Difference between revisions of "Sega Master System"

From Sega Retro

(→‎Comparison: Fixed some of this at least. A lot of these comparisons are poorly-written.)
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| processor=[[Zilog Z80]]
 
| processor=[[Zilog Z80]]
 
| releases={{releasesSMS
 
| releases={{releasesSMS
| sms_date_jp=1987-10-18
+
| sms_date_jp=1987-10-18{{ref|https://sega.jp/history/hard/mastersystem/index.html}}
 
| sms_code_jp=MK-2000
 
| sms_code_jp=MK-2000
| sms_rrp_jp=16,800
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| sms_rrp_jp=16,800{{ref|https://sega.jp/history/hard/mastersystem/index.html}}
 
| sms_date_us=1986-10
 
| sms_date_us=1986-10
 
| sms_rrp_us=150 (MS)
 
| sms_rrp_us=150 (MS)
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| sms_date_it=1986-11
 
| sms_date_it=1986-11
 
| sms_rrp_it=300,000
 
| sms_rrp_it=300,000
| sms_date_uk=1987-08{{fileref|CVG UK 073.pdf|page=132}}
+
| sms_date_es=1987-06{{fileref|Micromania ES 023.pdf|page=60}}
| sms_rrp_uk=99.95{{fileref|ACE UK 01.pdf|page=19}}{{fileref|CVG UK 073.pdf|page=132}}{{fileref|CVG UK 077.pdf|page=26}}
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| sms_rrp_es=29,900
 +
| sms_date_uk=1987-08{{magref|cvg|73|132}}
 +
| sms_rrp_uk=99.95{{magref|ace|1|19}}{{magref|cvg|73|132}}{{magref|cvg|77|26}}
 
| sms_date_fr=1987-09
 
| sms_date_fr=1987-09
 +
| sms_code_fr=3005-09-A
 
| sms_rrp_fr=990
 
| sms_rrp_fr=990
| sms_date_br=1989-09-04
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| sms_date_br=1989-09-04{{ref|1=http://web.archive.org/web/20120323135328/http://www.tectoy.com.br/tecblog/?p=359}}
 
| sms_rrp_br= 1,500
 
| sms_rrp_br= 1,500
 
| sms_date_kr=1989-04
 
| sms_date_kr=1989-04
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| sms_date_za=19xx
 
| sms_date_za=19xx
 
| sms_date_mx=19xx
 
| sms_date_mx=19xx
 +
| sms_date_pt=19xx
 +
| sms_code_pt=MSJ9027
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| sms_date_cs=1992-06
 +
| sms_rrp_cs=3750 CSK
 +
| sms_date_yu=1990
 +
| sms_rrp_yu=2100 YUN
 +
| sms_date_nl=1986-11
 +
| sms_rrp_nl=345
 
}}
 
}}
 
}}
 
}}
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.
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<section begin=intro />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.{{ref|[[wikia:w:c:vgsales:Third generation of video games|Third generation of video games (Video Game Sales Wiki)]]}}
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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|Nintendo Entertainment System]] (the international version of the Famicom) 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 20 million units sold worldwide, largely in Brazil and Europe.{{ref|[[wikia:w:c:vgsales:Third generation of video games|Third generation of video games]]}}<section end=intro />
  
The "Sega Master System" name is a relatively late creation, adopted towards the end of the 1980s after a series of price drops, new market launches and "improved" bundles forced the "Master System" name into use. Prior to this the console was simply known as the '''Sega System''' or just the '''Sega'''. It has also been (incorrectly) referred to as the '''Sega Master''' or '''Master''', and depending on the package, potentially the '''Sega Base System''', '''Sega Super System''', '''Sega Video Game System''' or '''Sega SegaScope 3-D System''', with the console unit itself being referred to as the '''Sega Power Base'''.
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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.
 
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.
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The Master System is a hybrid 8/16-bit console. Its CPU, a [[Zilog Z80]], has an [[8-bit era|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 [[nec:PC Engine|PC Engine]] ([[nec:TurboGrafx-16|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).
 
The Master System is a hybrid 8/16-bit console. Its CPU, a [[Zilog Z80]], has an [[8-bit era|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 [[nec:PC Engine|PC Engine]] ([[nec:TurboGrafx-16|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).
 
In comparison, 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 [[wikipedia:Parallax scrolling|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 [[:Category:Commodore 64 games|C64]] and [[:Category:Amiga games|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 was able to hold its own with superior sprite and tile capabilities and smoother scrolling. Its [[wikipedia:Tile-based video games|tilemap]] backgrounds require up to 64 times less processing, memory and bandwidth than the Amiga's [[wikipedia:Bitmap|bitmap]] backgrounds,{{ref|1=[http://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA173 ''Before the Crash: Early Video Game History'', page 173]}} giving the Master System a performance advantage and allowing it 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.
 
  
 
===Models===
 
===Models===
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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".
 
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{{fileref|SegaVisions US 01.pdf|page=9}}.
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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{{magref|sv|1|9}}.
  
 
<gallery widths="250px" heights="200px">
 
<gallery widths="250px" heights="200px">
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*pin 8: Common (Ground)
 
*pin 8: Common (Ground)
 
*pin 9: Button 2
 
*pin 9: Button 2
 
===[[Sega Game Gear]] comparison===
 
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.
 
  
 
===Technical specifications===
 
===Technical specifications===
* System master clock rate: 53.693175 MHz ([[NTSC]]), 53.203424 MHz ([[PAL]]){{fileref|SMSServiceManualEU.pdf}}{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
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{{mainArticle|Sega Master System/Technical specifications}}
** Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL){{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
 
** Master clock cycles per scanline: 3420{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
 
 
 
====CPU====
 
{{multicol|
 
* Main CPU: [[NEC]] 780C (based on [[Zilog]] [[Z80]]){{intref|Sega Mark-III Hardware Notes (2008-11-14)}}
 
** [[wikipedia:Clock rate|Clock rate]]: 3.579545 MHz (NTSC), 3.54689493 MHz (PAL/SECAM){{ref|CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL) <br> CPU clock cycles per scanline: 228|group=n}}
 
** The Z80 directly addresses program [[RAM]] and [[ROM]], but only addresses [[VRAM]] through VDP hardware ports.{{fileref|SMSServiceManualEU.pdf}} It can access VRAM by commanding/programming VDP.{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** [[wikipedia:Instruction set|Instruction set]]: 8‑bit and 16‑bit instructions, 6–18 registers{{ref|[http://www.drolez.com/retro/ Obsolete Microprocessors]}}
 
** Bus width: 8‑bit
 
* Performance: 0.51 [[wikipedia:Instructions per second|MIPS]]{{ref|[http://www.drolez.com/retro/ Obsolete Microprocessors]}}
 
}}
 
 
 
====Graphics====
 
{{multicol|
 
* GPU: Sega [[VDP]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}
 
** 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),{{fileref|SMSServiceManualEU.pdf|page=4}} 10.6406848 MHz (PAL){{fileref|SMSServiceManualEU.pdf|page=14}}
 
** [[Pixel]] clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/sms.cpp}}
 
** Bus width: 16‑bit{{ref|16‑bit VRAM bus, 8‑bit Z80/ROM bus|group=n}}
 
** Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
 
** Registers: 8‑bit and 16‑bit{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** 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: [[wikipedia:Rohm|Rohm]] BA7230LS{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} / [[Sony]] [http://console5.com/wiki/V7040 V7040 RGB Encoder] / Sony CXA1145{{fileref|CXA1145P datasheet.pdf}} / [[Fujitsu]] MB3514{{fileref|MB3514 datasheet.pdf}} / Sony V7040 / [[Motorola]] MC1377{{ref|[http://www.smspower.org/Development/VideoOutput Sega Master System Video Output]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
 
** Color burst clock input: 3.579545 MHz (NTSC),{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} 3.546895 MHz (PAL)
 
* Screen [[resolution]]s: 256x192 and 256x224. PAL/SECAM also supports 256x240.
 
** Overscan resolution: 342x262 (NTSC), 342x313 (PAL){{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** [[wikipedia:Scan line|Scanlines]]: 262 (NTSC), 313 (PAL)
 
* Refresh rate: 59.922743 Hz (NTSC), 49.701459 Hz (PAL){{ref|[https://github.com/jasarien/Provenance/blob/master/PVGenesis/PVGenesis/Genesis/GenesisCore/genplusgx_source/system.c Genesis Plus]}}
 
** Maximum frame rate: 59.922743 frames/sec (NTSC), 49.701459 frames/sec (PAL)
 
* [[Palette|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{{ref|[http://atariage.com/forums/topic/216268-my-first-test-on-the-tms9918/ TMS9918 test (AtariAge)]}}
 
* VDP display modes:{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** Modes 1–2: 256x192 resolution, [[wikipedia:Tile-based video game|tilemap]], 2 colors per tile, [[SG-1000]] backwards compatibility
 
** Mode 3: 64×48 resolution, [[wikipedia:Bitmap|bitmap]], 16 colors per pixel, SG-1000 backwards compatibility
 
** Mode 4: 256x192, 256x224 and 256x240 resolutions, tilemap, 16 colors per tile, used by most Master System games
 
* VRAM bandwidth:
 
** VDP read bandwidth: 7.692306&nbsp;MB/s
 
** Z80 write bandwidth: 298.295 KB/s (NTSC), 295.574 KB/s (PAL){{ref|Byte per 12 cycles{{fileref|SC-3000ServiceManual.pdf|page=12}}|group=n}}
 
** Z80 write during active display: 174.794 KB/s (NTSC), 181.112 KB/s (PAL){{ref|[http://www.smspower.org/forums/14599-HowManyBytesCanIWriteToVRAMPerFrame Bytes written to VRAM per frame]}}
 
* Pixel [[fillrate]]:
 
** Read fillrate: 5.369317 [[Pixel|MPixels/s]] (NTSC), 5.320342 MPixels/s (PAL)
 
** Mode 3-4 write fillrate: 4-bit per pixel, 596,590 [[Pixel|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=====
 
{{multicol|
 
* 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: [[wikipedia:Tile engine|Tilemap]] playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}} up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
* [[Sprite]]s: 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,{{intref|Sega Master System VDP documentation (2002-11-12)}} [http://www.smspower.org/Development/CollisionDetection collision detection]{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=6}}
 
** Sprite pixel sizes: 8x8, 8x16
 
** Sprite zoom pixel sizes: 16x16, 16x32
 
** Sprite line [[wikipedia:Data buffer|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{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** Sprites on screen: 64 sprites on screen, more than 64 sprites with mid-screen raster effects{{ref|[http://www.smspower.org/forums/16026-DisplayingMoreThan32ColoursRasterEffects Displaying more than 32 colours - raster effect (SMS Power)]}}
 
** Sprites per scanline: 8 sprites (non-flickering) per scanline, 9 flickering sprites per scanline{{ref|1=[http://atariage.com/forums/topic/220934-questions-about-coleco-graphics-capacity/?p=2910264 Coleco graphics capacity (AtariAge)]}}
 
* Scrolling: Smooth hardware scrolling, horizontal & vertical scrolling, diagonal scrolling, [[wikipedia:Parallax scrolling#Raster method|line scrolling]], partial screen scrolling{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
* [[wikipedia:Interrupt request|IRQ]] [[wikipedia:Raster interrupt|raster interrupt]] capabilities:{{intref|Sega Master System Technical Documentation (1998-06-10)}} Interrupt per frame, interrupt per scanline,{{intref|Sega Master System VDP documentation (2002-11-12)}} mid‑frame palette swap, transparency effect, line scrolling, partial screen scrolling
 
* [[VRAM]] screen map: 2 KB to 2.25 KB{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}}
 
** [[Sprite]] attribute table: 256 [[byte]]s (2 [[Bit|Kbits]]), including 64 byte tile/pattern data
 
** Background name table: 1.75 [[Byte|KB]] (14 Kbits) or 2 KB (16 Kbits),{{intref|Sega Master System VDP documentation (2002-11-12)}} 16‑bit per tile{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
*** 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)
 
* 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=====
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===Comparison===
:''See [[SG-1000#Technical specifications|SG-1000 specifications]] for more details''
+
:''Main article: [[Sega Master System/Hardware comparison]]''
 
 
{{multicol|
 
* Tiles: 832-1024 tiles,{{ref|768 background tiles, 64-256 sprite tiles|group=n}} 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{{ref|[http://www.smspower.org/forums/7851-FunWithZooming Fun with zooming (SMS Power)]}}
 
}}
 
  
====Sound====
+
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. Since the Game Gear has a larger total color palette, it uses a different palette format with 12-bit entries (two bytes each), whereas the Master System uses 6-bit entries (one byte each). Hence, while Game Gear games will technically run on a Master System, they will have incorrect colors. (This excludes a few Game Gear titles that are actually Master System games. These titles use the Master System compatibility mode and don't take advantage of any Game Gear-specific functionality.)
{{multicol|
 
* [[wikipedia:Programmable sound generator|PSG]] [[wikipedia:Sound chip|sound chip]]: Sega PSG ([[SN76489|SN76496]]) @ 3.579545 MHz{{intref|Sega Mark-III Hardware Notes (2008-11-14)}}{{ref|[http://www.smspower.org/Development/SN76489 Sega SN76489]}}
 
** 4 channel mono sound{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
*** 3 [[wikipedia:Square wave|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: [[wikipedia:White noise|White noise]], periodic noise, 16‑bit [[wikipedia:Linear feedback shift register|LSFR]], 16‑bit [[wikipedia:Ring buffer|ring buffer]], 3 preset frequencies (7.8 to 19.5 kHz), can match frequency of 3rd tone channel
 
** [[wikipedia:Pulse-code modulation|PCM]]/[[wikipedia:Pulse-width modulation|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]]
 
* FM sound chip: [[Yamaha]] [[YM2413]]{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
** 9 mono [[wikipedia:Frequency modulation synthesis|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====
+
Another hardware difference is [[resolution]]. The Game Gear's display is a 160x144 window in the Master System's 256x192 display.
{{multicol|
 
* System [[RAM]]: 24&nbsp;[[Byte|KB]] (most models) or 40&nbsp;KB (some models){{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{intref|Sega Mark-III Hardware Notes (2008-11-14)}}
 
** Main/Program RAM: 8&nbsp;KB (64&nbsp;[[Bit|Kbits]])
 
*** Note: Since Z80 reads program code directly from ROM, program RAM is primarily used for general program data (such as state information).{{ref|[http://www.smspower.org/uploads/Development/smsarch.html SMSARCH: A Sega Master System Cartridge Archiver]}}
 
** [[VRAM]]: 16&nbsp;KB (128&nbsp;Kbits, most models) or 32&nbsp;KB (256&nbsp;Kbits, some models){{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
 
* VDP internal memory: 64&nbsp;[[byte]]s (512&nbsp;[[bit]]s){{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** Color RAM (CRAM): 32&nbsp;bytes (256&nbsp;bits, 32x 8-bit entries)
 
** Sprite line buffer: 32&nbsp;bytes (256&nbsp;bits, 8x 32-bit entries)
 
* System [[ROM]]: 8&nbsp;KB (64&nbsp;Kbits) to 256&nbsp;KB (2&nbsp;Mbits), depending on built‑in game
 
* [[Cartridge]] ROM: 8&nbsp;KB to 32&nbsp;KB ([[Sega Card]]), 128&nbsp;KB to 4&nbsp;MB ([[Cartridge]]){{ref|[http://www.smspower.org/uploads/Development/smsarch.html SMSARCH: A Sega Master System Cartridge Archiver]}}
 
** 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&nbsp;KB (64&nbsp;Kbits) to 32&nbsp;KB (256&nbsp;Kbits){{ref|[http://www.smspower.org/Development/Mappers Sega Mappers]}}
 
}}
 
  
=====Configuration=====
+
The lack of a "Start" button on a Master System also prevents many Game Gear games from being played without minor changes, since the game requires the user to press "Start" before progressing past the title screen.
{{multicol|
 
* System memory buses:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** Z80, VDP <‑> Main RAM, System ROM, Cartridge ROM (8‑bit)
 
** VDP <‑> VRAM (16‑bit)
 
* System RAM chips:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
 
** Main RAM: 8‑bit, [[wikipedia:Pseudostatic RAM|XRAM]]/[[SRAM]], 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL){{ref|279/281&nbsp;[[wikipedia:Nanosecond|ns]]{{fileref|UPD4168 datasheet.pdf}}{{fileref|KM6264B datasheet.pdf}}|group=n}}
 
** VRAM: 16‑bit (2x 8‑bit), XRAM/[[wikipedia:Pseudostatic RAM|PSRAM]], 3.846153&nbsp;MHz{{ref|260&nbsp;ns{{fileref|UPD4168 datasheet.pdf}}{{fileref|HM65256B datasheet.pdf}}|group=n}}
 
* ROM chips: 8‑bit, 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL){{ref|279/281&nbsp;ns|group=n}}
 
** System ROM: [[wikipedia:Mask ROM|MROM]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|CXK3864 datasheet.pdf}}
 
** Cartridge ROM: MROM,{{ref|[http://www.smspower.org/Development/ROMPartNumbers ROM Part Numbers]}}{{fileref|MB831000 datasheet.pdf}}{{ref|[http://dreamjam.co.uk/emuviews/txt/smsmap.txt Memory Mapper Hardware Notes]}} [[EPROM]], [[wikipedia:Flash memory|Flash]]{{ref|[https://web.archive.org/web/20090205131908/consolasparasiempre.net/doc/SMSPinRom.txt SMS PINOUTs: ROMs]}}{{fileref|TMS27C512 datasheet.pdf}}{{fileref|AM29F040 datasheet.pdf}}
 
}}
 
  
=====Bandwidth=====
+
Its main rival was the [[NES]], an entirely 8-bit console. The Master System was the more powerful console.
{{multicol|
 
* System RAM bandwidth: 11&nbsp;MB/s{{ref|2&nbsp;buses (24-bit bus width)|group=n}}
 
** Main RAM: 3.579545&nbsp;MB/s (NTSC), 3.546894&nbsp;MB/s (PAL){{ref|8-bit bus|group=n}}
 
** VRAM: 7.692306&nbsp;MB/s{{ref|16-bit bus|group=n}}
 
* ROM bandwidth: 3.5&nbsp;MB/s{{ref|8-bit bus|group=n}}
 
* Internal processor bandwidth:
 
** Z80: 3.579545&nbsp;MB/s (NTSC), 3.546894&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
 
** VDP: 10&nbsp;MB/s{{ref|16-bit|group=n}}
 
*** CRAM: 5.3693175&nbsp;MB/s (NTSC), 5.3203424&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
 
*** Sprite line buffer: 5.3693175&nbsp;MB/s (NTSC), 5.3203424&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
 
}}
 
  
===Game slot===
+
The Master System's main rivals in Europe were the home computers [[ZX Spectrum]], [[Commodore 64]] (C64), and [[Amiga|Commodore Amiga 500]] (A500), the latter releasing a month after the Master System's European release in 1987; though, despite the rivalry, Sega supported these platforms as a third-party licensor of arcade ports. The Master System was the most powerful 8-bit home system, surpassing the NES, ZX, and C64, while at the same time the SMS had a lower price point than the ZX and C64.
<!-- this could probably be described under the overview bit or even under the appropriate "Models" parts? -->
 
{{multicol|
 
* 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|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
 
}}
 
  
 
==History==
 
==History==
Line 298: Line 159:
  
 
==Games==
 
==Games==
===List of games===
+
{{mainArticle|Sega Master System games}}
{{MainArticle|List of Master System games}}
 
 
 
===Launch titles===
 
====Japan====
 
* ''[[Hang-On]]'' (Sega Card)
 
* ''[[Teddy Boy Blues]]'' (Sega Card)
 
 
 
====North America====
 
*''[[Hang On & Safari Hunt]]''
 
====United Kingdom====
 
*''[[Action Fighter]]''
 
*''[[Black Belt]]''
 
*''[[Choplifter]]''
 
*''[[Fantasy Zone]]''
 
*''[[Hang-On]]'' (Sega Card)
 
*''[[Transbot]]'' (Sega Card)
 
*''[[World Grand Prix]]''
 
  
 
==Magazine articles==
 
==Magazine articles==
Line 321: Line 165:
  
 
==Promotional material==
 
==Promotional material==
===Print advertisements===
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
<gallery>
 
SegaVideoGamesThatllBlowYouAwaySMSUSTonkaAdvert.jpg|US (Tonka)
 
SEGA's Hot This Summer Advert.jpg|US (post-Tonka)
 
SMSIIJudgeDreddAdvertUK.jpg|UK (''Judge Dredd'')
 
FaitesPlaisirAVotreTVBranchezLaSurUneSegaSMSFRAdv.jpg|FR (1)
 
Virgin-Advertisement-LasMaquinasRecreativasEnCasa-ES.jpg|ES (1)
 
SMSII IT PrintAdvert.jpg|IT (Master System II)
 
SMS BR PrintAdvert.jpg|BR (Master System; 1)
 
SMS AR PrintAdvert.jpg|AR
 
</gallery>
 
 
 
{{gallery
 
|{{galleryPrintAd
 
|SegaVisions US 06.pdf|sv|6|37
 
}}
 
 
 
|{{galleryPrintAd
 
|EGM US 027.pdf|egm|27|60-61
 
}}
 
 
 
|{{galleryPrintAd
 
|CVG UK 071.pdf|cvg|71|73
 
|CVG UK 072.pdf|cvg|72|153
 
|TGM UK 01.pdf|gamesmachineuk|1|28
 
|ACE UK 02.pdf|ace|2|85
 
}}
 
 
 
|{{galleryPrintAd
 
|ACE UK 07.pdf|ace|7|40
 
|CVG UK 078.pdf|cvg|78|26
 
}}
 
 
 
|{{galleryPrintAd
 
|CVG UK 085.pdf|cvg|85|134
 
|CVG UK 086.pdf|cvg|86|162
 
|CVG UK 087.pdf|cvg|87|145
 
}}
 
 
 
|{{galleryPrintAd
 
|CVG UK 090.pdf|cvg|90|105
 
|CVG UK 091.pdf|cvg|91|84
 
|ACE UK 20.pdf|ace|20|68
 
|CVG UK 092.pdf|cvg|92|89
 
|ACE UK 21.pdf|ace|21|76
 
}}
 
 
 
|{{galleryPrintAd
 
|ACE UK 22.pdf|ace|22|103
 
}}
 
 
 
|{{galleryPrintAd
 
|StheSegaMagazine UK 03.pdf|s|3|2
 
}}
 
 
 
|{{galleryPrintAd
 
|StheSegaMagazine UK 06.pdf|s|6|2
 
|StheSegaMagazine UK 07.pdf|s|7|2
 
|StheSegaMagazine UK 08.pdf|s|8|2
 
}}
 
 
 
|{{galleryPrintAd
 
|SegaPower UK 13.pdf|segapower|13|4
 
}}
 
 
 
|{{galleryPrintAd
 
|CVG UK 111.pdf|cvg|111|74
 
}}
 
 
 
|{{galleryPrintAd
 
|CVG UK 113.pdf|cvg|113|51
 
|CVG UK 114.pdf|cvg|114|33
 
}}
 
 
 
|{{galleryPrintAd
 
|CVG UK 115.pdf|cvg|115|23
 
|TheCompleteGuideToSega UK.pdf|cgts|1|23
 
}}
 
 
 
|{{galleryPrintAd
 
|CVG UK 122.pdf|cvg|122|57-60
 
}}
 
 
 
|{{galleryPrintAd
 
|Arcades FR 01.pdf|arcades|1|20-21
 
}}
 
|{{galleryPrintAd
 
|Arcades FR 04.pdf|arcades|4|109
 
}}
 
 
 
|{{galleryPrintAd
 
|HobbyConsolas ES 002.pdf|hobbyconsolas|2|9-11
 
}}
 
 
 
|{{galleryPrintAd
 
|GuidaVideoGiochi IT 03.pdf|gvg|3|2
 
}}
 
 
 
|{{galleryPrintAd
 
|GuidaVideoGiochi IT 12.pdf|gvg|12|2-3
 
}}
 
 
 
|{{galleryPrintAd
 
|GuidaVideoGiochi IT 16.pdf|gvg|16|2
 
|GuidaVideoGiochi IT 17.pdf|gvg|17|2
 
}}
 
 
 
|{{galleryPrintAd
 
|K IT 24.pdf|k|24|2
 
}}
 
 
 
|{{galleryPrintAd
 
|K IT 26.pdf|k|26|2
 
}}
 
 
 
|{{galleryPrintAd
 
|K IT 27.pdf|k|27|2
 
}}
 
 
 
|{{galleryPrintAd
 
|K IT 31.pdf|k|31|2
 
}}
 
 
 
|{{galleryPrintAd
 
|K IT 32.pdf|k|31|31
 
|GamePower IT 32.pdf|gamepower|1|6
 
}}
 
 
 
|{{galleryPrintAd
 
|GamePower IT 06.pdf|gamepower|6|2
 
}}
 
 
 
|{{galleryPrintAd
 
|GamePower IT 07.pdf|gamepower|7|6
 
}}
 
 
 
|{{galleryPrintAd
 
|MegaForce PT 03.pdf|megaforcept|3|2
 
|Bestial PT 03.pdf|bestial|3|9
 
}}
 
 
 
|{{galleryPrintAd
 
|AcaoGames BR 001.pdf|ag|1|38-39
 
|AcaoGames BR 002.pdf|ag|2|20
 
|AcaoGames BR 003.pdf|ag|3|12
 
|Supergame BR 01.pdf|supergame|1|20
 
}}
 
 
 
|{{galleryPrintAd
 
|AcaoGames BR 004.pdf|ag|4|28-29
 
|Supergame BR 02.pdf|supergame|2|18
 
}}
 
 
 
|{{galleryPrintAd
 
|AcaoGames BR 005.pdf|ag|5|14-15
 
|AcaoGames BR 006.pdf|ag|6|2
 
|Supergame BR 03.pdf|supergame|3|44
 
}}
 
 
 
|{{galleryPrintAd
 
|AcaoGames BR 007.pdf|ag|7|2-3
 
|AcaoGames BR 006.pdf|ag|8|14
 
|Supergame BR 05.pdf|supergame|5|22
 
}}
 
 
 
|{{galleryPrintAd
 
|ActionGames AR 002.pdf|actiongames|2|42-43
 
|ActionGames AR 003.pdf|actiongames|3|56
 
}}
 
}}
 
 
 
===Retailers===
 
{{gallery
 
|{{GalleryPrintAd
 
|text=Toys 'R' Us print advert
 
|SegaChallenge-TSN06US.PDF|teamsega|6|16
 
}}
 
}}
 
 
 
===Pamphlets===
 
<gallery>
 
Sega Master System AU Pamphlet 01.pdf|AU (1989)
 
Sega Master System AU Pamphlet 02.pdf|AU (1991)
 
</gallery>
 
 
 
===Television advertisements===
 
<gallery>
 
SMS US TVAdvert 1.mp4|US (1)
 
SMS US TVAdvert 2.mp4|US (2)
 
SMS JP TVAdvert.mp4|JP (1)
 
SMS2 AU TVAdvert.mp4|AU (Master System II)
 
GamBoy SMS KR TVAdvert.mp4|KR (Gam*Boy)
 
</gallery>
 
  
 
==External links==
 
==External links==
 
*[http://www.smspower.org SMS Power]
 
*[http://www.smspower.org SMS Power]
 
==Notes==
 
{{multicol|
 
<references group="n" />
 
}}
 
  
 
==References==
 
==References==

Revision as of 23:08, 6 November 2019

MasterSystem1.jpg
Sega Master System
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
Release Date RRP Code
Sega Master System
JP
¥16,80016,800[1] MK-2000
Sega Master System
US
$150 (MS)150 (MS)
Sega Master System
DE
DM 298298
Sega Master System
ES
29,900Ptas29,900
Sega Master System
FR
990F990 3005-09-A
Sega Master System
NL
ƒ345345
Sega Master System
PT
MSJ9027
Sega Master System
UK
£99.9599.95[4][3][5]
Sega Master System
IT
300,000£300,000
Sega Master System
AU
Sega Master System
MX
Sega Master System
AR
Sega Master System
BR
R$1,5001,500
Sega Master System
KR
₩119,000119,000
Sega Master System
AS
Sega Master System
ZA

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 Entertainment System (the international version of the Famicom) 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 20 million units sold worldwide, largely in Brazil and Europe.[7]

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.

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[8].

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

Main article: Sega Master System/Technical specifications.

Comparison

Main article: Sega Master System/Hardware comparison

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. Since the Game Gear has a larger total color palette, it uses a different palette format with 12-bit entries (two bytes each), whereas the Master System uses 6-bit entries (one byte each). Hence, while Game Gear games will technically run on a Master System, they will have incorrect colors. (This excludes a few Game Gear titles that are actually Master System games. These titles use the Master System compatibility mode and don't take advantage of any Game Gear-specific functionality.)

Another hardware difference is resolution. The Game Gear's display is a 160x144 window in the Master System's 256x192 display.

The lack of a "Start" button on a Master System also prevents many Game Gear games from being played without minor changes, since the game requires the user to press "Start" before progressing past the title screen.

Its main rival was the NES, an entirely 8-bit console. The Master System was the more powerful console.

The Master System's main rivals in Europe were the home computers ZX Spectrum, Commodore 64 (C64), and Commodore Amiga 500 (A500), the latter releasing a month after the Master System's European release in 1987; though, despite the rivalry, Sega supported these platforms as a third-party licensor of arcade ports. The Master System was the most powerful 8-bit home system, surpassing the NES, ZX, and C64, while at the same time the SMS had a lower price point than the ZX and C64.

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

Main article: Sega Master System games.

Magazine articles

Main article: Sega Master System/Magazine articles.

Promotional material

Main article: Sega Master System/Promotional material.

External links

References

Sega Home Video Game Systems
83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08 09 10 11
SG-1000 SG-1000 II Mega Drive Mega Drive II
SC-3000 Mega-CD Mega-CD II Genesis 3
Sega Mark III 32X Dreamcast
Master System Master System II
AI Computer Game Gear
Saturn
Pico Beena


Sega Master System
Topics Sega Master System | Technical Specifications (Hardware Comparison) | History | Boot ROM | Magazine articles | Promotional material | Merchandise
Hardware Asia | North America | Western Europe | Eastern Europe | South America | Australasia | Africa

Sega Mark III | Sega Game Box 9 | Master System Girl | Master System Super Compact | Kiosk | Sega System E

Add-ons Demo Unit II | Telecon Pack | FM Sound Unit | 3-D Glasses
Controllers SJ-152 | Control Pad | 3-D Glasses | Control Stick | Handle Controller | Light Phaser | Paddle Control | Rapid Fire Unit | Sports Pad | SG Commander
Misc. Hardware Action Replay | Card Catcher | Action Case | Freedom Connection | Playkit
Unreleased Floppy Disk Drive
Consoles-on-a-chip Arcade Gamer Portable | TF-DVD560 | DVD Karaoke Game DVT-G100 | Fun Play 20-in-1 | Handheld Electronic Games | Master System 3 Collection | Master System 3 | Master System Evolution | Master System Handy | PlayPal Plug & Play | Poga