Sega Game Gear Repair Reference
The Sega Game Gear is a 1990 color handheld, and almost every one that reaches my bench needs the same first move: a recap. The surface-mount electrolytic capacitors Sega used leak over the decades and corrode the boards, and that one fault shows up wearing a dozen different disguises. Past that, the Game Gear is a rewarding machine to fix, because most of what remains is a small set of well-understood faults. This page is how I work through them. It assumes you are comfortable opening the console and using a multimeter; where a step needs more, I say so.
One thing sets the Game Gear apart from most consoles I write up here: the answer often depends on which board revision you have, and there are five of them worth knowing. So that comes first.
Know your board first
There are four documented mainboard revisions plus a reissue, and they are not minor cosmetic changes. They differ in the main silicon, the LCD, the power and sound connectors, and which screen mods will physically fit. Identify the board before you buy a part or quote a job.
A 30-second identification:
- Two custom chips near the speaker plus a separate, discrete Z80 CPU: that is a VA0 (the twin-ASIC board, all regions, roughly 1990 to 1993). It is the only revision with a discrete Z80. A flat plastic lens is a reliable tell that a unit is VA0.
- One big square custom chip (a 144-pin QFP) instead: read the number on it. A 315-5535 is a VA1 (single-ASIC, all regions, the last board for Europe and Japan). A 315-5682 is a VA4 or VA5 (North America only).
- To split VA4 from VA5, and both from the reissue: the case label model number is decisive. 2110K is a VA4; 2110G is a VA5, which includes the 2001 Majesco reissue (board 171-7923A).
What actually differs, and why it matters:
- VA0 to VA1 consolidated the Z80, video processor, and system controller into one ASIC, but from a screen standpoint the two are the same: both use the Citizen UC-320 LCD and the panel connections are identical. Two things follow. First, do not plan on transplanting the OEM screen between boards. Its ribbon is bonded and soldered fine-pitch, removing it is what you do when you are discarding it for a mod kit, and I have not found anyone who has lifted an original panel and reattached it to another board successfully. If an OEM screen is good, leave it where it is. Second, because the connections match, most modern screen kits cover both VA0 and VA1 with one product, so the ASIC count is mostly an install detail, not a different screen. The kit line that actually does not cross is VA4/VA5, below.
- VA4 and VA5 use a completely different LCD from the VA0/VA1 pair, and from each other. VA4 has three driver cables at the bottom of the panel plus two side ribbons; VA5 went back to a single large ribbon that looks like a VA0/VA1 connector but is a different panel underneath. Screen kits made for the VA0/VA1 do not fit either one. This is the single most expensive thing to get wrong on a resale unit, so confirm the revision before you buy the kit.
- VA4 and VA5 also changed the power and sound board connectors from AMP CT to JST-PH, so a VA0/VA1 power or sound board will not drop into them without modification.
A real shock hazard, unlike a Game Boy
A word before you start poking around, because this is one of the few consoles I write up that can actually bite you. A Game Boy DMG is electrically harmless; you could lick any point in one and be no worse off than after lunch at Arby’s. The Game Gear is not that. It runs a +34 V rail to bias the LCD, and for the backlight it has a small inverter that steps the supply up into the kilovolt range to strike the cold-cathode tube. Both are live even when the console is running on nothing but AA batteries, because the power board boosts them up from the low-voltage supply. Pulling the wall adapter does not make it safe.
The +34 V rail alone will give you a solid, genuine zap. I have taken one or two of these, and in my experience it hurts like hell for about thirty seconds and then fades. It will not kill you, but it will get your full attention, and the real danger is that it makes you flinch into something you did not mean to touch. The two spots to respect most are the connections around the CCFL backlight tube and its inverter, which carry the highest voltage on the board, and the +34 V rail right at the power board.
So: keep one hand off the board when you probe a powered unit, do not let the CCFL leads or the bias rail surprise you while it is running, and power the console down before you move your hands or reposition it. And note the specific trap covered under the backlight section below: a standard oscilloscope probe on the inverter’s high-voltage side both mismeasures it and can inject a transient that latches the console’s ASIC.
Common problems and fixes
Recap first, almost always
Before chasing any of the symptoms below, deal with the capacitors on a unit that has never been serviced. Leaking surface-mount electrolytics are the Game Gear’s defining fault, and a clean board is what I trust before I believe any other measurement. I do not treat all three boards the same, though:
- Main board: every cap, every time. These are the leak-prone silver-can surface-mount electrolytics, and they all come out.
- Sound board: I usually do it too. Same type of cap, quick to reach, so it is cheap insurance.
- Power board: I inspect rather than recap on reflex. I have never personally found a leaking cap on a Game Gear power board, so a clean, good-testing one I will leave alone. But I keep the parts on hand and I do it if the board is already out, or if a power board comes to me dead, because I have seen dead power boards come back to life on a recap and nothing else.
One practice worth stating plainly: with the single exception of the 820 uF power-board bulk, I replace every electrolytic on the Game Gear with a ceramic. Modern electrolytics are perfectly fine, but ceramics do not leak, they are easier to place, and they retire the whole capacitor-plague worry, so I see no reason not to. The only place a ceramic does not belong is that 820 uF bulk, a high-current, low-impedance spot that wants a proper low-ESR electrolytic. Never put a ceramic or a tantalum there.
Whatever you recap, the old electrolyte eats copper, so inspect for corroded traces and lifted pads under every cap you pull, and patch what you find.
Two caveats that save time. The later VA5 and Majesco units leak less, though it is still worth doing. And more important: a recap does not explain a dim backlight or a plain black screen. The references that push recap-everything do not blame the caps for those two symptoms, and neither do I. Those are separate faults, covered below. Recapping first is still worth doing because it clears the noise, but do not expect it to fix a dark or dead display on its own.
No sound, or the speaker is dead but headphones work
A speaker that is silent while headphones play fine is a good, narrow clue. It puts the fault in the speaker itself, the two-pin speaker connector, the headphone jack’s cutoff switch (which mutes the speaker when a plug is inserted), the speaker-enable line, or one channel of the TDA2822M amplifier on the sound board. If there is no sound from either output but the picture is fine, look instead at the audio chain feeding the amp: the sound generator, its filter network, the op-amp buffer, and the analog supply.
In practice the fix is a recap of the sound and power boards, plus reflowing or repairing the inter-board connector and patching any corroded traces. Bad capacitors are the most common cause of low or missing audio here.
No power, or it powers on then immediately shuts off
Confirm the power source before you open the board, because the Game Gear’s power jack has a trap in it (see the polarity warning below). Then walk the rails: you are looking for a healthy +5 V and a +34 V at the power-board harness. The +34 V is the LCD bias rail, and it is worth knowing it exists this early because a fault there presents as a display problem, not a power one.
The usual causes, in rough order: bad capacitors again (the large 820 uF bulk capacitor on the power board is the first to suspect for a brown-out or a won’t-stay-on symptom), corrosion on the AA battery terminals from leaked cells, damaged wires or cold joints on the power-to-mainboard connector, and a loose or worn DC jack. Clean battery corrosion with a mild acid such as distilled vinegar followed by isopropyl alcohol, reflow the jack with fresh solder, and recap.
One mechanical gotcha: the DC jack has a built-in switch that disconnects the AA batteries when a plug is inserted. If that switch is bent or corroded, you get a “batteries do nothing, adapter is fine” fault that is mechanical, not electronic.
The power-jack polarity trap. The Game Gear’s DC jack polarity is not the same worldwide, and it does not follow the NTSC/PAL video standard the way you might guess. It follows the mains region:
- North American units are tip-positive, on the smaller barrel jack, around 9 to 10 V.
- European units are tip-negative, on a physically larger barrel, at 10 V.
- Japanese units are also tip-negative, on the larger barrel, even though Japan is an NTSC region. This is the trap: you cannot reason from the video standard to the plug.
The polarity also does not track the board revision (both one-ASIC and two-ASIC North American units are tip-positive). So do not infer polarity from anything except the market the unit was sold in, and when in doubt, measure the jack or identify the barrel size before you connect a supply. A wrong-polarity adapter is a common way people brick these. The console’s series input diode normally blocks a reversed supply so the unit simply will not turn on, but if that diode has failed shorted, the protection is gone.
Audio plays but the screen is wrong
One of the most useful splits on the bench. If the game’s sound is playing normally while the screen is black, washed out, or garbled, a large part of the console is proven good in one shot: the CPU is running, the cartridge and slot are making contact, and the 5 V rail is up. That corners the fault into the display path, and it is almost always one of two things: the screen-related capacitors are bad or were fitted wrong, or the panel is dead.
Work the caps first. The LCD bias ladder (on a VA1 that is C45, C47, and C49) is value-sensitive, so a leaked cap, or the wrong value fitted during a recap, will keep the picture from coming up right. Confirm those before anything else. If a clean, correct bias recap does not restore the image, do not write the screen off yet: confirm the drive signals are actually reaching the panel, the roughly 5.38 MHz data clock, the bias rail, and the TPR and sync lines. I have saved a screen right here. On one repair the entire drive chain scoped perfectly, which told me the electronics were fine, and the real fault was mechanical, the LC panel had drifted off its backlight (the black-screen section below has the full check). Proving the signals good is not a dead end; it is what tells you to stop chasing the electronics and look at seating, illumination, or the panel itself. Plan a screen kit only after the caps are confirmed and the drive signals are present.
Dim or dark backlight
The Game Gear lights its LCD with a cold-cathode fluorescent tube driven by a small high-voltage inverter, and this is where dim and dead backlights come from, not from the main filter capacitors. A backlight that has gone dim and pink with age is usually the tube itself wearing out. A fully dark backlight points at the inverter circuit or its dedicated supply.
Some community references single out a couple of small backlight-circuit capacitors for the specifically dim (not dead) case, so a recap is a reasonable first pass before condemning the inverter. But treat the tube’s own aging as the more likely cause of a dim glow.
There is one hard safety rule here. Do not put an ordinary oscilloscope probe on the inverter’s high-voltage secondary, its coupling capacitor, or the lamp leads. That node runs kilovolt-range peaks, and a standard probe both fails to measure it correctly and can inject a transient that latches up the console’s ASIC, freezing the game until you power-cycle. On my own bench that latch-up is exactly what happens, and it looks like a fault you just caused rather than one you are diagnosing. Use a proper high-voltage probe, or work the low-voltage primary side of the inverter.
A useful rule the other direction: if the backlight glows at all, the entire inverter is doing its job. So a black screen with a lit backlight is not a backlight fault. That one gets its own section.
Black screen with the backlight on
This is the high-value diagnosis and the one I get asked about most. The backlight is lit, so you know the inverter is fine, and yet the image is solid black. Work it cheap-and-mechanical first, and save the oscilloscope for last.
- Check for a cartridge, and reseat the panel. A Game Gear with no cartridge shows black anyway, so put a known-good cart in first. And the LC panel can physically drift off its backlight assembly after a repair, which reads as dead-black while the whole drive circuit is perfectly healthy. Shine a light through the panel from behind: if you can see a clean image in the transmitted light, the electronics are fine and the fault is seating or illumination.
- On a later board, retest with a known-good licensed cartridge. The VA1 from 1993 onward, and the VA4 and VA5, carry a Sega boot ROM (TMSS) that holds the screen off and locks the console if the cartridge does not carry the expected Sega header. A dirty slot, a bad contact, or a pirate or repro cart can therefore produce a black screen with the backlight on that is indistinguishable at a glance from a hardware fault. A clean, licensed cart rules it out.
- Suspect a VA1 ground fault, early. This is my specialty on these boards and the thing that fools people: a cracked ground via starves the LCD bias section, which floats its output toward +5 V and pins the screen uniform black while the bias regulator itself measures perfectly. It is ground starvation wearing a bias fault’s clothes, and I have traced it on more than one unit. It earns its own writeup, just below.
- Then the bias caps, the contrast pot, and the ribbon. A leaking or cold-jointed capacitor in the bias ladder skews a tap and blacks the screen, which the recap-first pass should already have addressed. A scratchy or damaged contrast potentiometer, a damaged LCD ribbon, or corroded traces round out the list.
One thing not to do: do not reflexively reflow the LCD ribbon on a uniform black screen. Full-black with everything else working points at the bias path, not the ribbon. The ribbon is the suspect for missing lines, not a blacked-out picture.
The VA1 floating-ground fault
If you fix Game Gears in any volume you will meet this one, and it is the fault I get asked about most, so it is worth laying out in full. The VA1 board’s ground distribution is not robust: however Sega stitched these grounds, they crack, split, and lift far too easily, and a lost ground reference produces symptoms that look exactly like a dead active circuit. I have traced it on more than one unit.
What it looks like. A section’s output rail sits pinned near +5 V while the generator or regulator feeding it measures perfectly healthy. That is the signature of ground starvation, not a dead circuit: with no ground reference, the output floats up to the +5 V rail. The classic case is the LCD bias output sitting at +5 V with a perfect bias regulator, which reads like a bias fault and is not one. The screen goes uniform black with dead contrast while power, audio, and backlight are all fine.
Where it comes from. Three ways I have seen it:
- A cracked ground via on one of the bare golden pads under the button standoffs, near the contrast wheel. On one unit that pad was the ground for C36, the decoupling cap on the ASIC TPR2 output, and the open via floated the bias section. Those pads flex and take thermal cycling, so they crack.
- A whole side of the board losing its ground tie to the other side, which turned up midway through an IPS screen install.
- Ground copper lifting from board delamination when the big CCFL inverter transformer (T1) is removed with too much heat. Go easy on heat around T1; it delaminates and takes ground with it.
One thing that trips people up: those golden standoff pads are each grounded by their own independent via and are not joined to each other on the surface. So a good board will not show continuity from one pad to the next, and that is normal, not a fault. A cracked via floats just its own pad toward 5 V while its neighbors sit at 0 V.
How to confirm it safely. Ohm the suspect pad to +5 V: a real short reads ohms to a few kilohms, while a floating ground reads megohms, which tells you it is safe to tie to ground. Then toggle-test: clip a jumper from the starved node to a known good ground and the screen comes to life; pull it and the screen goes dead. That locks causation.
The fix. Flywire the starved ground to a solid ground, landing it on a component terminal rather than a fragile bare pad. The negative terminal of a big nearby SMD capacitor makes a good anchor, but verify it reads near zero ohms to a known good ground first. Route the wire clear of the button-standoff crush zones, since the standoffs press hard there, and strain-relieve it with a dab of epoxy, not solder mask, which is insulation and not an adhesive. Dry-fit the case and standoffs before you close up so the wire cannot get pinched or drift off again.
Dim, washed-out, or rolling picture
Distinct from a dim backlight, a dim or washed-out or rolling image with the backlight clearly on is a bias-circuit problem. Recap the bias filter capacitors first, then check that the contrast potentiometer sweeps its full range, and compare the bias taps against a known-good board. There is no OEM per-tap voltage table, so a reference board is the practical way to know what “right” looks like. Rolling or non-static lines belong here too; that is a bias-cap symptom, not a ribbon one.
Missing part of the picture
A missing vertical band of the image, a whole third gone or driving differently from the rest, is a failed column driver for that segment of the panel. In my experience this is not a repair. Those driver ICs live on the panel’s own ribbon, not on a board you can rework, and I have never seen one of these vertical-band failures come back. Unless you can trace the fault to something on the mainboard feeding the panel, plan on a screen replacement. Some references describe the driver ICs as discrete and reworkable on certain revisions; I have not been able to make that repair succeed, so I would not promise it to a customer.
Missing thin lines, Game-Boy style, are the LCD ribbon connection detaching. Important and often gotten wrong: the Game Gear’s mainboard-to-LCD ribbon is soldered copper flex under a Kapton strip, not a heat-seal bond. So you reflow it with a soldering iron or lift and refit it with hot air. The “heat-seal melts at 190 C, cannot be soldered” rule that circulates for these is Game Boy DMG lore and does not apply to the Game Gear mainboard joint. On a VA4 specifically, the thin wires joining the ribbon to the motherboard are fragile, and breaking one is how you create missing lines rather than fix them.
Stuck or dead pixels
A scatter of individual pixels stuck on, often green in my experience, is a panel fault rather than a board fault. In my experience these survive a recap and are simply dead pixels in the LCD, so a screen kit is the only reliable fix. I will soften that only slightly, because it is not quite absolute: people do try to revive stuck pixels by gently warming the edge of the panel, and there are reports of it helping, but also of the pixels returning soon after, so treat it as a temporary long shot rather than a repair, and remember that heat near the panel and ribbon can create fresh damage. Static pixel faults that outlast a recap point at the panel or its driver, not the board. If the unit needs a clean screen, plan on the kit.
Won’t play a cartridge
The Game Gear has no region lockout chip and (on VA0) no boot ROM, so a cartridge boots straight from the processor. A won’t-boot cart is therefore almost always a power, bus, or slot problem: dirty contacts on the 45-pin slot, a broken address, data, or control line, or missing +5 V or clock at the slot. Clean the slot and the cartridge edge, and verify the rails and clock reach it.
“Almost always,” not “never,” because there are two real exceptions. On the later boards, the TMSS boot ROM described under the black-screen section can lock the console on a bad or unlicensed cart. And there is exactly one commercial cart, the Japan-only Pop Breaker, that reads the console’s region flag carelessly and will not get past its title screen on a non-Japanese unit. Neither is a common field problem, but both are worth knowing before you condemn a slot.
Inside the Game Gear
A short tour of what the hardware is doing, which makes the faults above make sense.
- Three boards, not two. The Game Gear splits into a main board, a separate DC-DC converter (power) board, and a separate sound board. This matters for a practical reason: the reference designators restart on each board, so a “C5” or a “Q3” means different things depending on which board you are looking at. Always name the board.
- Two rails run the machine. The power board makes a +5 V logic rail and a +34 V rail that biases the passive-matrix LCD. The LCD needs that high bias voltage and an alternating drive because of how STN panels work, which is why there is a whole bias ladder to go wrong. The +34 V is also exposed on the cartridge edge, so a shorted accessory can drag it down and look like a display fault. One thing worth knowing before you sink hours into a dead +34 V rail: it is needed only by the OEM screen. Every modern screen kit generates its own bias and does not touch the +34 V, so if the +5 V rail is good and the game plays in the background, a stubborn bias-rail fault is not a dead end. I will still try to fix a bad +34 V before giving up, but worst case you kit the screen and the problem disappears. And if you do want the rail back, a RetroSix PowerCore board is only around 18 dollars and carries a +34 V rail you can switch on or off.
- The digital core consolidated over time. VA0 spreads the Z80 CPU, the video processor, and the system controller across separate chips, which means you can bisect a dead VA0 chip by chip. VA1 onward folds them into a single ASIC, so a dead-but-powered later board is more of an all-or-nothing part, and you lean harder on the rails, the clock, the reset line, and the recurring ground faults first.
- One crystal runs everything. A single master oscillator feeds the whole ASIC. If it is dead or badly loaded, you lose the CPU, video, and sound all at once, so scope it for a clean oscillation before you condemn a 144-pin chip.
- The backlight is independent of the image. The cold-cathode tube and its inverter run off their own gated supply, separate from the +34 V bias, which is why the backlight can be alive while the image is dead, or the reverse.
Mods worth knowing
I do not reproduce anyone’s install guide here. This is an overview of what is worth doing and where to go for the real instructions. The screen mod is the headline, and everything about it comes back to the board revision, so identify the board first.
- LCD / IPS screen replacement. This is the flagship upgrade and the biggest resale value-add. Modern kits digitally capture the video and rescale it, so the picture is sharp with no lag, and installing one removes the old CCFL inverter, which is the console’s biggest battery drain. Compatibility splits on the panel, not the ASIC count: VA0 and VA1 share a panel, so most kits cover both, while VA4 and VA5 need their own. The kit I have the most hands-on time with is the FunnyPlaying, which resembles the original McWill, works on VA0 and VA1, and ships with a ribbon cable that makes the solder job easier; it wires to the contrast wheel and the face buttons and changes display modes by button combinations, with no on-screen menu. It is AliExpress-only and runs about 50 to 60 dollars. The Hispeedido 3.5-inch laminated IPS (through HandHeldLegend) is the one I expect to move to: a larger 640x480 laminated-glass panel with a real on-screen menu and, by reputation, the better picture. The original McWill (through 8bitmods and Retro Modding) is still sold, as separate, non- interchangeable VA0 and VA1 variants with their own soldered install guides. BennVenn’s VA0/VA1 flex kit is the wire-light option, and BennVenn also makes the go-to kit for the North American VA4, VA5, and Majesco boards, which no VA0/VA1 kit fits. RetroSix’s CleanScreen aims to cover every revision from VA0 to VA5 in one line. Confirm the panel revision before you buy; for VA0/VA1 the ASIC count only changes the install steps, not the screen. One vendor detail worth carrying over even where the kit does not mention it: confirm the 5 V rail is not above 5.45 V before you fit any digital-capture panel, because a failed regulator can destroy the new module. References: McWill via 8bitmods, Hispeedido kit at HandHeldLegend, BennVenn, and the RetroSix Game Gear wiki.
- Telling the screen mods apart on a used unit. If someone else already modded a Game Gear and you want to know what is in it, a few tells help. A panel noticeably larger than stock, filling the bezel edge to edge behind flat laminated glass, with an on-screen menu (on a Hispeedido, hold Start plus 1 plus 2 to open it), is a Hispeedido or a similar 640x480 laminated kit. A roughly OEM-sized panel with no on-screen menu, where display modes change by blind button combinations, is a FunnyPlaying. The original McWill runs a smaller 320x240 native panel unless it was fitted with McWill’s optional 3.5-inch IPS. And a panel with an obvious air gap between the image and the lens, or a poorly printed lens, is usually a budget AliExpress kit, which is a mark against the unit.
- USB-C power. You can convert the Game Gear to USB-C, either with an external dongle into the barrel jack or with a replacement power board such as the RetroSix PowerCore that adds an onboard USB-C port. A caution from my own bench: a bare “PD trigger” dongle that just requests 9 V and passes it through will boot-loop on strict or Apple-grade USB-C chargers, and it is not a capacity problem (the console only draws about 3 W). The robust approach takes the default 5 V that any USB-C source provides at attach and boosts it internally, which skips the power negotiation entirely.
- Internal rechargeable battery. With a low-draw IPS/LED conversion in place, an internal lithium module (such as the RetroSix CleanJuice) becomes practical where the stock CCFL draw made it painful. Treat any lithium install as safety-relevant: correct cell, protection circuitry, and no heat or crush near the pack.
- TMSS boot-screen skip. On the boards that have the Sega boot ROM, you can disable the splash and speed up boot by bridging a jumper pad on the mainboard. It is a one-solder-bridge job and a nice finishing touch, but it does not fix any cartridge compatibility problem on the Game Gear, so it is cosmetic.
Recap and parts
The recap is the center of gravity for Game Gear parts, because leaking surface-mount electrolytics are the defining failure. A VA1 has about 20 electrolytics across its three boards; the VA0 is similar. VA4, VA5, and Majesco have their own cap maps, and the kits are not interchangeable between revisions, so order by board number.
A few practical notes:
- Buy a revision-matched kit for volume work. Vendors sell a Game Gear cap kit that covers the VA0/VA1 main, power, and sound boards, and separate kits for VA4 and for VA5/Majesco. They replace the surface-mount cans with radial-lead capacitors, which are more robust and easier to source. Confirm the board silkscreen before ordering, because a VA4 kit will not fit a VA5.
- Every cap but one goes ceramic. With the single exception of the 820 uF power-board bulk, every electrolytic on the Game Gear can be replaced with a ceramic, and that is what I do. The larger values are not a problem: 100 uF ceramics in 16 V and even 25 V are readily available, and while they are not cheap, up to about 80 cents each, that is still perfectly reasonable for the handful on one console. Size the voltage rating up to cover DC-bias derating, use an X7R or X5R dielectric, and you get parts that do not leak and are easier to place. The one hard exception is that 820 uF bulk: it is a high-inrush, low-impedance spot that wants a proper low-ESR aluminum electrolytic, never a ceramic and never a tantalum, which can fail short there.
- The parts that are effectively unobtainium. The main ASIC is not replaceable, there is no source and no cross-reference, so a dead ASIC is a donor-board job. The Citizen UC-320 LCD is salvage-only and revision-locked. On a fleet, your worst board is your parts stock.
- The known non-cap consumables. Beyond capacitors, the parts a Game Gear repair actually consumes are the CCFL tube (superseded by LED/IPS mods for resale), the contrast potentiometer, the audio amplifier, and occasionally the DC jack. Match the DC jack’s polarity to the region, per the warning above.
If you would rather buy a Game Gear that has already had this work done, everything I restore is in the shop. (I will link specific Game Gear service and recap-related listings here as those pages firm up.)
Sources and further reading
These are the outside references I trust for the Game Gear. I link them rather than copy them; go read the originals.
- ConsoleMods: Game Gear general troubleshooting
- ConsoleMods: Game Gear model differences
- ConsoleMods: Game Gear region information
- Console5 TechWiki: Game Gear (cap maps and board BOM)
- Console5 TechWiki: McWill LCD upgrade
- iFixit: Sega Game Gear troubleshooting
- iFixit: Sega Game Gear screen replacement
- leadedsolder: Game Gear recap walkthrough
- SMS Power: identifying the ASICs in Game Gear models (forum)
- SMS Power: Game Gear power plug polarity (forum)
- SMS Power: 1-ASIC BIOS skip, bridge J1 (forum)
- RetroSix Game Gear wiki
- RetroRGB: Game Gear LCD replacement
- Data Crystal: Sega Game Gear (hardware specs)