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Frequently Asked Questions (FAQS);faqs.313
1- Yellow Switch Palace 31- Butter Bridge 2 61- #7 Larry's Castle
2- Yoshi's Island 1 32- #4 Ludwig's Castle 62- Valley Fortress
3- Yoshi's House 33- Cookie Mountain 63- Valley Of Bowser 3
4- Yoshi's Island 2 34- Cheese Bridge 64- Valley Ghost House
5- Yoshi's Island 3 35- Soda Lake 65- Valley Of Bowser 2
6- Yoshi's Island 4 36- Star World 1 66- Valley Of Bowser 1
7- #1 Iggy's Castle 37- Forest Of Illusion 1 67- Star World 5
8- Donut Plains 1 38- Forest Ghost House 68- Star World 4
9- Donut Plains 2 39- Forest Of Illusion 2 69- Gnarly
10- Donut Secret 1 40- Blue Switch Palace 70- Tubular
11- Donut Secret House 41- Forest Of Illusion 4 71- Way Cool
12- Green Switch Palace 42- Forest Secret Area 72- Awesome
13- Donut Ghost House 43- Forest Of Illusion 3 73- Groovy
14- Top Secret 44- Chocolate Secret 74- Mondo
15- Donut Plains 3 45- Forest Fortress 75- Outrageous
16- Donut Plains 4 46- #5 Roy's Castle 76- Funky
17- #2 Morton's Castle 47- Chocolate Island 1 * - Star Road
18- Vanilla Dome 1 48- Chocolate Ghost House P1..6- Pipes
19- Donut Secret 2 49- Chocolate Island 2
20- Vanilla Secret 1 50- Chocolate Island 3
21- Vanilla Dome 2 51- Chocolate Fortress
22- Red Switch Palace 52- Chocolate Island 4
23- Vanilla Ghost House 53- Chocolate Island 5
24- Vanilla Dome 3 54- Star World 2
25- Vanilla Dome 4 55- #6 Wendy's Castle
26- #3 Lemmy's Castle 56- Sunken Ghost Ship
27- Vanilla Secret 2 57- Star World 3
28- Vanilla Secret 3 58- Front Door
29- Vanilla Fortress 59- Back Door
30- Butter Bridge 1 60- Valley Of Bowser 4
Sol-Feace code:
Press the sequence A, B, C, A, B, C, B, C, B, A on the title screen. This will
let you select the starting stage and get 99 ships in the options screen.
Keith Courage code:
Reset the game, and hold I, II, and SELECT at the same time until "start"
appears. Press U 8 times for the debug screen.
Ninja Spirit code:
Press START while holding SELECT at the title screen for the sound test option
to appear in the menu.
For a stage select, on the title screen press II, I, II, II, I, II. Hold
SELECT and press RUN. You can now stage select 1-3. To select 4-6, hold down
SELECT while choosing a level.
The TG-16 cheat archives claims a special message appears with I, II, II, I,
SELECT, RUN or I, II, II, I, SELECT, II, I, I, II. (Anyone get it?)
Gate of Thunder code:
On the title screen, I, II, II, I, S, I, II, I, II, S, S, RUN and enter the
configuration menu for a stage select.
Bomberman on Turbo Duo pack-in CD:
The following code on the Gate of Thunder/Bonk CD will let you play
Bomberman, a hidden fourth game: U, R, D, L, II.
``Is Street Fighter II on any home video game systems other than SNES?''
There is a PC Engine license for Fighting Street II (Fighting Street I was
SFI). The game is 2 1/2 megabytes (larger than the SNES version, and 2 1/2
times as large as any other PC Engine cartridge). EGM has reported that the
game will probably be Champion Edition, and will be released only in Japan.
There are, of course, rumors of a Genesis version floating around. There's a
new 6 button Genesis controller, which has made some people suspicious.
Streetfighter II (SNES) codes:
Down-Right-Up-Left-Y-B-X-A on the Super Famicom version, Down-Right-Up-Left-Y-B
on the SNES one. Right and left are the buttons, not the right and left on the
control pad. Do this at the start of the Capcom screen and finish it before
the screen fades; when it works a tone will sound. This allows you to select
a character versus himself.
There is no code to let you play as the last four characters.
The second secret code brings up the CONFIG menu: hold down the select button
and keep holding it while you start the game. This allows you to change
options in the middle of the game.
``What is the difference between the Japanese and American versions of SFII?''
One background character's hand motions were changed in the US version to look
less like masturbation.
The bosses' names are also different on both arcade and home versions:
USA Japan
Balrog M. Bison (named after Mike Tyson)
Vega Balrog
M. Bison Vega
``What are the Ranma 1/2 games available?''
Gameboy: two games. The first is a block moving/maze type of game, the second
is a platform-type game.
Super Famicom: two Streetfighter-II clone type games.
PC Engine CD: there is an earlier punch/kick/scroll game (CD), and a more
recent "video comic" game (CD); you need to know Japanese to play the latter.
There is also a super-CD port of the Super Famicom game.
According to EGM, Ranma 1/2 will be released in the USA for the SNES.
The game will be retitled to Street Combat, heavily edited.
``What version of Might and Magic is available for the Genesis?''
It's Might and Magic II, even though it's packaged without the number II.
``What are the Japanese Super Mario games which correspond to the US ones? I
hear there was a Mario game in Japan that did not make it to the US.''
The Japanese Super Mario 2 was a Famicom Disk System game which did not make it
to the US. The US Super Mario 2 was a non-Mario Japanese game called "Dream
Factory".
``Can you play Forgotten Worlds (Japanese PCE-SCD) on a TG-16, even though the
controller doesn't fit?''
Button I fires, button II is clockwise. You can have either SELECT or button
III be counterclockwise, so you can play the game on a TG-16 if you don't mind
using SELECT as an action button.
The controller should fit on the Turbo Duo, since the Turbo Duo uses PC Engine
type controllers (the regular TG-16 uses its own odd controllers).
Section 5: What is a...?
=======================
``What is "Blast Processing"?''
Sega hype. The phrase means exactly nothing.
``What is anime?''
Anime refers to Japanese animation. It tends to be aimed towards a more adult
audience than American animation, and has a large cult following in the US.
Historically, much anime has been brought over with heavy cuts and/or changes
in plot, but companies have recently begun to release more accurately dubbed
or subtitled anime. The connection with video games is that many Japanese
video games are based on anime; furthermore, such games are often the least
likely to be brought over to the US since Americans supposedly aren't
interested in it.
``What is a Tera Drive?''
It's a Japan-only system which combines a PC and a Mega Drive; it's not
available in the US.
``What is a Wonder Mega?''
It's a Japan-only system combining a Mega Drive and CD with a JVC CD system.
It's not available in the US.
``What is a Super Gun?''
It is a "home" system which plays a JAMMA arcade board at home. This plays the
same as the arcade game, of course, but also costs about as much as the
arcade game (over $1000 for Street Fighter II).
The system itself is legal, but it's often sold with illegal, pirated, arcade
boards.
``What is Valis I?''
It is a Famicom game not brought over to the US. There are Mega Drive/Genesis
versions and a Super PC-Engine CD-ROM version.
``What is Thunderforce I?''
It is a game produced by Technosoft for Japanese personal computers.
``What is Phantasy Star I?''
It's a Sega Master System (8 bit) game.
``What is Cosmic Fantasy I?''
It's a Japanese PC Engine CD game, with no US release.
Section 6: System Capabilities:
==============================
[chart originally by Corey Kirk]
______________________________________________________________________________
| | Neo Geo | SNES | Genesis | TG-16 | NES | Sega M2 |
|----------+----------+----------+----------+----------+----------+----------|
|Bits (CPU)| 8 + 16 | 16 | 16 | 8 + 8 | 8 | 8 |
|Bits (Gx) | 16 | 16 | 16 | 16 | 8 | 8 |
|CPU | 68000| 65816 | 68000 | HuC6280| 6502 | Z80 |
|APU (Aud) | Z80| SPC???? | Z80 | | | |
|MHz | 12.5, 4| 3.6 | 7.6 | 3.6 3.6| 1.8 | 3.6 |
|Graphics | 320 x 224| 256 x 224| 320 x 224| 256 x 216| 256 x 240| 240 x 226|
| -2nd mode| | 512 x 448|320 x 448*|512 x 262*| | |
|Colors |4096/65536| 256/32768| 64/512| 241/512| 16/52| 52/256|
|Sprites | 380 | 128 | 80 | 64 | 8 | 16 |
| - size | 16 x 512| 32 x 32| 32 x 32| 32 x 64| 8 x 8 | 8 x 8 |
|Audio | 15-lyr |PCM 8-lyr | 10-lyr | 6-lyr | mono | mono |
|RAM | 64K+68Kgx|128K+64Kgx| 72K+64Kgx| 8K+64Kgx| 2K+ 2Kgx| ? |
|----------+----------+----------+----------+----------+----------+----------|
|CD CPU/MHz| none | ?/21 |68000/12.5| 65802/16 | none | none |
|CD RAM | | 1024K | 768K | CD=64K | | |
| | | | | SCD=256K | | |
|----------+----------+----------+----------+----------+----------+----------|
* Comment: many systems have tricks which can be used to squeeze more colors
or resolution out of the system than normal. This often means that other
features cannot be used--the SNES's 512x448 mode only allows 16 colors and no
hardware rotation, and I suspect that the other modes on the Genesis and TG-16
have enough limitations to explain why you don't see them used much. The TG-16
also has a 482/512 color mode, which I suspect has similar restrictions. So
don't expect to see most TG-16 games with 482 or even 241 colors.
________________________________________________________
| | GameBoy | Lynx | GameGear | TExpress |
|----------+----------+----------+----------+----------|
|Bits (CPU)| 8 | 8 | 8 | 8 + 8 |
|Bits (Gx) | 8 | 16 | 8 | 16 |
|CPU | Z80 | 6502 | Z80 | 6502 6502|
|MHz (CPU) | 2.2 | 4.0 | 3.6 | 7.2 |
|MHz (Gx) | | 16.0 | | |
|ScreenSize| 2.6" | 3.5" | 3.2" | 2.6" |
|Graphics | 160 x 144| 160 x 102| 160 x 144| 256 x 216|
|Colors | mono (4) | 16/4096 | 32/4096 | 241/512 |
|Sprites | 8 | unlim | 64 | 64 |
| - size | 8 x 8 | unlim | 8 x 8 | 32 x 64 |
|Audio | 2-lyr | 4-lyr | 4-lyr | 6-lyr |
|RAM | 16K | 64K | 24K | 8K+64Kgx|
|----------+----------+----------+----------+----------|
``Does the Genesis CD-ROM have extra colors, sprites, or resolution?''
No. Gamepro magazine said otherwise one issue; this was an error. They
corrected it later on, but then said it _again_ in an article that sounds like
it was partially cribbed from the earlier one....
``What is this megabit stuff? Isn't it supposed to be byte?''
1 byte is equal to 8 bits, so an 8 megabit game is really 1 megabyte. (Also,
``mega'' for computers is 1048576, not an even million). This started when
Sega advertised ``mega cartridges'' for the Sega Master System several years
ago to make the games sound bigger, and may also have to do with the fact that
some memory chips are indeed measured in bits.
Old Neo-Geo ads claimed "megabytes" for their games, which was a lie.
``I've heard of a 32 bit game system....''
Various game systems have been rumored to be 32-bit, such as the as yet
unrevealed Atari system. You can't just add the bits in the separate
processors and get a meaningful number, though, so the Sega CD-ROM is not a
32-bit system even though it has two 16-bit processors. (Similarly, a Neo-Geo
isn't a 24 bit system.) There are several different characteristics of
processors which measure in bits; whether a processor counts as a 32-bit
processor or not may depend on what you consider important. (A 32 bit
processor might be one which has a 32 bit address space, performs operations on
32 bit quantities, or has a 32 bit wide bus).
The "number of bits" in a system is not terribly useful anyway. Keep this in
mind before complaining that the SNES doesn't really have a 16 bit processor;
unless this affects the games, it makes no difference, and if it _does_ affect
the games, you should just directly talk about the games instead of the bits.
Section 7: Compatibility:
========================
FAMICOM: Same as NES. Adaptors reportedly exist.
FAMICOM DISK SYSTEM: No US counterpart. (People kept copying the disks.)
SUPER FAMICOM: Same as Super NES. The European or Australian, and the
American or Japanese, versions aren't compatible because of lockout chips; but
you can buy an adapter which takes two cartridges and uses the lockout chip
from one and the program from the other, letting you play the games (either
way). Games run faster on US machines and slower on European ones.
For American/Japanese games, the cartridges are shaped so as not to fit in
each other's machines. If you cut away the plastic that prevents them from
fitting, or if you buy an ``adapter'', you can play them... so far.
There is some kind of little-understood hardware difference between machines.
One Usenet reader noticed that on Super Adventure Island, Master Higgins
appears upside down on an SF and right side up on an SNES. However, a letter
to VG&CE magazine asked about a similar effect that happened with that game on
two machines, both of which were SNES. There is clearly some difference, but
nobody knows if it's just a new/old difference which occurs in both countries,
or if it's something that applies _only_ between Japanese/US machines and is
therefore potentially useful for lockout.
One usenetter called Nintendo and was told that newer machines (Japanese/US)
weren't compatible. This is also reported by game magazines and seems to be
an official answer. Nobody knows if it's true, and nobody's actually found
games that fail. (The closest was someone who bought some pirated Taiwanese
games, only some of which worked.)
PC ENGINE/COREGRAFX: Same as Turbografx-16. Cartridge games are not
compatible, but you can buy adapters for $20-30 through many mail order places
(get a game magazine and check the ads). CD and SCD games are compatible
without adapters; the Super CD-ROM expansion (3.0 card plus 256K memory) will
itself work in a TG-16 with CD and adapter.
Some of the existing adapters are not shaped so as to fit in a Turbo Duo. Find
one that fits, or do some cutting....
There is a hardware difference in the two machines, which can be read by
cartridges. Most TG-16 cartridges check it, and therefore won't work on a PCE
even with adapter. (Exception: Night Creatures works.) All known CDs work
both ways, and all known Japanese games work on a TG-16 with adapter.
The Altered Beast CD does not work, but that's because of an incompatibility
with the CD system version; it won't work on a PC Engine 2.0 or SCD either.
Note: The CD-ROM2 is the counterpart of the CD, not the super-CD. Why it's
named 2, I have no idea; maybe because the system is version 2.0.
SUPERGRAFX: No US counterpart. (The Supergrafx is an enhanced PC Engine and
can play PC Engine games without modification, though of course these are hard
to get in the US.)
MEGA DRIVE: Same as Genesis. Compatibility is a bit tricky.
The European and Australian machine called the Mega Drive is (except for
putting out PAL signals) identical to the Genesis, and all comments below
which refer to the Genesis, not to the Mega Drive, apply to them. Converted
Japanese machines are popular in Europe; these often have permanent English
language modifications (and act like a Genesis with respect to compatibility.)
If you want to play a game on the "opposite" machine, you have to cut out some
plastic around the cartridge slot on a Genesis. On a Mega Drive, you _might_
have to remove the cartridge lock (I didn't, but some people have told me they
had to). The cartridge lock is the plastic tab that pushes into the slot from
the left side when you turn the machine on. There are also adapters which
alleviate the need for cutting things. Some games are bilingual, and play in
Japanese/English depending on which machine you use them in; the list is below.
The Mega Drive games Rolling Thunder II, Thunder Force IV, and Super Monaco GP
2 won't play on a Genesis unless you install a language switch (see below).
The Genesis game Dragon's Fury won't play on a Mega Drive without a language
switch (though the MD version, Devil's Crush MD, works on both machines).
For the CD-ROM, there will be 4 different versions: American, European,
Japanese, and Asian. There are two compatibility problems:
The first is that the origin of the CD drive and the origin of the disk must
match. You can get around this by replacing the ROM containing the operating
system with one from another country. (Whether or not this is possible
without piracy, I don't know. Maybe someone will even make bootleg ROMs that
play any disk.)
There are conflicting reports about the second problem. The way the story goes
is that a Japanese CD player does not work on a Genesis, but this problem
happens only if the Genesis is a new one. The language switch fixes the
problem. This (minus the language switch information) has been described in
game magazines, but there have been contradictory reports on Usenet. Perhaps
the problem only happens for certain games, or perhaps alternatively a
mismatched system/player combination only works at all for certain games.
It is definitely known that the American CD player won't work on a Mega Drive
(unless language-switched, of course).
There are bilingual Japanese CD games, with two versions depending on the
language switch. (Of course, if you want to see both versions you'll need an
old Mega Drive, if it's true that a new machine only works at all on one
language setting.)
(The excuse for incompatibility, as reported in EGM, is that cartridges don't
use music or footage from licensed properties, but CDs do, and licensing might
only apply to limited geographic areas. Needless to say, cartridges _do_ use
music, and at least digitized pictures from, licensed properties. Nor do the
compatible PC Engine/TG CD's, or for that matter regular music CDs or laser
discs, seem to have this sort of problem.)
SEGA MARK III: same as and compatible with the Sega Master System.
NEO-GEO: same as and compatible with US version.
GAMEBOY: same as and compatible with US version.
LYNX: same as and compatible with US version.
GAME GEAR: same as and compatible with US version. The Japanese TV tuner,
however, works on Japanese TV frequencies, some of which differ from US TV
frequencies.
PC ENGINE GT: This is the equivalent of the TurboExpress, and runs PC Engine
games. The same adapter that plays PC Engine games on a TG-16 will also play
them on a TurboExpress.
MISCELLANEOUS: The "Master Gear" adapter plays Sega Master System games on the
Game Gear. The games will not run at the correct speed if the game is from a
country where TV uses PAL (i.e. Europe). Adapters in reverse are probably
possible, but I haven't heard of any.
How to make a language switch (Genesis/MD).
On a Genesis/MD, there are jumpers labelled JP1, JP2, JP4, and JP3. The Genesis
has a capacitor on JP1 and a trace on JP2; the Mega Drive has a capacitor on
JP2 and a trace on JP1. The bottom ends of JP1 and JP2 are connected together.
So if you cut the trace and the top end of the capacitor, and install a DPDT
switch between them which reconnects them either unchanged or swapped left to
right, you have a language switch. You'll need some wire, a soldering iron,
solder, and a DPDT switch.
[I DIDN'T TEST THIS]: Some machines have an open circuit instead of the
capacitor. Also, I have been told that even on machines with a capacitor, you
can throw it out and leave an open circuit. In either situation, the switch is
a lot simpler, requiring a SPDT switch and less wire and solder.
JP3 and JP4 can be similarly swapped for a 50/60 hz switch.
The language switch lets you choose between English and Japanese mode on games
with dual-version ROMs, and lets you play the Japanese versions of Rolling
Thunder II, Thunderforce IV, and Super Monaco GP 2 on a Genesis, or Dragon's
Fury on a Mega Drive.
Genesis/Mega Drive dual version (language switch) list:
Bonanza Brothers: Game plays in Japanese.
Columns: Instructions are in Japanese.
*Cyberball: Japanese version has a modem option.
Dragon's Fury: This game does not play at all on a Mega Drive, giving a
message about how it's not intended for use in Japan. (The Japanese version,
Devil's Crush MD, does play on either system.)
Dynamite Duke: Harder on the Mega Drive.
Elemental Master: Harder on the Mega Drive.
Fatal Labyrinth: Game plays in Japanese.
Fire Shark: Different title screen with Kanji.
Flicky: characters have Japanese names and instructions are in Japanese.
Forgotten Worlds: Text is in Japanese.
Gaiares: only mentions the Japanese licensee on the title screen, and has
Japanese text; you can also select Japanese text from the option screen.
Ghostbusters: The Ghostbusters speak Japanese.
Ghouls and Ghosts: Different title screen with Kanji. To see it on a
Genesis, select the last music and sound (26 and 56) from the options screen,
then press lower left; A, B, or C; and Start all at the same time. (I never
tried this, but Gamepro magazine claims it works.) The game shows some other
Japanese text, and when you die during a boss you start out earlier.
Insector X: Title screen refers to company as Hot-B, not Sage's Creation.
The MD version shoots more slowly. Ending text for the game is still in
English.
*Marvel Land: The Japanese version says "for Mega Drive" or "for Genesis"
but the language stays Japanese. Presumably the English version does the same
in English (can anyone confirm this?)
Mystic Defender: This game is actually the anime-based Kujaku-Oh (Peacock
King) 2 game. In Japanese mode, the opening text is replaced by a graphics
screen (never seen in the US version) with Japanese. The levels have names,
the main character wears a white robe, the lightning magic effect is different,
and the character is named Kujaku in the ending text (which is still English).
Outrun: The attract mode lacks sound, the startup screen says "push" (not
"press") start button, and "(C) Sega 1986, 1991" is printed in reverse order.
The default options are KM/H and a different button selection (but can still be
changed on the option screen).
Quackshot: Text is in Japanese.
Raiden Trad: The "licensed to Sega" line is absent on both title screens,
and the second title screen includes only the Japanese part instead of the
non-Japanese part of the first one.
Revenge of Shinobi: Title screen changes to Super Shinobi, and credits are
shown at the end.
*Rolling Thunder II: The Japanese version only works on a Japanese setting.
Streets of Rage: Title screen changes to Bare Knuckle, and all text is in
Japanese, including the introduction. The clock resets when you encounter the
bosses.
*Super Monaco GP 2: The Japanese version only works on a Japanese setting.
Thunder Force II: Title screen has "MD" on it, and company name is
"Tecnosoft".
Thunder Force III: company's name is spelled "Tecnosoft".
*Thunder Force IV: The Japanese version only works on a Japanese setting.
It's reported that playing the game on a machine in an intermediate state lets
it be played, but brings up a message saying it's licensed for Genesis.
*Thunder Storm FX (CD): Turns to Cobra Command when set to US.
Truxton: Turns into Tatsujin. (What does this mean?)
Twin Hawk: Different title screen with Kanji.
*Wrestle War: The wrestler is blond on a Genesis and black-haired on a MD.
* Information obtained by testing a Japanese cartridge
In addition, most games with a standard "Sega TM" screen omit the TM when
played in Japanese mode, even if the game isn't otherwise bilingual.
PC Engine/TG-16 pinout.
This information was posted by David Shadoff (david.shadoff@canrem.com)
and is mostly verbatim:
Notes:
(1) For reference, pin 1 is the short pin (on the left, if the card
is to inserted forwards), pin 38 is the long pin on the right.
(2) * - means I think this is what it is
** - means I don't know
(bar) - means it is an active-while low condition (usually denoted
by a bar over top)
(3) I'm telling you all I know (which really isn't much), and it may
contain errors, also - I will not be held responsible for errors
in this list. (or any damages resulting from the use of, or
inability to use, this information, etc...)
Pin Use
--- ---
1 ** 20 D4
2 ** 21 D5
3 A18* 22 D6
4 A16 23 D7
5 A15 24 CE (bar) - chip select
6 A12 25 A10
7 A7 26 OE (bar) - output enable
8 A6 27 A11
9 A5 28 A9
10 A4 29 A8
11 A3 30 A13
12 A2 31 A14
13 A1 32 A17
14 A0 33 A19*
15 D0 34 R/W (bar over W) - read/write
16 D1 35 **
17 D2 36 **
18 Gnd 37 **
19 D3 38 +5V
It is interesting to note that pins 6 thru 29 are basically exact
duplicates of the functions of pins 2 thru 25 on a 2764 EPROM.
Obviously, the design of the chip's die was not a complete re-work;
it just sits on a different package.
I got this information from tracing address- and data-paths through
the PC-E to the 2K static RAM (which has a known pinout), and
extending that information by reviewing an NEC data book on their
1-Megabit factory-programmed PROM's (it's an old data book, so I
couldn't go any further).
The TG-16 differs from the PC-E in that the D0-7 datalines are
reversed (actually, the PROM is programmed that way, and the wires
leading to the data bus in the machine are reversed). I have
shown here, the card pinout (which does not differ). I believe
that this is the PC-E port pinout (TG-16's just reverse the data
lines' order; swap 0 for 7, 1 for 6, 2 for 5, and 3 for 4).
-
Additional information: to copy a TG-16 game to work on a PC Engine with
copier, reverse the bit order. There is then a sequence of code which checks
what machine the game is running on: all known examples start with 78 54 A9,
have the letters NEC at offset 15 hex, and an F0 at offset 0B. If the F0 is
changed to an 80 (changing a conditional jump to an unconditional jump), the
game will work on both PC Engine and TG-16.
This code sequence is usually at the start of the game, but can be in other
places.