The decision has not been easy back then. I was faced with the choice of getting an SNES (Super Nintendo Entertainment System) or a Sega Mega Drive, as the Sega Genesis was called here. Well, actually the Sega Mega Drive was called Genesis in the U.S.A., but I'll get into that later. However, not even having heard of NEC's PC Engine (or TurboGrafX 16), as it was named in the US (I was young and unexperienced.), I found myself back at a friends house, gazing at the television screen, impressed by the speed at which "Sonic The Hedgehog" ran through the "Green Hill Zone". :-) The decision was made. For everybody, who doesn't know about Sonic: Don't stop reading now and simply read on, since I will explain everything later. Have fun while reading! :-)
Chronicle
The genesis of the Mega Drive
The original model
A brief history about Mega Drive games
Expansion: Power Base Converter / Power Base Converter II
The Mega Drive II / Genesis II models
Expansion: Sega CD / Mega CD II
Expansion: 32X
The fall of a legendary console
Other models and hybrids
Emulation: Gens
System specifications
Links
Sources

(The Sega logo)

(My classic, European Mega Drive)
Actually there are four different models of the original Mega Drive, where there are quite some differences between the Japanese, the European version and the American Genesis. There even was another Asian release.
The console came in a glossy, black, futuristic design. Well known from the Commodore Amiga 500, the Mega Drive is powered by a Motorola MC68000 CPU and a Zilog Z80a is used to act as a co-processor. There are two 9-pin joypad connectors and a headphone jack, located at the front area of the console. Most other output connectors are placed at the rear panel of the device. There are two ways of connecting the console to the TV: The most common way is to use the antenna cable that ships with the console, utilizing the RF out connector, but you can also use the commodore-style video out port. Stereo sound is only supported by the headphone jack. Both, the RF out and the A/V out only deliver mono sound. Also at the back of the console is the 9-pin EXT connector, that usually connects to peripherals like a modem (e.g. the "Mega Modem"). By removing the expansion cover on the bottom right hand side, you can connect a Sega Mega CD using the expansion slot underneath. The American Genesis has a large "Genesis" logo printed below the cartridge slot, instead of the smaller "Mega Drive" logo on the bottom right hand side of the top casing that was used in other versions. The rectangular area around the power LED has a purple colour instead of white. This design resulted in an overall more toy-like look, although far less childish than Nintendo's SNES (or Super Famicom in Japan). :-) The American console utilizes a 60 Hz NTSC output, just like the Japanese version. |

(The Sega Power Base Converter from above)
Yes! It is indeed possible to play Sega Master System (the Mega Drive's predecessor console) games on the Mega Drive by using the so called "Power Base Converter". This device has a Master System cartridge slot on top and can be attached to the Mega Drive's cartridge slot. This expansion was immediately released to reach a wider customer range with the console and to make the Mega Drive attractive to people that still want to play Master System games.
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The Sega Master System was driven by a Zilog Z80a CPU, which also happens to be present in the Mega Drive, primarily for controlling the sound output. Now, the Power Base Converter doesn't really do much, as it only turns off the Mega Drive's main MC68000 CPU and forces the Z80a to become the main CPU. The converter also provides the Master System boot ROM and has support for Sega Cards. Sega Cards are small... well... cards :-) at the size of an ordinary credit card. However, there are only 8 games, that were released on Sega Cards. Accessories like 3D glasses also plug into the Sega Cards port. Anyway, the production costs were cheaper than those of cartridges, due to mass production, but their maximum memory is limited to 32K. The converter adds a library of about 80 Master System games of the U.S.A. together with a few more releases in Europe and Japan to the Mega Drive's library. Unfortunately the first version of the Power Base Converter is not compatible to the Mega Drive II, nor the Genesis 3. So there was a second version of the Power Base Converter, that was only sold in Europe, though. The difference between the two versions is that the second version doesn't support Sega Cards anymore, since it doesn't have the necessary port. Given the name "Power Base Converter II", it inherited the design of the Mega Drive II. It only shipped in Europe, was probably because of the earlier popularity of the Master System there. |
During the first days after the release of the original Mega Drive, there already were a few games, customers could choose from: Last Battle, Space Harrier 2, Super Thunder Blade, Thunder Force and Tommy Lasorda Baseball. Sega made sure, that there were enough arcade ports available for their new system. At the beginning, the Mega Drive was bundled with Altered Beast, that was ported from the System 16. Sega's first friendship would be forged together with Namco. A company that had enjoyed a really beneficial contract with Nintendo, before their time with Sega. Now, that their contract ended in 1989, Nintendo wouldn't grant them as much freedom as they enjoyed before. In fact, Nintendo only offered them their standard third party contract, full of terms and restrictions, nobody really liked. Such restrictions would for example rule the allowed amount of games to be developed for Nintendo and for other competing parties, say Sega, which would limit Namco in various ways. So they saught their revenge in defecting to Nintendo's rival Sega. They started to begin writing a couple of arcade ports, such as Phelios, Klax, Burning Force, Megapanel and Dangerous Seed until they learned that their revenge came at a price. After A short time, financially dissatisfied with the situation, they found themselves groveling back to Nintendo, finally giving in to that puny contract they've been offered before. :-/ Although games for the Mega Drive had a reputation of having outstanding graphics and sound, the gameplay was often criticized by gamers. The disappointment of Sega's fans turned better with the arrival of the first Mickey Mouse games under license from Disney (Fantasia and Castle Of Illusion). They set new standards for graphics programming and animation, but still the gameplay did not show enough innovation, although it improved quite a bit. What Sega needed was good games, that would secure the Mega Drive a better, safer position in the video game market.
Help was already under way by Electronic Arts (E.A.). When E.A. president Trip Hawkins chose to participate in the 16-bit era, he started negotiations between Sega and E.A. to form a licensing contract, in 1990. However, Sega didn't aggree, because the terms, E.A. had described, weren't really what Sega had in mind, especially considering licensing fees or other restrictive terms, E.A. had layed out. Sega would not aggree, until E.A. adverted, that Sega didn't have much of a choice, since E.A. already disassembled a Mega Drive, having analyzed its technical specifications to be able to manufacture their own unlicensed cartridges. These two parties then agreed on a contract, that wasn't fully (but almost) what Trip Hawkins was looking forward to in the first place, but it surely brought Sega the utterly due third party support. Early E.A. hits are The Immortal (an isometric perspective role play game (RPG)) and Budokan: The Martial Spirit, which was a fighting game. With E.A. at Sega's side, it was already decided who would be in charge of what console gamers were to consume. ;-) Sega's target group were those people who had finished with playing cute and family-oriented Nintendo NES games. :-) It was time for something new and different... Sega was growing and the number of sold consoles was climbing up the long ladder with Nintendo waiting at the upper end. It was now time for Nintendo to throw the "Super Famicom" onto the Japanese market on Novermber, 21st of 1990. Nintendo was still far ahead of Sega, as they marketed about 32 million NES consoles in the 8-bit years before, where Sega could only come up with 1 million Genesis' in the U.S.A. at this time, which still was a large number.
Yuji Naka and Naoto Oshima created a spiky, blue and fast hedgehog named "Sonic", who's fate it was to become Sega's new mascot. He has something of an anti-Mario (Nintendo's hero). That was the time where game magazines started to print Sonic and Mario raging against each other on the title page to attract readers. :-) Sega developed a game for Sonic, based on the processing speed the SNES lacks, at least when it comes to graphics and fast scrolling. The first "Sonic The Hedgehog" game was released in the U.S.A. on June, 23rd of 1991. The Japan release followed on July, 26th and a European release would follow immediately. There were other Sonic games for other Sega consoles (e.g. the Master System and the Game Gear) that followed during the last quarter of the same year.
The Sonic series would not end until the release of Sonic & Knuckles, the last real incarnation of a Sonic game in its classical gameplay for the Mega Drive. It is a curiosity though, because the cartridge can be combined with older Sonic games. This means, it features an inbuilt cartridge slot on the top of the module, as it is known from cartridge adaptors (Click for image!), that allowed playing different game releases on a specific localized console (e.g. for playing PAL releases on NTSC machines and backwards). If you already spent money for all the other Sonic games, you can combine them with Sonic & Knuckles to play the old Sonic games with the new player character "Knuckles" and in addition Sonic & Knuckles was a game of its own, that is without having combined it with another Sonic game. Sonic became a popular merchandising object, as there were lots of stickers, albums, music CDs and I even saw a Sonic bubble bath that was of course blue. :-) The Sonic game series helped Sega to stand against Nintendo, secured the Mega Drive a good position in the U.S. video game market and served to keep it. Everything went the way, Hayao Nakayama had planned in detail. Indeed, Sonic was more than a great success for Sega, thanks to Yuji Naka and all the other contributors. The first Sonic game was bundled with the Genesis and by the end of 1991, the number of sold Genesis consoles had more than doubled in the U.S.A.. Europe and Japan followed suite and it was this bundle, that made me want such a console, after all. :-) The following time bewtween the years of 1992 and 1993 would show the Genesis in its best time. In fact, when Sony run their market surveys in 1992, they found out that most gamers, who owned an SNES refused to admit it to their friends. Sega was hip! :-)
Another interesting topic, that still is interesting and most likely will be forever, is "violence in videogames". ;-) Acclaim, developer of the fighting game "Mortal Kombat", was paid very well by both Sega and Nintendo to port their arcade version for the home consoles. Now, the game lets the player perform so called "finishing moves". By pressing a combination of buttons on the joypad, the fighting character would inflict... a last, lethal strike to his opponents by ripping off heads, cutting bodies into pieces and so forth. Nintendo's strict quality control forced Acclaim to cut these finishing moves off the SNES version. Now, guess which port sold better... Right! Since violence, blood and gore are the whole points in playing Mortal Kombat, gamers went for Sega. It was time for Nintendo's next marketing strategy: They accused Sega of tainting the innocent, little soul of the child, whose parents would pay more attention on what games should be bought from then on. However, children didn't seem to be that innocent after all, for they certainly did not expect Mortal Kombat to be a Disney game... or did they? ;-) Wether the guilt lies with Sega or not, it didn't matter. With the help of U.S. Senator Joseph P. Lieberman, Nintendo managed to inflict a finishing move on Sega's reputation. Congressional hearings of 1993 to 1994 into videogame violence served Nintendo to bring up one thought in america's parents' minds: "Watch, what your kid is playing on his Genesis.". Hint: To activate blood in "Mortal Kombat", you have to enter the following cheat code during the introductory "code of honor" screen: a, b, a, c, a, b, b. You should hear the words "Get over here!" and the letters should turn red. :-) How to do finishing moves can be found out using your favourite search engine.
It is a real pity that there were not enough RPGs (role play games) available for the Mega Drive and that is also the wound in which Nintendo was planning to put its salt. Nintendo publicly courted their collection of RPGs, that outnumbered the Mega Drive's RPG library. Landstalker (by Climax Entertainment, famous for its isometric perspective), Soleil (a.k.a. Crusader Of Centy), of course the Phantasy Star series (by Yuji Naka & Co.) and the Shining Force collection (by Climax Entertainment) are very good examples for a variety of Mega Drive RPGs. Nintendo's warehouse of RPGs was by far bigger and that is part of what promoted the SNES, including Zelda: A Link to the Past, Secret of Mana and Final Fantasy, naming just a few examples. SquareSoft was one of the companies that produced RPG titles for Nintendo's gaming device with Bahamut Bahant Senki being the only Mega Drive title released by them. Another fortunate circumstance for the SNES was, that RPGs didn't require as much processing power as say fast-scrolling Jump'n'Run games, so Nintendo could impress with audiovisual effects, the SNES is said to master better, compared to the good old Mega Drive. There were some game releases in Brazil that included Duke Nukem 3D, the only 16-bit console version of this game. This happened at a time, the Genesis was already declared a casualty of war in the U.S.A., late 1997. Those games were solely released in Brazil. In the beginning of 1998, a low-budget distributor of the Genesis 3, called "Majesco Sales" sold a revived Genesis console (See Other models and hybrids.) together with the newly developed game "Frogger". Frogger is a port of Konami's original 1981 arcade hit, which is the last officially licensed Genesis cartridge, ever. |
(The Mega Drive II and the Genesis II)
In 1993, Sega gave the Mega Drive a refit to reduce manufacturing costs. This version of the console is better known to European, Brazillian and Australian customers. The main difference of the "MK-1631" (Sega internal name) is the new, smooth and streamlined design, however there are some other minor differences: A new RF lead adapter is included that has an autoswitch function, so the user doesn't have to manually switch to the Mega Drive's RF out when wanting to play games instead of watching TV. A different AC adapter, a smaller power lead port and a new, red power push button were also used. The new model lacks the headphone jack, but it isn't really necessary anymore, because the new multiple video out is able to provide stereo output, whereas Stereo audio with the earlier model could only be achieved using the headphone jack. The European Mega Drive II can be recognized through its red buttons, whereas the American Genesis II has a more monochrome design, for its joypads have grey start buttons, too. Some expansions or add-ons, that were specifically produced to work with the casing and shape of the original Mega Drive model, do not fit correctly on the redesigned version, thus do not work without the proper adaptors or modifications.
The new Mega Drive II was bundled with games like Street Fighter 2, Virtua Racing, Sonic 3, The Lion King and many others. There were also packages containing multi-module cartridges (Multiple games together in one module). Mega Games I for example came with Columns, World Cup Italia 90 and Super Hang-On on one cartridge. |

(Sega CD + Genesis and Mega CD II + Mega Drive II)
The Sega Mega CD can also be seen as a console with its own history. I will only focus on really important things here. The first model was released in Japan during November of 1993 and fits under every Mega Drive, connecting to its expansion slot to the right of the Mega Drive's downside. Using CDs as its medium, it was able to compete with NEC's TurbografX 16 CD unit.
One year later, known as the "Sega CD", it was then released in America, still in time for christmas. At first, it was very popular there, although selling at a price of US$ 299 and still requiring a Mega Drive to work. Adding to its primary gaming function it can also take audio CDs and CD+G (CD+Graphics). CD+Graphics discs are audio CDs with additional graphical information for music visualization.
In fall of 1993, Sega released the Mega CD II with a design and shape, equal to that of a Mega Drive II. The automatic CD caddy has been replaced by CD loading tray on the top to lower the production costs. It also includes a socket plate on which a Mega Drive console can be placed and connected to the left of the Mega CD II. Both consoles, the Mega CD II and the first model are compatible with an original Mega Drive or a Mega Drive II. The Mega CD was one of the first CD-based consoles that appeared on the video game market.
The interest in producing enough Mega CD games to make the console a real success was lost rapidly, since the Sega 32X and Saturn were about to be released soon and none wanted to develop games for a dying add-on console. The Mega CD was promising for its time, but suffered a very common fate, the lack of third party support.

(The 32X expansion together with a Genesis and a Genesis II)
I won't go into detail here, because the 32X certainly would cover a whole story of its own, like the Sega CD. :-) On January 8th of 1994, Sega CEO Hayao Nakayama decided to produce a 32-bit successor for the Mega Drive. The 32X practically is a console, that depends on the Mega Drive. Connected to the Mega Drive's cartridge slot, it is able to upgrade the 16-bit Mega Drive console to a 32-bit system. Therefore, it is able to play 32-bit games with enhanced graphics capabilities and increased speed.
It has two Hitachi 32-bit RISC processors at 23 MHz and an additional, digital stereo PCM sound chip (adding to those of the Mega Drive). It uses the MC68000 and the Z80a of the Mega Drive as co-processors. It is compatible to all Mega Drive / Genesis systems, except the Genesis 3 or the CDX. It could also function as a pass-through for normal Mega Drive / Genesis games. So users wouldn't have to disconnect it from the main console for playing games on 16-bit cartridges. The 32X also features 32X-enhanced CD games, when a Mega CD / Mega CD II is attached.
When news about next generation consoles began to spread in 1994, Sega needed to develop a successor for the Mega Drive. Sega of Japan had the idea of the 32X and handed the production over to Sega of America, where Joe Miller then decided it to be an upgrade on January 8th, 1994. The advantage about this was, that the 32X would be more attractive to users, that would rather upgrade their current system than buy a whole new standalone console. The disadvantage however, is that you need a Mega Drive to use it. With "Project Mars" as the project name, the development of the new expansion console began in America.
In the end of 1994, during November, the 32X was released in the U.S.A., one month later followed by the release in Japan where it was called the "Super 32X". As usually, Europe saw the 32X latest together with Australia, namely in January 1995. By the way, to complete the level of confusion, Sega named Europe's and Australia's 32X pendants the "Mega 32X". At this time, there were still no games around, so people had to be patient a little while after purchasing a 32X. :-) At first, the 32X sold very well. In fact, Sega wasn't able to ship the 1 million items they promised and retailers only got half of the number. On the other hand, news about the new Sega Saturn came up, which confused customers. People became unsure about what console to buy, wether it should be a Mega CD, a 32X (which both need a Mega Drive to function) or a Saturn. It had become clear, that the 32X would not live long. There were only 27 European games, 18 Japanese games and 39 American games. Some people say, this was the first indication of Sega's fall. :-(
Nintendo's effort to reclaim the video game market succeeded by the end of 1994. Sega was degraded to second in command, as it had lost 30 % of its market share during this year, which had begun with a price drop for the Genesis down to US$ 100. The SNES began to sell much better, since there were some new game releases for the SNES, especially the load of RPGs by SquareSoft. Sonic & Knuckles was no match for "Donkey Kong Country", Nintendo's second best selling game with impressive graphics and gameplay. In the end, it wasn't only the games that hyped the SNES up the market ladder... The incident with violence in videogames had smudged Sega's reputation (See "A brief history about Mega Drive games".). Also, the lack of RPGs for the Mega Drive, that had been courted by Nintendo certainly verifies that Sega had left out a whole market niche, which could have got them quite some profit. Besides there was a newcomer to the market, that had the resources to become a potential market leader... Sony with their Playstation.
The next year, 1995, Sega itself was about to make some serious mistakes. The company had to face the new 32-bit era, but for Hayao Nakayama that simply meant to toss the 16-bit market over to Nintendo, when he decided to discontinue support for the Mega Drive near the end of that year. The 16-bit market would have secured Sega a strong income throughout the years 1994 to 1996 and even after that, it would still have moulted a reasonable amount of money. Sega could have used this money to produce something else than just expansions for an aging 16-bit system. Poeple didn't want to afford expensive 32-bit expansions like the 32X. Furthermore, the "add-on" strategy somehow limits the customer range to those people, that had already bought a Mega Drive before, making the 32X unattractive for defectors, coming from Nintendo.
There was a short reincarnation of the Genesis in the North American market in 1998, but unfortunately it didn't last long (Read more under "Other models and hybrids".). However, Sega was able to break Nintendo's monopoly, if only for a short time. So the Mega Drive / Genesis certainly was a revolutionary console for its time with almost 30 million users. To me, it's still fun to play games on it and also, Sonic's much cooler than fat, slow Mario! :-) Thanks for reading and hang on for some more facts about exotic hybrids...
"Gens" is French for "people" and is also the name of a very mature Mega Drive emulator. Yet, this is not the only system that can be emulated using this emulator. In fact, it has support for the Sega 32X and Mega CD, too. However, you might need the boot ROM images when emulating these. Gens is available for many languages. You can download the language packs on the Gens homepage. The emulator program runs on Windows, but there have also been older DOS releases and I heard of a Linux release, too. You can choose from different graphics modes, including interpolation and scanline techniques. The sound output can be sampled at 44,100 KHz and is highly accurate. Another interesting feature is the compatibility to Kaillera. Kaillera is a network server and protocol. Using it together with Gens makes it possible to play two player games over network and even the internet. Get if from the Kaillera homepage. Thanks to the developer of this emulator and all the other contributors for such a great work! Get it from the Gens homepage. |
| Component: | Description: |
|---|---|
| CPU: |
Motorola MC68000 at 7,61 MHz Co-processor: Zilog Z80a @ 3,58 MHz |
| RAM: | 64 KB |
| ROM: | 1 MB (8 Mbit) |
| Graphics: |
Graphics modes: - 320 x 224 pixels, 512 colours (9 bit), 64 simultaneously, max. 80 to 90 sprites (32x32 pixels), 2 scrolling playfields, 1 sprite plane (= 3 planes) FIXME - 40 x 28 text mode Video RAM: - 64 KB Color RAM: - 64 x 9 kbit |
| Sound: |
4-channel Texas Instruments SN76489 (PSG (Programmable Sound Generator)) 6-channel Yamaha YM-2612 Sound RAM: - 8 KB Signal/noise ratio: - 14 dB |
| Input/Output: |
RF/AV outputs Expansion port 2 x 9-pin controller ports Headphone jack (MK-1601 only) 9-pin EXT port (MK-1601 only) Module cartridge slot |
| Initial price: | 189.99 $ |
"The history of the Sega Mega Drive series" was published by skillreactor.org - www.skillreactor.org.
Written by Christoph Bölitz
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