Here’s the very first model of the Sega Mega Drive.
That little ® next to ‘Sega’ at the bottom right means it is the first, Japan-only model.
The next batch of models, like this one, are missing the ®.
Sega loved covering the top of their consoles with semi-nonsensical text. For the Mega Drive it’s ‘AV Intelligent Terminal High Grade Multipurpose Use’.
Following the the tradition of the Mark III‘s amazing console top-promise (pic taken from my Mark III restoration article, hence no reset button and cassette slot flap)
And of course the inaccurate and needlessly complicated usage diagram on the top of the Master System.
Time for some launch games. The only true Alex Kidd sequel may be dated, but would have been pretty impressive in 1988. Especially because the early, made in Japan models have far better audio than later made in Taiwan models.
For more info on the numerous Mega Drive models, see this legendary Sega 16 thread.
Sega were king of the arcade for most of the coin-op format’s history, and their console efforts often attempted to leverage their arcade success into home success. While this would eventually lead them to release one of their arcade boards as a console (the Mega Drive is basically a cut-down Sega-16 board), on their first two consoles it meant ports.
And so we have the Mark III release of Shinobi.
Shinobi is a basic 2D side scrolling action game, which was already a fairly recognisable format by 1987. It stars Joe Musashi, on a mission to stop bad guys who are kidnapping children from his ninja clan.
You move along the stage, attacking bad guys with swords and ninja stars while freeing the kidnapped kids. The game’s gimmick is multiple ‘planes’ of action, and at certain points in stages you can switch between planes with a giant ninja jump. Luckily the bad guys are nice enough to pause and wait for your jump to complete (it’s really supposed to be a sort of ninja movie slow-motion effect I think). Otherwise controls are decent, solid but standard.
It’s broken into five missions of three or four stages each, with a boss at the end of each mission. Along the way you can power up your life bar and weapons, swapping out ninja stars for bombs and a knife, and your sword for nunchucks and eventually what appears to be a Castlevania-style chain whip.
Some later stages can get quite frustrating, introducing bottomless pits and annoying enemy placements. Enemies get weirder and more supernatural as you progress, including some zombie-ninjas and demons.
Bosses are quite good, and largely rely on you working out attack patterns and counter-attacking. With one exception – a giant wall of hindu (Vishnu?) statues. After a million attempts I finally worked out the only solution was to spam it with knives, which worked. Frustrating.
There’s also a very difficult bonus stage once a mission, where you throw ninja stars at two planes of ninjas, shooting gallery style.
Graphically it’s decent, but nothing special. Pretty middle of the road for the Mark III. Some incredibly strange palette choices make some parts, especially the first stage, look quite garish, but other stages are fine.
The Mark III version is a reasonable interpretation of the arcade game. The arcade game is a much faster, more fluid experience, whearas the home version is a slower and more methodical. There are less enemies, but despite the very different feel, the levels have been recreated quite faithfully.
The graphics have also taken a hit from the 16-bit arcade game, but the bright Mark III colours arguably make it more appealing in parts than the drab original.
One disappointing element is a common one for Mark III games – small cartridge size. The Mark III had some design flaws that meant it got less graphical tiles from the same amount of ROM than most consoles, and on top of that Sega often chose cheap small cart sizes. What this means is only a couple of tunes for the whole game (much like Makai Retsuden). And what happens when you beat the final boss, the Masked Ninja?
You get this amazing ending:
The tunes at least have FM instrument support, and sound pretty cool if you have an FM Unit.
Overall it’s a pretty nice early ninja game, and pretty fun, even if incredibly difficult at points.
There were two Konami games on Disk System which were not released at retail, and only available as re-writes via Disk System Writer Kiosks – The Goonies and Twinbee. After much searching I managed to get my hands on a single disk with both games on it.
Disk Writer games came with a nice official printed disk label and fold-out paper manual.
But it doesn’t match the rest of the otherwise beautifully consistent Konami Disk System catalogue.
Since FDS inserts are just thin cards, I decided I could make up a reproduction retail release for Goonies, based on the cartridge box.
I scanned the nicer quality image from the cart label, and got going in photoshop.
For the logo, black looked a little bland, so I took inspiration from Goonies 2 and Akumajou Dracula, and went with red, using the original black logo from the cart release as a drop-shadow. I used Akumajou Dracula and Exciting Basketball as templates for the basic formatting of the disk case label and outer-box label.
I had it professionally printed on 200gsm satin printing paper, and here’s the result! Goonies on side A, Twinbee on side B, so Goonies gets main billing.
Looks great in disk-case format and full case format!
Now Goonies/Twinbee can take its place with the rest of the Konami FDS set!
And I can finally play Goonies with additional load times!
The Segamaku had a pretty short life, but lots of wacky stuff was released in that time, including some pretty nice 3D glasses.
Unbelievably, the active glasses are pretty much the same tech as used by most 3D TVs today! They use the same left-right alternating shutter technology, and even use the same 1.5mm stereo plug as current corded glasses. You can actually plug them into a TV or laptop that supports active 3D and they work. Alternatively, you can use modern 3D glasses on your Mark III or Master System.
The Mark III needed an adapter to use them. This adapter was built into the later Master System, which was somewhat of a waste, since the glasses came packaged with the adapter anyway.
Nintendo had such a classy ‘brushed metal on high quality coloured plastic’ aesthetic in the early 80s, carried over from their original ‘Color TV game’ console series, through the Game & Watch series, and on to the Famicom.