sixteen-bit
Member
consolized game gear is so cute
consolized game gear is so cute
Problem of a LED GG is that you won't have a pixel perfect screen. So depending on the setting you use, you will have some columns/lines of pixels doubled. If you are, like me, very sensible to screen quality, you can't be satisfied with this. Even it is a very neat mod !
So the two remaining options are the original screen and the Majesco screen.
I know both well, I tried them quite a lot. A good quality original screen will have some pretty great colors. In fact, it will be the most faithful experience for me, color wise. But it will have the worst ghosting and blur effect. Even a brand new console will have it. Not talking about used consoles.
The Majesco screen is, overall, not a huge improvement. It does have a bit less ghosting and blur if you ask me, but the colors feels yellowish. This is still my favorite screen, because the ghosting/blur of the original screen is too much for me.
I still play a lot on my GG (which is an original one, with a Majesco screen and new capacitors), despite the poor screen.
On topic : I have begun playing Golden Axe Warrior, and I am finding it pretty great. I am a huge fan of the two first Zelda games, and this game does feel like a shameless rip-off of Zelda 1. But it is also enhanced a lot, with many new features etc... Really liking it so far (completed 3 dungeons).
I completed the game recently and found that it was a pretty solid adventure game for the console. Well designed, good gameplay. Maybe a bit too hard.and yeah, glad someone else is enjoying Golden Axe Warrior! for the same reasons, no less
The Master System and SG-1000 palette are different, so you won't get the exact same experience. However, cranking up the brightness at least allows you to distinguish them more easily, especially black characters against dark blues and greens. http://www.smspower.org/Development/Palette
The Paddle controller is a must have imo. Not many games for it, but the couple that exist are very good in my experience.
Later SG-1000 games were optimized to take account of the SMS palette, but some earlier ones (Dragon Wang at least) were rereleased with an adjusted palette to make them easier to play on a Mark III, so make sure you have the later ROM where more than one variant exists.
The paddle controller won't work properly on an export system without region modding it. Maybe there are some ROM hacks to fix that.
also, it's a longshot, but: anyone have an SMS with the Snail Maze built in? if i recall, you booth the system without a cart & get an error screen and it's hidden in there. i've got a nice later model with Missile Defense 3D built in, and would love to swap out for the model i grew up with, before getting it FM modded one day. lemme know, i'll cover shipping!
ah, good to know! and for real? i was so hoping the paddle would just work, mainly for Megumi Rescue and maybe Woody Pop too...how does one mod it?
ah, good to know! and for real? i was so hoping the paddle would just work, mainly for Megumi Rescue and maybe Woody Pop too...how does one mod it?
Very easily with the FM mod, which includes a region switch.
Two wires soldering, you can do it
Here's how to region mod the SMS. Newer FM Sound boards also use this for Wonder Boy III.
There are joypad ROM hacks for the paddle games, so you can always play them that way.
and haha even if i trusted myself to open it up & solder 2 wires (i don't), i'd butcher the hole for that switch!
I might be misunderstanding you here, but are you saying that not many Mark III/MS games have both regions in the ROM?There are only a couple of multilingual games using the system's localisation, like Wonder Boy 3 and the new translation of Phantasy Star. Everything else is always in English or in Japanese regardless of your system.
Games with Japan region codes:
Alex Kidd in Miracle World (jp).sms
Anmitsu Hime (jp).sms
Ashura (jp).sms
Astro Flash (jp).sms
Double Target.sms
F-16 Fighting Falcon (jp).sms
Ghost House (jp).sms
Great Baseball (jp).sms
Great Golf (jp).sms
Great Soccer (jp).sms
Haja No Fuuin (jp).sms
Hang On (jp).sms
High School Kimengumi (jp).sms
Hokuto no Ken (jp).sms
Lord of Sword (jp).sms
Machine Gun Joe (jp).sms
Makai Retsuden (jp).sms
Nekyuu Kousien (jp).sms
Pit Pot (jp).sms
Satellite 7 (jp).sms
Sport Pad Soccer (jp).sms
Spy vs Spy (jp).sms
Sukeban Deka II (jp).sms
Super Wonderboy Monster Land (jp).sms
Teddy Boy Blues (jp).sms
Tensai Bakabon (jp).sms
Region lock is only one way. The Mark III has no bios (it's a more normal console like Famicom) and it can play every game. The only issues are Light Gun and a couple of 50Hz games.If we want to get technical there are also "region locked" games which wouldn't play on an export SMS through a converter, but do play through an Everdrive or equivalent (it's a bios thing).
Mark III actually plays western card games directly with literally no mod or converter required at all!
Yeah that's how it's done, and like I said the result is that region locking is only one way, the Mark III plays everything, though carts need a simple converter due to the shape change.That's just piracy detection, western SMS has a bios which looks for the header before booting, JP Mark III doesn't have a bios so can't check for a header first.
It's just Sega being Sega. Making it up as they went along, rushing to match Nintendo largely.
Look at the hardware:
1983 SG1000 - A colecovision that looks like a traditional Atari style console with a hard wired crappy joystick
1984 SG1000 II, the same console repackaged to look and play more like a Famicom
1985 Mark III - The same console with a few extra chips and a new video mode to compete better with the Famicom.
1986 US Master System - the Mark III repackaged with more Famicom-like carts for western audiences
1987 Japan Master System - one more stab at taking on the Famicom with essentially a 'deluxe' Mark III
1988 Mega Drive - yet again an iteration of the SG1000/M3 line design with a bunch of current arcade chips thrown in. Still fully M3 compatible (just needs a pin converter). Famicom style carts, finally killing off the traditional Atari cart shape.
Of course the software side would be even more of a scramble.
It's just Sega being Sega. Making it up as they went along, rushing to match Nintendo largely.
Look at the hardware:
1983 SG1000 - A colecovision that looks like a traditional Atari style console with a hard wired crappy joystick
1984 SG1000 II, the same console repackaged to look and play more like a Famicom
1985 Mark III - The same console with a few extra chips and a new video mode to compete better with the Famicom.
1986 US Master System - the Mark III repackaged with more Famicom-like carts for western audiences
1987 Japan Master System - one more stab at taking on the Famicom with essentially a 'deluxe' Mark III
1988 Mega Drive - yet again an iteration of the SG1000/M3 line design with a bunch of current arcade chips thrown in. Still fully M3 compatible (just needs a pin converter). Famicom style carts, finally killing off the traditional Atari cart shape.
Of course the software side would be even more of a scramble.
Absolutely, it's ironic because that's how Nintendo ended up years later, supporting their consoles and handhelds, even 100 million selling ones, largely alone in terms of major hitters.^agreed on some of that, but the beauty in the SMS' library is basically seeing sweatshop era sega try to hold it down across nearly every genre almost entirely on their own. activision, parker bros, some great compile reprograms/etc but otherwise, yeah they aped the shit out of certain NES trends cause they were getting slaughtered & had practically no help.
none of that contradicts much of what you's said, mind, i just think it's noteworthy if we're talking about they biting/following trends in that era. i'm fond of how much innovation they pushed (well ahead of its time) in the gens that followed.
I never said any of it was a good or bad thing, but I think they basically did have a monopoly, which was largely a bad thing (but had some good points, strong marketing and consolidation of the US/JP markets built a stronger 3rd party industry overall, similar to what happened with the PS2).Of course, they copied the leader, that's what everybody did. The only difference is that everybody else gave up and started developing for the Famicom, Sega was the only company that didn't quit and gave Nintendo the tinyest bit of competition. Yeah, not a lot, but it set them up for the next gen, where we had real competition. How crap would it have been if Nintendo had just a monopoly?
Absolutely, it's ironic because that's how Nintendo ended up years later, supporting their consoles and handhelds, even 100 million selling ones, largely alone in terms of major hitters.
That said it's not exactly accurate to say they did it alone. Many 'Sega' games on Mark III/MS were outsourced to Tose-like ghost developers. Nintendo of course did the same thing with Artoon/Good-Feel etc making DS/Wii games, but they were of course credited this time in a more open credit era.
Well over half of the 'sega' home games of that era were not developed by an internal team.I'm just going off of what was listed on the box (as you said, not much) and the ones that said "reprogrammed by sega"/etc on the title screen. how many SMS/mark III games do you think fit that bill here?
Oh damn yeah some of the best there.SIMS had a massive output on the Master System, some of the best games on the system
http://www.smspower.org/Companies/SIMS
gut a sports game. And you''ll get the entire SMS library in a fraction of the card space so no need for SD card removal ever really.god, i don't care for stoneagegamer
i just want a shell for my forthcoming master everdrive, and they want $15 for that...$17 with the screws.
to ship that to FL? $7, bringing the total to about $25. and i was looking to buy the label from elsewhere, because i don't need theirs on it.
any suggestions? i'd rather not gut a sports game & angrily try to cut an SD hole in it.
gut a sports game. And you''ll get the entire SMS library in a fraction of the card space so no need for SD card removal ever really.
god, i don't care for stoneagegamer
i just want a shell for my forthcoming master everdrive, and they want $15 for that...$17 with the screws.
to ship that to FL? $7, bringing the total to about $25. and i was looking to buy the label from elsewhere, because i don't need theirs on it.
any suggestions? i'd rather not gut a sports game & angrily try to cut an SD hole in it.
I don't have a master everdrive yet, but the when I was at Toomanygames I bought a 50 cent or 1 dollar copy of a game I already had. It kind of sucks to gut an existing game, but 1 dollar for a case and screws is way better than 25. For cutting the cart case I used an exacto knife and just went slow with it.
SAG makes the ugliest everdrive shells
yeah, i might just do this. is there a good way to start/get a purchase point, or are you just angling basically? man, ima cut the shit out my finger haha
I watched it earlier, some of the pictures are of my actual consoles lol (correctly credited so props for that mr CGQ).Classic Gaming Quarterly's SMS launch video
https://www.youtube.com/watch?v=JnsV6VEQ7mQ
aftermarket value increasing?