/r/MasterSystem

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The only subreddit dedicated solely to the Sega Master System. Sega's Master System was the evolution of their first console, SG-1000. In Japan it was originally known as the Mark III. Though it never overtook the NES, it performed well in Europe and Brazil, and it set up the massive success that was the Genesis/Mega Drive.

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The only subreddit dedicated solely to the Sega Master System. Sega's Master System was the evolution of their first console, SG-1000. In Japan it was originally known as SG-1000 Mark III. Though it never overtook the NES, it was king in Brazil and it set up the massive success that was the Genesis/Mega Drive.

 

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36

How do you rate this game?

For me there is Sonic, Castle of Illusion and then Asterix

26 Comments
2024/11/09
23:45 UTC

10

Power Strike II - a true shmup gem, Compile at its best

After beating Power Strike/Aleste (https://www.reddit.com/r/MasterSystem/comments/1gm5c3k/power\_strikealeste\_zanac\_meets\_the\_master\_system/), I was cautiously optimistic towards its sequel. However, what I experienced wasn't just an improved Power Strike. It felt like an entirely different Shmup, on the foundation of a classical Compile shooter, of course (and that's a good thing, Compile was fantastic in its coding) - but improved a lot.

Compared to Power Strike (which was a reskinned Zanac), the game is just wayyyy better. It still has great presentation (even better than PS1) and fantastic music, but it also gets rid of many design choices from Zanac that just were dragging the gameplay down:

  1. The bosses are huge, beautiful and are no longer the boring "Compile Boss Tiles Galore" known from every other Compile Shmup. They are also fairly interesting to fight, actually, each of them does some unique gimmick.
  2. You can manually set your craft's speed ingame. Great choice, sometimes you want precision, sometimes you want speed - you can have whatever you need without fishing for upgrades.
  3. There's a difficulty setting (though admittedly not very useful, because the difficulty 1 is bugged, and is harder than difficulty 2, despite what the manual says - and 3-5 are just adding difficulty on top). This can make it apply to a broader audience, though it's not an easy shmup - but it's not that hard, either. Definitively easier than Zanac and Power Strike on the default setting, I'd say it's easier than Gradius 1-2, Life Force, and a little harder than the lesser-known game that I consider the champion of 8-but Shmups... Crisis Force for the Famicon. Harder than Gun Nac, Guardian Legend, Over Horizon and Burai Fighter.
  4. Upon death, you only lose half of your weapon's power level, rounded up, so recovering is actually possible and doable. You also pre-select your special weapon and not fish for it - you also keep it when you die, which makes it easier to actually use strategy.
  5. Continue doesn't take you 1-2 levels back if used on the last level, like in Zanac/Power strike.
  6. Weapons are balanced better and selecting them depending on the level/boss is part of the strategy, you no longer need to fanatically cling to the most OP one to have a chance.
  7. There's a "panic button" known from shmups of later generations (that destroys bullets and damages enemy ships), although not mapped well (it assumes you continuously fire and gets released when you let go of the "shoot" button... which is awkward, but with so few buttons, I guess they couldn't figure out a better way. This is a great addition and every Shmup benefits from this, it takes the gameplay to another level.
  8. Compared to Power Strike, most of the slowdown is gone - even though the game looks better. It very rarely slows down, Compile optimized it well.

There's also 7 levels + "stage 8" (a boss), they are fairly long but don't feel dragged out, unlike Power Strike 1's levels. You also don't need to face 3 minibosses and 4 bosses on final levels, which makes the game have a better flow.

I actually REALLY liked it and enjoyed every second. I usually go for a no-death run on highest difficulty when I like the shmup, but since (at the time of writing this review) I have some flu or whatever, I don't have the mental capacity needed for this. And I have nothing to prove anyway, I already no-death'd Zanac and Power Strike 1, so whatever. On my first few playthroughs I got to level 8 without continuing, screwed up on the final boss (ugh) and had to continue to beat him. I also played on Normal difficulty, so things weren't as wild as I usually experience.

But still, it was great.

I'd rate it 8/10, the same as Crisis Force on the NES, if only it wasn't for two problems....

  1. SO MUCH TIME is spent on DODGING UPGRADES so that you don't change your weapon, that it almost feel like a 2nd game within a game. It's truly awful, in PS1 and Zanac, weapons would fly upwards, but in this game, they gravitate towards the bottom of the screen, sometimes even denying you a part of the screen - and you have to decide whether it's better to risk it in a poor position, or move towards a better position while changing your weapon to something you don't want to use... ugh. This is a major flaw of this game and I felt really annoyed by it. I'd rather have the upgrades stay around the middle of the screen for a while and then fly UP, this would give you more space to manouver.
  2. Some mild visibility issues. At certain stages (I think 5 is the worst in that regard), I struggled to notice the bullets, since they would blend with the backgrounds. It's nowhere near as bad as in Zanac, but it's there. And it's annoying.

Thus, I think I'll keep Crisis Force as my no1 8-bit SHMUP, but this one is easily the second best with a solid 7/10.

Check it out!

https://preview.redd.it/vni1926urxzd1.png?width=649&format=png&auto=webp&s=737790a9434bf5b1fd2003bae15875ee6f1f41ad

2 Comments
2024/11/09
20:37 UTC

3

Sega master system 9 pin to USB-C connector

Hello guys 👍

By any change anyone here knows how to get or build one of these sega master system usb-c connectors?

https://preview.redd.it/g5h5wasf9ozd1.png?width=906&format=png&auto=webp&s=064b4c0325e534682335bf2da3e9fc6b25da30ae

This would be awesome, I could plug and play any USB-C joystick, even the 2.4g with very low latency!

Here is the link I found:

https://x.com/zen_nif/status/1854481803043827758

1 Comment
2024/11/08
12:34 UTC

26

Sega Sports Pad Retrobright

I recently picked up a Sega Sports Pad, and while the trackball hasn’t yellowed as much as as many others I’ve seen, it’s still like to restore it to its former glory if I can.

Has anyone here tried the retrobrighting process on the trackball? I’m worried that if the process damages or alters the surface in any way, that the trackball won’t roll smoothly anymore. Functionality > shiny bright white!

1 Comment
2024/11/08
06:41 UTC

12

Power Strike/Aleste - Zanac meets the Master System

Compile shooters... you played one of them, you played all of them. Still - in the early 8-bit era, Compile shooters set a new standard for home console shmups with the non-stop action and high difficulty. Zanac for the NES was the first, released in 1987 for the NES.

Zanac deserves a mention - it's the hardest game I've ever beat. And - yeah, sue me, gotta brag here - I beat it on a single life, too. If someone says Battletoads, Ghosts and Goblins, etc. is the hardest 8-bit game - i instantly nope. Zanac. This is the one game that took me three weeks of meticulous planning, playing, plotting my paths and exploiting every possible mechanic I could find. Till this day, this is my proudest retro gaming achievement.

Why do I mention Zanac so much? No, not because being an NES fanboy (I've been accused of being one already). it's because Power Strike (AKA Aleste) is essentially a Master System port of Zanac, released in 1988 (around 12 months after Zanac) with multiple changes of course. Still - it's unmistakingly Zanac, it shares most of the game's concepts (such as... "aggression levels", bases made of tiles, 8 weapon system with upgrades, many enemies/minibosses, hell, even the life-up tune is exactly the same.

The key differences are... and I'm sorry, but many of those will NOT be in Power Strike/Aleste's favor...

  1. Beautiful graphics compared to Zanac's very sterile presentation..
  2. RIDICULOUS slowdowns, I mean, Zanac was sterile but butter-smooth in gameplay, no matter how many bullets were on the screen. This game though, it slows down to a crawl with many bullets on the screen, I think it like drops down to 50% of original speed, or even less.
  3. Half of Zanac's levels. Which can be viewed as a positive because the game lasts around 30 minutes (which is a lot for a Shmup) and Zanac took like 60 (!) without warps - which highly contributed to the ridiculous difficulty...
  4. Half of Zanac's enemy types - Valkyries, T-cells, Golgos, Degids - all gone. Which can also be seen as a positive, seeing that they were the strongest/most annoying enemies in Zanac, but... they were also pretty unique.
  5. Half of Zanac's minibosses (capital ships). You're probably seeing a pattern here....
  6. Less upgrades (only 3 per weapon - Zanac went up to... uhh, I think 8 with the laser?), lack of weapon-speedup system (or, Red Landers), lack of 1-ups (blue landers), lack of erasers or fairies (those would clear the screen for you instantly, and fairies would beat a boss right away as well). I could probably find some more "LESS OF", but the point is - less of pretty much everything.

So basically... despite all the love this game got, it's essentially half of Zanac. Now, Zanac was arguably bloated. Too long, too ridiculous. However, by removing vast majority of complex enemies, what's left is mostly plowing thorugh the game with guns blazing, little to none manouvers required.

And I'm serious about it. Plowing through. The game has a reputation of unforgiving difficulty. But do yourself a favor. Get weapon 1 (the starting weapon) upgraded to level 3, park at the bottom of the screen, press the 1+2 buttons and never let go. You will be genuinely surprised - if you didn't know - that this is essentially very close to being invulnerable, because you will destroy pretty much everything, from enemies to bullets, without doing anything. I mean, I passed stage 5 once while literally not looking at the screen, excluding the minibosses/bosses... lol. Now, if you play "as intended", swapping weapons, dodging bullets... well, expect it to be hell. Nothing short of it. Remember, the enemy spawning pattern is (mostly) random. You can't just learn your way, like you can with Gradius, by learning what spawns where. Not in this game, buddy.

Much like in Zanac, the weapons are poorly balanced, but what's worse - they spawn very rarely, and most is actually on a tight timer, usually 80 seconds. But 80 seconds is not enough for a full ingame rotation of weapon spawns, meaning, unless there's a pre-placed weapon you want to keep somewhere on the level, you will run out of it and be forced to use the unupgraded pea shooter. Which is basically useless. And that is death. Swift and painless. This is why I think weapon 1 is the only usable weapon in this game. Because it has no timer. Yep! And it destroys enemy bullets. And its projectiles have huge hitbox, much bigger than in-game sprite suggests, covering your sides and heavily contributing to the "just hold buttons and fly through" strategy. Why was Zanac better here? Because you could stick to your weapon of choice. The spawns were more frequent and you could easily get refills.

Speaking about death. This game, while allowing the player to just sort-of drift through the levels, is also very unforgiving if you die. Because, just like Zanac, it uses an "aggression system" that, depending on your actions (such as holding the fire buttons continously, scoring kills or getting upgrades), cranks up the amount and quality of enemy ships spawning. This is (supposedly) meant to help the player upon death, by reducing enemy strength and frequency. Unfortunately, it doesn't quite work as advertised - it sometimes takes multiple deaths to lower aggression level to something which can be managed with stock pea shooter - and the player is unlikely to have many lives. Worse! there are pre-defined enemies on each level that are there IN ADDITION to the randomly generated ones, and those do NOT get reduced in any way. Neither do minibosses/bases. If you die on a base, it's essentially instant game over. Think Gradius... no, think Zanac.

And the ultimate offense - if you lose all lives on the final level, back to penultimate level you go upon continuing. That's right, they kept what made Zanac so infuriating - and it's the same here. It totally doesn't help that levels 5+6 are longest, riddled with bosses and extremely dense with enemy spawns.

Sounds awful? Because it is. The only comfortable way of playing this game is to... not die at all. Which is exactly what I did. Just like Zanac, I beat this game on a single life. Because, in a twisted way, it's easier than actually trying to pull of levels 5+6 on a continue. Lol.

Now, Power Strike/Aleste is easier than Zanac. A lot. Shorter. Simpler. And ultimately - and in my opinion - worse. But it's still playable, and if you don't know the strategies, you will frantically attempt to dodge the near-infinite amount of waves and bullets being thrown at you at all directions. If this sounds like "Bullet Hell" genre to you - it kinda is. Zanac (and, by extension, Power Strike/Aleste) is a shmup/bullethell hybrid. Which is ironic, because Zanac's creator considers "Bullet Hell" genre to be crap. Huh. Frankly, so do I (this is why I was never interested in Recca'93, for instance). And you usually don't beat Bullet hell games by inhuman spatial awareness. You beat them by exploiting safe zones and proper weaponry. And that's the way here as well.

There is not much "ingame knowledge" left in the internet for this game (just like Zanac). so you won't just follow a guide and beat it. I mean, there are some things on gamefaqs but they will not teach you how to play, so they are pretty useless. You have to learn it the hard way. Yourself. (oh, there's the Zanac strategy wiki - but, as you might have guessed, parts of it were actually written by me, lol). Which would be essentially everything a retro gamer may want for challenge. However, Power Strike just isn't up to par compared to Zanac and feels like its neutered sibling. It is still playable, but.. if you want this kind of gaming hell, just play Zanac, buddy. I'm sorry, there will be probably more UGHH YOU NES FANBOY comments here, but that's the way it is.

5/10

On the positive note, however, Compile clearly learned from games like Zanac, Aleste and Golvellius, because their NES action-shmup hybrid, "Guardian Legend", was one of the best 8-bit games ever.

Post scriptum: The only way I can prove I beat this game as described is through the screenshot taken right after I beat the final boss. Some people may say "who cares dude", but I feel validation is important whenever someone makes bold claims. Finished the game with 45 lives remaining. Yay. Even though this doesn't exactly prove a no-death run (as I could have died, idk, right at level 1, and still accumulate lives later), but you can at least acknowledge that I did pretty good, haha.

https://preview.redd.it/1h5dbn21hkzd1.png?width=824&format=png&auto=webp&s=e9ffb08be649cd6db63491de5b1a7d96df3cec52

3 Comments
2024/11/08
00:11 UTC

13

Livro Coletânea Master System

Oi, galera do r/MasterSystem!

Estou empolgado para compartilhar um projeto que foi super divertido de fazer: meu livro "Jogos que influenciaram gerações: Master System." 📚✨ Neste eBook, eu compilei uma coletânea com mais de 100 dos principais jogos lançados para o Master System, cada um com uma análise detalhada e imagens que capturam toda a nostalgia.

Se você é fã desse console icônico, vai adorar revisitar esses clássicos e descobrir curiosidades sobre eles. E a melhor parte? Se você tem o Kindle ou está no Kindle Unlimited, pode ler GRATUITAMENTE! 🙌

Estou realmente ansioso para ouvir o que vocês acham. Por favor, deixem comentários ou feedback! Aqui está o link para conferir o livro: Jogos que influenciaram gerações: Master System.

Obrigado e espero que vocês curtam a leitura!

0 Comments
2024/11/07
01:09 UTC

4

My Hero (Sega Master System) - Zilog and Moto #259

3 Comments
2024/11/06
15:58 UTC

19

SuperSEGA FPGA Charged Everyone Over 400 Euro! A Scam I Warned You About

11 Comments
2024/11/04
22:08 UTC

8

Master System Commercials

Some of those Japanese commercials are complete bonkers!

2 Comments
2024/11/04
06:30 UTC

37

Master System's Ninja Gaiden game - a forgotten take

I really liked NG trilogy on the NES.

The first one was the epitome of action adventure on NES to me. The speed, challenge, music, design, cutscenes - it felt THE ninja game of NES. Parts 2 introduced gimmicks (wind, ice, etc.) which slowed the gameplay down. NG3 did away with the ever respawning enemies, which also slowed down the tempo. Both of which I found unnecessary. I liked all three, but the first one was unbeatable in what it delivered.

I liked it so much that I beat all three games without dying once.

And then I learned that there's a SMS NG game - so I naturally had to play it.

It's graphically excellent, very fluent and has impeccable controls (something that was a SERIOUS problem for many SMS games - I mean, how did they screw up the controls so much in so many games? Think Alex the Kidd in Miracle World or Lucky Dime Caper - those games are just so bad in terms of controls, and that's not even factoring in the crappy controller...). You have, just like in the NES game, perfect control of Ryu, and all failures are your own. The levels are (as per NG fashion) beautiful.

The music feels not as good as in the NES trilogy, but it is decent - and way above average for SMS which suffered from many crappy audio cues. I mean, just take Shinobi as an example - a "standard music" which is like 30 seconds long loop, a boss music, and ... ummm.... I honestly don't remember anything else. Lol. SMS NG brings the traditional NG quality here - more or less memorable tune for every level, menu, intro and ending, with level 7 music being my favorite.

There are, however, some rough parts.

First of all - the game is bugged! If you reach 999 mana (ninpo?), you actually overflow the stack and your energy becomes infinite. Yeah, you can just run through levels with fireshield ON from here and just godmode through the game...

The difficulty has been severly toned down too, and while I understand that this was something meant to bring NG to a wider audience - this is Ninja Gaiden, it's expected to be challenging. SMS NG isn't. Levels seem shorter, you take less damage from enemies, health recovery drops are omnipresent, you have unlimited continues, you keep your weapons upon continuing, you keep your mana/ninpo while continuing (UGH) which heavily contributes to triggering the bug mentioned above even if you're not trying that hard, and the final boss has its own section, meaning, if you die on the final boss, you no longer have to replay the entire level.

Now, I really don't want to sound elitist here, but I expected something a little more... challenging? This is actually an easy game. I didn't even break a sweat. Took me an hour to beat it (on my 1st, blind playthrough) and I tried hard not to abuse the infinite mana/ninpo bug. The only unnecessarily frustrating parts were the three flames that would spawn on the ledges to knock you down - even the notorious birds of doom felt less threatening this time around. And the bosses were really, really easy. Not that NES NG bosses were hard (except maybe the final boss trio from NG1, but that's mostly because the 2nd phase requires you to master a certain kind of rhythm that isn't initially obvious, and the third phase actually has RNG in it). But this was just cakewalk. I believe Duck Tales bosses gave me more trouble, lol.

The level design itself also was a bit rough. It just didn't strike me as NG caliber. It was okay-ish, definitively above average, but certainly not as good as on the NES.

And finally - the cutscenes were replaced by stills, and significantly trimmed when it comes to the amount of text. While corny, NG1-3 had full blown plots, which was quite something for an action game on the NES. Here, it feels almost an afterthought. You beat a dude, he says were the next dude is, you beat the next dude, you learn where the Dude After The Next Dude is... and so on. Until you beat the final guy.

SMS NG is a good game, but it feels like an afterthought. It isn't as polished as NG 1-3 on the NES, but it still delivers that ninja magic at times. It's just not enough to elevate it to the NES NG standards.

6/10

(NG1: 8/10, NG2 and NG3: 7/10).

Oh yeah, and as always: played on real hardware, CRT TV, and no guides/FAQs were used. Not a fan of playing on PAL, but my console is modded so I can play both PAL and NTSC games on it, and to my knowledge, SMS NG was a Europe-only release.

https://preview.redd.it/422i4lbg3ryd1.png?width=555&format=png&auto=webp&s=751a7f5f7b076d82d09292fa93200343f4653346

24 Comments
2024/11/03
21:04 UTC

24

Golvellius... a mixed bag

Following my Golden Axe Warrior impression post... https://www.reddit.com/r/MasterSystem/comments/1gh8f0d/

I beat the "other" Zelda clone as well. Real hardware, CRT TV and no walkthroughs. Like last time, drew my own map for maximum retro feels. Review below!

https://preview.redd.it/mjjii11wfkyd1.png?width=565&format=png&auto=webp&s=a6a3eb30e8bf008800af7ffa0349deaf7a6f60f9

I initially really hated it for a number of reasons:

- Let's start with problem number one - VERY SLOW movement of Kelesis...

- If you die, you go back to L14 tile, the starting point. And you have to trek all the way back to wherever you died. "Like Zelda" ? yeah, but in LoZ, you have better shortcuts and a transport system. And you move faster. Here, you have to do the walk of shame. And I believe you lose some gold as well...

- ... which is stupidly important in this game because it's a grinding game! Everything requires money. Even making your wallet larger (which is necessary because your pockets are very shallow initially), you need gold. And things are rather on the costly side. The weapons in particular.

- Also the game pretty much forces you to explore every tile, and there's 13x14 of them, little bit less than GAW's 15x15 tile map. BUT. Every single screen has some sort of secret hole. Most are worthless, but unfortunately, the "Bibles" (that deepen your pockets), heart containers ("Potions") and items required to progress the plot are all hidden there as well.

- How do you make the "secret holes" appear? you either kill a set amount of enemies (1-6) or hit the right spot (like, a rock or a tree) with your sword.

- However, since in the beginning you're pretty underpowered and enemies are fast and relentless and they NEVER stop spawning (up to 6 enemies per screen), you end up running around poking trees and stones with your sword, hoping to find the next plot-advancing item before you get ganged upon and killed yet again, forcing you to do another walk of shame...

- it's not that the combat is dificult, it's just that certain parts of the game have VERY badly placed enemies that are fast (skeletons, etc.) and do a ton of damage to you with the gear you're carrying at that point. The worst offender is the sea part containing Warlic's Dungeon. You're pretty underpowered there compared to those things that spawn there, but you have to find the Aqua Boots to advance the plot, and those things are actually hidden quite well... and VERY far from the starting point.

- Things get less frustrating with better items, the legendary sword in particular which is very powerful and finally allows you to clean enemies quickly...

- and grind quickly. With Aqua/Forest boots, you can just park on a tile enemies can't go to (like, a water tile vs. land based enemies) and just spam attack. Fortunately, there's no RNG, no "chance to drop rupee" nonsense. You kill something, you get gold. Every time. Still, it takes like 5 minutes of button pressing to accumulate 40k or 50k gold, and it's just a ridiculous waste of life.

- However, the Forest boots that practically allow you to bypass ALL terrain (other than mountains) are a welcome change of pace and allow you to freely move around. But you're still slow.

- The dungeons themselves are either a (Very simple) side scroller, or a (very simple) Shmup. I'm not a fan of those kind of genre mixes, it never worked well on 8-bit, you end up with half-assed platforming/shmup levels - and this game is no exception. But the worst offender? There are dead ends and if you hit one, you get kicked out of a dungeon. Missed a jump and landed on the lower path that ends with a dead end? well, tough luck buddy, try again! and again! and again. ugh. NOPE.

- At the end, there's a boss, which is usually very simple, including the final boss himself. The patterns are very simplistic and it doesn't take long to learn them. First few bosses are laughably easy, like, no-damage runs against them are trivial.

- As you can see, the game actively tries to be a douchebag with forced re-tries of dungeons, slow movement, walks of shame, grinding and forcing the player to meticulously check every screen for a secret hole. So many of those things are just bad game design. There are things that are retro, like having to draw your own map, and that's fine, that's part of the charm. But bad design choices aren't retro, they are just obsolete and are unnecessary - and WERE unnecessary 30 years ago as well.

- at least there are pretty much NO cryptic parts in this game. Even the last puzzle "Golvellius is here and there".... well, if you were thorough in exploration, there's literally only 1 screen remaining on the map where there was no secret hole to be found, so yeah... the final dungeon's not too hard to find, eh?

- However, once you get the legendary sword, boots of flight and the best pendant/shield for defense... the game actually feels pleasant for a change. Simplistic, yet pleasant. Which brings me to a point: if this game was actually fine-tuned, tested and somebody from the dev team actually PLAYED this game and saw that all those frustrating parts are just that - frustrating - it could have been so much better. But nobody did, and that's all what we got.

4/10. In case you haven't read my Golden Axe Warrior review - that one is 6/10, way better, mostly because it's just much less annoying. Music is a saving grace - it's actually way better than what most SMS games provide for music and a proof that Master System WAS capable of great sounding tunes, rivalling the NES and that it's not the hardware's fault that most SMS games have short, shitty tunes that loop after 10 seconds.

But wait, even music is sort of screwed up. The music changes while you get a new sword or shield, which is quite original. And there's a GREAT track that starts playing with 1 sword/shield upgrade. However, another sword/shield upgrade is right areound the corner, so the music quickly changes... to a track that's not so good. And that track stays with you a LOOOOOOOOOOONG time. Like, 70% of the game. Ugh....

Worth playing? Honestly - nah. GAW is way better. Golvellius, I mean, it can be fine if you really like those LoZ kind of games (I don't), or you're nostalgic (I'm not, never owned SMS until adulthood). But you're better off playing other games otherwise. Don't get me wrong, this is not the worst game around, there's plenty of worse games for the SMS, it's just that it's not that fun to play due to frustrating design choices.

8 Comments
2024/11/02
23:05 UTC

27

What was your favourite Sega Arcade port?

Quite surprised how good some of these games are.

12 Comments
2024/11/02
10:05 UTC

50

Golden Axe Warrior seems a better Legend of Zelda to me.

May be an unpopular opinion but I'm not big on NES LoZ. I guess the whole "exploration" thing that was huge in 1987 isn't really anything amazing anymore, and the core gameplay is pretty average.

Golden Axe Warrior, however, does seem to be better and more fun for a number of reasons:

  1. Doesn't require as much grinding (I honestly only did a bit of grinding to get the Knight's shield, mostly through the card minigame, never bothered to grind afterwards). In LoZ, you are in constant need of Rupees to buy bombs and items, and there's no card game like in GAW to speed things up. Grinding may be fun to some people, but I find it a waste of time in a game as simple as LoZ.
  2. Is faster. GAW moves faster than Link (esp. with boots of speed) and doesn't have as much of a delay between attacks.
  3. Is more straightforward. Now LoZ wasn't too hard to figure out if you had the manual which pretty much gave you the location of first several dungeons. But there were some parts that could end up a bit confusing - like playing a flute to dry up a pond. Also GAW gives you plenty of ingame clues, to a point where you really don't need more help.
  4. Cuts you some slack in dungeons. Enemies don't respawn the instant you leave the screen, it takes some time for them to come back, which simply allows you to progress through dungeons faster. You also can't run out of bombs in the middle of a dungeon since you don't need any.
  5. Allows you to look for secrets much faster. IDK what possessed Nintendo when creating the basic Candle. Not only it's slow in animation (the flame takes like 3 second for the flame to reveal a hidden passage), but it's also one use per screen until you get the upgraded one. That is such a ridiculous time waste compare to GAW's speedy tree chopping and the ice bell that reveals (most) breakable stones that I don't know what to say.

I also enjoyed the music from GAW a lot more, and it's of course a LOT better graphically.

There are things LoZ does better (like being able to select a second weapon, and having a second quest), but I'd give the edge to GAW for overall gameplay. It just feels a lot less clunky and obsolete, which translates to more fun.

Played through GAW as intended - CRT TV, real hardware, and I drew my own map of course. Which was pretty fun. No walkthroughs used. Found all items except Fire Magic scroll lol.

https://preview.redd.it/63meg4uu8byd1.png?width=713&format=png&auto=webp&s=0030a8eca0d3143084bcc4449dd224d2f5b61bc1

I'd give this game a 6/10 score since it's fun but not groundbreaking. LoZ is (probably gonna get hated for this, lol) 5/10 to me. Sorry, LoZ fans. It's like saying "I prefer Little Samson to SMB3" on NES forums. Which I do.

33 Comments
2024/11/01
15:43 UTC

10

Remember Castelo Rá-Tim-Bum on Sega Master System?

Who else here grew up playing the classic Castelo Rá-Tim-Bum game on the Sega Master System?

This Brazilian gem, based on the beloved TV show, took us on a magical adventure through the castle's colorful corridors.

Let's reminisce about those pixelated memories:

Dodging obstacles and collecting treasures.

Solving puzzles with the help of our favorite characters.

https://youtube.com/shorts/48Gg21g-86c?feature=share

0 Comments
2024/11/01
05:07 UTC

241

My childhood Master System collection

The Ninja will forever be one of my all time favorite games.

32 Comments
2024/10/31
20:11 UTC

102

My personal Master System Wall of Fame

I could look at those covers all day. So many memories

33 Comments
2024/10/31
08:27 UTC

170

My current master system collection.

34 Comments
2024/10/29
18:54 UTC

275

My game collection

Nostalgia hit hard the other day, this is how that looks like :)

55 Comments
2024/10/28
07:06 UTC

34

Did a speedrun of Cool Spot on Master System, on Hard Mode. No deaths and got the time down to 41 minutes and 40 seconds. The first of its kind posted to Youtube so it's probably a World Record for this mode.

8 Comments
2024/10/27
16:45 UTC

53

Anyone ever figure out what that star stone was for?

You could punch it all you wanted, it never broke. What was the purpose of that? Any ideas?

8 Comments
2024/10/27
08:34 UTC

43

R-Type

R-Type in the arcades was one of the best shooters. Bloody hard to complete though. Playing the same game ported to the Master System surprised me. I was amazed that they managed to squeeze this into the little cartridge. How did you rate this game back in the day?

14 Comments
2024/10/27
00:02 UTC

23

1CC'd Shinobi. Some tips if you're struggling to beat it

Shinobi can get a little frustrating. Some tips after beating it on real hardware:

  1. Beating it without dying (1cc) is actually easier than re-trying with 6-piece healthbar and bare hands. It's like Gradius - you do it on 1 life or you restart upon death. 5-2 or final boss with bare hands are really frustrating.
  2. The minigame after level 2-2 is crucial. It gives you flight magic (2 if you get the blue ninja which isn't that hard). You need at least one to be comfortable. That particular minigame level is fairly easy. The only thing to remember is to get the green ninja jumping in the middle right after the blue one, otherwise you get two ninjas jumping at you at the same time (left-right) which is instant loss.
  3. The NTSC version is bugged and grants you invulnerability if you get hit when using the "flight" magic. Haven't checked PAL version. You don't need to use this bug at all to beat the game, but it makes stage 5-2 much easier. I actually didn't the bug, as in my 1cc playthrough, I failed to get the blue ninja in the minigame.
  4. Stage 3 boss - there's probably some youtube video on how to do it, I never bother watching those. I found that it's somewhat challenging because all 3 of my original master system pads aren't in great shape and they don't register all clicks, and you can't afford any missed shots. There is a certain rhythm in which you can press the button to maximize your shooting speed, but what I found is that it's easier to immediately move (while shooting) to the middle of the screen. That distance to the boss minimizes the time between shots. Once the faces get too close, you just go as close to the electric current as you can and repeat. Oh, and remember to crouch while shooting (it's faster) and take a brief pause after destroying a face, like 300ms one, because the face falling from above is invulnerable until they touch the ground and shooting them too fast wastes a shot. If you add up 10-12 shots missed that way, well, that may be just enough time to make you fail the fight and get electrocuted.
  5. Stage 4-2 has a notorious pixel-perfect jump at the end of the level. I actually loaded up the game on an emulator and even with super-tight keyboard controls I couldn't get a high success rate with that jump. Sometimes it works, most of the time it doesn't, even if you inch yourself to the very edge. It only registers when you slam "jump+right" immediately after being as close to the edge as possible. That's why I think getting at least one "flight" magic is crucial since it just allows you to bypass this garbage. Seriously, what were the developers thinking here...
  6. Stage 5-2 is the most annoying thing in the game. Flight magic is nice to bypass most of the level. If you do it the hard way, it's easiest to memorize which tiles spawn those aerial ninjas, (for example, 2nd tree after the first broken one in the background), take a step back after they activate and shoot them.
  7. Final boss is rather easy. Any weapon besides your arms and legs can hit him comfortably. With your arms and legs, it's doable, it's just that the "activation range" of melee attack vs. shooting attack is very short and you need to be pretty damn precise without a weapon. His final phase is easiest if you lead him to the wall, jump over him as he charges, immediately hit him with your melee weapon once you land (he should be stuck in the wall for a second) and start shooting right away. Mashing the "attack" button will actually put him in a stunlock with your shots and finish him off right there. Takes lke 8 of them and you're done.

It was a challenging little game, but I don't think it aged pretty well. Also, no ending? really?

https://i.imgur.com/5gqNbdN.jpeg

13 Comments
2024/10/26
16:52 UTC

4

Help: my SMS has a hardware issue

Hi all, my SMS seems to have a hardware issue. In all games, my character keeps running to the left. Some games became unplayable because of this, like Psycho Fox. Double Dragon still kinda works, but it obviously sucks to play like this.

Anyone had a similar issue? Any techies here that know how to fix this?

Thanks in advance!

EDIT 29/10: FIXED !!! Thanks to u/retromods_a2z - I bought a 6b controller and lo and behold, I can play Alex Kidd again, Rastan, and all my others games 😍

28 Comments
2024/10/26
11:03 UTC

57

Alex Kidd In Miracle World

Alex Kidd was my first game I played on my Master System. It was built into the machine which was a pretty cool thing at the time. I loved the game. The colourful graphics and catchy soundtrack. However, I wasn’t too keen on the rock / paper / scissor sections. All about luck rather than skill. But it was still a great game. Share your thoughts on the game. Also what do you think is the best Alex Kidd game?

15 Comments
2024/10/26
08:56 UTC

99

Games where the Pause button brings up a status screen? Moonwalker is the only one in my collection, I was surprised to discover this accidentally

32 Comments
2024/10/20
20:26 UTC

170

Mortal Kombat on the sms

Who played this in their childhood in the master system? Although you only got two stages, the gameplay and processing power and capabilities of the sms of such a demanding game is quite fascinating. Simple and fun, mindless MK.

33 Comments
2024/10/19
20:38 UTC

17

Sega Should Release Another System

Someone recently posted about acquiring a Teddy Boy card slot game, which got me thinking. We're near forty years with advancements in hardware technology and graphics.

The memory capacity size for the cartridge was 512 KB, while the card slot took only 32KB.

What if instead of only online based games, Sega reintroduces games onto a Card Slot like from the SMS days, but still be playable online? This time though, on devices such as NVM M2 SSD. Remaster the entire library of SMS games to the new library. I'd like to a revamped Choplifter, Black Belt, Quartet or Penguin Land.

Instead of 32KB with limited space capacity, let's see what game developers can do with an almost unlimited range of cartridges loaded with 64GB, 128GB, 256GB to 2TB readily available game file sizes.

13 Comments
2024/10/18
04:42 UTC

20

The Making of Wonder Boy in Monster Land | The Making of Monica no Castelo do Dragao

2 Comments
2024/10/18
03:15 UTC

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