 needs two bytes, and therefore the GG chips       
probably have two color registers, or one register with a special system      
which allows both bytes to be written one half at a time.        
 
The Game Gear was probably designed to allow the color registers       
to be set by either the 256 color method (for downward compatibility), or     
the 4096 color method, whereas the SMS was created before the GG, so it       
would not support a GG-specific game's method of setting colors.      
 
The possible problems resulting from this incongruety -alone-       
might be:      
 
#1.  A complete crash (if the GG game tried to set registers that did       
not exist or had nothing to do with color)      
 
#2.  Completely scrambled colors (if the GG uses the same registers       
to write the colors, but in a different way)     
      
#3.  No picture at all (if the GG writes colors using registers that       
had no function in the [SMS], so no SMS color reg would ever be written      
to, and all would default to black, so no picture)     
  
It may still be possible that the two are still compatible, but       
only [if Sega] intentionally created the GG to set colors in a matter that     
would cause the [SMS] to use it's nearest approximation, or if each cart      
were programmed to be SMS compatible.        
 
Summary:  It looks to me like the GG was designed to be downwardly       
compatible with the SMS, but the SMS would not have been designed to be       
compatible with the GG."

-- BUT --

From Richard Holbert (rholbert@rcinet.com):
"I don't own either, but I read your FAQ and have an idea that might work.
Aside from the obvious hardware interface problems, the software
incompatibilities could be addressed as follows:  I think it should be
possible to rewrite the SMS BIOS ROM (or whatever Sega calls it) to map the
extra color codes to their nearest SMS equivalent.
    
Source code for both SMS and GG BIOS would be very helpful, but someone
could probably disassemble them."
      
Someone once mentioned that a pre-Christmas '92 issue of VG&CE contained a     
mailorder ad offering a GG to SMS adapter, but my VG&CE collection is         
incomplete, and I haven't been able to confirm its existence.  Any         
information is welcome.       
       
For more information, check out the Modifications section of this FAQ.

[2.3]  CAN I PLAY SMS GAMES ON MY GENESIS?       
 
With the aid of a device called the Power Base Converter (distributed
and licensed by Sega), it's possible to play all (*) SMS games (including 
3-D, light phaser, and cards) on the original model Genesis.  The converter 
retails for $40-50, but can be found discounted for as low as $15.  Note that 
a Power Base Converter for the Genesis II is available in Europe only.              

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

From Clint Dyer (APDF35D@PRODIGY.COM):     
"Only F-16 doesn't work on the PBC -- in short, it uses all the      
pins across the board, and is the only card to do that.  Thus, the PBC      
wasn't made to read all the pins."      
 
[2.4]  CAN I PLAY SMS GAMES ON MY GAME GEAR?         
 
Yes.  A few adapters exist, with Sega's own being the "Master Gear."        
Restrictions apply:       
       
*   Only cartridges can be used.       
*   Small text and objects are difficult to make out on the Game Gear.       
*   4-meg SMS carts have minor difficulties (i.e. the occasional scrambled     
    graphic) due to Game Gear limitations.       
*   Carts requiring special accessories or a second controller won't function  
    properly.         
 
[2.5]  CAN I PLAY 3-D GAMES WITHOUT THE 3-D GLASSES?         
 
A few games do have special codes or options to disable the 3-D feature,       
and they're listed below.  If anyone knows of any other 3-D games with a       
2-D option, please let me know.         
 
Zaxxon 3-D:  Press pause at the title screen to bring up an option menu.       
Simple enough.  :)         
 
Poseiden Wars 3-D:  Plug a control pad into the 2nd port.  With this         
controller, press button #1.         
 
Space Harrier 3-D:  Play the game in 3-D until you reach the first boss.       
Let him kill you.  If you obtained a high enough score, you'll get an         
initials input screen after the Game Over message.  With the 2nd         
controller, and holding button #1, enter T-H-R-E-E.  Note that the word       
will not be displayed on the screen.       
       
[2.6]  CAN I PLAY SPORTS PAD (ROLLER BALL) GAMES WITHOUT THE SPORTS PAD?       
       
You can move in a diagonal direction only, though very quickly.

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

[2.7]  CAN I PLAY LIGHT PHASER GAMES WITHOUT THE LIGHT PHASER?       
       
Two such games have been reported:  Operation Wolf and Lazer Ghost.
Neither were released in the U.S.
       
[2.8]  DO GENESIS CONTROLLERS WORK WITH SMS GAMES?       
       
Yes -- kind of.  The standard Genesis 3-button and 6-button joypads work      
fine with most SMS games, though there are some carts which are      
incompatible. (Is this a pin conflict, and if so, can it be fixed?)  Here     
is a list of games which do NOT function with Genesis controllers.       
     
Alien Syndrome     
Bomber Raid     
Great Volleyball     
Montezuma's Revenge     
Shanghai         
Where in the World is Carmen San Diego?     
Wonderboy in Monsterland         
Tennis Ace
 
[2.9]  IS THERE ANY POSSIBLE WAY TO PLAY SMS CARDS ON THE SMS II AND GAME      
GEAR?         
       
SMS card games were re-released in Europe and Australia as carts -- that's 
your best option.  There ARE card -> cart port converters, but only two 
prototypes are known to exist.       
       
-------------         
III.  SOURCES       
-------------       
       
[3.1]  WHERE CAN I FIND SMS HARDWARE AND SOFTWARE?

Best bet:  The SMS Mailing List.  Most folks are willing to help find that
certain cart, and you'll usually be able to find some great prices and
trades.  Hell, mention what you're looking for to Clint Dyer -- guy has a
memory like an elephant.  :-)

On-line auctions, such as Ebay, Yahoo Auction and Auction Universe.  

Also, yard and garage sales, flea markets, and pawn shops.

rec.games.video.marketplace wouldn't hurt either.

If you're in serious need of SMS control pads, you should see which games     
in your collection will function with a standard Genesis pad.  The following   
games have proven to be incompatible:     
     
Great Volleyball      
Shanghai      
Alien Syndrome      
Wonder Boy in MonsterLand      
Where in the World is Carmen San Diego?      
Montezuma's Revenge      
Bomber Raid     
Tennis Ace
     
Place classifed ads in video game fanzines, such as Digital Press.
(http://www.digitpress.com)          
 
Telegames USA offers accessories and U.K.-imported software.  You can         
request a catalog and other information:  (214) 227-7694 (voice).  Most SMS
collectors recommend going thru their U.K. based counterpart -- though 
you're paying overseas shipping, the prices are still much less expensive
(sometimes as much as a $40 difference):

Telegames
Kilby Bridge
Wigston
Leicester LE18 3TE
United Kingdom

Tel:    +44(0)116 2880445
Fax:    +44(0)116 2813437

Tenex Computer Express has some compatible controllers available in their      
Commodore/Amiga catalog; the Beeshu Ultimate Superstick (joystick with        
turbofire), Kraft Systems TripleTrack (rollerball), and Beeshu Zoomer         
Control Yoke (flight simulator controller with turbofire).  They can be       
contacted at:  1-800-PROMPT-1 (voice).    (This source still valid?)   
       
Video Magic offers some SMS hardware and software.  You can request a       
catalog by writing to:       
       
Video Magic       
P.O. Box 9542       
Pittsburgh, PA  15223

Nathan Page (nmp20@cai.cam.ac.uk) provides a service wherein he will 
attempt to locate any SMS game (including European releases). This is 
done in the form of "waiting lists" for the popular games. Mail him an 
offer for a particular cart, and in what condition you expect the 
box/manual etc to be in. You will then be added to the list. Whenever he 
finds a cart that someone is looking for, the highest person on the list 
who wants it gets ot for the price Nathan paid, plus shipping, plus a 
small "finders fee". 

Nathan also tried to hold a stock of Europe-only releases for sale or trade.

The following is a list of U.K. based electronic games dealers.  Thanks to     
Jeremy Statz for these locations.  (Are these sources still valid?)         
 
Select Consoles (mail order only)         
(052) 587-3573         
 
KC's Computers and Console Magic         
3 High Street         
Loughbrough         
Leics LE11 !py         
(050) 921-1799         
    
Raven Games London         
74 Bromley Road         
Beckingham         
Kent BR3 2NP         
(081) 663-6810         
 
Surfcliff LTD         
34 Norton Road         
Southbrough         
Tumbridge Wells         
Kent TN4 0HE         
 
SoftScan         
P.O.  Box 84         
Station Approach         
Hereford HR4 9YU   

If you're looking for a SMS Game Action Replay, try Datel (the manufacturer)
directly:  www.datel.co.uk  The SMS list reports Datel has the device for
about $40, including shipping.
 
[3.2]  ARE THERE ANY MAGAZINES WITH SMS COVERAGE?         
 
Not anymore.  :-)

Back issues to look for, though, would include the following 
(issue recommendations?):

Electronic Gaming Monthly
Video Games & Computer Entertainment
Sega Visions
GamePro

And overseas (Europe; contributed by Tom Holtzer (TomHolzer@AOL.COM)):

Sega Power ("...first 50-60 issues")
Back issues (still available?):

Future Publishing Ltd 
30 Monmouth Street 
Bath, BA1 2BW 
England

Mean Machines ("...was a cool 'all platforms' magazine and lasted around 
2 years")  Back issues (still available?, issue recommendations?): 

emap.images 
37-39 MillHarbour
The Isle of Dogs 
London, E14 9TZ 
England.

Sega Master System Magazine ("...(i believe) and it lasted 7 issues"; 
published by Future Publishing Ltd?)

From Bon Sawyer (bon-sawyer@geocities.com):

MegaZone (Australia)
SegaPro (Europe)

Anyone have any other foreign recommendations?

Digital Press, a video game fanzine, occassionally has SMS coverage.  Our
own Clint Dyer is a member of their staff.  http://www.digitpress.com
       
[3.3]  WHERE CAN I FIND SMS CHEATS, TIPS AND STRATEGY GUIDES?         
 
The SMS Cheats Compilation FAQ is the best source for cheats; you can find 
much of it incorporated into Game Sages (http://sages.ign.com), or the
complete listing available at http://blue.mountain.net/jeffb/  

There are also a few dedicated FAQs available (many of these have been
plucked from the Cheats Compilation - try http://www.gamefaqs.com).  

The compliation covers both domestic and foreign releases.

[3.4]  WHAT OTHER INTERNET RESOURCES ARE AVAILABLE?       
       
PAF SMS Home                               
www.dnc.net/users/pafnews/

Phantasy Star Homepage                     
www.seh.de/private/wl/choose.htm

The Sega Master System Collector Page      
www.execpc.com/~beshla/smshome.htm

Sega Zone                                  
www.emucamp.com/smszone/

Sega Master System Museum                  
www.alexkidd.org

The Space Harrier Page                     
members.aol.com/draculaxex/harrier.htm

The Guild of Sega Masters                  
comp.uark.edu/~ivaz/sega.html

The Phantasy Star Pages                    
www.phantasy-star.net

Game Sages                                 
sages.ign.com

GameFAQs.com                               
www.gamefaqs.com

Digital Press                              
www.digitpress.com

Richard's Sega Master System Homepage      
members.citynet.net/ges/smspg.htm

Simply Magnificent System                  
www.cyberpatrol.net/niallt/sega/sega.html

Just Another Sega Collector's Homepage     
members.xoom.com/ifkz/smspage.htm

The Sega Notebook                          
shell0.elnet.com/~gm-quinn/sms/

UK Sega Master System Page                 
www.severedbbs.u-net.com/fletcher/SMS.html

Fantasy Zone                               
www.jps.net/btribble/opaopa/

The Zillion Information System             
www.emulationzone.org/fanfare/zillion/

SMS Power                                  
smspower.speedhost.com

Sega Master System Land                    
www.geocities.com/TimesSquare/Arena/8775/

meSMerizeS                                 
www.geocities.com/EnchantedForest/Palace/8365/

Kedrix's Sega Master/Game Gear Review Page 
www.geocities.com/TimesSquare/Dungeon/4469/

Zillion Shrine                             
www.fortunecity.com/tattooine/constantine/286/

Classic Video Game Collecting (Alternate Title list)              
www.primenet.com/~rworne/segams.shtml

Clint's Handheld Web Page (Foreign SMS FAQ)                  
www.best.com/~cdyer/

Concordant Opposition (SMS FAQ and Cheats Compliation FAQ)                      
blue.mountain.net/jeffb/

The SMS Mailing List Web Page         
www.timsnet.com/sms/

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

Mark's Web Space
http://www.netcomuk.co.uk/~markk/index.html

------------------       
IV.  MODIFICATIONS       
------------------       
       
[4.1]  WHAT WOULD I FIND IF I COMPARED THE SMS AND GAME GEAR?         
 
The Game Gear is actually a slightly scaled down SMS, with its own play       
screen (of course) and controller features built into the portable unit.       
The systems are extremely similar:  it's known that the Master Gear (SMS to   
GG adapter) is only a vehicle which connects the SMS cart and GG port pins,    
with little or no electronics used in the process.  This being the case,       
I've printed the following information in the hopes that some technical       
maven out there can use these statistics in order to create a GG to SMS       
adapter (no matter the cost <Grin>).  Thanks to Matthew Kasdorf for         
providing all this stuff.         
 
    Sega Master System Cartridge Information:         
    -two sided printed circuit board         
    -50 pin edge connector: Component Side: pins 1 - 49  (cartridge         
     forward)  Solder Side:    pins 2 - 50         
     
    Sega Game Gear Cartridge Information:         
    -single sided printed circuit board         
    -PCB Component Side Markings: 837-7846-01, MB98536-015, 9119 K12         
    -PCB Solder Side Markings: (c) SEGA, 1990, MADE IN JAPAN, 171-5953-A       

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

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

 
[4.2]  IS THERE A WAY TO MOVE THE SMS PAUSE BUTTON TO A CONTROLLER?         
 
DISCLAIMER:  Neither Jeremy Statz nor Jeff Bogumil are responsible for 
any damages or losses made, be they to the system, controller, materials, 
or individual, if this modification procedure is performed.          
 
      HOW TO GIVE YOUR SMS CONTROLLER A PAUSE BUTTON          
  
  Procedure by Jeremy Statz           
   Written by Jeff Bogumil          
  
[The following hack was submitted by Jeremy Statz, who performed the         
original procedure on his Power Base Converter.  I've rewritten the concept    
to make it more easily readable, and given notes for SMS I owners.  I HAVE     
NOT given instructions for the SMS II, but I would guess that only some        
minor changes, if any, would need to be made - ed.]          
  
MATERIALS NEEDED:          
  
"Wand" soldering iron          
Solder          
VERY small clippers          
Liquid Latex          
Plastic Cement           
Insulated wire connectors, set of 4           
4 pieces of wire, each approx. 1 foot in length           
4 pieces of wire, each approx. 7 feet in length           
Small pair of needle nose pliers (for SMS owners)          
Small Phillips screwdriver          
Electrical tape          
  
NOTE:  It's recommended that you color code the wires together          
(i.e. a red 1 footer with a red 7 footer, etc...)          
  
STEP 1:  Using a phillips screwdriver, remove the top black          
casing from your PBC (or SMS).  The pause button should be easily seen.        
(SMS owners will have to use the screwdriver and pliers to remove a large      
metal shield before they can proceed.)          
  
STEP 2:  Take the clippers and VERY CAREFULLY snip the 4          
attachment prongs of the pause button.  Remove it.          
  
STEP 3:  Solder each wire (7 feet long) to each prong of the pause button.     

STEP 4:  Solder each wire (1 foot long) to the appropriate points on the       
PBC (or SMS).  Be sure to match up the color codes with their respective       
connections (i.e. The upper left pause button prong should be matched with     
the upper left location on the system). 
     
STEP 5:  Carefully work the 4 wires (attached to the system) through the       
pause button port of the cover (and shielding, for SMS owners).  Do not       
replace the covers yet (i.e Do not replace the screws).          
    
STEP 6:  Take the wire connectors (it really doesn't matter what type they     
are, as long as they are insulated) and solder them to their appropriate       
wires.           
  
STEP 7:  After all the solder has dried, and all the connections have been     
checked for sturdiness, place liquid latex over any exposed wires to         
prevent electric shock and/or corrosion.          
  
STEP 8:  Replace all the wires and shields.          
  
STEP 9:  Use plastic cement to glue the pause button to a comfortable and      
reachable spot (during gameplay) on your favorite SMS controller.          
    
STEP 10:  To clean up the wire pollution, you may want to tape the four       
wires together with electrical tape.         
 
END OF PROCEDURE         
       
[4.3] HOW DO I MAKE A SMS LANGUAGE SWITCH?

Currently unknown, but bi-lingual SMS ROMs have been confirmed.  Current
methods involve a Power Base Converter with MegaDrive (Japanese Genesis),
PBC with Genesis w/language switch of it's own, or using a English/Japanese
option in the popular SMS PC Emulator, Massage.  See question 5.5 for more 
info.

From Mark <markk@netcomuk.co.uk>:

Language switch: This is probably possible. You just need to know what pin to
switch. E.g. the MS 1 board is self-explanatory regarding 50/60Hz switching. 
I used information gleaned from doing this to work out which pin of the 
graphics chip needed to be desoldered and switched, in order to fit a 
50/60Hz switch to the MS 2. Maybe someone who has a Japanese MS could open 
it up, and have a look inside...?

[4.4] HOW DO I MAKE A 50/60HZ (PAL/NTSC) SWITCH?

From Mark <markk@netcomuk.co.uk>:

I have written a document detailing how to add a 50/60Hz switch to the Master
System 1 or 2. You can find it, and some other console modifications, at:
      http://www.netcomuk.co.uk/~markk/index.html

For people with PAL Master Systems, fitting a switch is (IMHO) essential. 
Most games play too slowly on PAL systems. Going to 60Hz speeds them 
up by 20%, to the correct speed. For those with NTSC consoles, they 
can see how awful playing on a PAL console is.

----------       
V.  TRIVIA       
----------         
       
[5.1]  I'VE HEARD ABOUT A BUILT-IN, HIDDEN GAME?  WHAT GIVES?         
 
The original model of the SMS has a built in, code accessible maze game;       
your goal is to guide a small snail through a series of different levels.      
Not much play value, but it's a nice extra to have.         
 
If you own an original model SMS without a built in game...         
Turn on your SMS and wait for the instruction screen to appear.  With         
controller 1, press up and hold buttons 1 and 2.         
 
If you own an original model SMS with a built in game...         
First, hold down the sequence given above.  While holding, turn the machine    
on and wait.         
 
The SMS II (and possibly late released versions of the SMS I with 2 
games built-in) do not have the snail maze game.       
       
[5.2]  ANY SPECIFIC GAME HISTORY OR TRIVIA?
       
Zillion:
It seems that the Light Phaser is the sequel to the "Zillion Gun", a      
toy Sega introduced in Japan years ago, following the "Laser Tag"
style of play.  To promote the gun, Sega introduced a manga (Japanese 
comic) series, which proved extremely popular.  The manga gave way to 
Zillion anime (Japanese animation; "Japanimation").  With Sega owning 
the rights, they introduced the SMS with the Light Phaser, which is 
modeled after the Zillion Gun, except for the Light Phaser's markings.  
Oddly enough, neither of the Zillion games for the SMS use the Light 
Phaser during gameplay.

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

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

Y's:
Based on a series of books (hence, Y's: Books 1 & 2 for the 
Turbografx-16 CD-ROM).  Apparently 6 to 8 books based upon the Y's 
story have been published in Japan.  The SMS received a translation 
of the first book, and  the TG-16 CD the first and second books.  
Later sequels (Y's 3+) are not based on the book series.
 
[5.3]  DID SMS SOFTWARE REALLY START THE "MEG" THING?         
 
I won't claim that the SMS was the first home video game system to break       
the 1-megabit barrier, but yes, SMS carts were the first to use the term       
"mega" as a means of sales promotion.  Later, Sega picked up "meg" when       
promoting their 16-bit Genesis game, Strider.  You'll find "mega" plastered    
on boxes and labels of certain SMS titles.          
 
[5.4]  I'VE HEARD ABOUT A LIMITED EDITION SMS GAME?  INFO?         
 
The overhead, vertical shooter called Power Strike was promoted by Sega of
America as a limited edition game, offered through their user-base club.  
Later, it popped up in limited quantities in various toy store chains.  
The game's packaging is in black and white; screen shots and all (giving the         
appearance of a counterfeited item).  Power Strike is known as Aleste in       
Japan.  NOTE:  It has been reported that Power Strike is also available in     
a full color packaging -- this is probably a foreign release.

Power Strike was released in other countries with color packaging, and 
without any sort of "limited edition" monikor attached.  The game is 
typically hard to find, however.
       
[5.5]  DO SMS CARTS CONTAIN DUAL-LANGUAGE ROMS LIKE GENESIS CARTS?         
   
Apparently, yes.  It's been proven by using a Power Base Converter/MegaDrive  
combination, though I haven't had anyone actually hack their SMS and find   
or create a language switch (seems to be viable though, as shown by an    
accident that occurred).  Info follows:   
   
From Ken Arromdee, who was kind enough to forward me the post:   

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

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

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

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

BTW, since Genesis has a FM sound chip, does anyone know if the Japanese     
Master System games with FM music work on the Mega Drive? I know the     
Japanese version of Phantasy Star and Out Run had FM musics."   
   
Some information which also supports language switching (from Meet Mr.     
Malaria (kyoshiro@netcom.com)):     
     
"My slant on the Dual-Language debate:  YES.  I've only had this       
happen to me once, but it did happen:     
      
Once, while playing Aztec Adventure, I accidentally bapped the       
end of the SMS, causing a reset.  Instead of the normal Sega logo,       
however, I got the Sega Mark III Logo (the words "Sega Mark III" written      
in medium sized white italic letters, with a multicolor flashing       
background, no music and no regular Sega logo).  The normal Aztec       
Adventure [intro] followed, but when the scroll unrolled, instead of the      
title it said "Nazca '88", which I assume was the Japanese name.  The       
rest of the game proceeded normally (though I didn't get very far, so the     
ending might have been different).  Next time I reset the game it went       
back to normal, and I could never get it to happen again.      
 
For the record, I have the original U.S. SMS system, and I bought       
it fairly soon after the system was released.      
 
What I infer from this is that:      
      
The built-in Sega ROMs in the U.S. version has the Japanese ROM      
vestigally, and either the ROM senses which system it is in and runs     
accordingly, or the system starts the appropriate ROM, perhaps based      
on jumper settings???      
      
The carts contain both versions, and...      
      
Since the unit has proven itself to be capable of running both by my      
accident, it should be possible to build some sort of switcher or      
modification which will launch the SMS running as a Japanese       
unit.      
 
However, I couldn't say how to do it."

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

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

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

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

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

"From: Galen Tatsuo Komatsu on Tue, Apr 16, 1996 1:01 AM
Subject: Bilingual games
To: Dyer, Clint; Dyer, Clint
    
     ok I risked certain damage to electronic components from the
constant switching on and off of my Megadrive, and came up with
these results on "bilingual" SMS games.
    
Test equipment:  Japanese MegaDrive with (American) Power Base Converter
  American Master System
    
     Basically what I did was plug things into the MD<PBC setup,
if someting outside of the expected or Japanese text came up, I
marked it as bilingual.
    
     In general the "Venetian Blind" Logo is replaced by a "SEGA
MARK III" screen so those have been ignored...though there are a
few different SMIII screens.  Basically they're all the same,
SEGA MARK III appears across the middle of the screen in angular
letters, at a slant.  The background is blue or black, the letters
are sometimes white, sometimes flashing.  Sometimes there's no
logo screen, sometimes a different one as noted below.
    
Time Soldiers:  "SEGA" logo appears, nothing else
Hang-On/Astro Warrior (or Safari Hunt):  no startup logo
Shanghai:  SEGA logo fades in.  Game instructions in Japanese, and
     if it matters, the instruction graphic is centered horizontally.
Zillion:  Japanese title, Japanese text in game.
RC Gran Prix:  no startup logo
Double Dragon:  "SEGA" logo appears, blue appears in gradations.
      (dark blue towards the top & bottom, lighter blue near the
middle horizontal)
Penguin Land:  Japanese title
World Gran Prix:  Title is "The Circuit"
Gangster Town:  no startup logo
    
These games appeared to show no changes:
Space Harrier, Transbot, Quartet, Rampage, Ghostbusters, Wanted,
Afterburner, Rambo III, Great Football, Super Tennis, ZillionII
    
    
     Finally, anyone with Power Base Converters ever have trouble getting
some games to run?  I sometimes have difficulty getting Rampage and
Transbot to run.  Shinobi, Slap Shot, and Great Golf refuse to run period.
(they run fine on my SMS without problem.)"
    
So there you have it -- three instances of language switching.  Trouble is,   
we don't all have MegaDrives and PBCs, and I'd rather not sit around bapping  
my SMS for hours on end.  :-)  If anyone can find a way to create a language  
switch using the SMS base unit, PLEASE send me the procedure.  I'll add it   
to the FAQ immediately.   

A popular SMS emulator, Massage, has an option that allows you to start 
the game ROM with the language switch set to Japanese.

Robert Worne went thru his collection of SMS carts with a PBC/MegaDrive setup,
to create an Alternate Titles list.  You can find it at:
www.primenet.com/~rworne/segams.shtml     
     
[5.6] THE INSTRUCTION MANUAL SAYS <SUCH AND SUCH>, BUT THE GAME DOES/SAYS      
<SUCH AND SUCH>?  INFO?         
 
Following is a list of instruction manual corrections:         
 
CAPTAIN SILVER:  There are only four rounds and three bosses -- the Joker,     
the first Pirate, and Captain Silver.         
 
GOLVELLIUS:  The Ring of Invisibility - as mentioned in the game - is         
actually a Ring of Invincibility.         
 
Name corrections --         
MANUAL         GAME         
------         ----         
Saipa          Rolick         
Taruba         Bachular         
Waruso         Warlick         
Jaspa          Crawky         
Heidi          Haidee         
 
GREAT BASEBALL:  You are unable to select your catchers.         
 
PSYCHO FOX:  Typo correction - the words "stages" (on pg. 20 and 21) should    
read as "rounds."         
 
SPACE HARRIER 3-D:  The correct continue code is - when you die, press Up,     
then buttons 2, 1, 2, 1, 1, on controller #1.         
 
SPELLCASTER:  To use a spell, continuously press the joypad Up and Down,      
while holding the fire button down.         
 
TIME SOLDIERS:  Once the two continues are used, the game ends.  This         
corrects the manual's statement that if there are two players playing at       
the same time, a player will always be revived, as long as the other player    
remains alive.         
 
ZILLION:  Don't enter the suicide code in room C-4 as instructed by the       
instruction manual.  Such kidders, Sega...         
 
ZAXXON 3-D:  The W capsule lets you access the different weapons.  The E       
capsule lets you receive an extra ship.         
 
[5.7]  WHAT SMS GAMES ARE RECOMMENDED?         
 
This is a matter of opinion, but here are some top picks from various
genres:

RPG:  Phantasy Star gets top billing here.  Some folks are akin to
Miracle Warriors, but PS wins by a wide margin.

Action RPGs:  Golden Axe Warrior, Golvellius and Y's all receive high
marks, with most leaning towards Golvellius and Y's.

Shooters:  R-Type and Space Harrier top the list.

Action Platform:  Wonderboy III: The Dragon's Trap is the first to be
mentioned.
 
[5.8]  WHAT SMS GAMES ARE NOT RECOMMENDED?     
  
Rambo: First Blood Part II and Ghostbusters are typically spoken of.
Other picks include:  Afterburner, Aztec Adventure, Spy vs. Spy,
Thunderblade and Zillion II.  

[5.9]  WHAT SMS EMULATORS ARE AVAILABLE?

Here are the most popular:

BrSMS
www.lsi.usp.br/~ricardo/brsms.htm

Massage
www.enterspace.org/world/massage.htm

MEKA
www.emucamp.com/meka/

[5.10]  WHERE CAN I FIND SMS ROMS?

The best way to find ROMs is to tackle a few web search engines and look
for them.

DISCLAIMER:  I do not endorse retaining ROMs of any kind, illegally, and
will not respond to ROM e-mail requests.  

[5.11]  WHAT VERSIONS OF WONDERBOY WERE EVER RELEASED?

Here it is, a compendium of WB:MW info (posted to the SMS Mailing List
by Charles McDonald <cgfm2@hooked.net>):

SEGA MASTER SYSTEM

1.  Wonderboy                      {Side scrolling ride the skateboard game}
2.  Wonderboy in Monsterland       {One with the maze and the Mekka Dragon}
3.  Wonderboy 3: The Dragon's Trap {Shape change into the mouse/lion game}
4.  Wonderboy in Monster World     {Similar to WB3:TDT, more linear}

MEGADRIVE

5.  Wonderboy 3                    {Just like WB3:TDT}
6.  Monster Lair (Wonderboy 4)     {Unusual shooter/scroller (Thanks Clint!)}
7.  Wonderboy 5 / Monsterworld 3   {Similar to WB3:TDT, more linear}
8.  Monsterworld 4                 {Play as a girl with a genie and a bird}

GENESIS

9.  Wonderboy in Monsterworld      {Similar to WB3:TDT, more linear}

TURBO-GRAFX 16

10. Dragon's Curse                 {Just like WB3:TDT}
11. Monster Lair                   {Shooter game with big enemies}
12. Dynastic Hero                  {Similar to WB3:TDT, more linear}
13. Super Adventure Island         {Sequel to the ride the skateboard game}

PC ENGINE / SUPER CD

14. Wonderboy 2                    {Same as Wonderboy in Monster Land}
15. Wonderboy 3                    {Just like WB3:TDT}
16. Monster Lair                   {Shooter game with big enemies}
17. Bikkuri Man                    {Unusual thinking/quiz game}
18. Dynastic Hero                  {Similar to WB3:TDT, more linear}
19. Super Adventure Island         {Sequel to the ride the skateboard game}

GAME GEAR

20. Wonderboy                      {Side scrolling ride the skateboard game}
21. Monster World 2                {Just like WB3:TDT}

ARCADE (8-bit)

22. Wonderboy                      {Side scrolling ride the skateboard game}
23. Wonderboy 2                    {Same as Wonderboy in Monster Land}
24. Wonderboy 3  (See below)       {MAYBE it's WB3:TDT, not sure though}

ARCADE (16-bit)

25. Monster Lair (See below)       {Shooter game with big enemies}

As you can see, the majority of the WB:MW games are ports to other systems.
There are also 8 NES/SNES/GB games, which are spin-offs of the original
Wonderboy. Like I have said before, there might be more games for the 
Japanese NEC home computer, and for the MSX/2. All the Pc Engine games 
have the characters replaced with strange (mythical ?) ones. Bikkuri Man is 
tied in only because it has those unusual characters, it is not like any 
other Wonderboy game.

According to the Video Arcade Preservation Society, the third and last Arcade
title is supposed to be Wonderboy III: Monster Lair for the Sega System 16,
but I have absolutely no way of confirming either way.

Westone, developer of the Wonderboy games, no longer exists, so grab all 
Wonderboy games you can find. Their only other game was Riot City / Crest 
of Wolf, for the Turbografx Super CD, which is a Final Fight clone.

[5.12]  HOW DO I REPLACE THE BATTERY IN MY <NAME> CART?

This is still up for discussion, but some promising info:

In reference to Y's and the need for a battery replacement, from the SMS 
Mailing list:

">So.....  If anyone is curious, we bought it at a battery store called
>Batteries Plus, item # CR2032BP 3v Lithium.  I don't have a phone number for
>them, but they are scattered throughout the U.S."

Anyone else successful in a battery replacement?

--------------       
VI.  GAME LIST       
--------------         
       
[6.1]  WHAT GAMES ARE AVAILABLE FOR THE SMS?         
 
A foreign game list is available thru Clint Dyer's SMS Foreign Release
FAQ, available at http://www.gamefaqs.com and http://www.best.com/~cdyer/
 
Following is a list of U.S.A. released software.  Originally created by       
Greg Alt (galt@asylum.cs.utah.edu), I've modified it a bit by adding my own    
comments and alphabetizing the entries.  This is a finite listing, as Sega     
has dropped software support for the SMS in the states.         
 
KEY         
---         
4xxx =              Sega card (32 kbytes)         
5xxx =              Mega cartridge (128 kbytes)         
6xxx =              combo cart         
7xxx =              Two-Mega cartridge (256 kbytes)         
8xxx =              3-D carts (requires 3-D glasses unless otherwise noted)    
9xxx =              4 Mega cart (i.e. 512 kbytes)         
x5xx =              battery back-up RAM
500x =              Activision releases; no particular Mega size?
43xx =              Parker Bros. releases?         
 
2-D  =              a 2-D code is available (see Section II -- Compability)    
r?   =              released in the states?  questionable...         
lp   =              light phaser required         
sp   =              sports pad required             
A    =              by Activision (3rd party)         
PB   =              by Parker Brothers (3rd party)
S    =              by Seismic (3rd party?)         
 
shooter =           space ship (usually) based shoot 'em up.  Examples: R-     
                    type [SMS, Turbografx-16, arcade, Gameboy], Astro         
                    Warrior [SMS], Lifeforce [NES]         
action shooter =    "non-rail" (but usually vertical scrolling) shooter;       
                    usually as a human character.  Often two player         
                    capable.  Examples:  Time Soldiers [SMS, arcade?],        
                    Ikari Warriors [NES]            
action =            side scrolling, sideview action platform.  Examples:       
                    Shinobi [SMS, NES, arcade], Mega Man [NES, SNES,         
                    Gameboy, Genesis]         
sports =            fitting into a sports category.  Will be defined in       
                    listing.         
Action/adventure =  action game with adventure-like overtones.  Unless        
                    stated, action-adventure games are sideview.  Examples:    
                    Legend of Zelda [NES], Wonderboy in Monsterland [SMS]      
Full RPG (FRPG)  =  complete role playing game set-up, with experience         
                    point system.  Examples:  Phantasy Star [SMS], Final       
                    Fantasy [NES]         
 
overhead =          birds eye view of the gameplay area.  Usually provides     
                    scrolling in all four compass directions, or vertical      
                    only. Example:  Legend of Zelda [NES], Golden Axe          
                    Warrior, Astro Warrior [SMS]         
sideview =          view of the gameplay area while oriented on the same       
                    plane.  Usually provides horizontal scrolling only.        
                    Example:  Altered Beast [SMS, Genesis, arcade]         
3rd person =        game in which the viewpoint is from directly behind the    
                    player controlled object.  Examples:  Space Harrier        
                    [SMS, Turbografx-16, arcade, Game Gear], Afterburner       
                    [SMS, NES, arcade]         
1st person =        game in which the viewpoint is from the "inside" of the    
                    player controlled object.  Examples: F-16 Fighting         
                    Falcon [SMS], Air Diver [Genesis], Doom [IBM PC]
 
Product numbers can be found by noting the last 4 digits in a game box UPC     
code (applies to U.S. releases, and non-3rd parties, only).         
 
And now, the actual list...  
 
TITLE                              ####      NOTES         
-----                              ----      -----         
Action Fighter                     5055      overhead racing         
Aerial Assault                     7041      sideview shooter         
Afterburner                        9001      3rd person shooter         
Alex Kidd in High Tech World       5116      action-adventure;3rd in series    
Alex Kidd in Miracle World         5067      action-adventure;1st in series    
Alex Kidd in Shinobi World         7050      action-adventure;4th in series    
Alex Kidd: The Lost Stars          7005      action;2nd in series         
Alf                                5111      action-adventure         
Alien Syndrome                     7006      action shooter         
Altered Beast                      7018      action             
Astro Warrior                      5069      overhead vertical shooter        
Aztec Adventure                    5100      action-adventure             
Black Belt                         5054      action         
Blade Eagle 3-D                    8005      overhead vertical shooter        
Bomber Raid                        5003      A;overhead shooter         
California Games                   7014      various sports         
Captain Silver                     5117      action         
Casino Games                       7021      gambling         
Choplifter                         5051      sideview shooter; nonlinear       
Cloud Master                       7027      sideview shooter         
Columns                            5120      action-puzzle;tetris clone        
Cyborg Hunter                      5002      A;action-adventure         
Dead Angle                         7030      3rd person Gangster shooter       
Dick Tracy                         7057      action             
Double Dragon                      7012      action;2 player sim.             
E-Swat                             7042      action         
Enduro Racer                       5077      overhead angled m.cycle racing    
F-16 Fighting Falcon               4005      1st person flight simulator       
Fantasy Zone                       5052      sideview shooter         
Fantasy Zone II                    7004      sideview shooter         
Fantasy Zone: The Maze             5108      shooter-maze             
Galaxy Force                       5004      A;3rd person shooter         
Gangster Town                      5074      lp;shooting             
Ghost House                        4002      action         
Ghostbusters                       5065      action & driving         
Ghouls 'n Ghosts                   7055      action         
Global Defense                     5102      sideview shooter         
Golden Axe                         7032      action         
Golden Axe Warrior                 7505      overhead action-adventure        
Golvellius: Valley of Doom         7017      overhead action-adventure        
Great Baseball                     5071      baseball         
Great Basketball                   5061      basketball         
Great Football                     5058      sp?;football         
Great Golf                         5057      golf         
Great Ice Hockey                   5062      sp;ice hockey         
Great Soccer                       5059      soccer         
Great Volleyball                   5070      volleyball         
Hang On/Astro Warrior              n/a       p;motorcycle racing/o. shooter    
Hang On/Safari Hunt                n/a       p;m. racing/lp;shooting          
James "Buster" Douglas Boxing      7063      boxing         
Joe Montana Football               7062      football         
Kenseiden                          7013      action         
King's Quest                       4360      PB;action-adventure         
Kung Fu Kid                        5078      action         
Lord of the Sword                  7016      action         
Marksman/Trap Shooting             6003      lp;shooting/lp;shooting         
Maze Hunter 3-D                    8003      overhead action-shooter           
Mickey Mouse: Castle of Illusion   7053      action         
Miracle Warriors                   7500      full RPG         
Missile Defense 3-D                8001      lp;shooting         
Monopoly                           5500      boardgame         
Montezuma's Revenge                4370      PB;action         
Moonwalker                         7052      action-adventure         
My Hero                            4001      action         
Ninja, The                         5066      overhead action-adventure        
Outrun                             7003      3rd person racing         
Paperboy                           5121      deliver papers;avoid obstacles    
Parlour Games                      5103      various parlour games         
Penguin Land                       5501      puzzle-action         
Phantasy Star                      9500      full RPG                          
Poseiden Wars 3-D                  8006      lp;shooting;2-D code         
Power Strike                       5109      overhead shooter;"limited" ed.    
Pro Wrestling                      5056      wrestling         
Psycho Fox                         7032      action-adventure         
Quartet                            5073      sideview action-shooter         
R-Type                             9002      sideview shooter         
R.C. Grand Prix                    7007      A (S?);overhead racing         
Rambo III                          7015      lp;side scrolling shooting       
Rambo: First Blood Part II         5064      overhead action-shooter         
Rampage                            5001      A;as monster,destroy buildings    
Rastan                             7022      action         
Reggie Jackson Baseball            7019      baseball         
Rescue Mission                     5106      lp;overhead shooting         
Rocky                              7002      boxing         
Shanghai                           5110      boardgame-puzzle-matching        
Shinobi                            7009      action         
Shooting Gallery                   5072      lp;shooting         
Slap Shot Hockey                   7035      ice hockey         
Sonic the Hedgehog                 7076      action-adventure         
Space Harrier                      7001      3rd person shooter         
Space Harrier 3-D                  8004      3rd person shooter;2-D code       
Spellcaster                        9002      action-adventure         
Spider-Man                         7065      action         
Sports Pad Football                5061      sp;football         
Spy vs. Spy                        4010      action-adventure             
Super Monaco GP                    7043      3rd person racing         
Super Tennis                       4007      tennis         
Strider                            9005      action-adventure         
Teddy Boy                          4003      action            
Thunder Blade                      7011      3rd person shooter         
Time Soldiers                      7024      overhead action-shooter         
Transbot                           4004      sideview shooter             
Vigilante                          7023      action         
Walter Payton Football             7020      football         
Wanted!                            5118      lp;shooting         
Where in the World is C. S.diego   4350      PB;education-search         
Wonderboy                          5068      action         
Wonderboy in Monsterland           7007      action-adventure;2nd in series    
Wonderboy III: The Dragon's Trap   7026      action-adventure             
World Grand Prix                   5053      3rd person racing         
Y's: The Vanished Omens            7501      action-RPG         
Zillion                            5075      action-adventure         
Zillion II: Tri Formation          5105      sideview action-shooter         
Zaxxon 3-D                         8002      3rd person shooter;2-D code

Announced but never released in the U.S. (for more info about these games,
see 6.7):

Assault City
Bank Panic
Basketball Nightmare
Battle Outrun
Combat & Rescue
Cyber-Shinobi
Donald Duck: The Lucky Dime Caper
Dynamite Dux
Gain Ground
Gauntlet
Impossible Mission
Maze Hunter 3-D II
Outrun 3-D
Party Games
Pat Riley Basketball
Pit Pot
Scramble Spirit
SCI
Super Basketball
Ultima IV
Warrior Quest
Woody Pop
    
[6.2]  HOW WERE SMS GAMES PACKAGED?

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

* Color and style variations amongst SMS game boxes are usually 3rd party 
related.  See below.

[6.3]  WHAT PACKAGING VARIATIONS EXIST?

Minor packaging variations (small differences in manual and box design) 
usually fall under the work of Sega and their attempts to reintroduce the 
SMS after Tonka's less-than-spectacular "success."  Box color variants are 
usually a sign that the game was developed by a 3rd party, such as 
Activision. 

Some info from the SMS mailing list concerning booklet variations:

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

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

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

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

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

From Jon Deeter (jond@wvi.com):
"...  I have seen a copy of RC Gran Prix with a "distributed by Seismic"
label on the side (and all over) the box."  Anyone else have this?       
  
More apparent, and much easier to spot, are box color variations:

Bomber Raid             Black           Activision
Cyborg Hunter           Black           Activision
Galaxy Force            Grey            Activison
Ghostbusters *          Black           Activision
Rampage                 Red             Activision

* Also appears in the common White variation.

Whether the 3rd party or Sega were responsible for the color variations is
not yet known.

Power Strike (promoted by Sega in the U.S. as a limited edition) has been
seen packaged in black & white, and color (probable foreign release).

In the UK, the "Combo" cartridges come in blue boxes with white checkered.

From TomHolzer@AOL.COM, concerning foreign-only release Donald Duck "boxed 
set":
>5. the limited edition collectors box set includes 'The Lucky Dime Caper
>starring Donald Duck' cart, Donald Duck's Disney Selection music tape and a
>Donald Duck T-Shirt. i own this box, but because it's shrinkwrapped i never
>opened it and looked inside, so i [cannot] tell you what music is on the Disney
>tape. i am willing to trade this boxed set for Q-Bert Cubes and Mr. Do's
>Castle for the VCS. 

From Benjamin Lawson <sblaw1@flash.net>:
"I have noticed the box art label variations.  Fantasy Zone and Black
Belt come to mind.  On the back of the older version, there is two
screen shots across the top, followed by the game description.  On the
back of the newer version, there are four screenshots along the left
side, with the game description along the right side.  Also, on the
front on the newer version, the 'genre identifier' (Action, Sports,
Adventure, etc) is present in the upper left hand corner, like most of
the carts released by Tonka and thereafter."
 
[6.4]  WHAT LABEL VARIATIONS EXIST?

While most domestic SMS games have a red-brown, maroon label, there are
some Blue label and 3rd party exceptions.  Also, label color variations 
are extremely common overseas, typically representing a 3rd party release.

Generally, it's believed that:

1.   Blue label variations usually indicate a late release or re-release 
     (where the same color was used in all countries as a cost-cutting 
     measure).
2.  Other color variations indicate a 3rd party release (colors are usually 
    3rd party specific and cart specific).

In the U.S., the following have been reported:

Slap Shot               Blue    not released in U.S. with Red
Alex Kidd: Shinobi W.   Blue    not released in U.S. with Red
Reggie Jackson Base.    Blue    Red label also available; which is more 
                                common?
Carmen Sandiego         White   Parker Bros. release in U.S.; purple lettering
King's Quest            White   Parker Bros. release in U.S.; purple lettering
R.C. Grand Prix         White
Fantasy Zone            Blue    a re-release?
Penguin Land            Blue    a re-release?
                        Purple  some Parker Bros. titles?
Black Belt              Blue    re-release, or possible mis-identified import?

It appears that Australia received quite a few blue label variants with 
late releases and their re-releases of popular titles, with each label 
having a Game Help number printed on the label.

The following Australian variations have been reported:

Sonic                   Blue    available in Blue with re-release
Sonic 2                 Blue    probably applicable to all carts released
Wonderboy III           Blue    available in Blue with re-release
Mortal Kombat II        Blue
Mickey Mouse: CoI       Blue
Star Wars               White
Where...is C. S.diego   White   purple text

In the U.K., color variations are very common, usually representing a 
3rd party.

Back to the Future 2,3  Orange  
Star Wars               White           also seen in Red
Marble Madness          Blue
Xenon 2                 Blue
Impossible Mission      White
Mortal Kombat II        White
Gauntlet                White
Speedball II            Purple          published by Virgin
James Bond 007: Duel    Pink/Purple

Carmen Sandiego, Rambo II and California Games have also been reported 
with a blue label - are these domestic or foreign releases, or both?

Robocop vs. Terminator has been reported with a blue label; region
unknown (though the U.S. is ruled out, as the game wasn't released
in the states).

This is very much an incomplete listing -- additions, corrections, and 
comments are welcome:  jeffb@access.mountain.net.  Does anyone maintain 
such a list already?

[6.5]  WHAT TITLE VARIATIONS EXIST?

Wonderboy in Monsterland has also been seen domestically as:

Super Wonderboy in Monsterland
Super Wonderboy in Super Monsterland

No gameplay differences are apparent; simply a title change.

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

Foreign release title differences:

Rambo: First Blood Part 2       Rambo                   Canada
                                Secret Command          Europe
                                Secret Command          Australia

Great Soccer                    World Soccer            Europe
                                World Soccer            Australia

Reggie Jackson Baseball         American Pro Baseball   Europe
                                American Pro Baseball   Australia

Walter Payton Football          American Pro Football   Europe
                                American Pro Football   Australia

"Buster" Douglas Boxing         Heavyweight Champ       Europe
                                Heavyweight Champ       Australia

[6.6]  WHAT SOFTWARE VARIATIONS EXIST?

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

---
NEW (from "Bon Sawyer" <bon-sawyer@geocities.com>):
"It states in your SMS FAQ that the Canadian version of Captain Silver is
different to the US version. Well, it seems that there are two versions- a
Mega Cartridge version (5117) and a Two-Mega Cartridge version (7008).

I'm assuming that the Two-Mega version is the version with extra levels and
boss characters. I'd say that the One-Mega version is the one released in
the US and that the Two-Mega version is a non-US release. Why there were
two separate versions I don't know.

The Two-Mega version is listed in an Australian catalog of mine, so it
definitely exists. I'd say this is the Canadian version, also released in
Australia. It'd be safe to assume that Europe also recieved this version,
because Australian and European releases are more or less exactly the same."
---

 
Alex Kidd in Miracle World is available in THREE slightly varied         
versions:  one with rice balls, one with hamburgers, and one with root        
beer.  (The ball/hamburger/beer is the item Alex is eating/drinking on       
the intermission map screen.)  It appears that the root beer version is       
limited to cart only, although cart versions with the rice ball exist.        
The hamburger version has been found in the SMS II only (thus far).  I       
believe the rice ball version to be the most common; I have no idea       
how rare the root beer or hamburger versions of AKIMW are.  Note that       
the root beer cart was reported in Puerto Rico, and the hamburger       
variation in Indiana. No actual gameplay differences have been reported.         
 
Most games that were released in a card format in the U.S. were also         
released as carts in the U.K. (in conjunction with the SMS II).      

[6.7]  WHAT SMS GAMES WERE ANNOUNCED BUT NOT RELEASED?     
     
This is a list of SMS software that -- though announced by Sega or the     
video game press -- was not released in the U.S.     
     
Assault City -- Pix seen in an issue of Electronic Gaming Monthly 
(CES coverage).

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

Battle Outrun     

Combat & Rescue     

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

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

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

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

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

Party Games     

Pat Riley Basketball -- Previewed by numerous magazines, and
offered via mailorder in an issue of Sega Visions, this game was
never released (foreign or domestic).  Prototypes exist, however.

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

Scramble Spirits -- Previewed and reviewed in EGM.     

SCI     

Super Basketball     

Ultima IV -- Reviewed in an issue of EGM.     

Warrior Quest -- released in states as Spellcaster.     

Woody Pop         
     
THANKS FOR READING!!!     

[End of File]


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