Difference between revisions of "Sega Master System"

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{{ConsoleBob
 
{{ConsoleBob
| logos=[[File:Master System logo.svg|320px]]
+
| logo=Master System logo.svg
 
| consoleimage=MasterSystem1.jpg
 
| consoleimage=MasterSystem1.jpg
| imgwidth=320px
 
| name=
 
 
| maker=[[Sega]]
 
| maker=[[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
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| variants=[[Sega Mark III]], Sega Master System II, [[Sega Game Box 9]], [[Tectoy Master System Super Compact]], Samsung Gam-Boy, [[Sega System E]]
| add-ons=
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| add-ons=[[Demo Unit II]], [[Telecon Pack]], [[3-D Glasses]]
 
| internal_games=''[[Hang-On]]'', ''[[Hang-On / Safari Hunt]]'', ''[[Missile Defense 3-D]]'', ''[[Alex Kidd in Miracle World]]'', ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]''
 
| internal_games=''[[Hang-On]]'', ''[[Hang-On / Safari Hunt]]'', ''[[Missile Defense 3-D]]'', ''[[Alex Kidd in Miracle World]]'', ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]''
 
| processor=[[Zilog Z80]]
 
| processor=[[Zilog Z80]]
 
| releases={{releasesSMS
 
| releases={{releasesSMS
| sms_date_jp=1987-10-18
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| sms_date_jp=1987-10-18{{ref|https://web.archive.org/web/20201105232155/https://sega.jp/history/hard/mastersystem/index.html}}
 
| sms_code_jp=MK-2000
 
| sms_code_jp=MK-2000
| sms_rrp_jp=16,800
+
| sms_rrp_jp=16,800{{ref|https://web.archive.org/web/20201105232155/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
| sms_date_de=1986-10
+
| sms_date_de=1986-10-07{{magref|soft|1987-2|28}}
| sms_rrp_de=298
+
| sms_rrp_de=299
 
| 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
+
| sms_date_es=1987-06{{magref|micromania|23|60}}
| sms_rrp_uk=99.95 {{fileref|ACE UK 01.pdf|page=19}}
+
| sms_rrp_es=29,900
 +
| sms_date_uk=1987-08{{fileref|NottinghamEveningPost UK 1987-08-20 page 35.png}}{{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=1989-09-24
+
| 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
 
| sms_rrp_kr=119,000
 
| sms_rrp_kr=119,000
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| sms_date_ar=19xx
 
| sms_date_ar=19xx
 
| sms_date_za=19xx
 
| sms_date_za=19xx
 +
| sms_date_mx=19xx
 +
| sms_date_pt=19xx
 +
| sms_code_pt=MSJ9027
 +
| sms_date_cs=1988{{ref|https://web.archive.org/web/20201021112513/https://www.telecompaper.com/news/video-games-market-small--23097}}
 +
| sms_date_yu=1990
 +
| sms_rrp_yu=2100
 +
| sms_date_nl=1986-11
 +
| sms_rrp_nl=345
 +
| sms_date_cz_SMS II=1992-10
 +
| sms_rrp_cz_SMS II=2,949{{magref|abc|37-16|31}}
 
}}
 
}}
 
}}
 
}}
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, and went head-to-head with [[Nintendo]]'s Famicom/NES across the world. Though it was unsuccessful at dethroning Nintendo in Japan and North America, the Master System was able to outperform other rivals (notably the Atari 7800) in those regions. The Master System found its greatest success in Europe and South America, regions where it outsold the NES. Worldwide, it hit second place in the third generation of video game consoles, selling [[wikia:w:c:vgsales:Third generation of video games#Sales figures|over 16 million]] units worldwide, including over 1.7 million in Japan, 2 million in the United States, 5 million in Brazil, nearly 7 million in Western Europe, and 720,000 in South Korea. This paved the way for its successor, the [[Sega Mega Drive]] (Genesis), gaining wider worldwide success.
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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 match and outsell the NES in those regions respectively, 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 later creation, adopted towards the end of the 1980s after a release in Japan, Australia and a series of price drops and "improved" bundles forced the "Master System" name into use. During its first few years of service, the Master System was simply known as the '''Sega System''' or in some countries, just the '''Sega'''. It has also been (incorrectly) referred to as the '''Sega Master''' or '''Master'''. Depending on the package, the console may have also been referred to as 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.
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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==
 
==Hardware==
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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.
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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.
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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 [[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).
 +
 
===Models===
 
===Models===
:''Main article: [[Sega Master System Models]]''
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{{MainArticle|Master System consoles}}
  
 
====Master System====
 
====Master System====
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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 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 is a hybrid 8/16-bit console. The Z80 is an 8/16-bit CPU, with an 8-bit bus width and using 8-bit and 16-bit registers. The VDP is a 16-bit graphics chip, with a 16-bit bus width and using 8-bit and 16-bit registers. In comparison, the NES is an 8-bit console, with an 8-bit Ricoh CPU and 8-bit PPU graphics chip. The Master System's CPU and VDP also have higher clock rates and faster bandwidths than the CPU and PPU of the NES, and the Master System's VDP displays 16 colors per tile, compared to 4 colors per tile for the NES PPU. The Master System was thus a more powerful console than the NES.
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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.
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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 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.
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The 1987 Japanese release, whose design was also brought to South Korea, makes a number of important changes. Aside a different cartridge slot, it has the Mark III's [[FM Sound Unit]] and [[Rapid Fire Unit]] built-in, and supports the [[3D Glasses]] without the need for an adapter (which usually plugs into the card slot). However, Korean consoles do not have FM sound.
  
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.
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Japanese Master Systems are slightly tricky 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". In addition, they have a 3.5 mm jack on the front for connecting a pair of 3D glasses.
  
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).
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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">
 
MasterSystem1.jpg|North American/European model
 
MasterSystem1.jpg|North American/European model
 
SMS Japan.jpg|Japanese model
 
SMS Japan.jpg|Japanese model
TectoyMasterSystem.jpg|Brazillian model (Master System)
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TectoyMasterSystem.jpg|Brazilian model (Master System)
TectoyMasterSystemII.jpg|Brazillian model (Master System II)
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TectoyMasterSystemII.jpg|Brazilian model (Master System II)
 
Samsunggamboy.jpg|South Korean model (Gam*Boy)
 
Samsunggamboy.jpg|South Korean model (Gam*Boy)
 
</gallery>
 
</gallery>
  
 
====Master System II====
 
====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 resemblence 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).
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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.
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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 an animated BIOS screen; the BIOS just displays a simple Sega logo over a black background before the game starts.
  
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.
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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 Gam*Boy II and later the Aladdin Boy.
  
 
All Master System IIs either included ''[[Alex Kidd (game series)|Alex Kidd in Miracle World]]'' as a built-in game, or ''[[Sonic the Hedgehog]]'', which arrived in 1991.
 
All Master System IIs either included ''[[Alex Kidd (game series)|Alex Kidd in Miracle World]]'' as a built-in game, or ''[[Sonic the Hedgehog]]'', which arrived in 1991.
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SMS2 US.jpg|North American model
 
SMS2 US.jpg|North American model
 
MasterSystem2.jpg|European model
 
MasterSystem2.jpg|European model
MS3Compact.JPG|Brazillian model (Master System III Compact)
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MS3Compact.JPG|Brazilian model (Master System III Compact)
Samsunggamboy2.jpg|South Korean model (Super Gam*Boy II)
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Samsunggamboy2.jpg|South Korean model (Gam*Boy II)
 
AladdinBoy Blue.jpg|South Korean model (Aladdin Boy)
 
AladdinBoy Blue.jpg|South Korean model (Aladdin Boy)
 
</gallery>
 
</gallery>
 
==Specifications==
 
* System master clock rate: [https://github.com/mamedev/mess-cvs/blob/master/mess/systems/sms.c 53.693175&nbsp;MHz] ([[NTSC]]), [[:File:SMSServiceManualEU.pdf|53.203424&nbsp;MHz]] ([[PAL]])
 
** Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL)
 
** Master clock cycles per scanline: [https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h 3420]
 
 
===CPU===
 
{{multicol|
 
* Main CPU: [[NEC]] [[wikipedia:NEC 780C|uPD780C-1]] (780C) {{ref|http://cgfm2.emuviews.com/txt/m3tech.txt}}
 
** Based on [[Zilog]] [[Zilog Z80|Z80]]
 
** [[wikipedia:Instruction set|Instruction set]]: 8-bit and 16-bit instructions, 6-18 registers {{ref|http://www.drolez.com/retro/}}
 
* Bus width: 8-bit
 
* [[wikipedia:Clock rate|Clock rate]]: 3.579545&nbsp;MHz (for NTSC), 3.54689493&nbsp;MHz (for PAL/SECAM)
 
** Instruction performance: 0.519034025&nbsp;[[wikipedia:Instructions per second|MIPS]] (NTSC), 0.5142997653&nbsp;MIPS (PAL) {{ref|http://www.drolez.com/retro/}}
 
** CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL)
 
** CPU clock cycles per scanline: 228
 
* CPU memory access: 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,{{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}} or using OUTI instruction which transfers data to VRAM at rate of 291.3&nbsp;KB/sec (12&nbsp;cycles per byte).
 
}}
 
 
===Graphics===
 
{{multicol|
 
* [[VDP|Video Display Processor]]: 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)
 
** Clock rate: 10.738635&nbsp;MHz
 
** Pixel clock rate: 5.3693175&nbsp;MHz (NTSC), 5.3203424&nbsp;MHz (PAL) {{ref|https://github.com/mamedev/mess-svn/blob/master/src/mess/drivers/sms.c}}
 
** Bus width: 16-bit (16-bit VRAM bus, 8-bit Z80/ROM bus)
 
** Memory bus clock rate: 5.3693175&nbsp;MHz (NTSC), 5.3203424&nbsp;MHz (PAL)
 
** Registers: 8-bit and 16-bit {{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf}}{{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}}
 
** 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.
 
** Based on TI [[TMS9918]]
 
* Color TV signal encoder: [[Sony]] [http://console5.com/wiki/V7040 V7040 RGB Encoder]{{ref|http://www.smspower.org/Development/VideoOutput}} / [[wikipedia:Rohm|Rohm]] BA7230LS{{ref|http://cgfm2.emuviews.com/txt/m3tech.txt}} / [[:File:CXA1145P datasheet.pdf|Sony CXA1145]] / Sony V7040 / [[Fujitsu]] [[:File:MB3514 datasheet.pdf|MB3514]] / [[Motorola]] MC1377{{ref|http://www.smspower.org/Development/Documents}}
 
** Color burst clock input: [http://cgfm2.emuviews.com/txt/m3tech.txt 3.579545&nbsp;MHz] (NTSC), 3.546895&nbsp;MHz (PAL)
 
* Screen [[resolution]]s: 256×192 and 256×224. PAL/SECAM also supports 256×240.
 
** [http://cgfm2.emuviews.com/txt/msvdp.txt Overscan resolution]: 342×262 (NTSC), 342×313 (PAL)
 
** [[wikipedia:Scan line|Scanlines]]: 262 (NTSC), 313 (PAL)
 
* [https://github.com/jasarien/Provenance/blob/master/PVGenesis/PVGenesis/Genesis/GenesisCore/genplusgx_source/system.c Refresh rate]: 59.922743&nbsp;Hz (NTSC), 49.701459&nbsp;Hz (PAL)
 
** Frame rate: 59.922743&nbsp;frames/sec (NTSC), 49.701459&nbsp;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, mid-frame palette swap allows up to 64 simultaneous colors
 
* Characters/Tiles: 8×8 [[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, 8×8 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 {{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}}
 
* [[Sprite]]s: Maximum 64 sprites on screen, 8 sprites per scanline, 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,{{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}} [http://www.smspower.org/Development/CollisionDetection collision detection] {{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=6}}
 
** Sprite pixel sizes: 8×8, 8×16, 16×16
 
** Sprite zoom pixel sizes: 16×16, 16×32, 32×32
 
** Sprite line [[wikipedia:Data buffer|buffer]]: VDP contains internal sprite line buffer for 8 sprites per scanline, prevents delay while VDP reads VRAM, sprite priority determined by order of sprites in buffer{{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}}
 
* Scrolling: Smooth hardware scrolling, horizontal & vertical scrolling, diagonal scrolling, [[wikipedia:Parallax scrolling#Raster method|line scrolling]], partial screen scrolling {{ref|http://www.smspower.org/uploads/Development/richard.txt}}
 
* [[wikipedia:Interrupt request|IRQ]] [[wikipedia:Raster interrupt|raster interrupt]] capabilities:{{ref|http://www.smspower.org/uploads/Development/richard.txt}} Interrupt per frame, interrupt per scanline,{{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}} mid-frame palette swap, transparency effect, line scrolling, partial screen scrolling
 
* [http://cgfm2.emuviews.com/txt/msvdp.txt VDP display modes]:
 
** Modes 1-3: 256×192 resolution, 8×8 and 16×16 sprites, 16×16 and 32×32 zoomed sprites
 
** Mode 4: 256×192, 256×224 and 256×240 resolutions, 8×8 and 8×16 sprites, 16×16 and 16×32 zoomed sprites
 
* [[VRAM]] screen map: 2&nbsp;KB to 2.25&nbsp;KB {{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}}
 
** [[Sprite]] attribute table: 256&nbsp;[[byte]]s (2&nbsp;[[Bit|Kbits]]), including 64&nbsp;byte tile/pattern data
 
** Background name table: 1.75&nbsp;[[Byte|KB]] (14&nbsp;Kbits) or 2&nbsp;KB (16&nbsp;Kbits),{{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}} 16-bit per tile {{ref|http://www.smspower.org/uploads/Development/richard.txt}}
 
*** 256×192 resolution: 1.75&nbsp;KB, 32×28 table (256×224 pixels), 896 tiles (768 visible)
 
*** 256×224resolution: 2&nbsp;KB, 32×32 table (256×256 pixels), 1024 tiles (896 visible)
 
*** 256×240 resolution: 2&nbsp;KB, 32×32 table (256×256 pixels), 1024 tiles (960 visible)
 
* VDP fillrate: 5.3693175 million [[pixel]]s/sec (NTSC), 5.3203424 million pixels/sec (PAL)
 
** Pixels per frame: 89,604 (NTSC), 107,045 (PAL)
 
** Pixels per scanline: 342
 
* VDP pixel bandwidth: 2.56029&nbsp;MB/sec (NTSC), 2.53694&nbsp;MB/sec (PAL)
 
** Pixel bandwidth per frame: 43.75195&nbsp;KB (NTSC), 52.26855&nbsp;KB (PAL)
 
** Pixel bandwidth per scanline: 171&nbsp;bytes
 
}}
 
 
===Sound===
 
{{multicol|
 
* [[wikipedia:Programmable sound generator|PSG]] [[wikipedia:Sound chip|sound chip]]: Sega PSG ([[SN76489|SN76496]]) @ 3.579545&nbsp;MHz{{ref|https://github.com/mamedev/historic-mame/blob/master/src/emu/sound/sn76496.c}}{{ref|http://cgfm2.emuviews.com/txt/m3tech.txt}}{{ref|http://www.smspower.org/Development/SN76489}}
 
** 4 channel mono sound{{ref|http://www.smspower.org/uploads/Development/richard.txt}}
 
*** 3 [[wikipedia:Square wave|square wave]] sound generator tone channels: 4-10 octaves, 16 volume levels, 1024 (10-bit) frequencies, 122&nbsp;Hz to 125&nbsp;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&nbsp;kHz sampling rate, up to 16&nbsp;KB per sample
 
** Based on TI [[SN76489]]
 
* FM sound chip: [[Yamaha]] [[YM2413]]{{ref|http://www.smspower.org/uploads/Development/richard.txt}}
 
** 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===
 
{{multicol|
 
* System [[RAM]]: 24&nbsp;[[Byte|KB]] (most models) or 40&nbsp;KB (some models) {{ref|http://www.smspower.org/Development/RAM}}{{ref|http://cgfm2.emuviews.com/txt/m3tech.txt}}
 
** 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}}
 
** [[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}}
 
* VDP internal memory: 64&nbsp;[[byte]]s (512&nbsp;[[bit]]s) {{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}}
 
** Color RAM (CRAM): 32&nbsp;bytes (256&nbsp;[[bit]]s, 32× 8&nbsp;bit entries)
 
** Sprite line buffer: 32&nbsp;bytes (256&nbsp;bits, 8× 32&nbsp;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}}
 
** 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}}
 
}}
 
 
====Configuration====
 
{{multicol|
 
* System memory buses: {{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{ref|http://cgfm2.emuviews.com/txt/msvdp.txt}}
 
** Z80 <-> Main RAM & System ROM (8-bit)
 
** VDP <-> VRAM (16-bit)
 
** Z80 & VDP <-> Cartridge ROM (8-bit)
 
* System RAM chips: {{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{ref|http://www.smspower.org/Development/RAM}}{{ref|http://www.smspower.org/Development/Documents}}
 
** Main RAM: 8-bit, [[wikipedia:Pseudostatic RAM|XRAM]]/[[SRAM]], 3.030303&nbsp;MHz, 330&nbsp;[[wikipedia:Nanosecond|ns]] cycles {{fileref|UPD4168 datasheet.pdf}}{{fileref|KM6264B datasheet.pdf}}
 
** VRAM: 16-bit (2× 8-bit), XRAM/[[wikipedia:Pseudostatic RAM|PSRAM]], 3.846153&nbsp;MHz, 260&nbsp;ns cycles {{fileref|UPD4168 datasheet.pdf}}{{fileref|HM65256B datasheet.pdf}}
 
* ROM chips: 8-bit, 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL), 279/281&nbsp;ns cycles
 
** System ROM: [[wikipedia:Mask ROM|MROM]] {{fileref|SMSServiceManualEU.pdf}}{{fileref|CXK3864 datasheet.pdf}}
 
** Cartridge ROM: MROM,{{ref|http://www.smspower.org/Development/ROMPartNumbers}}{{fileref|MB831000 datasheet.pdf}}{{ref|http://dreamjam.co.uk/emuviews/txt/smsmap.txt}} [[EPROM]], [[wikipedia:Flash memory|Flash]] {{ref|https://web.archive.org/web/20090205131908/consolasparasiempre.net/doc/SMSPinRom.txt}}{{fileref|TMS27C512 datasheet.pdf}}{{fileref|AM29F040 datasheet.pdf}}
 
}}
 
 
====Bandwidth====
 
{{multicol|
 
* Internal processor bandwidth:
 
** Z80 internal bus: 3.41372&nbsp;MB/sec (NTSC), 3.382582&nbsp;MB/sec (PAL)
 
** VDP internal CRAM: 5.12058&nbsp;MB/sec (NTSC), 5.073873&nbsp;MB/sec (PAL)
 
* System RAM bandwidth: 10.225&nbsp;MB/sec
 
** Main RAM: 2.889922&nbsp;MB/sec
 
** VRAM: 7.335954&nbsp;MB/sec
 
* ROM bandwidth: 3.41372&nbsp;[[Byte|MB]]/sec (NTSC), 3.382582&nbsp;MB/sec (PAL)
 
}}
 
 
===Game Slot===
 
{{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]]
 
** 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
 
}}
 
 
===Peripherals===
 
{{multicol|
 
* [[Pro Action Replay]]
 
* [[Sports Pad]]
 
* [[Light Phaser]]
 
* [[3-D Glasses]]
 
* [[Control Stick]]
 
* [[Rapid Fire Unit]]
 
* [[SMS Control Pad]]
 
}}
 
  
 
===Internals===
 
===Internals===
 +
<!-- this can probably go as hardware devisions will be different -->
 
<pre>
 
<pre>
 
RF Converter: MGB3-VU3401, 8E388         
 
RF Converter: MGB3-VU3401, 8E388         
Line 254: Line 135:
 
*pin 9: Button 2
 
*pin 9: Button 2
  
==History==
+
===Technical specifications===
===North America===
+
{{mainArticle|Sega Master System/Technical specifications}}
Though the [[SC-3000]] had been distributed across Europe, Asia, Australia and New Zealand, North America was new ground for Sega, and the company felt that the Sega Mark III name would fail to attract customers. The console was therefore completely redesigned, and the new "Sega System" first appeared at CES in June 1986. It was announced for a September release, although it didn't actually make it to store shelves until October.
 
  
Initially two bundles of the console were sold in this region - the cheaper "Sega Base System" (containing just a Power Base (the console unit) and a [[Control Pad (Master System)|control pad]]) and the "Sega Master System" (which also included a second control pad and a [[Light Phaser]]). The latter bundle eventually proved to be more popular, and as future bundles intended to include more and more items to fight competition from Nintendo, the "Sega Master System" name was applied it to all future products, eventually dropping the term "Sega System" entirely.
+
===Comparison===
 +
:''Main article: [[Sega Master System/Hardware comparison]]''
  
Nintendo had control of 90% of the North American video game market at the time, and Sega struggled to get a foothold in the region. After several months of poor sales, [[Hayao Nakayama]], then CEO of Sega, decided to invest less money into marketing the Master System, inevitably selling the North American rights to [[Tonka]] in 1988. The move was considered a very bad one, since Tonka had never marketed a video game console and were clueless how to step up their game, hence its popularity continued to decline.
+
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.)
  
By 1990, Sega had released the [[Sega Mega Drive]] (Sega Genesis) and felt the need to take back the rights from Tonka for the SMS. They soon created the cost-reduced Sega Master System II, a newer console which was smaller and sleeker but which, to keep production costs low, lacked several features that had been present on the original. Sega did everything in its power to market the system, but nothing came out of it. By 1991, the Master System's sales were virtually nonexistent in North America, and production ceased.
+
Another hardware difference is [[resolution]]. The Game Gear's display is a 160x144 window in the Master System's 256x192 display.
  
Though the Master System was more technically advanced in some ways than the NES, it did not attain the same level of popularity among consumers in the United States. The licensing agreement that Nintendo had with its third-party game developers may have had an impact as well; the agreement stated, in effect, that developers would produce games for the NES only. However, Sega did have the advantage of being able to pluck titles from their ever-growing arcade game library at the time, and so was able to build up a strong library of exclusive Master System titles.
+
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.
  
The Master System sold 125,000 consoles in the first four months, while in the same period, the NES would net 2,000,000. It is likely that Sega achieved better results with the Master System than Atari did with their Atari 7800 console, released in the same year.
+
Its main rival was the [[NES]], an entirely 8-bit console. The Master System was the more powerful console.
  
In Canada, the Master System was distributed by [[Irwin Toy]], though many games were imported from the US.
+
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.
  
===Japan===
+
==History==
Pressure had been applied to Sega from the minute they entered the home console market in Japan. The SG-1000 and SG-1000 II were less successful than expected, fighting a losing battle against the MSX computer standard and the rise of the Nintendo Famicom. Faced with market defeat, Sega released the much improved Sega Mark III in the hopes of gaining a bigger share of the market.
+
{{mainArticle|History of the Sega Master System}}
 
 
But the Sega Mark III also failed to sell in the volumes Sega expected. In a last ditch effort, Sega brought the redesigned Sega Master System seen in North America to the Japanese market in late 1987. The Japanese system is slightly superior in design - it contains the Mark III [[FM Sound Unit]] (missing from western versions), a port to connect the 3-D glasses directly to the console, and is fully backwards compatible with the SG-1000 (like the Mark III). Differing cartridge sizes meant this was not possible outside Japan and Korea.
 
 
 
The Master System performed slightly better than the Sega Mark III, but faced stiff competition with newer systems, particularly with NEC's PC Engine, which launched two weeks later on October 30, 1987. The final Mark III release was ''[[Bomber Raid]]'', released four months after the launch of the [[Mega Drive]].
 
 
 
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".
 
 
 
===Europe===
 
At the time, Europe was still a divided continent when it came to video games. Most consumers (especially within the UK) played games through home computers, such as the ZX Spectrum and Commodore 64. American video game consoles were sold in the region, but were not marketed heavily, leaving a big gap for Sega to fill.
 
 
 
The Master System arrived in Europe at different points, starting with Germany in October 1986 before seeing a more wider release in the United Kingdom, France and Italy during Autumn 1987. The PAL model was at the time, virtually identical to the North American model, however obviously output a PAL signal rather than an NTSC one. Sega distributed the consoles themselves, making a much bolder effort than Nintendo, and selling the Master System in regions Nintendo had neglected. The Europeans hence garnered lots of third party support for the SMS, forcing Nintendo to obtain licensing for some popular SMS titles in that market.
 
 
 
In the United Kingdom, the initial Master System release sold for £99.95 and came bundled with the card version of ''[[Hang-On]]''.
 
 
 
The redesigned Sega Master System II was also released in Europe, however the colouring is slightly different; European SMS IIs are black, while their North American counterparts are grey.
 
 
 
Unlike the rest of the world, the Master System was able to outsell the NES in Europe, mainly due to the numerous poor marketing decisions and delays from Nintendo's European distributors (which arguably still continue to this day). The Master System was supported until 1996 in Europe, but was finally discontinued so [[Sega]] could concentrate on the [[Sega Saturn]]. Many Master System games were exclusive to Europe, and the console established a large user base to market the even more successful Sega Mega Drive to.
 
 
 
===Brazil===
 
Brazil was one of the SMS' most successful markets. The Master System was marketed by [[Tec Toy]], Sega's Brazilian distributor, and as there was limited competition, became the console of choice. Further re-releases of the console such as the Sega Master System III were released, and several games were translated into Portuguese or localised for a Brazilian audience (for example, ''[[Wonder Boy in Monster Land]]'' featured Turma da Mônica, the main character from a popular children's comic-book in Brazil).
 
 
 
Later in its life, [[Sega Game Gear]] games had been ported to the Master System, and several original Brazilian titles were made for the console. Tec Toy also produced a licensed version of the wildly popular fighting game ''[[Street Fighter II]]'' in 1997, one of the most technically impressive titles for the system.
 
 
 
The Sega Master System is still being produced in Brazil, though systems with cartridge slots faded away by the mid-2000s. For more information see [[Tectoy Master System]].
 
 
 
===South Korea===
 
At the time, tensions between Japan and other Asian countries meant that Sega could not market the Sega Master System themselves. Instead, [[Samsung]] were put in charge, renaming the system as the Gam*Boy and repackaging/translating software and hardware in 1989. There are several Master System games exclusive to South Korea, but rampant piracy means many of these games are also unlicensed. Many of these games are MSX ports, and so use the SG-1000 video modes as opposed to the Master System's more sophisticated video modes.
 
 
 
The version of the system released in South Korea is identical to the Japanese Master System, albeit without FM audio. It was advertised to retail at ₩119,000 and included two controllers and a "2MB Compatibility Pack".
 
 
 
South Korean cartridges are of the same form factor and pinout as Japanese cartridges, and so both regions are interchangeable with one another. South Korean control pads however have a more rounded look, and employ a different type of D-pad, similar to Nintendo's. Like its western counterparts, the console was redesigned and sold as the Gam*Boy II / Aladdin Boy, but it employed a completely different color scheme.
 
 
 
===Asia===
 
The Master System also saw a release in other parts of Asia, with the console being very similar to the redesigned Japanese model. The only major difference is that some regions required a PAL signal, while others an NTSC one. It is otherwise fully compatible with the Japanese game library.
 
 
 
==Miscellaneous==
 
'''Can [[Game Gear]] games be played on the SMS?'''
 
 
 
The Game Gear can run SMS carts, of course, but that is due to intentional backwards compatibility of the GG to the SMS, and such does not work in reverse. The only hardware difference known between the two on a chip level is that the GG can define 4096 possible colors, while the SMS 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 SMS, but with scrambled colors; the lack of a "Start" button also prevents many Game Gear games from being played. Several Game Gear games were straight ports of their SMS counterparts and will run through the use of a flash cart or homemade cartridge adapter.
 
  
 +
<!-- move somewhere -->
 
===Sega RGB Cable===
 
===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.
+
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 amplify the RGB signals from the A/V port and provide blanking and function switching signals so that the TV can automatically switch to RGB input.
  
 
==Games==
 
==Games==
:''See [[List of Master System games]] for a complete list.''
+
{{mainArticle|Sega Master System games}}
  
===Launch Titles===
+
==Production credits==
====Japan====
+
===American version===
* ''[[Hang-On]]'' (Sega Card)
+
{{creditstable|
* ''[[Teddy Boy Blues]]'' (Sega Card)
+
*'''Team Leader:''' [[Masami Ishikawa]]
 +
| source=Developer mentions{{ref|https://www.famitsu.com/news/201308/12038274.html}}{{ref|https://www.facebook.com/hiroyuki.ohtaka/about_work_and_education}}
 +
| console=SMS
 +
| region=US
 +
}}
 +
===Japanese version===
 +
{{creditstable|
 +
*[[Hiroyuki Ohtaka]]
 +
| source=Developer mentions{{ref|https://www.famitsu.com/news/201308/12038274.html}}{{ref|https://www.facebook.com/hiroyuki.ohtaka/about_work_and_education}}
 +
| console=SMS
 +
| region=JP
 +
}}
  
====North America====
+
==Magazine articles==
*''[[Hang On & Safari Hunt]]''
+
{{mainArticle|{{PAGENAME}}/Magazine articles}}
====United Kingdom====
 
*''[[Action Fighter]]''
 
*''[[Black Belt]]''
 
*''[[Choplifter]]''
 
*''[[Fantasy Zone]]''
 
*''[[Hang-On]]'' (Sega Card)
 
*''[[Transbot]]'' (Sega Card)
 
*''[[World Grand Prix]]''
 
  
==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)
 
MasterSystem1 UK PrintAd.jpg|UK print advert
 
SpecialOffer SMS UK PrintAd.jpg|UK print advert
 
SegaNumber1ForTVArcadeActionSMSUKAdvert.jpg|UK print advert
 
SegaTVArcadeAction SMS UK PrintAd.jpg|UK print advert
 
SegaEuropesNo1 SMS MD UK PrintAd.jpg|UK print advert
 
GoldenAxeMoonwalker SMS UK PrintAd.jpg|UK print advert
 
MasterSystem UK PrintAd 1991-06.jpg|UK print advert
 
SMS Plus & Golden Axe Or MJM Advert.jpg|UK (Master System II £99.99)
 
SMS & SMS Plus With Alex Kidd Advert.jpg|UK (Master System II £59.99)
 
SMS II & Sonic Advert.jpg|UK (Master System II £49.99)
 
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)
 
SMSII BR PrintAdvert 3.jpg|BR (Master System II; 1)
 
SMSII BR PrintAdvert.jpg|BR (Master System II; 2)
 
SMSII BR PrintAdvert 2.jpg|BR (Master System II; 3)
 
SMSII BR PrintAdvert 4.jpg|BR (Master System II; 4)
 
SMS AR PrintAdvert.jpg|AR
 
</gallery>
 
  
===Pamphlets===
+
==Logos by regions==
<gallery>
+
{|class="prettytable sortable" style="background: #f2f2f2;"
Sega_Master_System_AU_Pamphlet_01.pdf|1989 AU Pamphlet
+
|-
Sega_Master_System_AU_Pamphlet_02.pdf|1991 AU Pamphlet
+
! style="width:100px;" style="text-align: center;" |'''Logo'''
</gallery>
+
! style="width:100px;" style="text-align: center;" |'''Region'''
 +
|- style="background: silver;"
 +
|-
 +
|<gallery>Master System logo.svg</gallery>
 +
|International logo
 +
|-
 +
|<gallery>Master System logo SE.png</gallery>
 +
|Used in Scandinavia
 +
|-
 +
|<gallery>Notavailable.svg</gallery>
 +
|Used in China/Hong Kong
 +
|-
 +
|<gallery>Notavailable.svg</gallery>
 +
|Used in Taiwan
 +
|-
 +
|<gallery>Notavailable.svg</gallery>
 +
|Used in South Korea
 +
|-
 +
|<gallery>SMSII Logo GCC Arabic.png</gallery>
 +
|Used in the Arabian Peninsula
 +
|-
 +
|}
  
===Television Advertisements===
+
==External links==
<gallery>
+
* [https://sega.jp/history/hard/mastersystem/index.html Sega of Japan catalogue page (Japanese)]
SMS US TVAdvert 1.mp4|US (1)
+
* [http://www.smspower.org SMS Power]
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==
+
==References==
*[http://www.smspower.org SMS Power]
+
{{multicol|
 +
<references />
 +
|cols=3}}
  
{{Sega_Consoles}}
+
{{Sega Consoles}}
 
{{MasterSystem}}
 
{{MasterSystem}}
 +
 
[[Category:Sega Master System| ]]
 
[[Category:Sega Master System| ]]

Latest revision as of 15:06, 26 March 2024

Master System logo.svg
MasterSystem1.jpg
Sega Master System
Manufacturer: Sega
Variants: Sega Mark III, Sega Master System II, Sega Game Box 9, Tectoy Master System Super Compact, Samsung Gam-Boy, 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
$150150
Sega Master System
DE
DM 299299
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[6][5][7]
Sega Master System
IT
300,000£300,000
Sega Master System
CZ
(SMS II)
2,949 Kč2,949[10]
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 match and outsell the NES in those regions respectively, 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.[11]

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 a different cartridge slot, it has the Mark III's FM Sound Unit and Rapid Fire Unit built-in, and supports the 3D Glasses without the need for an adapter (which usually plugs into the card slot). However, Korean consoles do not have FM sound.

Japanese Master Systems are slightly tricky 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". In addition, they have a 3.5 mm jack on the front for connecting a pair of 3D glasses.

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[12].

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 an animated BIOS screen; the BIOS just displays a simple Sega logo over a black background before the game starts.

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 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 amplify the RGB signals from the A/V port and provide blanking and function switching signals so that the TV can automatically switch to RGB input.

Games

Main article: Sega Master System games.

Production credits

American version

Source:
Developer mentions[13][14]

Japanese version

Source:
Developer mentions[13][14]


Magazine articles

Main article: Sega Master System/Magazine articles.

Promotional material

Main article: Sega Master System/Promotional material.

Logos by regions

Logo Region
International logo
Used in Scandinavia
Used in China/Hong Kong
Used in Taiwan
Used in South Korea
Used in the Arabian Peninsula

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