Dragon Wang (ドラゴン-ワン) and Makai Retsuden (魔界列伝)/Kung Fu Kid – Sega Mark III

This one is a weird little series.

DragonWangBoxes_1955

I was introduced to Kung Fu Kid when my family rented a Sega when I was young. It wasn’t the first console game I ever played, but it was the first one I ever played in my own house (i.e. the first game I played for hours and hours in a single night).

DragonWangBoxes_1953
The ‘amazing’ western box art…

It’s a fun little ‘Kawaii’ rendition of the classic Kung Fu Master template (kick waves of bad guys and move up levels) starring a Chinese kung fu master called Wang. It adds in a dash of platformer with a much higher jump, more variety to the settings (not just a tower) and quite nice colourful graphics.

MakaiRetsuden.003

Years later I found out it was actually called Makai Retsuden (Demon World Story) in Japan and was a sequel to an SG1000 game called Dragon Wang(!). Thanks to eBay and Yahoo Auctions I now have my own copies of both, and it’s time for a write-up.

Dragon Wang (ドラゴン-ワン)

DragonWangBoxes_1945

It turns out Sega were quite accurate in their translations, and the original game was named after Wang.

DragonWangBoxes_1947
It came on the SG1000 card format

The title of Kung Fu Kid now makes more sense, as Dragon Wang is very much a straightforward clone of Irem’s Kung Fu Master, with a tower to climb, full of bad guys to kick. This format was itself based on the unfinished Bruce Lee movie Game of Death, hence ’Dragon’ in the title. As with most action games on the primitive SG1000 hardware, the graphics are quite simple, the scrolling is choppy, and it is very difficult to progress.

DragonWang.000

DragonWang.001

You fight through waves of regular bad guys, and on each level you pick a fight against a couple of bosses, like nunchucks guy here.

DragonWang.003
D-Wang…

It’s pretty limited and clunky, but it has a nice rhythm in the way bad guys attack, and can be fun in shorter bursts.

Makai Retsuden (魔界列伝)

DragonWangBoxes_1951
I love it how the ‘Gold Cartridge’ is white…

While the original game was a pretty straightforward kung fu romp, For the Mark III sequel, Sega got weird, and it’s a ghost/zombie martial arts game. After saving the day in the first game, Wang could afford to relax and put a shirt on. But an ancient evil named Mandala has awoken and brought with him an undead army.

MakaiRetsuden.025

MakaiRetsuden.013

Instead of nunchuck guys, you now fight various Chinese-themed ghosts and zombies and possessed creatures. As a kid I missed all this and just thought it was standard Japanese weirdness, like a Mario game. The game was released in the wake of Mario, and you can see Nintendo’s influence here – jumping is now a much bigger part of the game. Wang has one of the highest jumps in 8-bit games.

MakaiRetsuden.014

The first two levels are straight left to right affairs, but after that it returns mostly to the more claustrophobic ’tower climb’ structure of the first game.

MakaiRetsuden.027

The graphics are great, the music catchy, the mechanics solid and fun, and like most Sega games of this era it’s a mean challenge. Overall a top Mark III effort.

More screens:

DragonWang.005 DragonWang.006

MakaiRetsuden.001 MakaiRetsuden.030

MakaiRetsuden.020MakaiRetsuden.032

MakaiRetsuden.039 MakaiRetsuden.035

Sega Mark III external RGB amplifier with FM audio break-in

The Mark III’s composite output is pretty bad.

M3RGB_0001

It does have RGB out, using the same pinout as the Master System and Mega Drive.

Mark3FM2_1620

Unfortunately, unlike later Sega consoles, it’s an unamplified signal. So while Master System and Mega Drive RGB cables fit, the picture comes out far too dark.

I didn’t grab a picture of the native RGB output, but it looks something like this:

M3RGB_0005a

Rather than tamper with the console internally, I had a theory I could use the 5V and ground pins of the output to power an external RGB amplifier. I grabbed a cheap RGB cable and did a quick and dirty splice in of a THS7314 based amplifier circuit (commonly used to RGB mod Nintendo 64s), powered and grounded by the console.

M3RGB_0002

Success!

RGB

The only issue was that like many older Sega consoles, it has a weak sync signal, and on my XRGB Mini some sync dropouts occurred. I needed to boost the sync as well. I was feeling lazy so rather than do this myself, I ordered a Mega Drive RGB cable with boosted sync built into the scart plug. It is also powered by the 5V output of the console, but I’ll wire my amp in parallel and there should be plenty of current available.

An additional complication is that when using the FM unit, you only get composite video. You route video through the FM unit, which mixes in the FM audio when appropriate and outputs both video and audio from its own AV out. But it’s only a 5 pin din, so no RGB.

Mark3FM2_1623 Mark3FM2_1621

I did some quick tests, and due to the way the circuit of the FM unit is designed, you can tap the FM audio from both the input and the output. So I’ll be able to use the existing cable of the FM unit as my FM sound source.

M3RGB_0003

Works perfectly! But doesn’t look too nice like that…

M3RGB2_9999

So now I have to get the whole thing into a little project box. I drilled the holes and sliced up my new (nicely shielded) RGB cable. In this pic you can see I’ve added a 5-pin DIN socket to one side, with four of the output pins removed. This is where I’ll splice in the FM audio.

M3RGB_0011

 So many wires to fit in. Red, blue, green, sync, 5V, audio… luckily most of the rest are ground, so I can just solder them together and connect them with a single wire. I could just leave them disconnected, but I want good grounding to prevent possible interference, which is common for poorly grounded scart cables.

M3RGB_0012

With the video circuit working, I also lined up the wires and glued them in place, so nothing can be pulled out by the inevitable cord-trip that will happen sometime in the future.

Disaster struck just before I finished – the picture was too bright! It turned out my new scart cable was wired differently, and was missing some 25 ohm resistors on the RGB lines. So I pulled them from the old one and spliced them in carefully, in series with the 75 ohm resistors already built into my amp circuit. Now what was once a halfway neat job became a mess again, oh well.

 I also completed the audio circuit, spliced in the FM audio pin of the din socket, and closed up the box.

M3RGB_0015

It connects like so. I have oriented it toward the right of the console, because the power cable connects on the left.

M3RGB2_1631

M3RGB2_1632

And the results, all through an XRGB Mini to my Panasonic Plasma:
M3RGB2_1648 M3RGB2_1645 M3RGB2_1641 M3RGB2_1635

Creation of a Sega Mark III Everdrive flash cart

My preferred manner of playing Sega 8-bit games is on the original Sega Mark III. It’s just a great looking system, and with RGB and FM Audio I have a pretty nice set up. I wanted to reduce stress on the cartridge port to prolong its life, so a flash cart would be a good solution. Unfortunately there is no dedicated Mark III or SG1000 flash cartridge.

So I theorised I could create a normal looking flash cart for my Mark III, combining a Master Everdrive with a new-style Master System to Mark III converter. They arrived, and worked!

Mark3Everdrive_0001

I needed to downgrade the firmware to version 5. It seems from version 6 and up, developer Krikz changed the video mode slightly, and the game select menu no longer works on a Mark III or other non-Master System hardware (e.g. a Game Gear in Game Gear mode via a modified converter).

Mark3Everdrive_0002

However, the combined cart/converter was a long way from fitting into a regular Mark III cartridge shell. First of all, the SD card sticks out.

Mark3everdrive2_1587

I looked around for a micro sd card adapter that would work, but a couple I got didn’t fit, or were not low profile enough. Then I came across this. Many SD cards can simply be cut in half! Sure enough, the 2GB SD I was using was just empty plastic in the top 2/3, so I sliced off the excess plastic.

Mark3everdrive2_1590

Now it sat well clear of the edge. This extra gap became very important later on, as I needed that extra few millimetres of clearance on the case.

Mark3everdrive2_1591

Next I had to open up the shell I was going to use – a cheap copy of Space Harrier was my sacrificial lamb. To open Mark III carts you have to access some screws under the label, so I used a hairdryer to warm up the label glue, then a pin to start peeling the label.Mark3Everdrive_0003

It’s fairly easy this way, with no damage to the label or cart.

Mark3everdrive_1737

Mark3everdrive_1738

After getting inside, I sliced away all excess plastic, but the combined cart/converter was still sticking out the bottom of the shell quite a lot.

Mark3Everdrive_0005 Mark3Everdrive_0006

I gained a couple of millimetres by shaving down the top plastic rim

Mark3Everdrive_0008 Mark3Everdrive_0020

But the real gains would be had by filing/sanding back the contact pins on both the flash cart and the adapter. Contact pins are often far longer than they need to be, they really only need 1-2mm – just enough to make a solid connection. Wear and tear is much less of an issue than back in the day, as I won’t be inserting and removing the flash cart from the adapter ever again, and the cart itself will stay in the console most of the time. So I brought them down to about half their original height.

Mark3Everdrive_0009 Mark3Everdrive_0021

And now it’s going to sit just 3-4mm higher than a regular cart would! I could have gone further, but wasn’t going to push it too far and risk damaging the flash cart or adapter beyond repair.

Mark3Everdrive_0022

Next up I had to brace the combined cart inside the shell. I superglued some plastic that I cut to a shape that would hold the board well, braced them against the bottom of the cart shell, and backed it with hot glue for support from the sides.

Mark3Everdrive_0023

It slots in under the adapter’s slot section, and holds flawlessly, so now I have a snug but secure brace for the board! The braces push slightly outward at the front, and combined with the label over the top, also keep the cart securely closed, so it needs no additional screws or glue with regular handling (it would probably open if dropped however).

Mark3Everdrive_0024

Close up the cart for the finished product! It sits slightly higher than a regular cart, but low enough to be quite stable within the cart slot, as it still sinks into the slot about 10mm. It sits lower than an unplugged cart resting on the cart slot, for example. At a glance you can’t even tell.

Mark3everdrive2_1592

The LED when the everdrive loads shies through the explosion behind the dragon on the label too, which is nice.
Mark3everdrive2_1605 Mark3everdrive2_1604

The Sega Mark III FM Sound Unit (FMサウンドユニット)

The Mark III was released two years later than the Famicom, and has slightly more powerful graphics hardware. But it still has worse sound capabilities. So Sega developed the FM unit for those customers who would be happy to pay more for superior audio. It adds in a Yamaha FM sound chip for Mega Drive-like sound effects and music.

Mark3FM2_1627

The FM unit sits snugly on the recessed top part of the console, and plugs into the front expansion port.

Mark3FM_1290

A cable extends out the back of the FM unit to capture the console’s video and regular audio.

Mark3FM2_1621

It plugs into the AV out, using five of the eight pins (so no RGB available)

Mark3FM2_1622

You then attach your AV cable to the FM unit’s AV out, which passes through video, regular audio and adds in the FM audio for supported software.

Mark3FM2_1623

Yes, supported software. Games had to be specifically coded to support the FM unit. This was displayed on the front of the box on the bottom left, see my copies of Kenseiden and After Burner below.

Mark3FM8000

Is it worth it? You bet! It makes your Segamaku sound like a Mega Drive! Definitely a worthwhile upgrade, even though working FM units regularly sell for up to 10,000 yen these days.

About the Sega Mark III (セガマークIII)

While Nintendo’s first console, the Color TV Game 6, was released in 1977, Sega only turned to consumer hardware development in the early 80s. The original Sega console, the SG 1000, was released, as fate may have it, on the same day as the original Famicom.

It was basically a Japanese edition of the current crop of American consoles, equivalent in power to the Colecovision. Unfortunately for Sega, the Famicom was a massive generational leap in power over these machines.

The SG-1000 got a quick redesign as the SG-1000 II, and when Sega got around to releasing an actual Famicom competitor, they decided on a new naming convention – and called it the ‘Sega Mark III’. I assume it’s a play on ‘Mach 3’.

The SG1000 II

The Mark III, like the SG1000-II before it. takes a lot of design cues from the Famicom. It has controller docks on the side of the console (though the controllers are not permanently attached), a similar cartridge bay flap, and shiny metallic highlights. It unfortunately maintains the SG-1000 II’s controller limitation of only two buttons.

IMG_1127

I love the ’80s futurism’ aesthetic of these things. It looks like it belongs on an 80s spaceship. The controller docks are great too.

Mark3controllerdock_1675 Mark3controllerdock_1674

They’re pretty good controllers too. So much better than Master System controllers, which have the same internals but a much less comfortable shape.

Mark3Controller1

They also come with this mini-joystick that can be screwed into the centre.Mark3controller2
Mark III consoles and accessories were made in Japan, but by the time of the Master System, Sega had began the practice of outsourcing console and accessory production to cheaper countries like Taiwan, Malaysia and China, and quality took a big dip.

There’s also the FM unit, which makes it look even more 80s.

Mark3FM2_1627

It’s a great console that is very hard to come by. While games are available, I didn’t see a single console for sale in any retro games store (or Hard Off) on a recent Japan trip.

Restoring a yellowed Sega Mark III console

In my opinion, the best looking version of the Sega Master System was the original, so I decided to get a Sega Mark III. On a recent trip to Japan I looked everywhere I could for one, but I only came back with a controller.

 I saw a beat up Japanese Master System in an outer-Tokyo Hard-off, and an FM unit in Osaka Super Potato, but decided not to risk the latter since I wouldn’t be able to test it.

Mark III consoles cost a fortune on eBay, so I got one on Yahoo Auctions. As google translates the katakana: here is the Segamaku3 (!).

Makutree_0001

It oozes 80s Japanese industrial design kitsch.

I got two, one in box and one without. The in-box one was listed as ‘untested’ so I grabbed another that was console only but listed as working. Turns out both worked fine. But both were very yellowed. It seems it is a common practice for Japanese sellers to modify their photos to make things look less yellowed.

Here’s one next to my non-yellowed Famicom:

Makutree_0002

Time for some hydrogen peroxide treatment, as outlined in this Neogaf thread.

I did them one at a time to demonstrate the result:

Makutree_1121

I love this little message on top, so polite!

Makutree_1122

And the result:

Makutree_1127

Beautiful, looks like a prop from an 80s Scifi.

So small compared to the Master System.

Makutree_1129

This was the first of many Segamaku projects I’ve completed recently. Coming soon: FM unit info, external RGB amplifier, and the world’s first Mark III flash cart!