Sega Master System
From Sega Retro
Sega Master System | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Manufacturer: Sega | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Variants: Sega Mark III, Sega Master System II, Sega Game Box 9, Tectoy Master System Super Compact, Super Gam*Boy, Super Gam*Boy II, Sega System E | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Add-ons: Demo Unit II, Telecon Pack, 3-D Glasses | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Built-in games: Hang-On, Hang-On / Safari Hunt, Missile Defense 3-D, Alex Kidd in Miracle World, Sonic the Hedgehog | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The Sega Master System (セガ・マスターシステム) or SMS, is a cartridge-based video game console manufactured by Sega. It is a rebranding of the Sega Mark III intended for western markets, which in turn was a successor to the SG-1000 and SG-1000 II. In South Korea the Master System was distributed by Samsung and known as the Gam*Boy (겜보이) and later Aladdin Boy (알라딘 보이). It was codenamed the Sega Mark IV during development.
The Sega Master System was the first of Sega's consoles to see widespread distribution outside of Japan, and went head-to-head with the Nintendo Famicom (Nintendo Entertainment System outside of Japan) across the world. Sega was unsuccessful at dethroning Nintendo in the key markets of Japan and North America. However, significant sales in Europe and South America saw the console outsell the NES in those regions, and supported as late as the mid-1990s in Europe and through to the present day in Brazil, receiving a large library of software in those regions. It is Sega's second most successful video game console of all time, with an estimated 19 million units sold worldwide, largely in Brazil and Europe.[5]
The console was originally marketed as the Sega Video Game System or just the Sega System at launch, with "Master System" being the name of the launch bundle available in North America, which was followed by the deluxe "SegaScope 3-D System" set and the budget-priced "Base System" set. The bundles were named differently in Europe, with the Master System bundle being the equivalent of the budget Base System, followed by the Master System Plus and the Super System. Because the "Master System" was the most prevalent bundle in most regions and the fact that all the consoles had "Master System/Power Base" printed on them, it became the defacto name for the platform following the Sega Master System II redesign.
The Sega System E is an arcade board based on the Master System. The console was succeeded by the Sega Mega Drive (Genesis), which gained wider worldwide success.
Contents
Hardware
The Master System is essentially a rebadged Sega Mark III and so shares the majority of the same traits as Sega's earlier console. Like the Mark III and SG-1000, it is designed to play video games distributed on ROM cartridges (or Sega Card) through a compatible television.
The hardware builds on the design of the SG-1000, and so is completely backwards compatible with the older console. While on a technical level this also means a degree of SC-3000 support, no versions of the Master System were ever designed with the ability to expand into a home computer.
The Master System is a hybrid 8/16-bit console. Its CPU, a Zilog Z80, has an 8-bit data bus with both 8-bit and 16-bit registers, while its VDP is an 8/16-bit graphics processor, with a 16-bit data bus and using 8-bit and 16-bit registers. This combination of an 8-bit CPU with a 16-bit graphics processor was a precursor to the PC Engine (TurboGrafx-16), a more powerful console that released in 1987 and began the 16-bit era, leading to the creation of the Sega Mega Drive (Genesis).
Models
- Main article: Master System consoles.
Master System
The original 1986 model Sega Master System took a radically different approach to its outward design to the Mark III, released a year prior. The main unit, commonly referred to as the "Power Base" is a black 3D trapezium with red/orange highlights, measuring 143/8 inches in width, 65/8 inches deep and 23/4 inches in height. After a one-inch base, the machine is formed upward and inward to form the cartridge slot plateau.
The Master System takes much of its design cues from the Nintendo Entertainment System (NES), released in 1983 in Japan and 1985 in the US, with detachable controllers and power and reset buttons. But like prior Sega consoles (and virtually all cartridge-based systems going forward), the Master System is a top-loading machine. It also contains a card slot for the handful of games distributed on Sega Card, and curiously, a diagram or vague instructions as to how the system works (i.e. insert a cartridge, power the system on, and use the control pads to manipulate an image on a television screen). The Master System also has a built-in "pause" button for stopping play.
The Master System has an introduction screen which appears each time the system is turned on (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, with the two-tone "Sega" tune also being played during this sequence.
Unlike the NES, the Master System displays an instructional screen if the system is turned on without having a cart or card inserted, though as Sega moved to using built-in software, the console instead began to automatically load the built-in game instead. Early original Master Systems also contain the "easter egg" Snail Maze minigame - these earlier revisions of the console's BIOS are known to have trouble playing some later cartridges, including games published by Codemasters and later Brazillian releases by Tec Toy.
The 1987 Japanese release, whose design was also brought to South Korea, makes a number of important changes. Aside from adjusting the the cartridge slot, it has the Mark III's FM Sound Unit built-in from the get go, and supports the 3D Glasses without the need for an adapter (which usually plugs into the card slot).
Japanese Master Systems are quite difficult to spot, even though the cartridge size is smaller. They can be identified by the text on the left hand side of the unit - Western models read "Master System/Power Base", while Japanese systems simply read "Master System".
Master Systems have an expansion slot on the base of the system, in anticipation of future add-ons should Sega choose to release some. No such peripherals were ever released, and by mid-1990 Sega had conceded that the port had no practical purpose[6].
Master System II
After a period of decline and the rise of the newly-released Sega Mega Drive, Sega constructed the Sega Master System II for overseas markets. There is virtually no resemblance to the earlier model, opting for smooth curves and rounded corners more akin to the Mega Drive, and is a great deal smaller (and, as a result, cheaper to manufacture).
The Master System II removes many features (usually unpopular ones) in an effort to cut costs. There is no card port (and by extension, no 3D Glasses support), the unused expansion port was removed and the reset button has been omitted in favour of a larger pause button. The swinging, hinged cartridge slot doors of the original model are replaced with a sliding cover (which cannot be closed with a cartridge inserted), and the number of video output options reduced (usually to just RF). Also missing is a power LED and the BIOS screen introducing the console when powered on.
Each region has its own set of cosmetic differences. In Brazil the system is known as the Master System III Compact, and in South Korea it was released twice, first as the Super Gam*Boy II and later the Aladdin Boy.
All Master System IIs either included Alex Kidd in Miracle World as a built-in game, or Sonic the Hedgehog, which arrived in 1991.
Internals
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
Technical specifications
CPU
- Main CPU: NEC 780C (based on Zilog Z80)[9]
- Clock rate: 3.579545 MHz (NTSC), 3.54689493 MHz (PAL/SECAM)[n 1]
- The Z80 directly addresses program RAM and ROM, but only addresses VRAM through VDP hardware ports.[7] It can access VRAM by commanding/programming VDP.[10]
- Instruction set: 8‑bit and 16‑bit instructions, 6–18 registers[11]
- Bus width: 8‑bit
- Performance: 0.51 MIPS[11]
Graphics
- GPU: Sega VDP[7][12]
- Revisions: Sega 315‑5124 / Yamaha YM2602 (Mark III, Master System), Sega 315‑5246 / NEC UPD9004G (Master System II)
- Note: An evolution of the TMS9918
- Clock rate: 10.738635 MHz (NTSC),[13] 10.6406848 MHz (PAL)[14]
- Pixel clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)[15]
- Bus width: 16‑bit[n 2]
- Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
- Registers: 8‑bit and 16‑bit[16][10]
- Memory access: VDP directly addresses VRAM, has its own internal CRAM and sprite line buffer, and has access to cartridge ROM. It can be commanded and programmed by Z80.
- Color TV signal encoder: Rohm BA7230LS[9] / Sony V7040 RGB Encoder / Sony CXA1145[17] / Fujitsu MB3514[18] / Sony V7040 / Motorola MC1377[19][20]
- Color burst clock input: 3.579545 MHz (NTSC),[9] 3.546895 MHz (PAL)
- Screen resolutions: 256x192 and 256x224. PAL/SECAM also supports 256x240.
- Refresh rate: 59.922743 Hz (NTSC), 49.701459 Hz (PAL)[21]
- Maximum frame rate: 59.922743 frames/sec (NTSC), 49.701459 frames/sec (PAL)
- Colors: Up to 32 simultaneous colors (16 for sprites, 16 for background) available from a palette of 64 colors (6‑bit RGB), 16 colors (4‑bit) per pixel/tile/sprite
- Programmable capabilities: Mid‑frame palette swap allows up to 64 simultaneous colors, 105 color palette (all on screen) possible with static image[22]
- VDP display modes:[10]
- VRAM bandwidth:
- Pixel fillrate:
- Read fillrate: 5.369317 MPixels/s (NTSC), 5.320342 MPixels/s (PAL)
- Mode 3-4 write fillrate: 4-bit per pixel, 596,590 pixels/s (NTSC), 591,148 pixels/s (PAL)
- Mode 3-4 write during active display: 349,588 pixels/s (NTSC), 362,224 pixels/s (PAL)
- Mode 1-2 write fillrate: 1-bit per pixel, 2.386363 MPixels/s (NTSC), 2.364595 MPixels/s (PAL)
- Mode 1-2 write during active display: 1.398352 MPixels/s (NTSC), 1.448896 MPixels/s (PAL)
- Tile read fillrate: 83,895 tiles/sec (NTSC), 83,130 tiles/sec (PAL)
Mode 4
- Characters/Tiles: 8x8 pixel characters/tiles, 16 colors per tile, maximum 488 unique characters/tiles on screen (due to VRAM space limitation), horizontal & vertical background tile flipping (up to 1792 flipped tiles in VRAM)
- Background: Tilemap playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,[25] up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles[10]
- Sprites: 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,[10] collision detection[26]
- Sprite pixel sizes: 8x8, 8x16
- Sprite zoom pixel sizes: 16x16, 16x32
- Sprite line buffer: VDP contains internal sprite line buffer for 8 sprites per scanline, double buffering, prevents delay while VDP reads VRAM, sprite priority determined by order of sprites in buffer[10]
- Sprites on screen: 64 sprites on screen, more than 64 sprites with mid-screen raster effects[27]
- Sprites per scanline: 8 sprites (non-flickering) per scanline, 9 flickering sprites per scanline[28]
- Scrolling: Smooth hardware scrolling, horizontal & vertical scrolling, diagonal scrolling, line scrolling, partial screen scrolling[29]
- IRQ raster interrupt capabilities:[29] Interrupt per frame, interrupt per scanline,[10] mid‑frame palette swap, transparency effect, line scrolling, partial screen scrolling
- VRAM screen map: 2 KB to 2.25 KB[25]
- Tile write fillrate: 32 bytes per tile, 9321 tiles/sec (NTSC), 9236 tiles/sec (PAL)
- Write during active display: 5462 tiles/sec (NTSC), 5659 tiles/sec (PAL)
Modes 1-2
- See SG-1000 specifications for more details
- Tiles: 832-1024 tiles,[n 5] 2 colors per tile, 8 bytes per tile
- Sprites: 32-64 sprites, 64-256 sprite tiles
- Sprite pixel sizes: 8x8, 16x16
- Sprite zoom pixel sizes: 16x16, 32x32
- Tile write fillrate: 8 bytes per tile, 37,286 tiles/sec (NTSC), 36,946 tiles/sec (PAL)
- Write during active display: 21,849 tiles/sec (NTSC), 22,639 tiles/sec (PAL)
- Additional Master System capabilities: Raster effects, programmable full screen zooming[30]
Sound
- PSG sound chip: Sega PSG (SN76496) @ 3.579545 MHz[9][31]
- 4 channel mono sound[29]
- 3 square wave sound generator tone channels: 4–10 octaves, 16 volume levels, 1024 (10‑bit) frequencies, 122 Hz to 125 kHz frequency range
- 1 noise generator channel: White noise, periodic noise, 16‑bit LSFR, 16‑bit ring buffer, 3 preset frequencies (7.8 to 19.5 kHz), can match frequency of 3rd tone channel
- PCM/PWM sampling: Uses 3 tone channels, 1‑bit to 8‑bit audio depth, 5–64 kHz sampling rate, up to 16 KB per sample
- Based on TI SN76489
- 4 channel mono sound[29]
- FM sound chip: Yamaha YM2413[29]
- 9 mono FM synthesis channels
- 2‑operator FM synthesis sound
- Instruments: 15 pre‑defined instruments and user‑defined sound
- Rhythm mode: 3 channels can be used for percussion sounds
- Built into Japanese Master System
- Available as plug‑in module for Mark III
- Supported by certain games only
Memory
- System RAM: 24 KB (most models) or 40 KB (some models)[32][9]
- VDP internal memory: 64 bytes (512 bits)[10]
- Color RAM (CRAM): 32 bytes (256 bits, 32x 8-bit entries)
- Sprite line buffer: 32 bytes (256 bits, 8x 32-bit entries)
- System ROM: 8 KB (64 Kbits) to 256 KB (2 Mbits), depending on built‑in game
- Cartridge ROM: 8 KB to 32 KB (Sega Card), 128 KB to 4 MB (Cartridge)[33]
- Note: Z80 can read program code directly from ROM, allowing program RAM to be used for general program data (such as state information).
- Cartridge battery backup SRAM: 8 KB (64 Kbits) to 32 KB (256 Kbits)[34]
Configuration
Bandwidth
Game slot
- Game Card slot (Mark III and original Master System only)
- Game Cartridge slot
- Japanese and South Korean consoles use 44‑pin cartridges, same shape as the SG‑1000
- Western consoles use 50‑pin cartridges with a different shape
- The difference in cartridge style is most likely a form of regional lockout
- Expansion slot
Comparison
Sega Game Gear
As was tradition with Sega consoles at the time, the handheld Sega Game Gear is backwards compatible with the Master System and can run Master System carts through an adapter. The only hardware difference known between the two on a chip level is that the Game Gear can define 4096 possible colors, while the Master System can only define 64 colors. As the GG has more colors, it has a different method of setting each of the color registers than the SMS did; the SMS color can be determined by one byte and hence only needed one register, whereas a number from 0 to 4095 needs two bytes, and so the GG VDP has two color registers. Game Gear games which use the expanded graphics mode will run on an Master System, but with scrambled colors.
The lack of a "Start" button on a Master System also prevents many Game Gear games from being played without minor changes, however in many cases Game Gear titles are identical to their Master System counterparts, resolution included, meaning it was very common to see both Master System and Game Gear releases of games in regions such as Europe.
Other systems
Its main rival, the NES, is an entirely 8-bit console, with an 8-bit Ricoh 2A03 CPU and 8-bit Ricoh PPU graphics chip, each with an 8-bit data bus. The Master System's Z80 has a higher clock rate than the 2A03, but both output a similar number of instructions per second. The higher memory bus clock rate of the Z80 and the 16-bit data bus of the VDP gives the Master System a higher memory bandwidth than the NES. The Master System displays 16 colors per tile and 16 colors per sprite, like the Mega Drive, compared to 4 colors per tile and 4 colors per sprite for the NES. The Master System displays 32 colors on screen, compared to Nintendo's 25 colors on screen. The Master System also supports diagonal scrolling as well as line scrolling, allowing it to simulate parallax scrolling. The Master System is thus a more powerful console than the NES. On the other hand, the NES had a Ricoh sound chip that was more advanced than the PSG in Western Master System hardware, but not as advanced as the Yamaha FM synthesis chip in Japanese Master System hardware.
The Master System's main rivals in Europe were the Commodore home computers, the C64 and Amiga 500, the latter releasing a month after the Master System's European release in 1987 (though these platforms had many popular licensed Sega arcade ports). The Master System was the most powerful 8-bit home system, surpassing the NES and C64. Compared to the 16-bit Amiga 500, the Amiga has a more powerful 68000 CPU, higher resolution, larger color palette, and superior audio capabilities (like the Mega Drive released a year later), while the Master System had superior sprite and tile capabilities and smoother scrolling. Its tilemap backgrounds require up to 64 times less processing, memory and bandwidth than the Amiga's bitmap backgrounds,[45] allowing the Master System to produce smoother scrolling and animations. The Master System displays 32 hardware sprites on screen, compared to the Amiga's 8 hardware sprites. The Master System displays 32 colors on screen and 16 colors per sprite, while for the Amiga, colors range from 2 to 32 on screen and it displays 2 to 4 colors per sprite. The Amiga's parallax scrolling reduces performance and colors, while the Master System's line scrolling simulates parallax scrolling without affecting performance or colors. The Master System's cartridges also have faster loading than the Amiga's floppy disks.
History
- Main article: History of the Sega Master System.
Sega RGB Cable
In France, the original Master System (and the SMS II, which had the A/V port instead of RF jack) were sold with an RGB lead (model 3085). One end plugs into the SMS, the other into the SCART/Peritel socket on a TV, via a small box in the lead, labeled 'Adapteur R.V.B.'. As it utilizes RGB, it gives a sharper and more vibrant picture compared to RF or composite video. The box contains a small PCB, the purpose of which is to provide the blanking and function switching signals, so that the TV can automatically switch to RGB input.
Games
List of games
- Main article: List of Master System games.
Launch titles
Japan
- Hang-On (Sega Card)
- Teddy Boy Blues (Sega Card)
North America
United Kingdom
- Action Fighter
- Black Belt
- Choplifter
- Fantasy Zone
- Hang-On (Sega Card)
- Transbot (Sega Card)
- World Grand Prix
Magazine articles
- Main article: Sega Master System/Magazine articles.
Promotional material
Print advertisements
- SMS AR PrintAdvert.jpg
AR
also published in:
- Computer & Video Games (UK) #72: "October 1987" (1987-09-15)[46]
- The Games Machine (UK) #1: "October/November 1987" (1987-09-17)[47]
- ACE (UK) #2: "November 1987" (1987-10-01)[48]
also published in:
- Computer & Video Games (UK) #78: "April 1988" (1988-03-15)[49]
also published in:
- Computer & Video Games (UK) #86: "December 1988" (1988-11-xx)[50]
- Computer & Video Games (UK) #87: "January 1989" (1988-12-16)[51]
also published in:
- Computer & Video Games (UK) #91: "May 1989" (1989-04-11)[52]
- ACE (UK) #20: "May 1989" (1989-04-06)[53]
- Computer & Video Games (UK) #92: "June 1989" (1989-05-16)[54]
- ACE (UK) #21: "June 1989" (1989-05-04)[55]
also published in:
- S: The Sega Magazine (UK) #7: "June 1990" (1990-05-03)[56]
- S: The Sega Magazine (UK) #8: "July 1990" (1990-06-07)[57]
also published in:
- Computer & Video Games (UK) #114: "May 1991" (1991-04-14)[58]
also published in:
- The Complete Guide to Sega (UK) #1 (1991-05-xx)[59]
also published in:
- Guida Video Giochi (IT) #11: "Maggio 1990" (1990-xx-xx)[60]
- Guida Video Giochi (IT) #12: "Giugno 1990" (1990-xx-xx)[61]
also published in:
- Guida Video Giochi (IT) #17: "Dicembre 1990" (1990-1x-xx)[62]
also published in:
- Game Power (IT) #1: "Dicembre 1991" (1991-1x-xx)[63]
also published in:
- Ação Games (BR) #2: "Junho 1991" (1991-06-19)[65]
- Ação Games (BR) #3: "Julho 1991" (1991-07-xx)[66]
- Supergame (BR) #1: "Julho 1991" (1991-07-xx)[67]
also published in:
- Ação Games (BR) #6: "Outubro 1991" (199x-10-xx)[69]
- Supergame (BR) #3: "Setembro 1991" (1991-09-xx)[70]
also published in:
- Ação Games (BR) #8: "Dezembro 1991" (199x-12-xx)[71]
- Supergame (BR) #5: "Dezembro 1991" (1991-12-xx)[72]
also published in:
- Action Games (AR) #3: "Agosto 1992" (1992-xx-xx)[73]
Retailers
Pamphlets
Television advertisements
US (1)
US (2)
JP (1)
AU (Master System II)
KR (Gam*Boy)
External links
Notes
- ↑ [CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL)
CPU clock cycles per scanline: 228 CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL)
CPU clock cycles per scanline: 228] - ↑ [16‑bit VRAM bus, 8‑bit Z80/ROM bus 16‑bit VRAM bus, 8‑bit Z80/ROM bus]
- ↑ [Byte per 12 cycles[23] Byte per 12 cycles[23]]
- ↑ [16‑bit per tile[29]
- 256x192 resolution: 1.75 KB, 32x28 table (256x224 pixels), 896 tiles (768 visible)
- 256x224 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (896 visible)
- 256x240 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (960 visible)
- 256x192 resolution: 1.75 KB, 32x28 table (256x224 pixels), 896 tiles (768 visible)
- 256x224 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (896 visible)
- 256x240 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (960 visible)]
- ↑ [768 background tiles, 64-256 sprite tiles 768 background tiles, 64-256 sprite tiles]
- ↑ [279/281 ns[35][36] 279/281 ns[35][36]]
- ↑ [260 ns[35][37] 260 ns[35][37]]
- ↑ [279/281 ns 279/281 ns]
- ↑ [2 buses (24-bit bus width) 2 buses (24-bit bus width)]
- ↑ 10.0 10.1 [8-bit bus 8-bit bus]
- ↑ [16-bit bus 16-bit bus]
- ↑ 12.0 12.1 12.2 [8-bit 8-bit]
- ↑ [16-bit 16-bit]
References
- ↑ 1.0 1.1 File:CVG UK 073.pdf, page 132
- ↑ File:ACE UK 01.pdf, page 19
- ↑ File:CVG UK 077.pdf, page 26
- ↑ http://www.tectoy.com.br/tecblog/?p=359 (Wayback Machine: 2012-03-23 13:53)
- ↑ Third generation of video games (Video Game Sales Wiki)
- ↑ File:SegaVisions US 01.pdf, page 9
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 File:SMSServiceManualEU.pdf
- ↑ 8.0 8.1 8.2 https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h
- ↑ 9.0 9.1 9.2 9.3 9.4 Sega Mark-III Hardware Notes (2008-11-14)
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 Sega Master System VDP documentation (2002-11-12)
- ↑ 11.0 11.1 Obsolete Microprocessors
- ↑ 12.0 12.1 12.2 File:SMS2ServiceManualEU.pdf
- ↑ File:SMSServiceManualEU.pdf, page 4
- ↑ File:SMSServiceManualEU.pdf, page 14
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/sms.cpp
- ↑ File:SoftwareReferenceManualForSegaMarkIIIEU.pdf
- ↑ File:CXA1145P datasheet.pdf
- ↑ File:MB3514 datasheet.pdf
- ↑ Sega Master System Video Output
- ↑ 20.0 20.1 20.2 Sega Master System Documents
- ↑ Genesis Plus
- ↑ TMS9918 test (AtariAge)
- ↑ File:SC-3000ServiceManual.pdf, page 12
- ↑ Bytes written to VRAM per frame
- ↑ 25.0 25.1 File:SoftwareReferenceManualForSegaMarkIIIEU.pdf, page 8
- ↑ File:SoftwareReferenceManualForSegaMarkIIIEU.pdf, page 6
- ↑ Displaying more than 32 colours - raster effect (SMS Power)
- ↑ Coleco graphics capacity (AtariAge)
- ↑ 29.0 29.1 29.2 29.3 29.4 Sega Master System Technical Documentation (1998-06-10)
- ↑ Fun with zooming (SMS Power)
- ↑ Sega SN76489
- ↑ 32.0 32.1 Sega Master System RAM
- ↑ 33.0 33.1 SMSARCH: A Sega Master System Cartridge Archiver
- ↑ Sega Mappers
- ↑ 35.0 35.1 File:UPD4168 datasheet.pdf
- ↑ File:KM6264B datasheet.pdf
- ↑ File:HM65256B datasheet.pdf
- ↑ File:CXK3864 datasheet.pdf
- ↑ ROM Part Numbers
- ↑ File:MB831000 datasheet.pdf
- ↑ Memory Mapper Hardware Notes
- ↑ SMS PINOUTs: ROMs (Wayback Machine: 2009-02-05 13:19)
- ↑ File:TMS27C512 datasheet.pdf
- ↑ File:AM29F040 datasheet.pdf
- ↑ Before the Crash: Early Video Game History, page 173
- ↑ Computer & Video Games, "October 1987" (UK; 1987-09-15), page 153
- ↑ The Games Machine, "October/November 1987" (UK; 1987-09-17), page 28
- ↑ ACE, "November 1987" (UK; 1987-10-01), page 85
- ↑ Computer & Video Games, "April 1988" (UK; 1988-03-15), page 26
- ↑ Computer & Video Games, "December 1988" (UK; 1988-11-xx), page 162
- ↑ Computer & Video Games, "January 1989" (UK; 1988-12-16), page 145
- ↑ Computer & Video Games, "May 1989" (UK; 1989-04-11), page 84
- ↑ ACE, "May 1989" (UK; 1989-04-06), page 68
- ↑ Computer & Video Games, "June 1989" (UK; 1989-05-16), page 89
- ↑ ACE, "June 1989" (UK; 1989-05-04), page 76
- ↑ S: The Sega Magazine, "June 1990" (UK; 1990-05-03), page 2
- ↑ S: The Sega Magazine, "July 1990" (UK; 1990-06-07), page 2
- ↑ Computer & Video Games, "May 1991" (UK; 1991-04-14), page 33
- ↑ The Complete Guide to Sega, "" (UK; 1991-05-xx), page 23
- ↑ Guida Video Giochi, "Maggio 1990" (IT; 1990-xx-xx), page 2
- ↑ Guida Video Giochi, "Giugno 1990" (IT; 1990-xx-xx), page 2
- ↑ Guida Video Giochi, "Dicembre 1990" (IT; 1990-1x-xx), page 2
- ↑ Game Power, "Dicembre 1991" (IT; 1991-1x-xx), page 6
- ↑ Bestial!, "xxxx xxxx" (PT; 1993-xx-xx), page 9
- ↑ Ação Games, "Junho 1991" (BR; 1991-06-19), page 20
- ↑ Ação Games, "Julho 1991" (BR; 1991-07-xx), page 12
- ↑ Supergame, "Julho 1991" (BR; 1991-07-xx), page 20
- ↑ Supergame, "Agosto 1991" (BR; 1991-08-xx), page 18
- ↑ Ação Games, "Outubro 1991" (BR; 199x-10-xx), page 2
- ↑ Supergame, "Setembro 1991" (BR; 1991-09-xx), page 44
- ↑ Ação Games, "Dezembro 1991" (BR; 199x-12-xx), page 14
- ↑ Supergame, "Dezembro 1991" (BR; 1991-12-xx), page 22
- ↑ Action Games, "Agosto 1992" (AR; 1992-xx-xx), page 56
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