From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Subject: rec.games.video Frequently Asked Questions
Followup-To: rec.games.video
Reply-To: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Organization: Johns Hopkins University CS Dept.
Date: Wed, 11 Nov 1992 21:32:01 GMT

Archive-name: video-games

Information needed:
-- How badly will the US version of Ranma 1/2 be renamed or censored?
-- Do the US versions of Japan-only games like Rolling Thunder II _not_ work
on a Mega Drive?
-- Does the PC Engine GT TV tuner work on a Turbo Express?
-- More examples of games that do/don't change with a language switch or in a
MD/Genesis.
-- I need Mega/Sega CD compatibility information both ways.  It's reported that
you can use one on an old Genesis.  Does this work for all games or only for
some, and if for some, can a language switch get around the problem?  Does a
new Genesis have any _additional_ compatibility problems than the old one, and
will a language switch get around it?  What about a Sega CD on an old/new Mega
Drive (or a Genesis with the switch to Mega Drive mode)?
-- Information about lawsuits by Nintendo.
-- How does one subscribe to Japanese magazines directly from the sources?
-- Shouldn't the Master System and Game Gear have the same number of colors
in the same modes?
-- Does the TG-16 really have 482 colors, and a 512x262x482 mode?  And wouldn't
the existence of this mode, combined with the Turbo Express resolution, mean
the TE can't _really_ play all TG-16 games?  (Is this the Supergrafx's mode?
What _is_ the Supergrafx's mode, anyway?)  I want sources....
-- What's the deal with the SNES/SF compatibility?  Any authoritative sources?
(Calling the company is a step up, but companies' PR departments can still give
bad info.  The only real solution is to either ask a developer who works with
the hardware, or find an example of an incompatible game).
-- More info on replacing batteries in game cartridges.
-- Toll free number for Atari.
------------------------------------------------------------------------------
[Last modified 11/11/92]
[Last posted 11/11/92]

Section 1: Basic Questions:
==========================

``Some people have complained about questionable business practices of
Nintendo.  What are they?''

People are soured on Nintendo business practices because of:
1) NES cartridges have a ``lockout chip'' with availability controlled by
Nintendo, which must be there to run the game.  (One common excuse is "to
preserve quality".  Many games are conversions from Japan, where the lockout
chip is not used but the game is the same and thus of identical quality.  Also,
most people agree that Tengen Tetris is higher quality than the Nintendo one.)
2) Price-fixing.  Nintendo lost in federal court, and had to give away $5
coupons good towards cartridges; they did not actually admit guilt.  (No, I
don't think it looks like Nintendo will suffer much from this sentence either).
3) There is a rumor that Nintendo wouldn't let stores have popular cartridges
unless they also were willing to sell the Game Boy.  [Information anyone?]
4) The Game Genie: This product is placed between a cartridge and machine and
changes certain bytes on the fly.  Nintendo sued, alleging copyright violation,
and delaying the Game Genie for a year.  (Nintendo lost.)
5) Nintendo has sued stores for renting Nintendo games.


``Please tell me about those 100 games in 1 cartridges.''

These cartridges are bootlegs, many of which are made in Hong Kong or South
Korea.  Most are for Nintendo, but there are similar cartridges for
Genesis/Mega Drive, which contain 4-8 or so games.  They often include some
early, lower-quality games and some games which vary only by small details
such as background color.  They also tend to be expensive ($100 or so).  If
you really want one, you will probably have to go to Asia or buy one from
someone who has one to sell.

There is at least one 52 games in 1 cartridge for Nintendo advertised in a US
magazine.  Whether or not it's legal, I have no idea....


``What is the relationship between Tengen and Atari Games?''

They are two branches of the same company; however, both are separate from the
Atari which makes the Lynx.  (Even though many Lynx games are licensed from
Atari Games.)


``Where is a good source for Japanese games?''

Buy an American video game magazine and check the ads.  (Or find someone who
is going to or has contacts in Japan, who can get games for you.)  Also,
Stephen Pearl posts a partial list of such sources regularly (see below).


``What happened to that version of Tetris they're not making any more?''

It was the Tengen Tetris.  Tengen didn't have the proper US rights, and was
forced in court by Nintendo to stop making and to recall it.  (This was
separate from lawsuit threats over Tengen's attempt to work around the lockout
chip.)  A Tetris for the Mega Drive in Japan was never legal to begin with.


``What are the pinouts on the 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.


``What are the 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 versus Genesis (and now, versus TG-16 Duo)

The general opinion seems to be that the systems are roughly equal, and that
you shouldn't be getting one system because it's "better" than the other; get
the one which has the games you want.


``What are the differences between a "new" and "old" Genesis?''

Machines made after about October 1991 are "new" machines.  They won't play
certain old third party US games: Ishido, Budokan, Populous, and Onslaught,
or certain pirated Asian cartridges, though you can get around this problem
with a Game Genie or Game Action Replay.  It doesn't matter whether the new
machine is a Mega Drive or a Genesis.  (If the machine says "produced by or
under license to Sega" when turned on, it's a "new" machine.)

The specific cause of the difference is that the new machines scan the ROM for
the text "(C) SEGA", and won't run if it's absent.

The change between "old" and "new" came around the same time that the pack-in
game was changed from Altered Beast to Sonic the Hedgehog, but this is not a
reliable way to tell the difference.


``Why does the SNES slow down a lot?''

The slowdown is probably a combination of several factors including:
-- the SNES uses a slower processor than the Genesis.  [The general consensus
seems to be that this is only a minor factor.]
-- current SNES games have been programmed to run at a slower clock rate than
the SNES can support.
-- the SNES can only transfer data to the graphics processor during the
vertical blank interval.  (the period between when the bottom of the screen is
drawn and when the top of the next screen is drawn.)
-- early SNES games did not properly spread the load among the various
processors in the SNES.

Other machines will slow down too when they have lots of sprites on the screen.


Sega/Accolade lawsuit.

The lawsuit started with Sega suing Accolade, an unlicensed maker of Genesis
cartridges who reverse-engineered Genesis games to discover how to write them.
Sega also claimed that Accolade was "misleading consumers" because playing
its games still gives the "produced by or under licensed to Sega" message.
(Of course, it's the Genesis, not the cartridge, which puts up the message.)
So far, Accolade has won, and the injunction barring Accolade from producing
games was lifted.


Game copiers.

Yes, it is true that customs is stopping deliveries of them.
Yes, it is legal to copy games for your own private use.
No, it is not legal to give away or sell the copies.
No, it is not legal to give away or sell the original and keep the copy.
No, there is no known cheap way to copy CD-ROMs yet.
Yes, there are legal uses for them: to copy your own games for backup, and to
directly modify the game code without a Game Genie-type device.  It's question-
able how many copier owners actually use them mostly for this.

There is a file floating around called nescopy.zip which tells you how to
build your own copier for NES games.  Warning: lots of expertise is needed....


Toll-Free numbers for video game companies:

Nintendo: 1-800-255-3700 0400-2400 PT Mon-Sat; 0800-1700 PT Sun
Sega: 1-800-USA-SEGA 0900-1800 PT
Turbo Technologies: 1-800-366-0136
Atari: ???


Section 2: When is a ... coming out?
===================================

... Genesis modem?

It's available in Japan, but had no US release.


... Genesis CD-ROM?

The machine is already out in Japan; November 1992 has been announced for the
US version.  The price will be $300, plus $100 more for a Genesis if you don't
already have one.


... TG-16 Duo (Super CD)?

It's out for $300 (and the PCE version has been out in Japan for ages).  The
regular CD is $150, the super-CD expansion is $80, and the TG-16 itself $70
when bought separately, which adds up to the same price.  The super-CD
expansion does include the games packed with the Duo, so the packages are
equivalent.  More recent information from game magazines gives the price for
the super-CD expansion as $65 without the games, $90 with, and says that it
will only be available by mail and will include only Gate of Thunder and the
two Bonk games, not the others (Ninja Spirit and Ys I-II).  There will be a
toll-free number by December 1 to get one, which I don't know yet.

Early press releases mentioned the game Dungeon Explorer instead of Ninja
Spirit.  One usenetter _did_ get Dungeon Explorer with his.

The general release is officially (according to TTI ads which offer a contest
asking for votes on what game to pack with the system) early 1993.  Depending
on who you listen to, the current release is limited to either New York and
Los Angeles, or else to the top 100 sellers of past TG-16 material.


... SNES CD?

The announced date is August 1993.  Rumors suggest the date will be pushed up
to 1994.  The price will allegedly be $200 (plus $100 more for the SNES), and
the system will allegedly be 32-bit.



Section 3: Can I use a...?
=========================

... monitor?

The Genesis can connect to an analog RGB monitor with a similar scan rate;
this means an analog RGB monitor for use with an Amiga, Atari ST, or Apple
//gs.  An analog RGB multisync monitor _may_ work; a digital monitor (CGA or
EGA only for PC's) will not.

The SNES will work with an S-video or RGB monitor provided you have the right
cable; I don't know what monitors have the right scan rate.


... store-bought battery with my battery-backup game cart?

Yes, but you will lose all the saved data (which happens when the battery dies
anyway).


... Atari/Amiga/C64 joystick on a Genesis?

You can; the button serves as both A and B.  C and Start are absent.

If you use an Atari 7800 joystick, the left button is both A and B, and
pressing and releasing both buttons simultaneously gives C and Start.

The joysticks also work the other way; the B button replaces the single fire
button (left fire button on the 7800; there's no right fire button).


Section 4: Game-Specific Questions:
==================================

Debug mode and level select on Sonic the Hedgehog.

Level select is: U, D, L, R, then A and Start at the same time (two extra
D's if you have the Mega Drive version of Sonic).  To access the debug mode:

1) U+C, D+C, L+C, R+C, then A+Start.
2) C, C, C, C, U, D, L, R, A+Start.
3) U, C, D, C, L, C, R, Start, Hold A [immediately after start]
4) U+C, D+C, D+C, D+C, L+C, R+C, A+C+Start.

The best information is that 1) does it on older Sonics, 2) on newer ones, 3)
on even newer ones, and 4) on the Mega Drive version.  Keep your fingers on A
and Start until Sonic first appears in an act.  Within debug mode, B toggles
between sprite mode and normal mode; A selects the sprite, and C places it.
There should be a bunch of hexadecimal numbers on top of your score.  (Sonic
also cannot die by getting hit or falling onto spikes in this mode.)


The 96 worlds on Super Mario World.

> All Stages, All Exits (Yes, Virginia, there are 96)
  (NOTE: exits marked with '*' do NOT contribute to the *96 total)

  Stage                    Exit 1                  Exit 2
  ----------------------   ---------------------   -------------------------
  Yoshi's House            *Yoshi's Island 1       *Yoshi's Island 2
  Yoshi's Island 1         Yellow Switch Palace
  Yoshi's Island 2         Yoshi's Island 3
  Yoshi's Island 3         Yoshi's Island 4
  Yoshi's Island 4         Iggy's Castle
  Yellow Switch Palace     Yellow Switch Palace
  Iggy's Castle            Donut Plains 1
  Donut Plains 1           Donut Plains 2          Donut Secret 1
  Donut Plains 2           Donut Ghost House       Green Switch Palace
  Green Switch Palace      Green Switch Palace
  Donut Ghost House        Donut Plains 3          Top Secret Area
  Top Secret Area
  Donut Plains 3           Donut Plains 4
  Donut Plains 4           Morton's Castle
  Donut Secret 1           Donut Ghost House       Donut Secret House
  Donut Secret House       Donut Secret 2          Star Road 1
  Donut Secret 2           Donut Plains 3
  Morton's Castle          Vanilla Dome 1
  Vanilla Dome1            Vanilla Dome 2          Vanilla Secret 1
  Vanilla Dome 2           Vanilla Ghost House     Red Switch Palace
  Red Switch Palace        Red Switch Palace
  Vanilla Ghost House      Vanilla Dome 3
  Vanilla Dome 3           Vanilla Dome 4
  Vanilla Dome 4           Lemmy's Castle
  Lemmy's Castle           Cheese Bridge Area
  Vanilla Secret 1         Vanilla Secret 2        Star Road 2
  Vanilla Secret 2         Vanilla Secret 3
  Vanilla Secret 3         Vanilla Fortress
  Vanilla Fortress         Butter Bridge 1
  Cheese Bridge Area       Cookie Mountain         Soda Lake
  Soda Lake                Star Road 3
  Cookie Mountain          Ludwig's Castle
  Butter Bridge 1          Butter Bridge 2
  Butter Bridge 2          Ludwig's Castle
  Ludwig's Castle          Forest of Illusion 1
  Forest of Illusion 1     Forest of Illusion 2    Forest Ghost House
  Forest of Illusion 2     Forest of Illusion 3    Blue Switch Palace
  Blue Switch Palace       Blue Switch Palace
  Forest of Illusion 3     Forest Ghost House      Roy's Castle
  Forest Ghost House       Forest of Illusion 4    Forest of Illusion 1
  Forest of Illusion 4     Forest of Illusion 2    Forest Secret Area
  Forest Secret Area       Forest Fortress
  Forest Fortress          Star Road 4
  Roy's Castle             Chocolate Island 1
  Chocolate Island 1       Choco-Ghost House
  Choco-Ghost House        Chocolate Island 2
  Chocolate Island 2       Chocolate Island 3      Chocolate Secret
  Chocolate Island 3       Chocolate Island 3      Chocolate Fortress
  Chocolate Fortress       Chocolate Island 4
  Chocolate Island 4       Chocolate Island 5
  Chocolate Island 5       Wendy's Castle
  Chocolate Secret         Wendy's Castle
  Wendy's Castle           Sunken Ghost Ship
  Sunken Ghost Ship        Valley of Bowser 1
  Valley of Bowser 1       Valley of Bowser 2
  Valley of Bowser 2       Valley Ghose House      Valley Fortress
  Valley Ghost House       Valley of Bowser 3      Larry's Castle
  Valley of Bowser 3       Valley of Bowser 4
  Valley of Bowser 4       Larry's Castle          Star Road 5 & Front Door
  Valley Fortress          Back Door
  Larry's Castle           Front Door
  Back Door                *END 
  Front Door               *END
  Star World 1             Star Road 1             Star Road 2
  Star World 2             Star Road 2             Star Road 3
  Star World 3             Star Road 3             Star Road 4
  Star World 4             Star Road 4             Star Road 5
  Star World 5             Star Road 1             Star Road 6
  Gnarly                   Tubular
  Tubular                  Way Cool
  Way Cool                 Awesome
  Awesome                  Groovy
  Groovy                   Mondo
  Mondo                    Outrageous
  Outrageous               Funky
  Funky                    Star Road 7 (Yoshi's House)

  (Mario Mania)

> Super Mario World Map

         **********
         *MAIN MAP*
         **********


                                  P3---27---28---29---30---31---32---.
                                                                |    |
                                                  .---34---33   |    |
                                                  |    |    '---'    |
                                                  P4   |             | 
                                                       |             |
                                                      35             |
                          P3      23------.            |             |
                           |       |      |            |             |
                      *---20      21--.   24       *  .'             |
                           |       |  |   |        |  |              |
                           '---18--'  22  25       '--'              |
                                |         |                          |
                                |         26                         |
                                |         |                          |
                                |         P4                         |
                                |                            .--38---37---.
           14                   |                            |   |        |
            |                   |                           41---+-------39--40
        .--13--------15---.     |                            |   |        |
        |   |        |    |     |                           42   '---43---'
        |   |        |    16---17                            |        |
   12---9   10--.    '-P2                           *---45---'    46--' 
        |   |   |                                                  |
        |   |   |                                                  |
        '---8   11--P1                 To Valley Of    P5          |
            |   |                       Bowser Map      \  48-----47
            |   *                           |            \  |
            |                               |             \ |
            7-.                   P6  .----56              \|
              |                    |  |             .--.    +
     1        6                    |  |             |  |    |\
     |        |                    '--55       51---+--50--49 \  
     |      5-'                       |        |    |  |    |  |
     |      |                         53-------52   '--'    '--'
     2---3--4


     **********************                         ************
     *VALLEY OF BOWSER MAP*                         *STAR WORLD*
     **********************                         ************

  19----P2                                               *
  |                                                     / \
  P1                                                   /   \
      *----58   59                              *-----54   57-----*
      |    |    |                                \               /
      60---61   62                                \__36  *   68_/
      |    |    |                                    /   |    \
      63---64---65---66---To Main Map               /    67    \
                                                   /    /  \    \
                                                  *----'    '----*
     P6-------44---------P5
                                                    *********
                                                    *SPECIAL*
                                                    *********
                                         
                                                     *--76--75--74--73--.
   ********                                                             |
   *LEGEND*                                          *--69--70--71--72--'
   ********

   1- Yellow Switch Palace   31- Butter Bridge 2         61- #7 Larry's Castle
   2- Yoshi's Island 1       32- #4 Ludwig's Castle      62- Valley Fortress
   3- Yoshi's House          33- Cookie Mountain         63- Valley Of Bowser 3
   4- Yoshi's Island 2       34- Cheese Bridge           64- Valley Ghost House
   5- Yoshi's Island 3       35- Soda Lake               65- Valley Of Bowser 2
   6- Yoshi's Island 4       36- Star World 1            66- Valley Of Bowser 1
   7- #1 Iggy's Castle       37- Forest Of Illusion 1    67- Star World 5
   8- Donut Plains 1         38- Forest Ghost House      68- Star World 4
   9- Donut Plains 2         39- Forest Of Illusion 2    69- Gnarly
  10- Donut Secret 1         40- Blue Switch Palace      70- Tubular
  11- Donut Secret House     41- Forest Of Illusion 4    71- Way Cool
  12- Green Switch Palace    42- Forest Secret Area      72- Awesome
  13- Donut Ghost House      43- Forest Of Illusion 3    73- Groovy
  14- Top Secret             44- Chocolate Secret        74- Mondo
  15- Donut Plains 3         45- Forest Fortress         75- Outrageous
  16- Donut Plains 4         46- #5 Roy's Castle         76- Funky
  17- #2 Morton's Castle     47- Chocolate Island 1      * - Star Road
  18- Vanilla Dome 1         48- Chocolate Ghost House   P1..6- Pipes
  19- Donut Secret 2         49- Chocolate Island 2
  20- Vanilla Secret 1       50- Chocolate Island 3
  21- Vanilla Dome 2         51- Chocolate Fortress
  22- Red Switch Palace      52- Chocolate Island 4
  23- Vanilla Ghost House    53- Chocolate Island 5
  24- Vanilla Dome 3         54- Star World 2
  25- Vanilla Dome 4         55- #6 Wendy's Castle
  26- #3 Lemmy's Castle      56- Sunken Ghost Ship
  27- Vanilla Secret 2       57- Star World 3
  28- Vanilla Secret 3       58- Front Door
  29- Vanilla Fortress       59- Back Door
  30- Butter Bridge 1        60- Valley Of Bowser 4


``Is Street Fighter II on any home video game systems other than SNES?''

There is a TG-16 license for Fighting Street II; since Fighting Street I was
really SFI, it's possible that Fighting Street II _could_ be SFII.  The game
is rumored to be 2 1/2 megabytes (larger than the SNES version, and 2 1/2 times
as large as any other PC Engine cartridge), so it could be.  I personally think
a SCD version would have been better....  Anyone have any information?

There are, of course, rumors of a Genesis version floating around.


Streetfighter II (SNES) codes:

Down-Right-Up-Left-Y-B-X-A on the Super Famicom version, Down-Right-Up-Left-Y-B
on the SNES one.  Right and left are the buttons, not the right and left on the
control pad.  Do this at the start of the Capcom screen and finish it before
the screen fades; when it works a tone will sound.  This allows you to select
a character versus himself.

There is no code to let you play as the last four characters.

The second secret code brings up the CONFIG menu: hold down the select button
and keep holding it while you start the game.  This allows you to change
options in the middle of the game.


``What is the difference between the Japanese and American versions of SFII?''

One background character's hand motions were changed in the US version to look
less like masturbation.

The bosses' names are also different on both arcade and home versions:
   USA        Japan
Balrog      M. Bison  (named after Mike Tyson)
Vega        Balrog
M. Bison    Vega


``What are the Ranma 1/2 games available?''

Gameboy: two games.  The first is a block moving/maze type of game, the second
is a platform-type game.
Super Famicom: two Streetfighter-II clone type games.
PC Engine CD: there is an earlier punch/kick/scroll game (CD), and a more
recent "video comic" game (CD); the latter requires Japanese knowledge.
There will eventually be a super-CD port of the Super Famicom game.

According to EGM, Ranma 1/2 will be released in the USA for the SNES.
The game will be retitled to Street Combat, with an unknown amount of editing.


``What version of Might and Magic is available for the Genesis?''

It's Might and Magic II, even though it's packaged without the number II.


``What are the Japanese Super Mario games which correspond to the US ones?  I
hear there was a Mario game in Japan that did not make it to the US.''

The Japanese Super Mario 2 was a Famicom Disk System game which did not make it
to the US.  The US Super Mario 2 was a non-Mario Japanese game called "Dream
Factory".


Section 5: What is a...?
=======================

``What is anime?''

Anime refers to Japanese animation.  It tends to be aimed towards a more adult
audience than American animation, and has a large cult following in the US.
Historically, much anime has been brought over with heavy cuts and/or changes
in plot, but companies have recently begun to release more accurately dubbed
or subtitled anime.  The connection with video games is that many Japanese
video games are based on anime; furthermore, such games are often the least
likely to be brought over to the US since Americans supposedly aren't
interested in it.


``What is a Tera Drive?''

It's a Japan-only system which combines a PC and a Mega Drive; it's not
available in the US.


``What is a Wonder Mega?''

It's a Japan-only system combining a Mega Drive and CD with a JVC CD system.
It's not available in the US.


``What is a Super Gun?''

It is a "home" system which plays a JAMMA arcade board at home.  This plays the
same as the arcade game, of course, but also costs about as much as the
arcade game (over $1000 for Street Fighter II).


``What is Valis I?''

It is a Famicom game not brought over to the US.  There are Mega Drive/Genesis
versions and a Super PC-Engine CD-ROM version.


``What is Thunderforce I?''

It is a game produced by Technosoft for Japanese personal computers only.


``What is Phantasy Star I?''

It's a Sega Master System (8 bit) game.


``What is Cosmic Fantasy I?''

It's a Japanese PC Engine CD game, with no US release.


Section 6: System Capabilities:
==============================

[chart originally by Corey Kirk]
______________________________________________________________________________
|          | Neo Geo  |   SNES   | Genesis  |   TG-16  |    NES   | Sega M2  |
|----------+----------+----------+----------+----------+----------+----------|
|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|     6502 |      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 216| 256 x 240| 240 x 226|
| -2nd mode|          | 512 x 448|          |512 x 262*|          |          |
|Colors    |4096/65536| 256/32768|    64/512|  482/512*|     16/52|    52/256|
|Sprites   |      380 |      128 |       80 |       64 |        8 |       16 |
| - size   |16 x 512**| 128 x 128|   32 x 32|   32 x 64|    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|        ? |
|----------+----------+----------+----------+----------+----------+----------|
|CD CPU/MHz|     none |     ?/21 |68000/12.5|     none |     none |     none |
|CD RAM    |          |    1024K |     768K |   CD=64K |          |          |
|          |          |          |          | SCD=256K |          |          |
|----------+----------+----------+----------+----------+----------+----------|
* This information has few sources and may be wrong.
** This sounds extremely odd.  Can anyone confirm?
________________________________________________________
|          |  GameBoy |   Lynx   | GameGear | TExpress |
|----------+----------+----------+----------+----------|
|Bits (CPU)|        8 |        8 |        8 |    8 + 8 |
|Bits (Gx) |        8 |       16 |        8 |       16 |
|CPU       |     6502 |     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 |  241/512 |
|Sprites   |        8 |    unlim |       64 |       64 |
| - size   |    8 x 8 |    unlim |    8 x 8 |  32 x 64 |
|Audio     |    2-lyr |    4-lyr |    4-lyr |    6-lyr |
|RAM       |      16K |      64K |      24K |  8K+64Kgx|
|----------+----------+----------+----------+----------|


``Does the Genesis CD-ROM have extra colors, sprites, or resolution?''

No.  Gamepro magazine said otherwise one issue; this was an error.  They
corrected it later on, but then said it _again_ in an article that sounds like
it was partially cribbed from the earlier one....


``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).  This started when
Sega advertised ``mega cartridges'' for the Sega Master System several years
ago to make the games sound bigger, and may also have to do with the fact that
some memory chips are indeed measured in bits.

Old Neo-Geo ads claimed "megabytes" for their games, which was a lie.


``I've heard of a 32 bit game system....''

Various game systems have been rumored to be 32-bit, such as the as yet
unrevealed Atari system.  You can't just add the bits in the separate
processors and get a meaningful number, though, so the Genesis CD-ROM is not a
32-bit system even though it has two 16-bit processors.  (Similarly, a Neo-Geo
isn't a 24 bit system.)  There are several different characteristics of
processors which measure in bits; whether a processor counts as a 32-bit
processor or not may depend on what you consider important.  (A 32 bit
processor might be one which has a 32 bit address space, performs operations on
32 bit quantities, or has a 32 bit wide bus).


Section 7: Compatibility:
========================

FAMICOM: Same as NES.  Adaptors reportedly exist.

FAMICOM DISK SYSTEM: No US counterpart.  (People kept copying the disks.)

SUPER FAMICOM: Same as Super NES.  The European or Australian, and the
American or Japanese, versions aren't compatible because of lockout chips; but
you can buy an adapter which takes two cartridges and uses the lockout chip
from one and the program from the other, letting you play the games (either
way).  Games run faster on US machines and slower on European ones.

For American/Japanese games, the cartridges are shaped so as not to fit in
each other's machines.  If you cut away the plastic that prevents them from
fitting, or if you buy an ``adapter'', you can play them...  so far.

There is some kind of little-understood hardware difference between machines.
It was first reported on Usenet by a person who noticed that on Super Adventure
Island, Master Higgins appears upside down on an SF and right side up on an
SNES.  However, a letter to VG&CE magazine asked about a similar effect that
happened with that game on two machines, both of which were SNES.  There is
clearly some difference, but nobody knows if it's just a new/old difference
which occurs in both countries, or if it's something that applies _only_
between Japanese/US machines and is therefore potentially useful for lockout.

One usenetter called Nintendo and was told that newer machines (Japanese/US)
weren't compatible.  This is also reported by game magazines and seems to be
an official answer; but whether they _really_ aren't compatible, nobody knows.

A usenet poster reported buying a bunch of pirated Taiwanese games, and only
some worked; a dealer said to use the same type of adapter used for
European/American games.  Maybe the games are partially compatible?

PC ENGINE/COREGRAFX: Same as Turbografx-16.  Cartridge games are not
compatible, but you can buy adapters for $20-30 through many mail order places
(get a game magazine and check the ads).  CD-ROM games (and, according to
rumor, Super CD-ROM games) are compatible without adapters; the Super CD-ROM
expansion (3.0 card plus 256K memory) will also work in a TG-16 with adapter
(in case you can't wait for the US version).

The existing adapters are not shaped so as to fit in a Turbo Duo.  Probably
someone will make one that works, eventually....

There is a hardware difference in the two machines, which can be read by
cartridges.  Most TG-16 cartridges check it, and therefore won't work on a PCE
even with adapter.  (Exception: Night Creatures works.)  All known CDs work
both ways, and all known Japanese games work on a TG-16 with adapter.

The Altered Beast CD does not 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 counterpart of the CD, not the super-CD.  Why it's
named 2, I have no idea; maybe because the system is version 2.0.

SUPERGRAFX: No US counterpart.  (The Supergrafx is 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 known as the Mega Drive is (except for
putting out PAL signals) identical to the Genesis, and all comments below
which refer to the Genesis, not to the Mega Drive, apply to them.  Converted
Japanese machines are popular in Europe; these often have permanent English
language modifications (and act like a Genesis with respect to compatibility.)

If you want to play a game on the "opposite" machine, you have to cut out some
plastic around the cartridge slot on a Genesis.  On a Mega Drive, you _might_
have to remove the cartridge lock (I didn't, but some people have told me they
needed to).  The cartridge lock is the plastic tab that pushes into the slot
from the left side when you turn the machine on.  There are also adapters which
alleviate the need for cutting things.  Some games are bilingual, and play in
Japanese/English depending on which machine you use them in; the list is below.

The Mega Drive games Rolling Thunder II, Thunder Force IV, and Super Monaco GP
2 won't play on a Genesis unless you install a language switch (see below).
The Genesis game Dragon's Fury won't play on a Mega Drive without a language
switch (though the MD version, Devil's Crush MD, works on both machines).

For the CD-ROM, there will be 4 different versions: American, European,
Japanese, and Asian.  The origin of the CD drive and the origin of the disk
must match.  If you have a new machine, the origin of the machine must also
match, but you can reportedly get around this with a language switch.  (Anyone
tried that firsthand?)

There are bilingual CD games, with two versions depending on the language
switch.  (Of course, if you want to see both versions you'll need an old
machine, if it is true that a new machine will only work at all on one
language setting.)

(The excuse for incompatibility, as reported in EGM, is that current games
don't use music or footage from licensed properties, but CDs will, and
licensing might only apply to limited geographic areas.  Needless to say,
current games _do_ use music, and at least digitized pictures from, licensed
properties.  Nor do the compatible PC Engine/TG CD's seem to have this sort of
problem.  Nor do regular music CDs or laser discs, for that matter).

SEGA MARK III: same as and compatible with the Sega Master System.

NEO-GEO: 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.

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 will also play
them on a TurboExpress.

MISCELLANEOUS: The "Master Gear" adapter plays Sega Master System games on the
Game Gear; they must be 256K or less.  (Phantasy Star is >256K and won't play
properly.)  The games will not run at the correct speed if the game is from a
country where TV uses PAL (i.e.  Europe).  Adapters in reverse are probably
possible, but I haven't heard of any.


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.

[I DIDN'T TEST THIS]: Some machines have an open circuit instead of the
capacitor.  Also, I have been told that even on machines with a capacitor, you
can throw it out and leave an open circuit.  In either situation, the switch is
a lot simpler, requiring a SPDT switch and less wire and solder.

JP3 and JP4 can be similarly swapped for a 50/60 hz switch.

The language switch lets you choose between English and Japanese mode on games
which have dual-version ROMs, and lets you play the Japanese version of
Rolling Thunder II, Thunderforce IV, and Super Monaco GP 2 on a Genesis, or
Dragon's Fury on a Mega Drive.


Genesis/Mega Drive dual version (language switch) list:

    Bonanza Brothers: Game plays in Japanese.
    Columns: Instructions are in Japanese.
   *Cyberball: Japanese version has a modem option.
    Dragon's Fury: This game does not play at all on a Mega Drive, giving a
message about how it's not intended for use in Japan.  (The Japanese version,
Devil's Crush MD, does play on either system.)
    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: Text is in Japanese.
    Gaiares: Plays in Japanese language, but the language can be changed to
either version on either Genesis/MD.  Hold down A, B, C, and press Start for an
options screen which lets you choose the language.
    Ghostbusters: The Ghostbusters speak 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 claims it works.)  The game shows some other
Japanese text, and when you die during a boss you start out earlier.
    Insector X: Title screen refers to company as Hot-B, not Sage's Creation.
The MD version shoots more slowly.  Ending text for the game is still in
English.
   *Marvel Land: The Japanese version says "for Mega Drive" or "for Genesis"
but the language stays Japanese.  Presumably the English version does the same
in English (can anyone confirm this?)
    Mystic Defender: This game is actually the anime-based Kujaku-Oh (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 does not include 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: Text is in Japanese.
    Revenge of Shinobi: Title screen changes to Super Shinobi, and credits are
shown at the end.
   *Rolling Thunder II: The Japanese version only works on a Japanese setting.
    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.
   *Super Monaco GP 2: The Japanese version only works on a Japanese setting.
    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: The Japanese version only works on a Japanese setting.
It's reported that playing the game on a machine in an intermediate state lets
it be played, but brings up a message saying it's licensed for Genesis.
   *Thunder Storm FX (CD): Turns to Cobra Command when set to US.
    Truxton: Turns into Tatsujin.  (What does this mean?)
    Twin Hawk: Different title screen with Kanji.
   *Wrestle War: The wrestler is blond on a Genesis and black-haired on a MD.

    * Information obtained by testing a Japanese cartridge

In addition, most games with a standard "Sega TM" screen omit the TM when
played in Japanese mode, even if the game isn't otherwise bilingual.


PC Engine/TG-16 pinout.

This information was posted by David Shadoff (david.shadoff@canrem.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 8: Ordering foreign game magazines:
==========================================

The below information comes from James Mathiesen:  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 9: Other FAQ's and regular postings:
===========================================

Anime video games list: maintained by Steve Pearl (pearl@remus.rutgers.edu).
The list can be ftp'ed from romulus.rutgers.edu (128.6.13.2).

Japanese video game source list: ditto.

The Lynx cheat list is on terminator.cc.umich.edu in /atari/lynx.

Lynx FAQ: maintained by Robert Jung (rjung@aludra.usc.edu).

SNES spoiler list: maintained by Robert Deloura (deloura@noaapmel.gov)

Genesis spoiler list: maintained by Bob Rusaban (rusaban@expert.cc.purdue.edu).

Megadrive spoilers: collected by Galen Komatsu (gkomatsu@uhunix.uhcc.hawaii.
edu).  Not in list form.

TG-16 cheat list/FAQ: maintained by Steve Pearl (pearl@remus.rutgers.edu).

Vectrex FAQ: maintained by Gregg Woodcock (woodcock@sdf.lonestar.org).

Genesis joystick pinouts: an article was posted by nhowland@matt.ksu.ksu.edu.
I presume he'd be able to send you a copy of the article, or if not, I saved
one; it's too long to include here.
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (UUCP: ....!jhunix!arromdee; BITNET: arromdee@jhuvm;
     INTERNET: arromdee@jyusenkyou.cs.jhu.edu)
Newsgroups: news.answers,rec.arts.anime,alt.manga,rec.arts.manga