# MegaVision

> 16-bits console commercialized by Dynacom on the 1990s

**Wikidata**: [Q48891556](https://www.wikidata.org/wiki/Q48891556)  
**Source**: https://4ort.xyz/entity/megavision

## Summary
MegaVision is a 16-bit video game console commercialized by Brazilian company Dynacom in the 1990s, designed as a clone of the Sega Genesis.

## Key Facts
- Manufacturer: Dynacom, a Brazilian company specializing in video games, microcomputers, and consumer electronics
- Based on: Sega Genesis
- Publication date: 1990
- Classification: Video game clone, product model of a video game console
- Alias: Mega Master
- Era: 1990s
- Technical specification: 16-bit architecture

## FAQs
### Q: What is the MegaVision?
A: It's a 16-bit video game console commercialized by Dynacom in the 1990s, designed as a clone of the Sega Genesis.

### Q: Who made the MegaVision?
A: The MegaVision was manufactured by Dynacom, a Brazilian company that produced video games, microcomputers, and consumer electronics.

### Q: What was it based on?
A: The MegaVision was based on the Sega Genesis, making it a clone of that popular console.

## Why It Matters
The MegaVision represents an example of regional console development in the 1990s, particularly in Brazil where local companies sought to compete with international gaming systems. As a clone of the Sega Genesis, it illustrates the market dynamics where companies attempted to replicate successful gaming hardware to provide affordable alternatives to consumers. This approach was common in emerging markets where imported consoles faced import duties and currency exchange challenges, allowing local manufacturers to offer domestic alternatives that could be more accessible to the local population.

## Notable For
- It was one of the few Brazilian-developed consoles of the 1990s
- It was marketed as an affordable alternative to imported gaming systems
- It maintained the 16-bit architecture and game library compatibility with the Sega Genesis
- It represents the local video game industry's attempt to compete with international giants
- The console was designed to offer similar gaming experiences at potentially lower costs due to local manufacturing and distribution

## Body
### Technical Specifications
The MegaVision is a 16-bit video game console that was manufactured by Dynacom, a Brazilian company with operations in the video game, microcomputer, and consumer electronics sectors. The console was released in 1990 and was marketed under the alternative name "Mega Master."

### Development Background
Dynacom, a company with headquarters in São Paulo, Brazil, developed the MegaVision as a response to the popularity of the Sega Genesis in the Brazilian market. The company had previously worked in telecommunications (under the Dynaphone brand) and lighting (Dynalux), but expanded into consumer electronics and video games.

### Market Position
The MegaVision was positioned as a budget-friendly alternative to the Sega Genesis, which was imported into Brazil. By offering a locally manufactured console with similar technical specifications, Dynacom aimed to capture a portion of the growing home video game market in Brazil. The console's 16-bit architecture and game library compatibility with Sega Genesis titles made it an attractive option for consumers seeking affordable gaming options.

### Technical Architecture
The MegaVision maintained the core 16-bit architecture of the Sega Genesis, allowing it to run many of the same games with similar performance characteristics. This technical similarity was intentional, as the console was designed as a clone to leverage the existing game library and developer support that had already established around the Sega Genesis platform.

### Commercial Impact
While specific sales figures for the MegaVision are not available in the source material, its existence demonstrates the competitive landscape of the Brazilian video game market during the 1990s. The console's development and commercialization reflect the broader trend of regional console manufacturing in emerging markets, where local companies sought to provide alternatives to imported systems that faced import duties and currency exchange challenges.