Good afternoon folks and welcome to another Flashback Friday this weeks blast from the past is....
The Sega Genesis, known as the Mega Drive in most regions outside of North America, is a 16-bit home video game console which was developed and sold by Sega Enterprises, Ltd. The Genesis was Sega's third console and the successor to the Master System. Sega first released the console as the Mega Drive in Japan in 1988, followed by a North American debut under the Genesis moniker in 1989. In 1990, the console was distributed as the Mega Drive by Virgin Mastertronic in Europe, by Ozisoft in Australasia, and by Tectoy in Brazil. In South Korea, the systems were distributed by Samsung and were known as the Super Gam*Boy, and later the Super Aladdin Boy.
Designed by an R&D team supervised by Hideki Sato and Masami Ishikawa, the hardware was adapted from Sega's System 16 arcade board, centered on a Motorola 68000 processor as a primary CPU and a Zilog Z80 as a secondary processor. The system supports a library of more than 900 games created both by Sega and a wide array of third-party publishers and delivered on ROM-based cartridges. It can play Master System games when the separately sold Power Base Converter is inserted. The Genesis has benefited from several peripherals and network services, as well as multiple first-party and third-party variations of the console that focus on extending its functionality.
In Japan, the Mega Drive did not fare well against its two main competitors, Nintendo's Super Famicom and NEC's PC Engine, but achieved considerable success in North America, Brazil and Europe. Contributing to its success were its library of arcade game ports, the popularity of the Genesis-exclusive Sonic the Hedgehog series, several popular sports game franchises, and aggressive youth marketing that positioned the system as the cool console for adolescents. The release of the Super Nintendo Entertainment System two years after the Genesis resulted in a fierce battle for market share in the United States and Europe that has often been termed as a "console war" by journalists and historians. As this contest drew increasing attention to the video game industry among the general public, the Genesis and several of its highest-profile games attracted significant legal scrutiny on matters involving reverse engineering and video game violence. Controversy surrounding violent titles such as Night Trap and Mortal Kombat led Sega to create the Videogame Rating Council, a predecessor to the Entertainment Software Rating Board.
Sega sold 30.75 million units worldwide. In addition, Tectoy sold an estimated 3 million licensed variants in Brazil, Majesco projected it would sell 1.5 million licensed variants of the system in the United States, and much smaller numbers were sold by Samsung in South Korea. The console and its games continue to be popular among game fans, game music fans, collectors, and emulation enthusiasts. As of 2015[update], licensed third party re-releases of the console are being sold by AtGames in North America and Europe. Many games have been re-released in compilations for newer consoles and offered for download on various online services, such as the Virtual Console, Xbox Live Arcade, PlayStation Network, and Steam. The Genesis was succeeded by the Sega Saturn
Designed by an R&D team supervised by Hideki Sato and Masami Ishikawa, the hardware was adapted from Sega's System 16 arcade board, centered on a Motorola 68000 processor as a primary CPU and a Zilog Z80 as a secondary processor. The system supports a library of more than 900 games created both by Sega and a wide array of third-party publishers and delivered on ROM-based cartridges. It can play Master System games when the separately sold Power Base Converter is inserted. The Genesis has benefited from several peripherals and network services, as well as multiple first-party and third-party variations of the console that focus on extending its functionality.
In Japan, the Mega Drive did not fare well against its two main competitors, Nintendo's Super Famicom and NEC's PC Engine, but achieved considerable success in North America, Brazil and Europe. Contributing to its success were its library of arcade game ports, the popularity of the Genesis-exclusive Sonic the Hedgehog series, several popular sports game franchises, and aggressive youth marketing that positioned the system as the cool console for adolescents. The release of the Super Nintendo Entertainment System two years after the Genesis resulted in a fierce battle for market share in the United States and Europe that has often been termed as a "console war" by journalists and historians. As this contest drew increasing attention to the video game industry among the general public, the Genesis and several of its highest-profile games attracted significant legal scrutiny on matters involving reverse engineering and video game violence. Controversy surrounding violent titles such as Night Trap and Mortal Kombat led Sega to create the Videogame Rating Council, a predecessor to the Entertainment Software Rating Board.
Sega sold 30.75 million units worldwide. In addition, Tectoy sold an estimated 3 million licensed variants in Brazil, Majesco projected it would sell 1.5 million licensed variants of the system in the United States, and much smaller numbers were sold by Samsung in South Korea. The console and its games continue to be popular among game fans, game music fans, collectors, and emulation enthusiasts. As of 2015[update], licensed third party re-releases of the console are being sold by AtGames in North America and Europe. Many games have been re-released in compilations for newer consoles and offered for download on various online services, such as the Virtual Console, Xbox Live Arcade, PlayStation Network, and Steam. The Genesis was succeeded by the Sega Saturn
History
Nakayama received permission to proceed with this project, leading to the release of Sega's first home video game system, the SG-1000, in July 1983. The SG-1000 was not successful, and was replaced by the Sega Mark III within two years. In the meantime, Gulf & Western began to divest itself of its non-core businesses after the death of company founder Charles Bluhdorn, so Nakayama and former Sega CEO David Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company. Nakayama was then installed as CEO of the new Sega Enterprises, Ltd.
In 1986, Sega redesigned the Mark III for release in North America as the Sega Master System. This was followed by a European release the next year. Although the Master System was a success in Europe, and later in Brazil, it failed to ignite significant interest in the Japanese or North American markets, which, by the mid-to-late 1980s, were both dominated by Nintendo.With Sega continuing to have difficulty penetrating the home market, Sega's console R&D team, led by Masami Ishikawa and supervised by Hideki Sato, began work on a successor to the Master System almost immediately after that console launched.
In 1987, Sega faced another threat to its console business when Japanese computer giant NEC released the PC Engine amid great publicity.To remain competitive against the two more established consumer electronics companies, Ishikawa and his team decided they needed to incorporate a 16-bit microprocessor into their new system to make an impact in the marketplace and once again turned to Sega's strengths in the arcade industry to adapt the successful Sega System 16 arcade board into architecture for a home console. The decision to use a Motorola 68000 as the system's main CPU was made late in development, while a Zilog Z80 was used as a secondary CPU to handle the sound due to fears that the load to the main CPU would be too great if it handled both the visuals and the audio.
First announced in June 1988 in Beep!, a Japanese gaming magazine, the developing console was referred to as the "Mark V", but Sega management felt the need for a stronger name. After reviewing more than 300 proposals, the company settled on "Mega Drive". In North America, the name of the console was changed to "Genesis". The reason for this change is not known, but it may have been due to a trademark dispute.
Launch
Sega announced a North American release date for the system on January 9, 1989.At the time, Sega did not possess a North American sales and marketing organization and was distributing its Master System through Tonka. Dissatisfied with Tonka's performance, Sega looked for a new partner to market the Genesis in North America and offered the rights to Atari Corporation, which did not yet have a 16-bit system. David Rosen made the proposal to Atari CEO Jack Tramiel and the president of Atari's Entertainment Electronics Division, Michael Katz. Tramiel declined to acquire the new console, deeming it too expensive, and instead opted to focus on the Atari ST. Sega decided to launch the console through its own Sega of America subsidiary, which executed a limited launch on August 14, 1989, in New York City and Los Angeles. The Sega Genesis was released in the rest of North America later that year.
The European version was released on November 30, 1990. Building on the success of the Master System, the Mega Drive became the most popular console in Europe. Since the Mega Drive was two years old at the time of its release in the region, more games were available at launch compared to the launches in other regions. Ports of arcade titles like Altered Beast, Golden Axe and Ghouls 'n Ghosts, available in stores at launch, provided a strong image of the console's power to deliver an arcade-like experience. The release of the Mega Drive in Europe was handled by Virgin Mastertronic, which was later purchased by Sega in 1991 and became Sega of Europe.
Other companies assisted in distributing the console to various countries worldwide. Ozisoft handled the Mega Drive's launch and marketing in Australia, as it had done before with the Master System. In Brazil, the Mega Drive was released by Tectoy in 1990, only a year after the Brazilian release of the Master System. Tec Toy produced games exclusively for the Brazilian market and began a network service for the system called Sega Meganet in 1995. In India, Sega entered a distribution deal with Shaw Wallace in the Spring of 1995 in order to circumvent an 80% import tariff, with each unit selling for INR₹18,000. Samsung handled sales and distribution in Korea, where it was renamed the "Super Gam*Boy" and retained the Mega Drive logo alongside the Samsung name. It was later renamed "Super Aladdin Boy."
Hardware
Technical specifications
The system produces sound using a Yamaha YM2612 FM synthesizer and a Texas Instruments SN76489 PSG; the latter is integrated with the Video Display Processor (VDP). The Z80 processor is primarily used to control both sound chips to produce stereo music and sound effects. Most revisions of the original system contain a discrete YM2612 and a separate YM7101 VDP; the functionality of these two chips was later integrated into a single custom ASIC (FC1004) for the model 2 and later revisions.[
The back of the model 1 console provides a radio frequency output port (designed for use with antenna and cable systems) and a specialized 8-pin DIN port, both of which provide video and audio output. Both outputs produce monophonic sound; a headphone jack on the front of the console produces stereo sound. On the model 2, the DIN port, radio frequency output port, and headphone jack are replaced by a 9-pin mini-DIN port on the back for composite video, RGB and stereo sound, and the standard RF switch. Earlier model 1 consoles have a 9-pin extension port, although this was removed in later production runs and is absent in the model 2. An edge connector on the bottom-right of the console allows it to be connected to a peripheral.
The system is backward compatible with the Master System. The first peripheral released, the Power Base Converter (Master System Converter in Europe), allows Master System games to be played. A second model, the Master System Converter 2, was released only in Europe for use with the Mega Drive II.[
Other peripherals were released to add functionality. The Menacer is a wireless, infrared light gun peripheral used with compatible games Other third parties created light gun peripherals for the Genesis, such as the American Laser Games Pistol and the Konami Justifier. Released for art creation software, the Sega Mega Mouse features three buttons and is only compatible with a few games, such as Eye of the Beholder. A foam-covered bat called the BatterUP and the TeeVGolf golf club were released for both the Genesis and SNES
Both EA and Sega released multitaps to allow more than the standard two players to play at once. Initially, EA's version, the 4 Way Play, and Sega's adapter, the Team Player, only supported each publisher's titles. In response to complaints about this, Sega publicly stated that "We have been working hard to resolve this problem since we learned of it" and that a new Team Player which would work with all multitap games for the console would be released shortly. Later games were created to work on both the 4 Way Play and Team Player. Codemasters also developed the J-Cart system, providing two extra ports on the cartridge itself, although the technology came late in the console's life and is only featured on a few games. Sega planned to release a steering wheel peripheral in 1994, and the Genesis version of Virtua Racing was advertised as being "steering wheel compatible," but the peripheral was cancelled.
Network services
In 1994, Sega started the Sega Channel, a game distribution system using cable television services Time Warner Cable and TCI. Using a special peripheral, Genesis players could download a title from a library of fifty each month, and demos for upcoming releases. Games were downloaded to internal memory and deleted when the console was powered off. The Sega Channel reached 250,000 subscribers at its peak and ran until July 31, 1998, well past the release of the Sega Saturn
In an effort to compete with Sega, third-party developer Catapult Entertainment created the XBAND, a peripheral which allowed Genesis players to engage in online competitive gaming. Using telephone services to share data, XBAND was initially offered in five U.S. cities in November 1994. The following year, the service was extended to the SNES, and Catapult teamed up with Blockbuster Video to market the service, but as interest in the service waned, it was discontinued in April 1997.
My experience
I had a mega drive for most of my youth and I loved it is a great console
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