
Well before the Genesis of the Planet Series, US serviceman David Rosen built a new service for his adopted country of Japan. Mechanical and electrical games in arcades were nothing new in the 1950s, but video games were just about to be invented (almost by accident) in America. In combining video games and arcades, Sega was a pioneer both on the industry in general and in the establishment of its strong Japanese base.
This post will focus strictly on that videogaming history, and the influence can hardly be overstated. Any list of classic arcade games includes numerous properties originating from Japan, something that would likely not have occurred (or done so in a totally different way) if not for Sega getting that industry going. While only a fraction may be well-remembered today, Sega arcade games were always innovative both in technology and concept, and that trend never let up until the later 2000s which saw arcades in general decline in popularity.
Many are playable in emulated form today, both officially (via retro compilations) and unofficially (use of MAME and "acquired" ROM images). Naturally Sega themselves ported their more appealing titles to home consoles and computers with varying degrees of authenticity, same as competitors like Capcom and Namco who had strength in both the arcade and home fronts. Emulations need to be distinguished from ports: the former will be feature-identical since it IS the arcade original, while ports are adaptations with typically lower quality and compensate by adding features that increase longevity for home play.
Not all arcade gaming companies followed this pattern, but Sega is one that had a chronological tier of advancement that follows a general trend. The rest of the post will cover that trend (including where it diverges somewhat a few times) with notations on how to experience them today. The emulation route has caveats too numerous to cover, and since it usually falls down to personal preference in coverage of home consoles anyway that is best left up to user choice; between that and the legal gray areas it enters this post will be mostly-silent considering that as an "on your own" matter.
1970s: Discrete Logic Era

Before central processing technology became affordable enough to adapt to general entertainment use building video game logic completely out of hardware was the norm. Because of this it is impossible to emulate these games but some of the more notable, such as Atari's seminal Pong, have had simulation efforts made (the first home game console, the Magnavox Odyssey, is built the same way thus has had a simulator rather than an emulator made for it). As far as Sega games go this was an era before copyright of video gaming concepts was a thing, thus many games from multiple companies played the same as each other because they WERE conceptually the same and Sega was no exception to this. However one game near the end of the decade stands out and may be the only Sega discrete logic arcade game that was adapted for the home: Monaco GP had a version for Sega's SG-1000 in Japan and Oceania and was honored with inclusion in the Sega Ages series for both Saturn and Playstation 2. These are the official versions (though PS2 Sega Ages is an enhanced remake), however there is also a very decent simulator available for download that includes the Pro Monaco GP variant plus added options. Monaco GP is not just one of the most notable of later discrete logic arcade games for its superb features, but also a grand opening of innovation Sega would make to the arcade racing genre in the years ahead.
1976-1983: Z80 Era

The 8-bit Zilog Z80 is one of the most influential processors of all time, not just that it found use so many arcade and home system but for its association with CP/M, the "market standard" computer operating system in the 1970s before MS-DOS took that crown (CP/M was designed for the Intel 8080 and the Z80 was invented as a consumer version of it). Even after its deprecation as a central processor Sega would continue to use the Z80 as a coprocessor and this proved an efficient use of the affordable chipset well past its prime. This era also covers the heart of Sega's partnership with Gremlin Industries who proved invaluable in establishing a US-based presence both in the arcades and [as the first-party publisher Sega Electronics] home systems.
Blockade
A Gremlin development based on the Intel 8080 rather than Z80 making this the exception to the trend (more-or-less since it chronologically came first). Most of its games were Snake-like and, besides Hustle (known to have at least been ported to TRS-80) and Namco's Blasto are multiplayer-only. Today its titles have long been superseded and this has become a historical curiosity more than anything.
VIC Dual
So named because it was used for double games, the acronym happening to match the same later used by Commodore for its own processor used in the VIC-20: Video Interface Chip. It could use either Intel's 8080 or Zilog's Z80 depending on the game while the sound hardware still used discrete logic, thus the games themselves can be emulated in MAME but will usually lack sound. The hardware was first driven by Gremlin who favored basic games used overlays for color (like Taito's Space Invaders); Sega preferred color in hardware. Notable games include...
Head-On: a dot-collecting maze game predating Pac-Man, it made it to the SG-1000 as Pacar and Sega Ages on Saturn (plus reimagined and enhanced for Playstation 2 Sega Ages) but was also very popular for unofficial conversion to 8-bit home computers
Invinco: a clone of Space Invaders that is alleged to have inspired the Taito-licensed SG-1000 port
Carnival: themed shooter that got officially ported to all three major home game consoles of the second generation
Deep Scan: inspired by Gremlin's earlier Depthcharge it was not only adapted for Atari 2600 but serves as a hidden means to acquire extra continues in the Saturn version of Die Hard Arcade
Samurai: sideview sword dueling game included in Sega Ages for Saturn
Tranquilizer Gun: called Safari Hunting for its SG-1000 port, like Deep Scan it got emulated for continue-building in the Dreamcast version of Die Hard Arcade sequel Dynamite Cop
N-Sub: the Depthcharge concept in reverse, it was ported to SG-1000 by Compile who would go on to have a long and prosperous relationship with Sega before finally becoming part of the latter
Borderline: a scrolling tank concept game partially-ported to Atari 2600 as Thunderground and remade as part of Sega Ages on Playstation 2
Namco
Among Sega's uncommon licensed hardware ventures, the first was a setup used for Galaxian and as far as Sega was concerned it was mostly for licensed games with originals still serving as parts of series that were not Sega properties. The biggest boon Sega got from this arrangement was becoming distributor of Konami's Frogger which is still considered an all-time classic. Later titles and the original games for the hardware include Ali Baba and 40 Thieves (used Pac-Man architecture, a maze chase game ported to SG-1000) and Commando (a multidirectional raster shooter on Rally-X architecture). After being able to ditch Nintendo's licensing holds Namco would become one of the most valuable third-party developers for Sega consoles.
G80
This was a mini-family of 2: one colorful raster variant with sprites and the other geared towards vector graphics which was early polygonal 3D (think Star Wars by Atari). Many of these games also used digital voice which was highly innovative for the time. At this point all the basic hardware was processor-based, part of a Sega effort (started with VIC Dual) to create an industry-standard interface for reading ROMs in arcade games. Notable games include...
Space Odyssey: a space shooter one-upping Namco's Galaga by allowing free-range movement in both dimensions
Space Fury: 2D vector shooter with full range of motion (including warping from one edge of the screen to the other) and voice, a cut down port was made for Colecovision while the arcade original is found on Sega Genesis Collection for Playstation Portable
Astro Blaster: Galaxian-type vertical shooter but with waves and voice like Space Fury, it did not make it home for many years until finally appearing in Sega Genesis Collection for Playstation Portable
005: early example of the stealth genre which would become quite popular in later years
Eliminator: a vector game supporting up to 4 players and involving a suicidal attack on a shielded space fortress, it plays fine single player which is good because it is only available on Sega Genesis Collection for Playstation Portable
Monster Bash: reimagined as Ghost House, an early Sega Master System game in card format
Tac/Scan: bringing vector graphics to the scrolling vertical shooter with a twist in that rather than regular lives the player controls all ships at once in formation and Game Over comes upon losing them all; the concept (though naturally not the vector graphics) came home on Atari 2600 and the arcade original can be played on the Playstation 2 version of Sega Genesis Collection
Zektor: another voiced free-range vector shooter notable for its boss stages, available on Sega Genesis Collection for Playstation 2
Star Trek: subtitled Strategic Operations Simulator it was a first-person space combat shooter with voice clips and complex resource management for the time; it was the first successful gaming use of the Star Trek and apparently such a hit that it got ported to every significant home computer and game console of the time from the Atari 2600 to the Commodore VIC-20, from the TI-99/4A to the Coleco Adam
Sindbad Mystery: not a typo but a deliberate change of the character name (for unclear reasons), a slight change in conventions of the maze chase genre ported to SG-1000 and memorialized in Sega Ages for Saturn
VCO Object (Z80-3D)
Prototype vision of both the Super Scaler concept and application of stereoscopic 3D in video gaming as later applied to the Sega Master System. Its few games are third-person scrollers, but here the roots of Yu Suzuki's future contributions to arcade can clearly be seen in hindsight. This was one of the 2 high-end systems of the generation and had the following games...
Turbo: absolutely nothing to do with the character from Wreck-It-Ralph, it brought the Monaco GP idea into the new dimension and was ported to Intellivision and Colecovision (the latter packed with the system's steering wheel module)
SubRoc-3D: the game the stereoscopic features were made for, it had a partial port (lacking the 3D thus merely called SubRoc) to Colecovision with a more complete home version exclusive to Coleco's Adam computer
Zoom 909: licensed as Buck Rogers: Planet of Zoom in the West, the Japanese original made it to the SG-1000 as well as the hardware-similar MSX computer (first generation) with the licensed variant having appeared on just about as many systems as Star Trek (must have been the appeal of both franchises)
Isometric
The other high-end of Sega's arcade hardware of the generation, it is known (and generally-addressed) for its seminal game. There were other games on the hardware following a similar concept but another that added a new dimension to future home rival Nintendo's hit from the previous couple years. All the games have the same perspective and include...
Zaxxon: the first game to truly put Sega on the map worldwide, its numerous ports from TRS-80 to Adam function as case studies to the adaptation necessary to translate a sophisticated arcade game to weaker home systems while keeping the concept intact and fun (thereby functioning as a determinant of which systems are stronger, or at least more exploitable, than the competition); if only the arcade original will do it is on Sega Genesis Collection for Playstation 2
Super Zaxxon: more of a variant than a sequel it only had ports to home computers until its inclusion in Sega Genesis Collection for Playstation Portable
Congo Bongo: an isometric take on Donkey Kong it looked and played better (with the exception of the weaker of its numerous home ports) remains available in its original form on Sega Genesis Collection on Playstation Portable
Future Spy: a later release that as such had far less of an impact, its only home edition is found in Sega Genesis Collection for Playstation 2
1982-1987: 8-bit System Era

Sega was not the only company to have a hardware sequence with the "System" designation but theirs was creative while still being logical. Some hardware names in this blog post are already arbitrary since not every arcade system even had an official name so sometimes fitting ones will be created. A family feature set coalesced at this point with a Z80 CPU (sometimes two in higher-end games) combined with a custom programmable sound generator (PSG) corresponded with similar architecture used in their first home console, the Sega Game 1000. This is the first era that would also see the trend in that early in the generation the hardware would inspire a home console design, then later in the generation that same console would be used as the basis for a budget arcade system.
System 0
A few more 8-bit arcade games used hardware not native to Sega, while some others were prototypes of
this new family (or superset of a previous) and notable ones are...
Pengo: one of those game franchises that continues to fly under the radar while still being alive today, it got ported to Atari 2600 and that company's 8-bit systems (including their computers and the 5200) but its Game Gear port and sequels never made it to North America
Super Locomotive: the hardware is clearly prototypical for the System 1 architecture, the game itself is notable for being perhaps the earliest example of railroad management in a computer or video game (eat your heart out, Sid Meier!)
Yamato: a naval shooter involving defense against unlimited waves of enemies which was not common back then, it lost surprisingly little in its SG-1000 port
Hopper Robo: an original puzzle platformer built on a non-Sega architecture
Bank Panic: made in partnership with Sanritsu this light gun shooter it had home iterations (absent light gun support) for both SG-1000 and Master System, both never making it to America
Repulse: Sega's first Kyugo partnership, a shooting game with some sophistication
Flashgal: Sega's second Kyugo partnership, the title character bears resemblance to Blaze Fielding from Sega's later Streets of Rage series though there is no evidence of inspiration
Legend: Sega's final Kyugo partnership, apparently not widely distributed due to a publishing dispute
LaserDisc
This was not a hardware concept unique to Sega nor is Sega a well-known company on this front, but as it is possible to play these in the Daphne emulator they are worth at least one look...
Astron Belt: known for using footage from several movies (including Star Trek II) and it exaggerated pre-rendered explosions, its sole home conversion was for the unique MSX laserdisc add-on
Galaxy Ranger: a conversion for Astron Belt it is the same sort of full-motion video rail shooter that, while never ported to a home console itself, had more than one game playing much like it that was made for Sega CD
GP World: a double-screen racer that received a conversion of the same name (calling it a port would be too kind) for SG-1000 that played more like Turbo
System 1
The first real unified standard, using one 4 MHz Z80 for central processing and an identical second for command of the PSG so comparable to (but slightly more powerful than) the Sega Master System. It got the most games for it since VIC Dual hardware and proved a long-lasting success latched onto by a couple third-party developers, a sign of things to come. Unfortunately only a fraction of its library came to homes, but at least MAME has the emulation pretty much perfect. The following includes some titles that also appeared on other boards but are notable primarily for their System 1 appearances...
Star Jacker: something like a raster re-edition of Tac/Scan in the multiple ships are controlled at once in this scrolling space shooter, the SG-1000 port sustained at least part of the idea while the original arcade game made Sega Ages for Saturn
Up'n Down: a different take on the racing genre ported to a few home systems by Bally Midway because Sega themselves were in no position to after the video game crash of 1983
Regulus: a colorful scrolling multidirectional tank shooter that never made its way into homes
Mister Viking: scrolling overhead run-and-gun shooter that was not ported in itself but the gameplay has appeared in many forms on Sega consoles and elsewhere
SWAT: a combination of combat and puzzle elements by Coreland
Flicky: one of Sega's earliest mascots yet most would not be aware until the Genesis port 7 years later or with the recycling of its concept in 1996 for Sonic 3D Blast; the SG-1000 version is decent enough but is exclusive to Asia while the arcade original is still worth emulating for comparison due to only the Genesis edition making the numerous compilations in the 21st century
Water Match: swimming sports genre, not the last time Sega would take a unique concept for arcade
Bullfight: another unique sport translated to arcade
Spatter: a cute take on the maze chase genre
Pitfall II: subtitled The Lost Caverns Sega had licensed an SG-1000 version which they later upgraded for arcade, the first of many times this would occur for a game originating on a home system
Sega Ninja: run-and-gun titled Ninja Princess in Japan (thus also for its SG-1000 port), it was remade for Master System as simply The Ninja
I'm Sorry: Sega's most overtly-political game featuring the disgraced former Japanese prime minister
Teddy Boy Blues: a musical tie-in platformer, most would be familiar with its Master System card version Teddy Boy but in Japan it had an enhanced edition for Mega Drive
My Hero: a beat-'em-up by Coreland, Sega would also produce a Master System version on card
Rafflesia: a dark-themed space shooter by Coreland, it features a secondary attack with limited energy
Gardia: yet another Coreland shooter featuring separate means of attcking air and ground targets
Block Gal: a colorful approach to the Breakout formula by Vic Tokai
Other Arcade Sports Games
After its home release the first Sega console was pressed into arcade duty in the start of a trend that was to last for as long as Sega remained in the home console business. Additionally a couple other unique Z80-based architectures, developed in collaboration with third parties, had few games produced with fewer being ported (typically to SG-1000 and/or MSX). All are sports games and include the following...
Champion Baseball: a sophisticated take on the popular sport by Alpha Denshi and apparently the only one in this category to have made it to American arcades, its original version is single-player while the SG-1000 port and arcade "sequel" allow 2 players to compete
Appoooh: wrestling game, it was never ported and there is debate about what it further inspired
Champion Boxing & Champion Pro Wrestling: both direct from the line of SG-1000 sports games that all carried the "Champion" moniker (Master System sports games followed a similar pattern with "Great")
Doki Doki Penguin Land: originally an SG-1000 exclusive it came to arcades on that same hardware and was received well enough to be remade for Master System internationally as Penguin Land
Robo Wres 2001: a futuristic take on the sport (using the same hardware as Appoooh) made by Sanritsu, it never [officially] left Japan but was ported to many Japanese home computers of the time
System 2
A superset of System 1, it shared some games but those best noted for being on this revision are...
Choplifter: the licensed arcade version of Dan Gorlin's classic scrolling rescue shooter, Sega would make ports for both SG-1000 and Master System as well as file away the concept for future use
Heavy Metal: tank shooter rounding out its experience with a radar feature, limited-use heavy weapons and a selectable level menu
Shooting Master: light gun game, no doubt trying to catch on the newfound appeal for the genre
Wonder Boy: also on System 1, it is the only pre-Westone game in the long series (actually Escape is the same company) and the start of something that would diverge paths between arcade and home; many may best remember it coming home as the first of Hudson Soft's Adventure Island series, but Sega kept rights to the original and brought a limited port as one of their last games for SG-1000 plus a Master System edition that was far more complete which also appeared on Game Gear as Revenge of Drancon
Chrono Soldier: that is actually only part of the title in this Japanese exclusive that appears like the root concept for Gain Ground and Zombies Ate My Neighbors
Wonder Boy in Monster Land: the arcade original is Japan-only but the Master System port is in English
Nihon System
What is really only footnote-worthy is this hardware development partnership that saw production of a pair of Breakout-types, a couple casual sports games and a maze chase racer, none of which left Japan but are accessible through MAME emulation if curious.
1985-1992: 16-bit System Era

Not just gaming but the computer industry in general haggled over what processor would succeed the 8080/Z80 legacy. Apple, Atari and Commodore had all built their 8-bit architectures around variants of the MOS 6502, and all three happened to once again opt for a common base in the Motorola 68000. In the end the winner would be Intel's x86 architecture, but that victory would not manifest for many years and in the meantime Sega entered the 16-bit realm by making the M68000 their step beyond Z80.
Super Scaler
This category encompasses a pair of dual-M68000 systems built especially for fast-scrolling third-person racers. The effects were so mind-blowing for that time that would have accomplished much in itself, but combined with the design genius of Yu Suzuki this hardware is home to several of the most impactful video games in history. The tricks used to achieve this are obvious in hindsight but with full 3D graphics still years away this was as good as it got and acclaim for the following titles remains virtually universal...
Hang-On: this motorcycle driver was a good taste of what the future held, but relative to its peers it had a much smaller impact with a reduced port packed-in with many Master Systems and a quasi-sequel on SG-1000 meant to be paired with a unique bike controller
Space Harrier: the first Yu Suzuki product everyone remembers, so monumental it would see ports to just about every system imaginable despite the incapacity of most to replicate the true experience for about a decade; notable releases include a stereoscopic 3D remake for Master System, a rare licensed port on the NEC TurboGrafx-16 (perhaps a tacit acknowledgement Sega knew their own home hardware was not quite enough) a sequel which served as a launch title on Genesis that has in turn seen some re-releases, and a cut-down handheld version on Game Gear based on the first non-3D Master System version
Enduro Racer: translating the Hang-On formula to a dirt bike obstacle course proved less appealing to some extant, likely not helped by the fact that its Master System version ditched the arcade perspective in favor of what plays like a cross between Up'n Down and Atari's Paperboy
OutRun: some game developers manage a single hit that has their fame set for life, but Yu Suzuki is one of those rare individuals who has pulled it off multiple times and this is one of them; as for Space Harrier this is considered one of the greatest arcade classics of all time and was widely distributed accordingly with mixed results, including a stereoscopic Master System version that released in PAL territories only, a decent Genesis port with an extra music track, and a Game Gear edition (like Space Harrier it was based on the original non-3D Master System port) that added 2-player functionality
Super Hang-On: released on both versions of Super Scaler hardware plus a limited edition later in 1991 that reimplemented the original Hang-On full bike riding controls, the Genesis port compensated for its technical shortcomings by adding an exclusive simulation mode
Turbo OutRun: more a reimagining than actual sequel this was the same general formula brought up to intense speeds that only got home on Genesis and some computers (so not nearly as appealing as its predecessor)
System 16
Super Scaler systems were on the high-end of this generation while System 16 would be the mainstream baseline. This may not have been Sega's most popular board but its legacy cannot be overstated: more than one enduring franchise originated on this arcade system and its M68000-Z80 coprocessor approach was also the foundation of what would become Sega's most successful home console. In any case 16-bit was no longer an elite niche by the mid-80s and these games still look and play great today...
Fantasy Zone: this cute approach to the Defender formula was so genius in its simplicity it transitioned to weaker home systems remarkably well including the Nintendo Entertainment System (as well as Sega Master System), though whichever of its sequels did not appear in arcades remained exclusive to Sega consoles
Quartet: originally made for up to 4 players there was also a 2-player variant and that one got ported to Master System due to the home console's lack of a multitap
Body Slam: the native release was based on Japan's female wrestling league, its revised Master System port having a different roster in the West and called Pro Wrestling
Action Fighter: drawing immediate comparisons to Spy Hunter its only Sega console port was on Master System hence the 16-bit home computer ports trend superior
Alex Kidd: subtitled The Lost Stars this was the arcade companion to defining Master System platformer Alex Kidd in Miracle World, though later got its own Master System version that used the console's FM sound unit
Dunk Shot: a Sega original sports game though Atari was the US distributor
Time Scanner: video pinball with limited distribution that never reached America in any format
Alien Syndrome: just managing to avoid movie licensing issues, like with Fantasy Zone it was brought to the competing Nintendo Entertainment System by Tengen; in a twist the 8-bit console versions are each unique (Sega's design approach for Game Gear being the best) with 16-bit home computer versions as the most arcade-faithful
SDI: called Global Defense in the western Master System port while removing a few references so as not to nuclear-scare Americans (or something like that), its dated concept may be why it never had another re-release except as a Japanese-exclusive archive in Sega Ages for Playstation 2 alongside Quartet
Bullet: a twin sticks-controlled shooter exclusive to Japan
Super League: the beginning of a long-running arcade baseball franchise plus among the few titles in such series to transition home in the form of what US Genesis players know as Tommy Lasorda Baseball
Shinobi: premiere of Sega's arcade ninja mascot for the rest of the decade, it also received a Tengen-published port on Nintendo Entertainment System that stood as yet another example of how the Sega Master System possessed technical superiority for that generation...and yet again lacking of any 16-bit console port left home computers to uphold that standard which worked alright for the slower pace
Heavyweight Champ: in gaming history the arcade version does not stand out as much as the American Master System version James "Buster" Douglas Knockout Boxing which is the console's rarest title
Sonic Boom: a vertical shooter that made it into Europe (including computer ports) but not America
Altered Beast: its large sprites were why it was chosen to showcase Sega's Genesis as the console's first pack-in game; while the Master System and home computer versions tried it was the Genesis port that managed best and is today the most well-remembered, but the superior arcade original has gotten re-releases of its own
Passing Shot: tennis game, its home computer ports were exclusive to Europe (where the sport is most popular)
Excite League: the first sequel to Super League which features a splitscreen perspective, it never came home nor left Japan
Monster Lair: third in the Wonder Boy series and last for the arcade (the series would be console-centric with the RPG-like approach of Wonder Boy in Monster Land beyond this point) it played much like the first game and its Mega Drive port had to wait for Wii Virtual Console before coming to America
Dynamite Dux: a cartoony beat-'em-up (plus weapons) known for inspiring one of the roster on Sonic the Fighters in 1996, all its home versions including Master System are exclusive to Europe
Tetris: while a Genesis port would be aborted due to Sega finding out their home console rights were illegitimate, arcade rights were on the level and gameplay adjustments made now have their own legacy in Tetris circles known as Sega rotation
Tough Turf: a beat-'em-up made in partnership with Sunsoft
Wrestle War: although found in US arcades its Mega Drive port never transitioned to Genesis
Ace Attacker: volleyball game exclusive to Japanese arcades
Bay Route: a run-and-gun made in partnership with Sunsoft
Golden Axe: made by the same head producer as Altered Beast it is better in every way and was ported more extensively with the Genesis version (which boasted extra features) used by Sega as a showcase of their console's arcade parity; this also was the start of its own series though sequels diverged between arcade and home console
Flash Point: Tetris with a clearance puzzle (or "flash") mode it featured Sega character cameos
ESWAT: the Master System port is based on the arcade but the Genesis version is a remake
M.V.P.: not part of the Super League series, it exaggerates the player sprites somewhat
Aurail: tank game by Westone who is best known for the Wonder Boy series
Ryu Kyu: originally a Japanese computer game Sega partnered with Success to bring it to arcades and in turn it was released worldwide for Game Gear as Solitaire Poker
Cotton: Sega's next and most successful partnership with Success in that it spawned a new series
Riot City: another partnership with Westone and last official System 16 game of the era
Fantasy Zone II DX: 16-bit arcade port of the 8-bit sequel developed for Sega Ages in 2008 using a new System 16 architecture for the retro gamers
System E
On the budget end was the only 8-bit architecture of the era which was based on Sega's home console, the Master System. It was slightly more powerful but differences nary showed in games. Also of note is the Shooting Zone hardware which was a multigame system that will not be covered in detail since it IS a Master System in an arcade cabinet and all its games (mostly light gun) are identical. System E had...
Hang-On Jr.: definitely the "budget" variant, shows arcade board capacity by falling between the Master System port and original Super Scaler game in performance
Slap Shooter: hockey game not playing unlike those available at home and not believed related to Slap Shot by Sanritsu for Master System in 1990
Transformer: a reimagining of the early Master System card format game TransBot, both iterations were called Astro Flash in Japan
Riddle of Pythagoras: made in partnership with Nasco it helped fill the Breakout-type void for Sega
Opa Opa: known worldwide for its Master System version called Fantasy Zone: The Maze
Fantasy Zone II: subtitled The Tears of Opa-Opa it also got a worldwide Master System release though a few expressed disappointment the original never got a proper 16-bit sequel (at for a couple decades)
Tetris: [as Nintendo should know] an 8-bit version of Tetris can play just as well as any other
X Board
The first Super Scaler architecture given its own designation it follows the same concept while boosting the effects further, though still technically 16-bit since it is based on dual-M68000 processing with added sprite scaling and rotation (similar to Sega CD). As with previous Super Scaler games this has several all-time classics and Yu Suzuki is well-involved. Home systems could hardly do ports justice save for a pair of key exceptions in Japan's home computer market: Sharp's X68000 was built on similar architecture as arcade systems of the day and Fujitsu's FM-Towns used the 32-bit Intel 80386 CPU and CD-ROM format which put it within range of power parity. Its notable games are...
After Burner [II]: it is hard to overstate the impact of this Top Gun-inspired 3D shooter as it virtually made the F-14 Tomcat an unofficial mascot for Sega; it is one of the two Super Scaler games with a prototype test run having the proper singular name (serving as basis for the Master System port) while the general distribution release tacked on a sequel-like "II" moniker that a Sega contractor ported to Genesis
Thunder Blade: keeping the movie inspirations going this time with Blue Thunder and a helo theme, the X68000 was about the only system to really take the experience home due to heavy concessions on the Genesis (despite being called Super Thunder Blade) and Master System (which kept the regular title)
Last Survivor: first-person maze shooter that only ever got ported to FM-Towns
Super Monaco GP: distant sequels would not be that unusual an occurrence with Sega games, and while impressive enough in its arcade iteration it is even more notable for its home versions on Master System, Game Gear and Genesis (this one re-released multiple times) which were each distinct and adapted well to their respective consoles
Line of Fire: best-experienced as its light gun arcade iteration as all home versions (exclusive to Europe) could not adapt that feature and the Master System release changed the gameplay entirely
Racing Hero: bears significant resemblance to Hang-on though is apparently not considered part of that series and was never ported from arcades
GP Rider: another motorcycle racer this time considered under the umbrella of Hang-On, its home ports are interesting in that the Master System adapted like the console's unique edition of Super Monaco GP while the Game Gear version is like an 8-bit portable rendition of Super Hang-On for Genesis (which like Game Gear's Out Run release tacks on a multiplayer mode)
A.B. Cop: now the bike hovers and the theme is changed to chasing rather than just racing; it may have been considered for a home version at some point but that never happened
System 24
A superset of System 16 using dual-M68000 CPUs, its focus was on high-resolution games including...
Hot-Rod: an overhead street racer that never got ported to any Sega home systems (though the Micro Machines series by Codemasters, known for the J-Cart system that functioned as an in-the-box multitap alternative, played similarly), it also had a "turbo" edition running twice as fast
Scramble Spirits: there had been plans otherwise but the Master System port ended up joining its low-resolution home computer ports in being PAL-exclusive
Gain Ground: crossing the run-and-gun genre with a concept taken from the Star Trek holodeck, both its PAL-exclusive Master System edition and better known Genesis port (thanks to re-releases) added extra content to make up for their resolution drops
Crack Down: from the same designer as Shinobi this mission-based run-and-gun looked impressive on a high-resolution arcade screen but is better known for its Genesis version that got re-released a few times
Super Masters: just as Super League got a reiteration on Genesis in collaboration with Tommy Lasorda this had a similar partnership in Arnold Palmer Tournament Golf for the home revision
Rough Racer: a similar formula to Hot-Road with a cartoony makeover this never left Japanese arcades
Bonanza Bros.: simple and addictive enough to get ported widely (although systems other than X68000 were unable to carry over the high resolution), this game's main characters and graphics style would be re-used for the Puzzle & Action series as well as the occasional cameo
Dynamic Country Club: though exclusive to Japan this has the distinction of being one of the handful of Sega arcade games ported directly to Sega CD (not Genesis shovelware)
Y Board
This final revision of the 16-bit Super Scaler formula now utilized a triple M68000 setup which drove the following showcases as well as games...
Galaxy Force [II]: the other arcade game whose test version was used for the Master System port with all others including that for Genesis (only port to be released in America) based on the regular "II" edition, this was considered classic enough by Sega to have been re-released and enhanced several times over the years in Japan
Power Drift: a Yu Suzuki racer with even bigger sprites, it never got a Sega console release until years later in Sega Ages for Saturn (in Japan only) but its 16-bit home computer versions proved competent at least (especially on a powerful enough IBM PC compatible)
G-LOC Air Battle: nominally part of the After Burner series since it follows a similar premise, the arcades could offer either a standard combat game or R360 cabinet that doubled as an amusement ride with full rotation; home ports for Genesis, Master System (PAL only) and Game Gear (featuring a 2-player mode) were all distinct, the 8-bit versions erroneously having an F-16 on the cover art
Strike Fighter: its parent series is certain by the fact that home conversions are called After Burner III, the Sega CD port by CRI done so poorly it may have been the reason that system's arcade-like capabilities were not promoted strongly (a mistake not repeated in later consoles starting with 32X)
Rail Chase: a light gun shooter with 4 dimensions of action feedback (obviously impossible to emulate)
System 18
An enhancement of the regular M68000-Z80 architecture meant to offer something stronger than System 16 without the sophistication (or expense) of the multicore systems, it had unique offerings like...
Shadow Dancer: the only arcade sequel to Shinobi that got a ported to Master System and revised for Genesis despite home Sega consoles already getting their own distinct Shinobi sequels
Alien Storm: like Alien Syndrome meets Golden Axe its Genesis version follows a similar porting process to the latter in losing some detail but compensating with additional features and was re-released several times (unlike the Master System and European computer ports)
Michael Jackson's Moonwalker: for what it is worth the arcade version is most faithful to the [bizarre] source material as the Master System and Genesis editions translate the general gameplay into a side-scrolling platformer; all authentic copies have become highly-collectible since the King of Pop's demise
Laser Ghost: a 3-player light gun shooter it at least managed to retain that gameplay for its single-player Master System iteration
Clutch Hitter: part of the Super League family in all but name, its only home port was to Game Gear but aspects would make their way to Genesis for Sports Talk Baseball
D.D. Crew: a beat-'em-up with separate versions that could support up to 2, 3 or 4 players
Desert Breaker: an obvious answer to Capcom's Mercs with a Desert Storm motif
1989-1995: 32-bit System Era

At this point the classic arcade era starts coming to a close as home systems are more frequently able to keep up and players require greater depth, sophistication and [above all] longevity in their games. For a while longer arcades shall keep their place as domains for powerhouse boards with quick pick-up-and-play games but how many are worth trying to port home is an open question because it is collaboration of graphics and gameplay that drive home sales. This is a relatively-sparse transition point for Sega with one final push on driving 2D graphics.
System C
Once again a home Sega console served as base for several arcade boards enabling 16-bit systems to remain available as the budget option. Two of them never appearing in America, Mega-Tech and Mega Play, are not worth covering because all their games are merely Master System and Genesis ports that play the same (though Mega Play releases feature some adjustments for arcade play, for those curious about the differences they can be emulated in MAME). The other was initially known as System 14 (after its intended place in the System hierarchy) and has the following releases...
Bloxeed: Tetris with added features, it was originally for System 18 but in Japan only
Columns: upon discovering they lacked legitimate home console rights to Tetris Sega scrambled for an alternative and found it in another falling block puzzle game; the simple gameplay translated well to any port with versions for Sega's Master System, Game Gear and Genesis featuring extra modes
Borench: an isometric puzzler that stayed in arcades
Columns II: subtitled The Voyage Through Time it was officially arcade-exclusive (at least until brought to Sega Ages for Saturn) but in terms of gameplay made up for the original's feature deficiency relative to its console ports while adding some of its own, a logical transition to Columns III which would only be for Genesis (and Mega Play)
Thunder Force AC: rather than just bring Technosoft's Thunder Force III to Mega Play as-is it was refined for System C instead
Twin Squash: Breakout formula but competitive, stayed in Japan
Ribbit!: a new perspective on the Frogger formula exclusively focused on catching flies, never left Japan
Puyo Puyo: the first in Compile's falling block puzzle franchise had an English arcade release under its original name, remarkable because in those regions it was better known by its Genesis and Game Gear adaptation Dr. Robotnik's Mean Bean Machine
Puzzle & Action Tant-R: this may be accessible enough to perceptive English speakers though an official English version would eventually appear in Sega Classics Collection for Playstation 2
Stack Columns: third and final in the series on the hardware it launched on, it would join its other arcade brethren for a sole home release on Sega Ages on Saturn
Puzzle & Action Ichidant-R: unlike its prequel it had an English arcade release (but only Japanese home ports)
Puyo Puyo Tsuu: while it stayed Japanese in arcades and Sega consoles it would make it to English years later, with Sega's sponsorship, onto SNK's Neo Geo Pocket Color as Puyo Pop (not related to the same-named sequel by Sonic Team)
System 32
Facing defeat in its home console ventures but not on bad terms with Sega, NEC provided its V60 RISC CPU to power their former competitor's first fully 32-bit architecture which was made to consolidate and succeed both the System and Super Scaler families. It was produced as both a standard single offering and a higher-end variant geared specifically toward multi-cabinet games. It turned out high-end 2D was not the wave of the future though in this case it was Sega themselves proving otherwise. The games on this transitional hardware include...
Rad Mobile: the premiere game, known for featuring the first official appearance of Sonic the Hedgehog as a cameo, eventually made it home on Saturn as Gale Racer but only in Japan; its 2-player re-release is called Rad Rally
Spider-Man The Videogame: Sega held the license in 1991 and made good use of it for here as well as several more for all Sega consoles of the era
F1 Exhaust Note: this time not licensed, but 2-player by default
Arabian Fight: this huge sprite showoff is one of the three System 32 titles that only made it into homes decades later on the Astro City Mini micro arcade console
Air Rescue: a 3D first-person remake of Choplifter that got a regular 2D variant on PAL Master Systems
Stadium Cross: Enduro Racer type on Multi 32
Golden Axe: subtitled The Revenge of Death Adder this was the true arcade sequel with no relation to the console sequels on Genesis (though some elements were shared), fans were disappointed this got no home port though it would appear on Astro City Mini
Holosseum: one of two games on Sega's holographic hardware (the other was a third-party production on laserdisc format with its reliability issues)
Title Fight: Multi 32 competitive take on the Punch-Out!! formula
OutRunners: as a Multi 32 game it is first in the series to be made with multiplayer in mind and the only System 32 title that landed a Genesis port (albeit not a well-received one)
Burning Rival: exclusive to Japan this was an obvious attempt to one-up Street Fighter II
F1 Super Lap: revision of F1 Exhaust Note but this time with a proper Formula 1 license
SegaSonic the Hedgehog: truly the lost game of the franchise due to its Japanese exclusivity and failure to port to home, the two new characters introduced here would make future appearances in the series
Dark Edge: the third System 32 game for Astro City Mini, the quasi-3D effects would not stand in light of Virtua Fighter once the latter got released the following year
Alien 3: subtitled The Gun which makes what this licensed game is about self-explanatory
Jurassic Park: like with Spider-Man Sega took good advantage of this license in both arcades and home consoles, though likewise the arcade and each home edition was a distinct game and not a port
Hard Dunk: the last Multi 32 game it offered basketball with large sprites and quasi-3D effects but little of the over-the-top arcade gameplay that made its contemporary NBA Jam so appealing
Super Visual Soccer: in Japan this had a J. League license and that set precedent for future adaptations that would culminate in the Worldwide Soccer games for Saturn while Virtua Striker took off in arcades
Other Games
A couple more games from this era are known to have been launched independent of any system family. Witch by VIC Tokai (who partnered with Sega many times over the years) was a regression, an 8-bit game of video pinball. On the progressive side a final revision of the traditional Super Scaler hardware (which may or may not be a superset of System 32, details are unconfirmed) hosted Cool Riders which is like a sequel to Hang-On but in a twin cabinet system like OutRunners.
This is by no means a comprehensive list but did try to cover every noteworthy game reflective of Sega's legacy...up to that point in time at least. This post is running long enough as-is so there will have to be a second part moving onto the 3D legacy launched with Model 1. Emphasized throughout was how these games can be experienced today, and with so many classics it is definitely worthwhile. Until next time...
SEGA!!
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