Sega Master System / Mark III / Game Gear|
SG-1000 / SC-3000 / SF-7000 / OMV
Home - Forums - Games - Scans - Maps - Cheats - Credits
Music - Videos - Development - Hacks - Translations - Homebrew
22nd anniversary: 6 prototypes & competition entries!Posted: Thu Mar 28, 2019 10:56 am
Last edited by Bock on Wed Apr 03, 2019 10:26 am; edited 2 times in total
To celebrate SmsPower 22nd anniversary we are happy to release 6 recently found prototypes and introduce a bunch of cool coding/music/hacks homebrew submitted by the community.
Chapter 1: The Dumps releases!
(1) We have a dump from the elusive "Red" Hang On card for the Master System. The exact whereabout of this card is unknown but this appears to be an very early European release. As with some of the early Italian/German releases, this version of the game contains a early prototype build of the Western version of Hang On, while it was being ported from the Japanese version.
This version of the game appears to have one minor glitch that won't affect most players. It doesn't fully clear the RAM and while western Master System BIOSes are clearing most of the RAM, Japanese Master System doesn't. This creates a few glitches when running on a Japanese Master System, some can be visible when letting the game play through its demo. If you have more information you may post on this forum thread.
(2) We have an Early March 1995 build of Empire Syndicate (Chicago Syndicate) for the Game Gear at a time in development when it carried the title "Empire Syndicate" (unknown until now). A long while ago Hidden Palace released an impressive stash of prototypes source from old Sega of America backups, which included a whooping 24 builds of Chicago Syndicate made during May and July 1995 during its QA sessions, all sporting the final title. Our build today is dated March 1995 and has the earlier title.
The original file ("EMPS2003.ROM") for this includes in its 3 first bytes a Z80 call to code held in RAM, which presumably with the development system they used was carrying a little bit of debugging/testing related code (probably code to download code from the development computer to the storage used by the console?). Those 3 bytes makes the game incompatible with real machines and emulators, so we are releasing a patched version as well.
(3) We have a Prototype version of Andre Agassi Tennis for the Game Gear, which appears to be a close to final build.
(4) We have a A prototype of Alex Kidd: High-Tech World for the Master System. Housed on an elegant 171-5587 test board with both Western and Japanese style connector, the build doesn't exhibit obvious differences early in the game but it needs to be studied and compared in more details. Anyone? This good old classic adventure/action game is a rebranded version of the Japanese original Anmitsu Hime and is a pretty fun game to play too!
*EDIT* Supper said: "High-Tech World fascinates me for being such a bizarre localization, so I took a look at the prototype. The difference is in the Phantasy Star-compressed graphic at 0x15265, which is for the "Sega is No. 1" room. In the prototype, it hasn't been translated and is still using the graphics from Anmitsu Hime: "
(5) and (6) Finally we have two Codemasters prototypes here!
A Prototype of Micro Machines for the Game Gear. According to the Codemasters header this build is dated 1993-10-22 (compare to final build being 1993-11-24... ready in time for Christmas).
A Prototype of CJ Elephant Fugitive for the Game Gear. According to the Codemasters header this build is dated 1993-10-22 (compare to final being 1993-12-20.. this one missed Christmas as cartridge production and distribution time would probably have added a month on top of the final build date!).
The photo above also shows a blue sample cartridge for Cosmic Spacehead, which was confirmed as being the same dump as the final version (CRC 6caa625b).
Chapter 2: The Competitions Entries!
The community delivered again this year! Check out the forum for details on all the entries!
[Coding competition 2019] Gotris by Kusfo, ManuTrigger, Davidian
[Coding competition 2019] Platform Explorer by SteveProXNA
[Coding competition 2019] SC3D Demo By Geranium by SKuRGe911
[Music competition 2019] Town - Wonder Boy in Monster Land by gregglesaurus
[Music competition 2019] Castillo de Arena by Iced
[Music competition 2019] Mockstar (Cover) by tibone
[Music competition 2019] Meganiemi 88 by TomyS
[Music competition 2019] The Coastal Town of Baraboro by Immo
[Music competition 2019] Midnight Resistance - Flood of Power by otobo
[Hacks competition 2019] Bubble Dragon in Paradise Island by Kilkakon
[Hacks competition 2019] Sonic in Miracle World by law81
[Hacks competition 2019] Azled in Fantasy World by ian, Calindro, Nicole Marie T
[Hacks competition 2019] Great Ice Hockey Pad Version by BcnAbel76
[Hacks competition 2019] Mario Kidd in Retro World by Jano
[Hacks competition 2019] Ze Legende of Oliv by Yeti Bomar
[Hacks competition 2019] Mr Robot by Revo, tibone, Calindro
Please cast your votes!
Temporary Transitional Attachment FairyPosted: Thu Mar 28, 2019 10:58 am
This message will auto destruct itself someday.
||Posted: Thu Mar 28, 2019 12:45 pm|
|One key difference in the Micro Machines prototype is that it uses the GG link port in serial mode in the proto and in the "official" mode in the final release.|
||Posted: Mon Apr 01, 2019 10:26 am|
segmfault reverse engineered the Hang On red card differences here:
||Posted: Mon Apr 01, 2019 12:52 pm|
Thanks for the releases, and congrats to everyone in this year's competitions! I didn't enter this year, but since I spent most of the time working on Game Gear translations, maybe it all works out :)
High-Tech World fascinates me for being such a bizarre localization, so I took a look at the prototype. The difference is in the Phantasy Star-compressed graphic at 0x15265, which is for the "Sega is No. 1" room. In the prototype, it hasn't been translated and is still using the graphics from Anmitsu Hime:
(Incidentally, the Japanese text says せがは日本一, "Sega is Japan's best".)
This is the only change. The other differences are all derived from it -- a few pointers to other graphics in the same bank got shifted by a few bytes due to the changed size, and the header checksum is obviously different.