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- From: arromdee@peregrine.cs.jhu.edu (Ken Arromdee)
- Newsgroups: rec.games.video.misc,rec.games.video.nintendo,rec.games.video.sega,rec.games.video.atari,rec.games.video.3do,rec.games.video.advocacy,news.answers,rec.answers
- Subject: rec.games.video.* Frequently Asked Questions (part 3 of 3)
- Followup-To: rec.games.video.misc,rec.games.video.nintendo,rec.games.video.sega,rec.games.video.atari,rec.games.video.3do,rec.games.video.advocacy
- Date: 1 Jan 1996 17:20:40 -0500
- Organization: Johns Hopkins University CS Dept.
- Lines: 1303
- Approved: news-answers-request@mit.edu
- Message-ID: <4c9mno$2an@peregrine.cs.jhu.edu>
- Reply-To: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
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- Xref: senator-bedfellow.mit.edu rec.games.video.misc:30884 rec.games.video.nintendo:113383 rec.games.video.sega:119425 rec.games.video.atari:69878 rec.games.video.3do:70296 rec.games.video.advocacy:32921 news.answers:61242 rec.answers:17364
-
-
- Archive-name: games/video-games/faq/part3
-
- Section 7: System Capabilities:
- ==============================
-
- I would like to add polygon counts here. It is impossible to find any
- decent polygon count information, however.
- ______________________________________________________________________________
- | | Neo Geo | SNES | Genesis | TG-16 | NES | Sega MS2 |
- |----------+----------+----------+----------+----------+----------+----------|
- |Bits (CPU)| 8 + 16 | 16 | 16 | 8 + 8 | 8 | 8 |
- |Bits (Gx) | 16 | 16 | 16 | 16 | 8 | 8 |
- |CPU | 68000| 65816 | 68000 | HuC6280| 6502 | Z80 |
- |APU (Aud) | Z80| SPC???? | Z80 | | | |
- |MHz | 12.5, 4| 3.6 | 7.6 | 3.6 3.6| 1.8 | 3.6 |
- |Graphics | 320 x 224| 256 x 224| 320 x 224| 256 x 256| 256 x 240| 240 x 226|
- | -2nd mode| | 512 x 448|320 x 448*| 320x256**| | |
- |Planes | 3 | 4 | 2 | 1 | 1 | 1 |
- |Colors |4096/65536| 256/32768| 61/512 | 482/512 | 16/52 | 52/256 |
- |Sprites | 380 | 128 | 80 | 64 | 8 | 16 |
- | - size | 16 x 512| 32 x 32| 32 x 32| 16 x 16| 8 x 8 | 8 x 8 |
- |Audio | 15-lyr |PCM 8-lyr | 10-lyr | 6-lyr | mono | mono |
- |RAM | 64K+68Kgx|128K+64Kgx| 72K+64Kgx| 8K+64Kgx| 2K+ 2Kgx| ? |
- | | (+2K Z80)| | | | | |
- |----------+----------+----------+----------+----------+----------+----------|
- |CD CPU/MHz| ? | |68000/12.5| 65802/16 |
- |CD RAM |430K VRAM | | 768K | CD=64K |
- | | 64K SRAM | | | SCD=256K |
- | |7 mg DRAM | | | |
- |----------+----------+ +----------+----------+
- * The 320x448 mode on the Genesis is the Sonic split-screen mode.
- ** A 512x256 mode is possible through fiddling with registers, but not
- officially supported.
-
- Comment: The Genesis would have 64 colors, having 8x8 tiles which use 16
- colors from one of 4 palettes each, except the 16th color is a "transparent"
- color that's the same for all 4, making 61. Similarly, the TG-16 has a back-
- ground made of 8x8 tiles using 16 palettes of 16 colors each, and sprites also
- using 16 palettes of 16 colors each, making 512 colors, which is reduced to
- 482 because all sprites have one transparent color and all tiles have one
- background color. (It's not 481 because the sprite color register 0 is
- used for the border.)
-
- I have no idea if other systems have similar features that lower the number
- of colors below an even power of 2.
-
- ______________________________________________________________________________
- | | Jaguar | 3DO | CD32 | Saturn | Sony | NEC PC-FX|
- |----------+----------+----------+----------+----------+----------+----------+
- |Bits (CPU)| 64 + 16 | 32 | 32 | 32 + 16 | 32 | 32 |
- |Bits (Gx) | 64 | 32 | 32 | 64 (?)| ? | ? |
- |CPU |Proprietary ARM/60 | 68EC020 |HitachiSH2| R3000A | V810 |
- | | + 68000| | | (two) | | |
- | | | | | + 68EC000| | |
- |APU (Aud) |Proprietary ? |Proprietary ? | ? | ? |
- |MHz | 26.6 | 12.5 | 14 | 27 | 33.8688 | 21.5 |
- |MHz (Gx) | ? | ? | 28 | ? | ? | ? |
- |Graphics | 720x526**|320x480***|1280x512**| ? | 640 x 480| 320 x 240|
- |Colors | 16777216 | 16777216 |256/1677.*|?/16777216| 16777216 |?/16777216|
- |Sprites | N/A | N/A | 8 | ? | unlim?| 128 |
- | - size | N/A | N/A |64x scrnht| ? | 256x256 | ? |
- |Audio | unlim | ? |4 channels| 32 chan. | 24 chan. | ? |
- |RAM |2 megabyte|2 megabyte|2 megabyte|2 megabyte|2 megabyte|2 megabyte|
- |Video RAM | ? |1 megabyte| ? | 1.5m |1 megabyte| 1.25m |
- |Audio RAM | ? | ? | ? | 512K | 512K | ? |
- |MPEG |MPEG1 opt.| ? | ? | ? | MPEG1? | MPEG1 |
- |----------+----------+----------+----------+----------+----------+----------+
- |CD CPU/MHz| ? | ? | ? | ? | ? | ? |
- |CD RAM | 256K | ? | ? | 512K | 32K | 256K |
- |----------+----------+----------+----------+----------+----------+----------+
- _____________________________________________
- | | Jaguar 2 | 3DO M2 | Ultra 64 |
- |----------+----------+----------+----------+
- |Bits (CPU)| ? | 32 | 64 |
- |Bits (Gx) | ? | 64 | ? |
- |CPU | ? | PPC-602 |R4300i (?)|
- |APU (Aud) | ? | ? | ? |
- |MHz | ? | 66 | *4 |
- |MHz (Gx) | ? | ? | ? |
- |Graphics | ? |640 x 480?| ? |
- |Colors | ? | 16777216 | 16777216 |
- |Sprites | ? | N/A | ? |
- | - size | ? | ? | ? |
- |Audio | ? | ? | ? |
- |RAM | ? |4 megabyte| ? |
- |Video RAM | ? | ? | ? |
- |Audio RAM | ? | ? | ? |
- |MPEG | ? |MPEG1;2opt| ? |
- |----------+----------+----------+----------+
- |CD CPU/MHz| ? | ? |
- |CD RAM | ? | ? |
- |----------+----------+----------+
- * Also has Hold and Modify mode which gives 262144/16777216 colors and is
- mainly useful for still pictures.
- ** Jaguar resolution includes overscan. CD32 can do >1300x566 overscanned.
- *** Usually uses 320x240, interpolated to 640x480. It apparently has real
- 320x480 which is rarely used.
- *4 Apparently the oft-quoted 500 Mhz figure refers to the speed of the bus
- to RAM. Real speed is unknown.
-
-
- CD-I: I don't know, but very primitive. Most of its capability seems to come
- from playing video and video clips, not machine-generated graphics.
-
- Bandai Playdia Quick Interactive System (formerly BA-X): Ditto. It's a lot
- newer, so I assume the graphics are better, but I've never seen one....
- ________________________________________________________
- | | GameBoy | Lynx | GameGear | TExpress |
- |----------+----------+----------+----------+----------|
- |Bits (CPU)| 8 | 8 | 8 | 8 + 8 |
- |Bits (Gx) | 8 | 16 | 8 | 16 |
- |CPU | Z80 | 6502 | Z80 | 6502 6502|
- |MHz (CPU) | 2.2 | 4.0 | 3.6 | 7.2 |
- |MHz (Gx) | | 16.0 | | |
- |ScreenSize| 2.6" | 3.5" | 3.2" | 2.6" |
- |Graphics | 160 x 144| 160 x 102| 160 x 144| 256 x 216|
- |Colors | mono (4) | 16/4096 | 32/4096 | 482/512 |
- |Sprites | 8 | unlim | 64 | 64 |
- | - size | 8 x 8 | unlim | 8 x 8 | 16 x 16 |
- |Audio | 2-lyr | 4-lyr | 4-lyr | 6-lyr |
- |RAM | 16K | 64K | 24K | 8K+64Kgx|
- |----------+----------+----------+----------+----------|
-
- Most systems can change colors on successive scan lines, using more colors
- than the ones listed.
-
- The game Ex-ranza (Ranger-X in USA) for the Genesis is billed as having 128
- colors. It's not clear whether or not this is just a scan line change.
-
- The existence of multiple graphics modes also confuses things--it might not be
- possible to use all features at the highest graphics mode, as in the lack of
- hardware rotation in the SNES 512x448 mode. I'm not sure if there are
- limitations on the double resolution Genesis mode (used for Sonic split
- screen).
-
-
- ``Does the Genesis CD-ROM have extra colors, sprites, or resolution?''
-
- No. (Despite at least two errors in Gamepro magazine, and a repetition of
- this error in the book Phoenix.)
-
-
- ``What is this megabit stuff? Isn't it supposed to be byte?''
-
- 1 byte is equal to 8 bits, so an 8 megabit game is really 1 megabyte. (Also,
- ``mega'' for computers is 1048576, not an even million). Although it is widely
- believed that this was popularized by Sega's "mega cartridges" for the Master
- System, the idea of inflating game size this way apparently dates back at least
- to Coleco's Adam. (Some memory chips really are measured in bits, though.)
-
- Old Neo-Geo ads claimed "megabytes" for their games, which was a lie.
-
-
- 'Bits' in game systems
-
- There are several processor characteristics that measure in bits; whether or
- not a processor counts as 32-bit may depend on what you consider important.
- (A 32-bit processor might have 32-bit address space, perform operations on
- 32-bit quantities, or have a 32 bit wide bus). It's never legitimate to add
- the bits in all a system's processors, so a Sega CD is not a 32-bit system
- even though it has two 16-bit processors, nor is a Neo-Geo a 24-bit system.
-
- When discussing graphics, professionals often use "bits" to refer to how many
- colors there are: if a system lets a pixel be one of 2^16 colors, the system
- has "16-bit graphics". (A common error associated with this definition is to
- say that this means the machine can show 2^16 colors at once, although video
- game systems don't have enough pixels on the screen to do so.)
-
- This contrasts with video game company hype, which usually says either 1)
- "This is a 16 bit machine, so we'll call the graphics 16 bits", or 2) "This is
- a 16 bit processor, and we use it for graphics, so we'll say we have 16-bit
- graphics". (The latter is the method used at the top of this section of the
- FAQ.)
-
- "How many bits of graphics" and "how many bits" are about equally worthless,
- er, bits, of information. It's only in the FAQ because people keep asking for
- it anyway.
-
- There also seems to be a trend for Usenet posters to deliberately lie about
- the number of bits in systems, just to cause more confusion (the 64 bit
- Jaguar is especially prone to this; one person even quoted from a Jaguar
- developer, but altered the quote so as to read 32 instead of 64.).
-
-
- Game Genie Genesis decoding
-
- Merlyn LeRoy posted the method to convert Game Genie codes to real hex codes:
-
- For example, SCRA-BJX0 is a game genie code. Each letter is 5 bits from
- the table ABCDEFGHJKLMNPRSTVWXYZ0123456789, A=00000, B=00001, C=00010...
-
- S C R A - B J X 0
- 01111 00010 01110 00000 00001 01000 10011 10110
- ijklm nopIJ KLMNO PABCD EFGHd efgha bcQRS TUVWX rearrange as...
-
- 00000000 10011100 01110110: 01010100 01111000
- ABCDEFGH IJKLMNOP QRSTUVWX: abcdefgh ijklmnop
- 24-bit address 16-bit data
- MSB LSB MSB LSB
-
- Which is 009c76: 5478
-
-
- Pro Action Replay format for Genesis
-
- The Pro Action Replay codes for the Genesis are just an address/data format,
- AAAAAADDDD. The Pro Action Replay can either intercept reads to ROM, or in-
- stall a routine which continually restores RAM values. (Codes which modify
- RAM can't be converted to Game Genie formats.) The best educated guesses are
- that FF as first two digits of the address indicates RAM, and anything else is
- a page pointer for ROM. The data is a 16 bit number, but if the first two di-
- gits of the data are 00, the device only inserts an 8 bit number. (You prob-
- ably need two codes if you want to insert a 16 bit number which starts with
- two zeroes.)
-
-
- Game Genie SNES decoding
-
- (This is from hexadecimal to Genie, to reverse just run it backwards)
-
- Data - D7 down to D0
- Address - A23 down to A0. Bit 15 is always a 1; if you use a 0, the Game
- Genie will just change it to a 1 anyway.
-
- DDDD DDDD AAAA AAAA AAAA AAAA AAAA AAAA (Genie Code)
- 7654 3210 1111 7654 9822 2232 1011 1111 (True address, rearranged)
- 5432 32 10 98 7610
-
- Example - Force AD at 80C7AA
-
- Data = 1010 1101
- Address = 1000 0000 1100 0111 1010 1010
-
- Take the data in order, and then take bit 15, 14, 13, 12, 7, 6, etc. of the
- address, to get:
- 1010 1101 1100 1010 1110 0010 1000 0001 = ADCAE281
-
- The Game Genie hex is encoded from normal hexadecimal, so at this
- point you must translate with the following table:
-
- HEX: 0 1 2 3 4 5 6 7 8 9 A B C D E F
- GENIE: D F 4 7 0 9 1 5 6 B C 8 A 2 3 E
-
- Translates to C2AC-346F
-
-
- SNES/SF Game Finger (copier code) decoding
-
- The general format is: AAAAABBBBBBCCD <- a 14-digit codes
- | | | |_ D: target to replace bytes
- A: address of the first | | |___ C: checksum
- byte to be replaced _______| |_______ B: 3 bytes for replacement
-
- Unused B bytes are replaced by XX. Note that the address only refers to a 1
- meg address space.
-
- The checksum format is: stick an 0 in front and then divide into sequences of
- two hex digits representing bytes. Add together the first six of these (the
- A's and B's). I have no idea if D is added in also, since the person who
- originally posted this information used an example of D=0.
-
- Values for D are:
-
- 0: replace values in DRAM of copier
- 1: replace values in backup RAM of copier
- 2, 8, A, C, F: non-standard codes which may be converted to 0.
-
- The Game Finger codes are in plain hexadecimal, but they use ROM cartridge
- addresses while the Game Genie uses CPU addresses. The conversion is as
- follows:
-
- CPU ROM (cartridge)
- address address
-
- A23 none
- A22 none
- A21 none
- A20 A19
- A19 A18
- A18 A17
- A17 A16
- A16 A15
- A15 none (A15 is always high for ROM accesses)
- A14 A14
- A13 A13
- A12 A12
- A11 A11
- A10 A10
- A9 A9
- A8 A8
- A7 A7
- A6 A6
- A5 A5
- A4 A4
- A3 A3
- A2 A2
- A1 A1
- A0 A0
-
- ROMaddress = (CPUaddress and $7FFF) or ((CPUaddress and $FF0000) shl 1)
-
-
- [Pro] Action Replay Codes for SNES
-
- The format is AAAAAADD for address and data. These use CPU addresses, not
- ROM ones.
-
- The cumulative intellect of the net doesn't seem to know much about these
- codes at all. As for the Genesis, this works by continually rewriting RAM
- locations. I don't know the format of these codes, or if they also do ROM
- like the Game Genie does (though they _probably_ do).
-
- The Game Action Replay is something different, which saves a copy of the
- NES's RAM so it can be used later; for instance in returning to a level in
- a game without a level select.
-
-
- Game Genie codes for Gameboy: see the Gameboy FAQ.
-
-
- Section 8: Connecter/Controller Pinouts:
- =======================================
-
- Genesis A/V connector
-
- Starting from the 1 o'clock position, looking at the Genesis from the back,
- and going clockwise, the pins are: red, audio, +5 volts, ground, green,
- composite video, and negative combined sync, with blue on the center pin.
-
-
- Neo Geo A/V connector
-
- Same as Genesis, though the plug is a different size.
-
-
- SNES controller
- _________
- 1 | U | 20
- 2 | | 19
- 3 | | 18
- 4 | | 17
- 5 | | 16
- 6 | | 15
- 7 | | 14
- 8 | | 13
- 9 | | 12
- 10 |_________| 11
-
-
- 1 : Pad: Down
- 2 : Pad: Left
- 3 : Pad: Right
- 4 : Select
- 5 : Start
- 6-9: Output 1-4
- 10: Gnd (pin 5 on connector)
- 11: nc
- 12: nc
- 13: Y
- 14: B
- 15: A
- 16: X
- 17: R
- 18: L
- 19: Pad: Up
- 20: nc
-
-
- SNES output pinouts
-
- From Radio Electronics April 1992:
-
- 11 9 7 5 3 1
- 12 10 8 6 4 2
-
- 1. RED VIDEO (requires series 200ufd)
- 2. GREEN VIDEO (requires series 200ufd)
- 3. RGB SYNCH (active low combined v+h synch pulses)
- 4. BLUE VIDEO (requires series 200ufd)
- 5. GROUND
- 6. GROUND
- 7. S-Video "Y"
- 8. S-Video "C"
- 9. NTSC COMPOSITE VIDEO
- 10. +5 Volts DC
- 11. L+R Sound
- 12. L-R Sound
-
-
- SNES cartridge pinouts
-
- (from rolfes@uni-muenster.de)
- SNES Slot:
-
- .---------.
- | 01 | 32 |
- | 02 | 33 |
- | 03 | 34 |
- | 04 | 35 |
- |----+----|
- GND | 05 | 36 | GND
- A11 | 06 | 37 | A12
- A10 | 07 | 38 | A13
- A9 | 08 | 39 | A14
- A8 | 09 | 40 | A15
- A7 | 10 | 41 | A16
- A6 | 11 | 42 | A17
- A5 | 12 | 43 | A18
- A4 | 13 | 44 | A19
- A3 | 14 | 45 | A20
- A2 | 15 | 46 | A21
- A1 | 16 | 47 | A22
- A0 | 17 | 48 | A23
- /IRQ | 18 | 49 | /ROM ENABLE
- D0 | 19 | 50 | D4
- D1 | 20 | 51 | D5
- D2 | 21 | 52 | D6
- D3 | 22 | 53 | D7
- /READ | 23 | 54 | /WRITE
- CIC | 24 | 55 | CIC
- CIC | 25 | 56 | CIC
- /RAM ENABLE | 26 | 57 | NC
- VCC | 27 | 58 | VCC
- |----+----|
- | 28 | 59 |
- | 29 | 60 |
- | 30 | 61 |
- | 31 | 62 |
- `---------'
-
- CIC: D413/D411 (Europe/USA) are the security chips.
-
- The lines A16 - A23 are used for bank-switching. The cartridges use
- either 32K banks (A15 not used) or 64K banks.
-
-
- Cartridge ROM and EPROM layout:
-
- EPROM ROM ROM EPROM
- .----_----.
- A20 | 01 36 | VCC
- A21 | 02 35 | A22
- |----_----|
- A19 A17 | 01 32 | VCC VCC
- A16 A18 | 02 31 | /OE A18
- A15 A15 | 03 30 | A19 A17
- A12 A12 | 04 29 | A14 A14
- A7 A7 | 05 28 | A13 A13
- A6 A6 | 06 27 | A8 A8
- A5 A5 | 07 26 | A9 A9
- A4 A4 | 08 25 | A11 A11
- A3 A3 | 09 24 | A16 /OE
- A2 A2 | 10 23 | A10 A10
- A1 A1 | 11 22 | /CE /CE
- A0 A0 | 12 21 | D7 D7
- D0 D0 | 13 20 | D6 D6
- D1 D1 | 14 19 | D5 D5
- D2 D2 | 16 18 | D4 D4
- GND GND | 16 17 | D3 D3
- `---------'
-
-
- LS139 (two binary decoders) in less or equal 8 Mbit cartridges:
-
- .----_----.
- ROM /OE /1G | 01 16 | VCC VCC
- A21 1A | 02 15 | /2G /1Y3
- A20 1B | 03 14 | 2A A19
- /OE /1Y0 | 04 13 | 2B RAM /E
- NC /1Y1 | 05 12 | /2Y0 NC
- NC /1Y2 | 06 11 | /2Y1 NC
- /2G /1Y3 | 07 10 | /2Y2 NC
- GND GND | 08 09 | /2Y3 NC
- `---------'
-
-
- LS139 (two binary decoders) in more than 8 Mbit cartridges:
-
- .----_----.
- ROM /OE /1G | 01 16 | VCC VCC
- 40 1A | 02 15 | /2G /1Y3
- RAM /E 1B | 03 14 | 2A NC
- NC /1Y0 | 04 13 | 2B NC
- NC /1Y1 | 05 12 | /2Y0 NC
- NC /1Y2 | 06 11 | /2Y1 NC
- /OE and /2G /1Y3 | 07 10 | /2Y2 NC
- GND GND | 08 09 | /2Y3 NC
- `---------'
-
- Cartridge pinouts for Gameboy: see the Gameboy FAQ.
-
-
- Section 9: Compatibility:
- ========================
-
- FAMICOM: Same as NES. Adaptors reportedly exist.
-
- The Famicom will work on a US television, if a TV is set to "cable" and chan-
- nel 95 or 96. (It normally won't work because Japanese TV frequencies are
- different from American ones, and it doesn't have a composite output, unlike
- the other systems below.)
-
- FAMICOM DISK SYSTEM: No US counterpart. (People kept copying the disks.)
-
- SUPER FAMICOM: Same as Super NES. There are at least four versions:
- American/Japanese, at least two incompatible European versions, and Australi-
- an. These are incompatible because of lockout chips, but you can buy an
- adapter which connects a lockout chip from a native cartridge and a program
- from a foreign cartridge.
-
- Some older adapters that don't include all data lines, and on these, games
- like Super Mario Kart or Starfox won't work.
-
- Some games also have PAL protection (PAL is the TV system in Australia and
- much of Europe.) This problem can't be fixed with an adaptor alone, and only
- happens when trying to run American/Japanese games on PAL systems or vice-
- versa. Known games with this problem are SF2 Turbo and Super Mario All-Stars.
- A Game Action Replay code to get SF2 Turbo to work is listed elsewhere in this
- FAQ. One person posted that to bypass the lockout, a circuit on the bottom
- left, possibly U8, needs to have pins 1 and 10 connected. (He advised putting
- a switch on it instead of making a permanent change). I assume no responsi-
- bility for you ruining your machine by trying this; I have no idea if it works
- on all SNES models.
-
- If you're trying to play a Japanese game on an American system, or vice versa,
- you can ignore the above; neither of those problems happens. However, the
- cartridges are shaped to not fit in each other's machines. If you cut away the
- plastic that prevents them from fitting, you can play them; on a US system it's
- the two little plastic tabs that slide into the back of cartridges. (Or you
- can use an ``adapter'' which just changes the cartridge slot size).
-
- News flash: It is said that some newer SNES systems have metal inside the tabs,
- in which case you might actually need the adapter. There are said to be some
- newer machines which won't run any Japanese games.
-
- PC ENGINE/COREGRAFX/DUO: Same as Turbografx-16. Cartridges aren't compatible,
- but you can buy adapters for $20-30 through many mail order places. (If you
- have a Duo, be sure your adapter fits, or else do some cutting....) CDs work
- without adapters, although the SCD and Arcade Card expansions are themselves
- cartridges and so need adapters if you're using Japanese ones in a US machine.
-
- There is a hardware difference between the two machines. Most TG-16 car-
- tridges check it, and won't work on a PCE even with an adapter. (Known excep-
- tions which _do_ work are Night Creatures, Ghost Manor, and some runs of Klax.
- There is a hypothesis that US-only games which aren't Japanese ports will
- work.) Although in theory any game could be locked out this way, this has
- only happened for carts, and only in one direction, so you probably don't need
- to worry about it.
-
- The Altered Beast CD won't work, but that's because of an incompatibility
- with the CD system version; it won't work on a PC Engine 2.0 or SCD either.
-
- Note: The CD-ROM2 is the the CD, not the super-CD. The "2" comes from the
- Japanese name "Rom Rom".
-
- SUPERGRAFX: No US counterpart. (The Supergrafx was an enhanced PC Engine and
- can play PC Engine games without modification, though of course these are hard
- to get in the US.)
-
- MEGA DRIVE: Same as Genesis. Compatibility is a bit tricky.
-
- The European and Australian machine called the Mega Drive is identical to the
- Genesis except that it emits a 50 hertz PAL signal. The Japanese one is
- identical to the Genesis except for (sometimes) the cartridge slot, and the
- language setting.
-
- First, to play games in the "wrong" machine you must plug them in. You can
- buy an adapter, or just cut away the plastic that keeps them from fitting. On
- a US/European machine, this is some plastic around the slot; on an older
- Japanese machine, this is the cartridge lock (the tab that pushes into the slot
- from the left when you turn on the machine). I never even needed to remove the
- cartridge lock, but some people have told me they did.
-
- Now that you've plugged the game in, it _might_ run; cartridges can read the
- language and 50/60 hertz setting, and some newer games are programmed to check
- these settings and decide not to run at all. The following games are locked
- out this way (CD games refuse to run even with a Pro-CDX):
-
- Do not run in English mode: Japanese versions of After Burner II, Bare
- Knuckle 3, Chameleon Kid, Doraemon, Gunstar Heroes, Monster World 4,
- Ragnacenti, Rolling Thunder II, Super Monaco GP 2, Super SF2, Thunder
- Force IV, Virtua Racing, Yuu Yuu Hakusho.
- Do not run in Japanese mode: US versions of Aladdin, Bio-Hazard Battle,
- Castlevania Bloodlines, Cyborg Justice, Dragon's Fury, Eternal Champions,
- Flashback, Gauntlet IV, Gunstar Heroes, Landstalker, Lightening Force,
- Majin Saga, Outrun 2019, Phantasy Star IV, Ren and Stimpy, Rocket Knight
- Adventures, SF2CE, Shadowrun, Shining Force, Shinobi 3, Streets of Rage
- II, Streets of Rage III, Subterrania, Sunset Riders, Thunderstrike (CD),
- World of Illusion, X-Men.
- Do not run in 50 hertz mode: US versions of Flashback, Sonic Spinball,
- Streets of Rage II, World of Illusion, World Series Baseball (And
- probably most of the ones that don't run in Japanese mode, too.)
- Does not run in 60 hertz mode: European version of Xenon2.
-
- This is nowhere near an exhaustive list--it's just the ones I heard of.
-
- To play English/Japanese carts, you need a language switch, or a special
- adaptor which acts like one. To play European/non-European carts, you
- need a 50/60 hertz switch (see below). (The language switch is useful in its
- own right. Some games have dual ROMs, and play US versions in US/European
- machines and Japanese versions in Japanese machines; you can see both versions
- by installing the switch.)
-
- CDs are locked out; there are 4 different incompatible versions: American, Eu-
- ropean, Japanese, and (other) Asian. The normal way to get around most of the
- CD-ROM lockout is to buy a Pro-CDX adapter. It doesn't work on everything;
- older adapters, in particular, have problems with US CD's in Japanese
- machines, and with some games in general. Also, games can be locked out via
- the language setting, just like carts, which the Pro-CDX can't fix. (There is
- only one known example of this, however.) There is an adapter called the CD-
- Key which sounds similar, but I know nothing about it.
-
- Some more details are as follows. Most of you can probably ignore this.
-
- There are three combinations to consider; the disk, CD drive, and console can
- each be mismatches.
-
- CD drive/disk: You can get around mismatches by replacing the ROM containing
- the operating system with one from another country, and replacing the timing
- crystal if there is a 50/60 hertz incompatibility. (I have no idea if there
- are non-pirated ROMs which let you do this.) The ROM is the big chip near the
- connector (at least on older versions). The Pro-CDX and presumably the CD-Key
- work to fix this problem.
-
- CD drive/console: the American CD player won't start up on a Japanese
- console (there are mixed reports about Japanese players and US consoles).
- The Pro-CDX (usually), CD-Key (I presume), swapping ROMs, or a language/50/60
- switch fixes this.
-
- Disk/console: The Pro-CDX does _not_ fix this one, and can't. Use a
- language switch or a language switch-type adaptor in addition to a Pro-CDX.
- Luckily, this is rare, so far.
-
- There is supposedly a version D ROM, for internal Sega use by game developers,
- with which a Pro-CDX is not needed. I have no idea if there are pirated
- versions of this floating around either....
-
- (The excuse for incompatibility is that cartridges don't use music or footage
- from licensed properties, but CDs do, and licensing might only apply to limit-
- ed geographic areas. Needless to say, cartridges _do_ use music, and at least
- digitized pictures from, licensed properties. Nor do the compatible PC
- Engine/TG CD's, 3DO CDs, or for that matter regular music CDs or laser discs,
- have this problem. The real reason for incompatibility seems to be the way
- some companies are structured into divisions; if a company's US and Japanese
- division, for instance, are separate, purchasers of import games bring no in-
- come to the local division even though they do to the company in general, and
- so it is in the best interests of the local division to stop imports.)
-
- SEGA MARK III/SEGA SG-1000: same as and compatible with the Sega Master Sys-
- tem. There is language switchability, but no known lockout.
-
- NEO-GEO: same as and compatible with US version. There is a 1 megabit ROM in
- it which is different in different versions. There are at least arcade ver-
- sions, English-language home versions, and Japanese language home versions,
- and you can make a language and/or version switch if you have an EPROM burner.
-
- The arcade Neo-Geo carts are functionally identical to the home ones, but have
- different sized boards to keep arcade owners from using the cheap home versions.
- Whether or not there's an adapter for this, I have no idea.
-
- The Neo-Geo CD has not been released in America, but does support a language
- switching capability. It will likely be the same: compatible but shows
- different languages in different countries.
-
- 3DO: The only incompatibility is for games which depend on the
- built-in kanji-displaying ROM routines (a US machine doesn't have these).
- Known examples are the Japanese versions of Alone in the Dark and Sword &
- Sorcery. (Is it possible to ket a kanji ROM for a US version?)
-
- JAGUAR: same as and compatible with US version. (Its market penetration is
- nearly nil in Japan, but European and American games are also compatible.)
- There is one known "language switch" game; Sensible Soccer shows fake teams
- in 60 hertz mode due to licensing restrictions. See the Jaguar FAQ for
- information about switching 50/60 hertz.
-
- SEGA 32X: No new incompatibility, but the incompatibility of the underlying
- Genesis/Mega Drive (and CD player, if you're playing 32X CD games) still
- applies; get a language switch and/or a Pro-CDX, just like for regular Mega
- Drive and Mega CD games.
-
- VIRTUA BOY: same as and compatible with US version.
-
- GAMEBOY: same as and compatible with US version.
-
- LYNX: same as and compatible with US version.
-
- GAME GEAR: same as and compatible with US version. The Japanese TV tuner,
- however, works on Japanese TV frequencies, some of which differ from US TV
- frequencies.
-
- There are reports that US Game Gear games play in Japanese on a Japanese
- system, which suggests yet another system with a language switch....
-
- PC ENGINE GT: This is the equivalent of the TurboExpress, and runs PC Engine
- games. The same adapter that plays PC Engine games on a TG-16 also plays them
- on a TurboExpress. Again, note that Japanese TV tuners work on different
- frequencies than US ones.
-
- SATURN: Locked out. There are hardware modifications to fix this problem,
- and there is supposedly be a plug-in cartridge which does the same. See
- below.
-
- PLAYSTATION: There are files on the disk which are read to determine what
- country the disk is from. You can boot a machine with a disk from one
- country, letting the machine read the right file, then swap disks to play the
- actual game on a non-matching disk (you need to tape a switch, letting the
- machine think the drive door is still closed). Because the machine also reads
- other information after it reads the country file, the music can be messed up
- or there can be other problems.
-
- A real fix would involve exchanging the ROM on your machine with one from
- another country--it's only luck that machines prior to the Playstation
- didn't have to have this extreme method applied. Of course, Sony won't
- sell the ROMs, so you have to pirate them (unless someone manages to reverse-
- engineer a clean-room ROM workalike).
-
- MISCELLANEOUS: The "Master Gear" adapter plays Sega Master System games on the
- Game Gear. The games won't run at the correct speed if the game is from a
- place where TV uses PAL (i.e. Europe). Adapters in reverse, to play Game Gear
- games on a Sega Master System, _might_ be possible; see the SMS FAQ.
-
- The Power Base Converter plays Sega Master System games on a Genesis. (If
- the reverse Game Gear/Master System adapter really exists, you could play
- Game Gear games on your Genesis....) There are differently-shaped Power Base
- Converters for the old and new Genesis shapes; the one for the Genesis 2 is
- only available in Europe.
-
- The Sega Nomad (currently available only at Toys 'R Us for $200) is a portable
- that plays Genesis games. The information Sega gives out about
- incompatibilities seems to often be bad, and games might work which they say
- don't. (Remember to disable the 6 button controller if your game doesn't
- work with them.)
-
- There are two adapters, the Tristar and the Super-8, which allow playing NES
- games on a SNES. They cost enough that it is cheaper to just buy a used NES,
- however. The adapters do have the minor advantage of playing unlicensed
- locked-out games and Famicom games.
-
-
- How to make a language switch (Genesis/MD).
-
- On a Genesis/MD, there are jumpers labelled JP1, JP2, JP4, and JP3. The Genesis
- has a capacitor on JP1 and a trace on JP2; the Mega Drive has a capacitor on
- JP2 and a trace on JP1. The bottom ends of JP1 and JP2 are connected together.
- So if you cut the trace and the top end of the capacitor, and install a DPDT
- switch between them which reconnects them either unchanged or swapped left to
- right, you have a language switch. You'll need some wire, a soldering iron,
- solder, and a DPDT switch.
-
- Some machines have an open circuit instead of the capacitor. Also, I've been
- told that even if there is a capacitor, you can throw it out and leave an open
- circuit. Either way, the switch is a lot simpler, requiring a SPDT switch and
- less wire and solder.
-
- Several people have told me that you could just cut both JP1 and JP2 and put a
- SPST switch on JP1. This is even simpler, but I'm not sure it really works, as
- opposed to putting your machine in an intermediate state that only sort-of
- works.
-
- The redesigned Genesis 2 machines don't appear to have either the capacitor or
- circuit. Nobody yet knows how to make the language switch for one, though
- language switch adaptor/cartridges should still work.
-
- IF YOUR MACHINE HAS NO CAPACITOR (or if you want to cross your fingers and
- throw away your capacitor) and is not a Genesis 2:
-
- Cut JP2. The trace might be covered with paint and hard to see. (If you
- started with a Mega Drive, JP2 is open and you have to cut JP1 instead.) If
- you aren't sure which end I mean by "bottom", just check the back of the board
- to see which end is connected together.
-
- Original state of machine: After cutting:
-
- JP2 top JP1 top JP2 top JP1 top
- | | | |
- | | | |
- |
- |
- |
- |
- | | | |
- \ / \ /
- \_______/ \_______/
- bottom of both bottom of both
-
- Add a SPDT switch which can be in one of two positions:
- ._ _ _ _ _ _ _ _ _ _ _ _
- . .
- . . _ _ _ _ _ _ _ _ _ _
- . . . .
- JP2 top JP1 top . .
- | | . .
- | | _________
- | o o |
- | \ |
- | \ |
- \___o___/
- | | .
- \ / .
- \_______/ - - - - - - - - - - - -
- bottom of both
-
- ._ _ _ _ _ _ _ _ _ _ _ _
- . .
- . . _ _ _ _ _ _ _ _ _ _
- . . . .
- JP2 top JP1 top . .
- | | . .
- | | _________
- | o o |
- | / |
- | / |
- \___o___/
- | | .
- \ / .
- \_______/ - - - - - - - - - - - -
- bottom of both
- -----------------------------------------------------------------
- IF YOUR MACHINE DOES HAVE THE CAPACITOR:
-
- Cut both sides. (Note: if you started with a Japanese Mega Drive the
- capacitor will be on the side labelled X instead)
-
- Original state of machine: After cutting:
-
- JP2 top JP1 top JP2 top JP1 top
- | | | |
- | | | |
- | |
- | |
- | | |
- X | ### X | ###
- | ### | ###
- | ### | ###
- \ / \ /
- \_______/ \_______/
- bottom of both
-
- add switch which can be in one of two positions:
-
- JP2 top JP1 top (Connect 2 to 2
- | | and 1 to 1)
- | |
- 2 1 2 1 1 2
- ______________
- _ _ _ _ _ _ _ _ _ _ | o o o o |
- | ` | \ \ |
- X | ###` ` | \ \ |
- | ### ` ` \____o__o____/
- | ### ` ` ' '
- \ / ` `- - - - -' '
- \_______/ ` _ _ _ _ _ _ _ _ '
- bottom of both
-
- JP2 top JP1 top (Connect 2 to 2
- | | and 1 to 1)
- | |
- 2 1 2 1 1 2
- ______________
- _ _ _ _ _ _ _ _ _ _ | o o o o |
- | ` | / / |
- X | ###` ` | / / |
- | ### ` ` \____o__o____/
- | ### ` ` ' '
- \ / ` `- - - - -' '
- \_______/ ` _ _ _ _ _ _ _ _ '
- bottom of both
-
-
- 50/60 hertz switch.
-
- You can build a 50/60 hertz switch on a Genesis/Mega Drive like a language
- switch, but using jumpers JP3 and JP4. The standard setting is 50 in PAL areas
- such as Europe, and 60 in NTSC areas like the US and Japan. In the 60 hertz
- mode, the game is faster and the screen taller; however, not all TVs and
- monitors in Europe can display this mode.
-
- There is some way to build one on a SNES. I don't know how.
-
- Some American/Japanese games are protected to keep Europeans from playing them;
- this protection checks the 50/60 hertz setting. You can often get around it
- by installing the switch and switching when starting the game, then switching
- back afterwards.
-
- Some European games are simple ports of American or Japanese games and are not
- redesigned for 50 hertz, so work faster and with "better" screen proportions
- if played at 60 hertz.
-
-
- Genesis/Mega Drive dual version (language switch) list:
-
- After Burner (32X): has "Super 32X" logo after the Sega logo.
- *Battle Mania II: works normally, but without joysticks it gives you a
- screen telling your language mode, NTSC/PAL, and system version.
- Bonanza Brothers: Game plays in Japanese. (Maybe. There seems to be more
- than one version floating around.)
- Chase HQ II: speedometer changes to KM/H.
- Columns: Game plays in Japanese.
- Cosmic Carnage (32X): Turns into "Cyber Brawl", with different characters.
- Also shows the Super 32X logo. (Pressing and holding X, B, and Z when you
- turn the machine on lets you get Cyber Brawl on a regular Genesis.)
- *Cyberball: Japanese version has a modem option.
- Dragon's Fury: Works only with language set to English. The original,
- Devil's Crush MD, works either way.
- Dynamite Duke: Harder on the Mega Drive.
- Elemental Master: Harder on the Mega Drive.
- Fatal Labyrinth: Game plays in Japanese.
- Fire Shark: Different title screen with Kanji.
- Flicky: Characters have Japanese names and instructions are in Japanese.
- Forgotten Worlds: Game plays in Japanese.
- Gaiares: only mentions the Japanese licensee on the title screen, and has
- Japanese text; you can also select Japanese text from the option screen.
- *Gain Ground: "Press start" is "Push start" in the Japanese version, and
- the mention of Renovation is removed.
- Gauntlet IV: The game has lockout, but you can flick the switch and then
- reset. The Japanese version has Japanese text (sound stays English), says
- "Megadrive", and has a Gauntlet (not Gauntlet IV) logo on the game screen.
- If you reset too late, you have to select the text language manually.
- Ghostbusters: Game plays in Japanese.
- Ghouls and Ghosts: Different title screen with Kanji. To see it on a
- Genesis, select the last music and sound (26 and 56) from the options screen,
- then press lower left; A, B, or C; and Start all at the same time. (I never
- tried this, but Gamepro magazine claimed it works.) The game shows some other
- Japanese text, and when you die during a boss you start out earlier.
- Herzog Zwei: company's name is spelled "Tecnosoft".
- Insector X: Title screen refers to company as Hot-B, not Sage's Creation.
- The MD version shoots more slowly. The ending text is still English.
- *Marvel Land: The Japanese version says "for Mega Drive" or "for Genesis"
- but the language stays Japanese. Also, the Japanese version says "Push
- Start" and the English "Press Start".
- Metal Head (32X): has a different, colored, Sega logo and a different
- Sega sound, Japanese text (also available in US mode from the options screen),
- and an "anime" option as well as "photo" and "picture".
- Monaco GP: Game plays in Japanese (also an option on the option screen).
- Mystic Defender: This game is actually the anime-based Kujaku-Ou (Peacock
- King) 2 game. In Japanese mode, the opening text is replaced by a graphics
- screen (never seen in the US version) with Japanese. The levels have names,
- the main character wears a white robe, the lightning magic effect is different,
- and the character is named Kujaku in the ending text (which is still English).
- Outrun: The attract mode lacks sound, the startup screen says "push" (not
- "press") start button, and "(C) Sega 1986, 1991" is printed in reverse order.
- The default options are KM/H and a different button selection (but can still be
- changed on the option screen).
- Quackshot: Game plays in Japanese.
- Raiden Trad: The "licensed to Sega" line is absent on both title screens,
- and the second title screen includes only the Japanese part instead of the
- non-Japanese part of the first one.
- *Rambo III: Game plays in Japanese.
- Revenge of Shinobi: Title changes to Super Shinobi; credits show at the end.
- Rolling Thunder II: The Japanese version only works on a Japanese setting.
- The US version works either way (and isn't bilingual).
- Sonic the Hedgehog II: Tails is renamed to "Miles".
- Space Harrier (32X): has "Super 32X" logo after the Sega logo.
- Streets of Rage: Title screen changes to Bare Knuckle, and all text is in
- Japanese, including the introduction. The clock resets when you encounter the
- bosses.
- Streets of Rage II: Turns to Bare Knuckle II, and renames Skate to Sammy --
- _if_ you change the setting sometime after turning the machine on (to skip the
- lockout).
- *Super Fantasy Zone: opening cinema changes from English/Japanese.
- Super Hang-On: Plays in Japanese, which is also accessible with A+B+C on
- the logo screen.
- Thunder Force II: Title screen has "MD" on it, and company name is
- "Tecnosoft".
- Thunder Force III: company's name is spelled "Tecnosoft".
- *Thunder Force IV: claims to be licensed for Genesis, if you change the
- switch after the lockout check.
- *Thunder Storm FX (CD): Turns to Cobra Command in US mode.
- Truxton: Japanese title is Tatsujin.
- Twin Hawk: Different title screen with Kanji.
- *Wrestle War: The wrestler is blond on a Genesis and black-haired on a MD.
-
- * Information from testing a Japanese game
-
- Many games with a standard "Sega TM" screen also omit the TM when played in
- Japanese mode, even if the game isn't otherwise bilingual.
-
- Most of the Japanese has been removed from the Sega CD versions of Columns,
- Revenge of Shinobi, and Streets of Rage.
-
-
- Sega Master System and Game Gear Language Switches:
-
- It appears that the Sega Master System and the Game Gear had language-
- switchable games. The only known methods, so far, of getting the different
- versions are to either play the game on a machine from another country, or to
- use a Power Base Converter on a Genesis/MD witha language switch installed.
-
- There is a Usenet article quoted in the SMS FAQ with a little bit more
- information, but mostly, what's known is still pretty sketchy.
-
-
- Neo-Geo multiple version/language switch:
-
- Games do do different things in Japanese and American systems, as well as in
- arcade/home. There is a 1 megabit ROM that has to be replaced to change
- versions; put a new ROM (copied from a different version Neo-Geo) on top of
- the old one and add a switch to toggle the power pin. There are at least 4
- different versions (US/Japan, home/arcade). Normally the difference is in the
- language for US/Japan and the number of credits for home/arcade, but the most
- infamous case is Samurai Shodown (Samurai Spirits in Japanese), which on a US
- home version has no blood or violent killings.
-
-
- Neo-Geo CD multiple version/language switch:
-
- The Neo-Geo CD country settings are actually listed on the circuit board.
- There are jumpers JN1 through 4; on a US version JN1 is connected, on a
- European version JN2 is connected, and on a Japanese version neither is
- connected. So add a switch across the proper jumper (probably JN1).
-
-
- Saturn country code switch:
-
- It is necessary to remove 4 screws on the bottom, and one screw near the
- powercord, to open up the machine. Then remove the CD (several plugs to
- unplug), then the metal shielding. Then the main board must also be
- removed.
-
- On a Japanese Saturn, jumpers JP6 and JP11 are connected; on an American
- Saturn, jumpers JP7 and JP10 are connected. (JP9 and JP13 are connected
- on both systems.) So you need a switch to do the appropriate toggling.
- The odd jumpers and even jumpers are connected at the bottom, so a DPDT
- switch should work.
-
-
- PC Engine/TG-16 pinout.
-
- This information was posted by David Shadoff (daves@interlog.com)
- and is mostly verbatim:
-
- Notes:
- (1) For reference, pin 1 is the short pin (on the left, if the card
- is to inserted forwards), pin 38 is the long pin on the right.
- (2) * - means I think this is what it is
- ** - means I don't know
- (bar) - means it is an active-while low condition (usually denoted
- by a bar over top)
- (3) I'm telling you all I know (which really isn't much), and it may
- contain errors, also - I will not be held responsible for errors
- in this list. (or any damages resulting from the use of, or
- inability to use, this information, etc...)
-
- Pin Use
- --- ---
- 1 ** 20 D4
- 2 ** 21 D5
- 3 A18* 22 D6
- 4 A16 23 D7
- 5 A15 24 CE (bar) - chip select
- 6 A12 25 A10
- 7 A7 26 OE (bar) - output enable
- 8 A6 27 A11
- 9 A5 28 A9
- 10 A4 29 A8
- 11 A3 30 A13
- 12 A2 31 A14
- 13 A1 32 A17
- 14 A0 33 A19*
- 15 D0 34 R/W (bar over W) - read/write
- 16 D1 35 **
- 17 D2 36 **
- 18 Gnd 37 **
- 19 D3 38 +5V
-
- It is interesting to note that pins 6 thru 29 are basically exact
- duplicates of the functions of pins 2 thru 25 on a 2764 EPROM.
- Obviously, the design of the chip's die was not a complete re-work;
- it just sits on a different package.
-
- I got this information from tracing address- and data-paths through
- the PC-E to the 2K static RAM (which has a known pinout), and
- extending that information by reviewing an NEC data book on their
- 1-Megabit factory-programmed PROM's (it's an old data book, so I
- couldn't go any further).
-
- The TG-16 differs from the PC-E in that the D0-7 datalines are
- reversed (actually, the PROM is programmed that way, and the wires
- leading to the data bus in the machine are reversed). I have
- shown here, the card pinout (which does not differ). I believe
- that this is the PC-E port pinout (TG-16's just reverse the data
- lines' order; swap 0 for 7, 1 for 6, 2 for 5, and 3 for 4).
- ---
- Additional information: to copy a TG-16 game to work on a PC Engine with
- copier, reverse the bit order. There is then a sequence of code which checks
- what machine the game is running on: all known examples start with 78 54 A9,
- have the letters NEC at offset 15 hex, and an F0 at offset 0B. If the F0 is
- changed to an 80 (changing a conditional jump to an unconditional jump), the
- game will work on both PC Engine and TG-16.
-
- This code sequence is usually at the start of the game, but can be in other
- places.
-
- Section 9: Game Magazines
- =========================
-
- British magazines: To order a British magazine, call first; pay with a VISA
- card or an International Money Order:
-
- Title: Computer + Video Games (computer and console games)
- Title: Nintendo Magazine System Mean Machines (Nintendo)
- Title: Mean Machines Sega (Sega)
- Phone: (0858) 410510
-
- Title: ZONE (console games)
- Phone: (071) 580 8908
-
- Title: Sega Pro (Sega only)
- Phone: (0225) 765086
-
- Title: Sega Force (Sega only)
- Phone: (051) 357 1275
-
- Title: TOTAL (Nintendo only)
- Phone: (0458) 74011
-
-
- Section 10: Historical References
- =================================
-
- Cohen, Scott, _Zap!__The_Rise_and_Fall_of_Atari_ (New York: McGraw-Hill, 1984)
-
- A famous book which is supposedly rare. I haven't seen it around recently,
- but haven't seen any real evidence that it's rarer than any other
- 1984-published book, either.
-
-
- Herman, Leonard. _Phoenix:_The_Rise_and_Fall_of_Home_Videogames_
- (Rolenta Press, 1994)
-
- A book which has gotten good reviews by major videogame magazines and
- occasionally on the net. It was privately published as 1000 copies after
- the author could not interest a publisher in it. It covers the entire
- history of videogames up to the end of 1993, with a future supplement
- covering 1994.
-
-
- Katz, Arnie, and Worley, Joyce, "The History of Video Gaming" (parts 1-4),
- _A.N.A.L.O.G._Computing_, April 1988-July 1988.
-
- Brief articles on video game systems up to and a bit past the crash. Not that
- informative.
-
-
- Sheff, David, _Game_Over:_How_Nintendo_Conquered_the_World_ (New York:
- Random House, 1993)
-
- Mostly about Nintendo, this book has a trade paperback edition published in
- 1994 with a new afterword. It notably omits NEC in Japan and Sega in Europe,
- for instance. This book has a bibliography listing a lot of other sources,
- though many of them aren't specifically about video games.
-
-
- Section 11: Other FAQ's/regular postings/mailing lists
- ======================================================
-
- FAQs:
- ----
- Game Gear FAQ: send mail to Tony Clark (tclark@hptc.mentorg.com) [Someone told
- me mail to him bounced, however.]
-
- Game Boy FAQ: send mail to Marat Fayzullin (fms@wam.umd.edu).
-
- Jaguar FAQ: maintained by Robert Jung (rjung@netcom.com).
-
- Lynx FAQ: maintained by Robert Jung (rjung@netcom.com).
-
- Neo-Geo FAQ: maintained by Ralph A. Barbagallo III (nugget@genesis.nred.ma.us).
-
- Sega programming FAQ: available at sunsite.unc.edu, pub/micro/games/sega.
- The author has stopped this FAQ at version 7.
-
- Sega Saturn FAQ: two FAQs, maintained by Gordon Craick
- (pred@zikzak.apana.org.au) and hill931@raven.csrv.uidaho.edu. Do not send
- Gordon requests for emailing the FAQ. It may be obtained through WWW at
- http://www.uidaho.edu/~hill931.
-
- Sony Playstation FAQ: maintained by Will McBee (mcbeew@ucsuc.colorado.edu).
-
-
- Mailing Lists:
- -------------
- Jaguar mailing list: send a message to listserv@bucknell.edu with the
- message "subscribe jaguar".
-
- Playstation mailing list: send a message to
- psx-list-request@cpac.washington.edu with the subject of "subscribe".
-
- SNES mailing list: send mail to snes-l-request@io.com with the body
- "subscribe snes-l".
-
-
- Spoiler/Cheat Lists (not mailing lists):
- ---------------------------------------
- Genesis and Sega CD cheat/hint list: maintained by Bill Herzog (whh@rain.org).
-
- Lynx cheat list: ftp atari.archive.cc.umich.edu.
-
- Playstation codes/cheat/tips list: maintained bu Bryan (gmezero@gz.bomb.com).
- Also available on the Game Zero web site http:/www.gamezero.com/team-0/ and
- on the Playstation mailing list file server.
-
- "Secrets of the Sega Sages": maintained bu Brian Preble (rassilon@ai.mit.edu).
- Can be found in the Sega archives on sunsite.unc.edu (pub/micro/games/sega)
- and ftp.cica.indiana.edu.
-
- SNES spoiler list: maintained by Tony Iaconetti (iaconetti_a@spcvxa.spc.edu).
-
-
- Email Servers:
- -------------
- Classic system cartridge server: send mail to mail-server@xocolatl.com with
- "send CARTS.LST" as the body.
-
- Game Boy email server: send a message to gameboy@mentor.cc.purdue.edu with a
- subject of ARCHIVE and a body consisting of commands (try 'help', 'filelist').
-
- Game Genie/Gold Finger/Action Replay code server: send mail to
- game-genie-serv@nvc.cc.ca.us (or gold-finger-serv or action-replay-serv). The
- server accepts a help command. (This server will translate between GG and GF
- formats for you.)
-
-
- FTP sites:
- ---------
- wiretap.spies.com, game_archive directory, has lots of stuff including
- arcade game information, pinouts, and complete game lists.
-
- Move lists (and a lot of these other lists): ftp ftp.netcom.com,
- pub/vi/vidgames/faqs.
-
- FAQ for Gameboy and SNES: available at io.com, /pub/usr/averyc.
-
- Fighting Game Archive/FAQ site: ftp to brawl.mindlink.net. Includes a lot
- of move lists, and includes home games.
-
-
- Miscellaneous:
- -------------
- Anime video games list: maintained by me (arromdee@jyusenkyou.cs.jhu.edu).
-
- CD+G page: http://www.ohiou.edu/~mcginley/cd+g.html. (This is hooked up
- to a 3DO page, but CD+G works on the Duo, Jaguar CD, Saturn, Sega CD, and 3DO.
- It doesn't work on the Playstation.)
-
- GameBoy Technical Central: http://fly.hiwaay.net/~jfrohwei/ (What is this?)
-
- Multi-player adapter game list: maintained by Bobby Tribble
- (btribble@ocf.berkeley.edu).
-
- Japanese video game source list: maintained by Steve Pearl (pearl@
- remus.rutgers.edu). The list can be ftp'ed from romulus.rutgers.edu
- (128.6.13.2).
-
- SNES review list: ftp brownvm.brown.edu, cd james.394.
-
- Video game music CD FAQ/list: maintained bi Humbert Humbert
- (hhumbert@delphi.com).
-
- Video game FAQ web site: http://www.flex.net/users/cjayc/vgfa/index.html
-
-
- Neoclassic System stuff:
- -----------------------
- Sega Master System FAQ: maintained by Jeff Bogumil (aj809@yfn.ysu.edu).
-
- TG-16 FAQ: maintained by John Yu (jky@csa.bu.edu).
-
- TG-16 mailing list: send mail to turbo-list-request@cpac.washington.edu.
- Send a help message for the server.
-
-
- Classic System stuff:
- --------------------
- Classic Atari systems: last posted by Andrew K. Heller
- (cagsfaq@akh104.rh.psu.edu). I assume he maintains it.
-
- Classic systems FAQ FAQ: maintained by joey.mcdonald@209-254-8.genesplicer.org.
-
- Classic Video Game Book and Periodical List: maintained by Lee Seitz
- (lkseitz@iquest.com).
-
- Complete Atari 2600 Game List: maintained by Craig Pell (vgriscep@wam.umd.edu).
-
- Colecovision FAQ: maintained by Joe Huber (huber@tribe.enet.dec.com).
-
- Intellivision FAQ: maintained by Larry Anderson Jr. (larry_a@netcom.com).
-
- Microvision FAQ: maintained by Joe Huber (huber@tribe.enet.dec.com).
-
- rec.games.video.classic FAQ: maintained by Norman G. Sippel
- (ngsippel@iglou.iglou.com).
-
- Starpath FAQ: maintained by Glenn Saunders (krishna@max.tiac.net).
-
- Vectrex FAQ: maintained by Gregg Woodcock (woodcock@sdf.lonestar.org).
- --
- Ken Arromdee (arromdee@jyusenkyou.cs.jhu.edu, karromde@nyx.cs.du.edu;
- http://www.cs.jhu.edu/~arromdee)
-
- "Any creature who would disguise itself as a bone, obviously has no sense of
- fair play!" -- Superboy Annual #1
-