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Obscure, Unloved SMS Games

Yimothy

Red Plane
(he/him)
The Sega Master System was the console of my childhood, and occupies for me the same place that the NES does for a lot of tyrants my age. I made a thread on the previous version of TT with a similar title to this one, and now it's back. Here's some of what I had to say last time:

Although popular in Europe, Australia, and Brazil, the SMS didn't do so well in Japan or North America, so in a sense all SMS games are obscure and unloved. That said, there's games like Phantasy Star, and there's games like Kung Fu Kid. This thread is intended to have the "All games are good" mentality, and both of the games I just mentioned are good games. It's just more obvious in the first case. Not every game on the SMS is a great game, but there's lots to enjoy.

The game that's spurred me to make the thread today is:

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Captain Silver, a 1987 Data East arcade platformer converted to SMS by Sega in 1988. Data East is a company I never really took any notice of, but they made some interesting games. Check out Edward Randy or Boogie Wings sometime. Anyways, this one is a pirate adventure. You play as Jim:

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Who is looking for Captain Silver's treasure hoard. It's on what you might call a Treasure Island somewhere. I think. I've barely made it out of the opening village level.

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Here's said level, and Jim's jumping attack. At the top are the letters Captain Silver - each defeated enemy drops a card, most of which have a letter on them. Picking up a card adds to your G, which can be used in shops, and getting a full set of letters scores you an extra life.

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Besides jumping and walking, Jim can crouch and crawl. The enemy here is a werewolf. Kind of odd for a pirate game?

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Moving forwards, there's a Cheshire Cat up on the wall. The key in the second shot will let me into a shop later in the level if I make it that far (spoiler: nope).

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Here's the cat's attack, and what I think is an example of the Deco Jump, where the character rises and falls linearly rather than in a parabola.

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Someone has hung this tree with Jack-o-lanterns. I don't think I've mentioned that Jim will die in one hit from anything yet, have I? I've had many deaths at this very point.

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The boots at the top of the ladder double my jumping height for a short while, allowing me to backtrack and get the Herbs I was forced to walk beneath helplessly before. These double my HP, allowing Jim to survive one hit.

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While the Herbs are active, Jim's shirt flashes. Picking up the fairy in this GIF upgrades Jim's firepower - I now have a projectile. This will last until I die.

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So, uh, not very long. So far as I can tell, the Pied Piper of Hamelin (enemy names taken from the manual, by the way) cannot be killed. I was taking a shot at it anyway, because there are Witch enemies later in the level which I at first thought were invincible but eventually managed to beat. The piper here I think is better bypassed - if you stand at the right distance you can pass under the top music note and above the other two. After attacking a few times the piper will jump offscreen. In this case, although I had an extra hit because of the herbs, I lost that to one music note and my life to the next.

And that's as far as I recorded. The emulator was skipping a bit, which is partly why I was doing badly. I've made it to the second stage on real hardware so far. It's a difficult game, with death around every corner. Once you get past the piper there's a fountain, probably the most deadly foe in scene 1 - it's got three spouts coming from it moving up and down, and if you don't time your jump from the first to the second perfectly, Jim will land in the fountain and immediately drown in the knee high water. Get past that and there's a shop, where you can buy another fairy upgrade (or waste your money on a different item if you want), which gets you three stars in your projectile. This makes the Witches that appear later in the level somewhat doable. At the end of the stage you face the Sorceress - a tougher witch who moves back and forwards across the screen, shoots projectiles, and summons minor enemies. I've beaten her once, reaching scene two, which takes place on a ship. Once I got there I swiftly lost all my lives to an enemy at the top of a ladder who seemed to always hit me before I was able to attack it.

It feels kind of like a shooter to me, at least once you get access to projectiles. Just like Sagaia for SMS, it seems to be the kind of game where if you lose your powerups you might as well start over. You get three lives, but lose your upgrades on dying. You can continue by holding up on the game over screen and pressing button one, but there's a limit of three continues so it's essentially just extra lives which are likely to fall away just as quickly. Still, the first level seemed impossible at first and I've beaten it now. A bit more practice and maybe I can get through the second.

Oddly, Cap'n Silver had pretty distinct releases between the PAL and NTSC territories. The PAL version, which is what I have, comes on a 2 mega cartridge and has more levels and a boss at the end of each stage. The US version is one mega, has fewer levels, and apparently only one boss at the end of the game. When I got my cart I was concerned to get the full version, but having played it I wonder if I'd have a better chance of beating the short version.
 

RT-55J

space hero for hire
(He/Him + RT/artee)
As an American I don't have much to say at the moment, but his thread is pertinent to my interests and that was a good opening post.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
Pretty sure I played this one, although I had no memory of it until looking at these GIFs. Happy to see this thread return!
 

4-So

Spicy
My knowledge of the SMS begins and ends with my cousin's 7th birthday, where she got one instead of an NES. The only stand-out thing I remember is the 3D glasses. Played a game that Google tells me is called "Maze Hunter 3D" and I remember being awed by it. 3D WorldRunner was cool and all but the implementation here seemed so much better. (Or maybe it wasn't! That was a long-ass time ago.) In any case, that was the first and last time I played an SMS. She would get an NES a year later because no one else knew wtf an SMS was, I don't remember even seeing the games in rental places, and now I'm kinda wondering where that SMS got off to. I should go ask my aunt, see if it's just collecting dust in her attic.

 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
I don't remember even seeing the games in rental places
We had exactly one video rental store in the city that would rent SMS games, and I was a frequent patron. It's probably where I played most of what I could contribute to this thread!
 

Yimothy

Red Plane
(he/him)
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This guy in scene 2 is the pits. Well, actually I’ve gotten past him a few times now, both with and without projectiles, but he’s tough, especially coming off the ladder. Captain Silver spawns enemies based on your movement and is not afraid to respawn the same enemy if you move back and forwards at all. There’s a guy that’ll come up the rope ladder when I climb it and birds that come in from the edge of the screen. Unfortunately since I’m playing on real hardware in this shot I could only take a picture when there was a break in the action, so I’m not showing any of the rest of the stage.

I keep forgetting to use the continue cheat on the game over screen and winding up back at the title having to redo the first level. Scene 1 is now pretty easy for me, which is not to say that I don’t die frequently going through it. I’m getting used to scene 2 now, but haven’t reached its end. The game continues to remind me of a shmup, both in that it’s a lot easier if you manage keep your power ups by not dying and in the way that I’m incrementally learning what happens where and when and how I can manage it.

Cap'n Silver reminds me a bit of Karnov.

Both games were released by Data East in 1987, so there’s probably similarities. I haven’t played Karnov though, so I can’t really comment.
 
I would argue that outside of hardcore gamers most Master System games are obscure and unloved. Its a system that is fertile ground for discovery for most people in the US.

I never owned a MS. However, I had a few friends who had MSs that I would play on occasion. I think MS had better graphics (more colors and more color combinations) than NES. It has always intrigued me.

I was also lucky enough to be house sitting one time for a family that had MS and Wonderboy in Monsterland. So my love of MS is tied to the discovery of the Wonderboy series.

Its always cool to see new Master System titles. I watched a youtube video of Captain Silver thanks to this tread. I also like the MS Castlevania knock off Master of Darkness.
 
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Sarge

hardcore retro gamin'
When I was diving into the Master System library last year over at HRG, I went pretty nuts trying to find games that could slot in with my favorite NES titles. Unfortunately, I'd say the general quality is a bit lower, but I did find some titles that I really enjoyed, especially Land of Illusion. I also finally knocked out Golden Axe Warrior, a game that comes so frustratingly close to being great, but gets the finer details wrong and makes it a slog.
 

Sarge

hardcore retro gamin'
Yep, agreed. And if you chafe at Castlevania's difficulty, well, there's a lot less to worry about with MoD.
 

LBD_Nytetrayn

..and his little cat, too
(He/him)
Now here's a topic I can get into!

SMS is a library I really want to get more into somehow. As it is, a Power Base Converter for my Genesis is on my "to get" list for that purpose. (It's one of three components of the "dream system" I'm putting together-- I already have the Model 1 Genesis.)

I even helped back that book that was on Kickstarter.

I do wish SEGA would release a good SMS collection on consoles like their Genesis collection. Anchored by the Sonic titles, I think it could do alright.

My top game that I want to get someday is Alex Kidd in Shinobi World. Love that game. 🧡 Golden Axe Warrior is another I'd like to spend some good time with.

While I suppose they might count more as Switch games than SMS, I really enjoyed Alex Kidd in Miracle World (with new cutscenes!) and Phantasy Star there (I don't think I'd be able to stand the original version for very long, but the mods helped a ton). If only it had continued...

Along those lines, it's not a true SMS game, but Game Gear is close enough-- I'd love to see M2 modify Ax Battler: A Legend of Golden Axe for full screen play, as I've heard positive things about it.
 

John

(he/him)
Miracle Warriors was the first RPG I played, even before Dragon Warrior. I'm sure it doesn't hold up, but I remember figuring out how stats work from it. I don't think there was a way to heal in battle, so there were many deaths along the way.

Kenseiden was an interesting action game with some very light metroidvania aspects, as you can go back through different stages and earn different skills, probably more similar to Clash at Demonhead. You're a samurai in feudal Japan, trying to fight your way to kill Demon Lord Nobunaga. The controls were fine with a power base converter and a Genesis pad, but I wouldn't want to do it with the SMS controller.
 

Phantoon

I cuss you bad
I need to spend time with the Master System's library. Sega didn't instantly become great developers the second the Mega Drive came along, so there's got to be some gold there. I will always fight for MS Sonic 1 being my favourite of the two (although MS Sonic 2 is pretty horrible).
 

Sarge

hardcore retro gamin'
Kenseiden is a game I want to like more, but you pretty much have to do all the upgrades in the right order or you have no shot against the final boss.
 

Peklo

Oh! Create!
(they/them, she/her)
Everyone should play Fantasy Zone II: The Tears of Opa-Opa. It earns that grandiose subtitle through its narrative, which sees the cute mascot Opa-Opa, a sentient spaceship, struggle with the PTSD from his wartime experiences and the trauma of patricide. It's a cute-as-a-button shooter that presents a central character-driven conflict as its narrative premise and commits to that purpose to the end, taking its storytelling as seriously as its adorable aesthetic, for an irresistible, juxtaposed mixture of unique tonal exploration in the genre. As good as it is on Master System, it's made even more significant through its later M2-developed remake, which saw them redesign the game adhering to the limitations of the original Fantasy Zone's System 16 arcade hardware, presenting it as a theoretical follow-up. It's one of the most luxurious tributes any game has ever received, and I think the material deserves it.
 

Yimothy

Red Plane
(he/him)
After a bit of a break, I’ve started back in on Captain Silver. I’m not beating level 2 consistently yet, but I’ve got it basically figured out - you can attack up and down if you’re on a ladder, so it’s largely a matter of knowing when to move on and off ladders to allow yourself to hit newly appearing enemies. If you manage to play without dying then it’s fairly easy, because you can power up your projectiles to go in five directions in front of you and pretty much kill everything off before it gets near you. Screw up once though and you’re back to melee attacks and it’s a very different game.

The ship goes up and down ladders a few times and then you go below decks for an area that gives you a bit of freedom of movement, in that most rooms have two exits. I think it’s just a three by four grid of rooms with the right column only connecting to the other two at the lowest level, but it’s nice to have some choice. There are two treasure chests in one room - one time the one on the right opened into a shop, the next time it held a crown. Why the difference? Dunno. The one on the left doesn’t seem to open at all. Once you reach the bottom and come up the right side you wind up above decks for the boss, a pirate captain (Captain Cahbad, according to the manual). He seems to just jump back and forwards over you. The first time I reached him I had no power ups and still managed to win. The second time I had full strength projectiles and it was very easy.

Scene 3 takes place at sea. Jim is in a lifeboat drifting across the water, and seagulls, flying fish, and I think either bats or jack-o-lanterns are trying to stop him. With projectiles, this is easy. Spam attack and turn back and forwards. Without, it’s a tense level, with the next attack coming at short notice and very little room to dodge enemy projectiles. At a couple of points enemy pirates drift into view on their own lifeboats, and about halfway through a door to a shop comes in on one, drifting away again once you return to your own boat. After that the scene changes from day to night in a neat little transition that’s probably just a palette change, and after a few more enemies you reach land, and with it the boss: a cyclops. It moves back and forwards and throws rocks, and I haven’t beaten it yet. The first time I got there I was powered up and could probably have won easily if I’d known what to expect, but I copped a rock to the face. Taking it on with just the melee attack has proven too difficult for me so far.
 

Yimothy

Red Plane
(he/him)
I seem to be getting better at Captain Silver. I reached the boss of scene 3 before dying today, then beat it on my next life (with no power ups). It’s actually a fairly easy boss if you keep your cool - without upgrades you have to get right up close to land hits, but when you’re in close all the rocks it throws go over your head. You just have to always be ready to move away if it starts to get closer.

After beating it I immediately lost all my lives to the second enemy in scene 4 - a skeleton on the far side of a short pit. I couldn’t get across to hit it without taking a hit. Then I forgot to use the continue code on the game over screen (hold up and press button 1. Or is it 2?).

The game does something slightly odd at the end of scene three, I assume because of hardware limitations. You’re drifting on a little boat through the stage, always at the centre of the screen, and then at the end before you reach land the boat rapidly approaches the edge of the screen and then the screen scrolls quickly to the right revealing the land. My guess is it had to be drawn as a background element in a way that was incompatible with the scrolling in the rest of the level. I’ll have to pay more attention next time, see if there’s some parallax or something going on.
 

Yimothy

Red Plane
(he/him)
I finished Captain Silver. I gave up on real hardware after reaching scene 4 and started using save states. I maybe could have beat the game legit if I’d stuck with it, but my heart’s only gonna beat so many times. Gotta move on somewhere. Stage four’s skeletons were very difficult enemies - I never really figured out a reliable way to kill them before they killed me. They seem to be immune to projectiles. Attacking once while standing, then ducking and continuing to attack seemed to work most of the time, but not every time.

Stage five has some pretty questionable human enemies wielding spears and arrows. The manual calls them savage A and savage B respectively. Gross.

Stage six has projectile shooting plants, large birds, and panthers. Plus a lengthy segment of platforming over a void. Jim moves pretty slowly, and I fell a lot trying to time the moving platforms right. Thank goodness for save states. At the end you face the man himself, Captain Silver, who jumps towards you and throws an aimed projectile while in the air. Basically you want to move close, attack, and run under him during each jump. As long as you keep moving the projectile will miss, and you can turn around and land a couple of hits before running under him again. Then the leaves of a nearby tree turn to treasure, which Jim uses to buy a ship and go on adventures. The end.
 

Yimothy

Red Plane
(he/him)
This isn’t particularly obscure, and certainly not unloved, but I’ve just failed a run of Wonder Boy in Monster Land at the nigh-impossible rising platform jumping sequence in the final stage. Man, take that bit out and WBiML is just pure gaming bliss for me. I played it on my MiSTer, first game I’ve made a proper run at on it after I guess a few weeks of fiddling with settings and making a case. And making a mega drive controller interface. And modifying (very slightly) the SMS core to improve scaling.

I wonder how hard it would be to make a romhack that shortened the platform climb to like two screens instead of five or six or whatever it is. I’d probably be able to finish the game nine times out of ten with that, instead of maybe half the time.
 

madhair60

Video games
I've never beaten that game legit. Owned (and still own) the original cart as a kid, but never managed to beat the final castle.
 

Yimothy

Red Plane
(he/him)
I made a map when I did my let’s play of it a few years back, so I use that for the last stage. Then it’s just a question of getting through the jumps. I went in to the castle with full health, a potion, and all the legendary gear, but I failed the jumps half a dozen times or so and eventually attrition from the enemies and losing hearts to the timer finished me off.
 
When I was a kid I had two friends with Master Systems. Amazingly, one of them owned nearly half of the SMS library! Their selection of games was mostly different but they both had the good sense to have Double Dragon.

Speaking of which, whenever I hear people talk about Phantasy Star being the greatest Master System game I feel like I'm hearing slightly revisionist history. Yes, Phantasy Star was the most conceptually ambitious and technically advanced game on the Master System, but the SMS-owning friend of mine who rented Phantasy Star (yes, we lived in an area that had a shop that rented Master System games!) said he felt it was too hard to get into and that made it unpleasant. In contrast, two friends being able to pick up and play Double Dragon together was such a great experience, and a major advantage the SMS version had over the NES version until Double Dragon II came out on the NES.
 

Sarge

hardcore retro gamin'
Confession time: I don't like the SMS Double Dragon at all. I mean, yeah, it's great that it has two-player, but it feels so much worse to play than the NES game.

Double Dragon II is an all-timer, though. Easily one of my favorite beat-'em-ups. It made me sad when Technos' brand of brawler fell off for the Final Fight clones.
 

Dracula

Plastic Vampire
(He/His)
I got an SMS (and, against my better judgment, a Mark III) late last year and have been greatly enjoying a slow dive into the library. Zillion, Shinobi, and Rampage have been early faves. I recently splurged on a copy of Master of Darkness which I'm waiting to hit my mailbox. My local game shops sometimes get in SMS games, and today I picked up cheap copies of Black Belt, Aztec Adventure, and Ghostbusters, all in box. The grail for me at the moment is probably Psychic World, thanks to @Yimothy 's excellent LP back on old TT.
 
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