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{{Short description|Video game console add-on}}
{{good article}} {{featured article}}
{{Infobox CVG system
{{Use mdy dates|date=December 2021}}
|title = Sega CD
{{Infobox information appliance
|logo =]
| title = Sega CD / Mega-CD
]
|image=<div style="white-space: nowrap; border: #dadada solid 1px;">{{nowrap|]}}</div> | logo = ]
]
|caption=Sega CD <small>(on right)</small> attached to a Sega Genesis
| image = <div style="white-space: nowrap; border: #dadada solid 1px;">]{{pb}}]</div>
|manufacturer = ]
| caption = '''Top:''' Original Sega CD {{small|(bottom)}} attached to a Model 1 Genesis.{{pb}}'''Bottom:''' Model 2 Sega CD {{small|(on right)}} attached to a Model 2 Genesis.
|type = ] ]
| aka = Mega-CD (most regions outside North America and Brazil)
|generation = ]
| developer = ]
|lifespan={{vgrelease|JP=December 12, 1991}}{{vgrelease|NA=October 15, 1992|EU=1993}}
| manufacturer = Sega
|discontinued = 1996
| type = ] ]
|CPU = ] @ 12.5&nbsp;MHz
| generation = ]
|media = ], ]
| releasedate = {{Video game release|JP|December 12, 1991|NA|October 15, 1992|AU|March 1993|UK|April 2, 1993|EU|April 1993|BR|October 1993}}
|storage=Internal ]
| lifespan = 1991–1996
|price = ]49,800<br>]299<br>]270 | price = {{ubl|]49,800|]299|]270}}
|onlineservice =
| discontinued = January 1, 1996
|unitssold = 2.7 million as of the end of 1994 | unitssold = 2.24 million
|related = ]
| media = ], ]
|topgame =
| cpu = ]
| CPUspeed = 12.5&nbsp;MHz
| storage = 6&nbsp;Mbit ] (programs, pictures, and sounds), 128&nbsp;] RAM (CD-ROM cache), 64&nbsp;kbit RAM (backup memory)
| sound = ] RF5C164
| topgame = '']'', 1.5 million<ref>{{cite book|title=Guinness World Records 2016: Gamer's Edition|url=https://archive.org/details/guinnessworldrec0000guin_y5t0|url-access=registration|date=2015|isbn=9781910561096|publisher=]}}</ref>
| related = ]
| graphics = custom ASIC
}} }}


The '''Sega CD''', released as the {{nihongo|'''Mega-CD'''|メガCD|Mega-Shī Dī}} in most regions outside North America, is an ] ] device for the ] ] designed and produced by ] as part of the ]. The add-on was released on December 12, 1991 in ], October 15, 1992 in ], and 1993 in ]. The Sega CD lets the user play CD-based games and adds extra hardware functionality, such as a faster ] and graphic enhancements. It can also play ]s and ] discs. The '''Sega CD''', known as {{nihongo foot|'''Mega-CD'''|メガ{{ruby|CD|シーディー}}|Mega Shī Dī|lead=yes|group=lower-alpha}}<!-- See ] --> in most regions outside North America and Brazil, is a ] accessory and format for the ] produced by ] as part of the ]. Originally released in November 1991, it came to North America in late 1992, and the rest of the world in 1993. The Sega CD plays ]-based games and adds hardware functionality such as a faster ] and a custom graphics chip for enhanced ] scaling and rotation. It can also play ] and ] discs.


Sega sought to match the capabilities of the competing ], and partnered with ] to design the Sega CD. Sega refused to consult with their American division until the project was complete, fearful of leaks. The Sega CD was redesigned several times by Sega and was also licensed to third parties, including ] and ] who released ] products with Sega CD gaming capability. The main benefit of CD technology at the time was greater ]; CDs offered approximately 160 times more space than Genesis/Mega Drive ]. This benefit manifested as ] (FMV) games such as the ] '']''.
Seeking to create an add-on device for the Genesis, Sega developed the unit to read compact discs as its storage medium. The main benefit of CD technology was greater storage capacity, which allowed for games to be nearly 320 times larger than their Genesis cartridge counterparts. This benefit manifested in the form of ] (FMV) games like the controversial '']'', which became a focus of the 1993 ] hearings on issues of video game violence and ratings. Sega of Japan partnered with ] to design the add-on and refused to consult with Sega of America until the project was completed. Sega of America assembled parts from various "dummy" units to obtain a working prototype. While the add-on became known for several well-received games such as '']'' and '']'', its ] contained a large number of Genesis ] and FMV titles. The Sega CD was redesigned a number of times, including once by Sega and several times by licensed third-party developers.


The Sega CD ]<ref name=":3">{{Cite web |title=Sega-CD/Mega-CD video games list, 'a' to 'm' |url=https://www.uvlist.net/platforms/games-list/89 |access-date=2023-01-03 |website=Universal Videogame List |language=en}}</ref> features acclaimed games such as '']'', '']'', '']'', '']'', and '']'', but also many Genesis ] and poorly received ]s. Only 2.24 million Sega CD units were sold, after which Sega discontinued it to focus on the ]. Retrospective reception has been mixed, with praise for some games and functions, but criticism for its lack of deep games and its high price. Sega's poor support for the Sega CD has been criticized as the beginning of the devaluation of its brand.
By the end of 1994, the add-on had sold approximately 2.7 million units worldwide, compared to 29 million units for the Genesis sold by that time. In 1995, Sega began shifting its focus towards its new console, the ], over the Genesis and Sega CD. The Sega CD was officially discontinued in 1996. Retrospective reception to the add-on is mixed, praising the Sega CD for its individual offerings and additions to the Genesis' functions, but offering criticism to the game library for its depth issues, high price of the unit, and how the add-on was supported by Sega.


==History== ==History==
===Background=== ===Background===
] entered the ] of video game consoles with the ]. It was first released in Japan in 1988 as the Mega Drive and later released in North America in 1989 (as the Sega Genesis) and in Europe and other regions in 1990 (as the Mega Drive).<ref name="Retroinspection"/> In mid-1990, Sega ] ] hired ] as CEO of Sega of America. Kalinske developed a four-point plan for sales of the Genesis: cut the console's price, develop games for the American market with a new American team, continue aggressive advertising campaigns, and ship '']'' with the Genesis as a ].<ref name="Kent_pp424_431"/> The Japanese board of directors initially disapproved of the plan,<ref name="Kent_pp424_431">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent|chapter=Run for the Money|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4}}</ref> but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it."<ref name="Retroinspection" /> Magazines praised ''Sonic'' as one of the greatest games yet made, and Sega's console finally took off as customers who had been waiting for the ] (SNES) decided to purchase a Genesis instead.<ref name="Kent_pp424_431"/> Released in 1988, the ] (known as the Mega Drive in most territories outside of North America) was Sega's entry into the ] of video game consoles.<ref name="Retroinspection"/> In the early 1990s, Sega of America CEO ] helped make the Genesis a success by cutting the price, developing games for the American market with a new American team, continuing aggressive advertising campaigns, and selling '']'' with the Genesis as a ].<ref name="Kent_pp424_431">{{cite book|last=Kent|first=Steven L.|title=]|publisher=]|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=421–438|chapter=|author-link=Steven L. Kent}}</ref>


By the early 1990s, ]s (CDs) were making headway as a ] for music and video games. ] had been the first to use CD technology in a video game console with their ] add-on in October 1988 in Japan (launched in North America as the TurboGrafx-CD the following year), which sold 80,000 units in six months.<ref name="Sentinel">{{cite news|last=Takiff|first=Jonathan|date=April 29, 1989|title=CD+G to be Unveiled in May|newspaper=]|url=http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004&rft_id=info:sid/iw.newsbank.com:AWNB:ORLB&rft_val_format=info:ofi/fmt:kev:mtx:ctx&rft_dat=0EB760D7A3006527&svc_dat=InfoWeb:aggregated5&req_dat=0ECC86DE7A4704AD|url-status=live|url-access=subscription|access-date=December 21, 2013|archive-url=https://web.archive.org/web/20131110080330/http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004|archive-date=November 10, 2013|via=]}}</ref> That year, Nintendo announced a partnership with ] to develop a ] for the ] (SNES). ] released their CD-based ] multimedia system in early 1991, while the ] from ] arrived later that year.<ref name="segacd"/> According to Nick Thorpe of '']'', Sega would have received criticism from investors and observers had it not developed a ] game system.<ref name=":0">{{Cite magazine|last=Thorpe|first=Nick|date=April 2016|title=Sega's Big Gamble|magazine=]|issue=153|pages=20–29}}</ref>
===Development===
Shortly after the release of the Genesis, the Sega hardware R&D team led by Masami Ishikawa began to explore ways to extend system capabilities through add-on accessories. They planned to increase the storage capacity of playable games, but did not have a CD-ROM player in mind.<ref name="Siliconera">{{cite web|publisher=Siliconera|title=Sega's Original Hardware Developer Talks About The Company's Past Consoles|author=Sato|date=September 18, 2013|url=http://www.siliconera.com/2013/09/18/segas-original-hardware-developer-talks-about-the-companys-past-consoles/|accessdate=December 21, 2013}}</ref> At this stage, the team implemented a new ] (DSP) that let the Genesis rotate and scale graphics similar to the SNES ] functionality.<ref name="Siliconera" /><ref name="AllgameCD" /> The team also greatly increased the amount of RAM available for programs, which proved to be one of the greatest technical challenges during development since the Genesis' access speed was initially too slow to run programs effectively.<ref name="Siliconera" />


=== Development ===
By the early 1990s, compact discs were making significant headway as a ] for ] and ]. ] had been the first to use compact disc technology in a video game console with their ] add-on in October 1988 in Japan, which sold 80,000 units in six months.<ref name="Sentinel">{{cite news |title=CD+G to be Unveiled in May |author=Takiff, Jonathan |url=http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004&rft_id=info:sid/iw.newsbank.com:AWNB:ORLB&rft_val_format=info:ofi/fmt:kev:mtx:ctx&rft_dat=0EB760D7A3006527&svc_dat=InfoWeb:aggregated5&req_dat=0ECC86DE7A4704AD |newspaper=The Orlando Sentinel {{subscription required|via=]}}|date=April 29, 1989 |accessdate=December 21, 2013}}</ref> That same year, Nintendo announced a partnership with ] to develop its own CD-ROM peripheral for the SNES. ] released their CD-based ] multimedia system centered in early 1991, while long-in-waiting ] from ] finally arrived towards the end of the year. Faced with this increasing prevalence of CD-ROM devices in the marketplace, the Sega team decided to incorporate a CD drive into their peripheral device, which was soon named the Mega-CD.<ref name="segacd">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |chapter=The War|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4}}</ref><ref name="CDFollies">{{cite web|author=Buchanan, Levi|title=Sega CD Follies|publisher=]|date=October 15, 2008|accessdate=July 1, 2013|url=http://www.ign.com/articles/2008/10/15/sega-cd-follies}}</ref><ref name="1UP">{{cite web|author=Parish, Jeremy|title=20 Years Ago, Sega Gave Us the Sega CD|publisher=]|date=October 16, 2012|accessdate=July 1, 2013|url=http://www.1up.com/features/sega-cd-anniversary|archiveurl=http://textmirror.net/mirror-www-1up-com-features-sega-cd-anniversary-2014-03-30|archivedate=March 30, 2014}}</ref> Sega partnered with ] to transform the add-on into a CD-based system. JVC had been working with ] to develop a CD player under the ] standard.<ref name="Sentinel" /><ref name="economist">{{cite news |title=Sega v Nintendo: Sonic Boom |url=http://search.proquest.com/docview/224134880?accountid=141690 |newspaper=The Economist {{subscription required|via=]}}|date=January 25, 1992 |accessdate=October 10, 2013}}</ref>
Shortly after the release of the Genesis, Sega's Consumer Products Research and Development Labs, led by manager Tomio Takami, were tasked with creating a CD-ROM add-on. It was originally intended to equal the capabilities of the TurboGrafx-CD, but with twice as much ] (RAM).<ref name="Takami">{{cite magazine|title=Behind the Screens at Sega of Japan|magazine=]|issue=29|volume=3|date=December 1991|pages=115, 122}}</ref> In addition to relatively short loading times, Takami's team planned to implement ] ] and ] similar to that of ], which required a dedicated ].<ref name="Takami"/><ref name="Siliconera">{{cite web|author=Sato|date=September 18, 2013|title=Sega's Original Hardware Developer Talks About The Company's Past Consoles|url=http://www.siliconera.com/2013/09/18/segas-original-hardware-developer-talks-about-the-companys-past-consoles/|url-status=dead|archive-url=https://web.archive.org/web/20131202230217/http://www.siliconera.com/2013/09/18/segas-original-hardware-developer-talks-about-the-companys-past-consoles/|archive-date=December 2, 2013|access-date=December 21, 2013|website=]}}</ref> A custom graphics chip would implement these features, alongside an additional ] manufactured by ].<ref name=":0" /> According to Kalinske, Sega was ambitious about what CD-ROM technology would do for video games, with its potential for "movie graphics", "rock and roll concert sound" and 3D animation.<ref name=":0" />


However, two major changes were made towards the end of development that dramatically raised the price of the add-on. Because the Genesis' ] CPU was too slow to handle the Sega CD's new graphical capabilities, an additional 68000 CPU was incorporated.<ref name="Takami" /> This second CPU has a ] of 12.5&nbsp;MHz, faster than the 7.67&nbsp;MHz CPU in the Genesis.<ref name=":0" /> Responding to rumors that NEC planned a memory upgrade to bring the TurboGrafx-CD RAM from 0.5&nbsp;] to between 2 and 4&nbsp;Mbit, Sega increased the Sega CD's available RAM from 1 to 6&nbsp;Mbit.<ref name="Takami" /> This proved to be a technical challenge, since the Sega CD's RAM access speed was initially too slow to run programs effectively, and the developers had to focus on increasing the speed.<ref name="Siliconera" /> The estimated cost of the device rose to US$370, but market research convinced Sega executives that consumers would be willing to pay more for a state-of-the-art machine.<ref name="Takami" /> Sega partnered with ], which had been working with ] to develop a CD player under the ] standard.<ref name="Sentinel" /><ref name="economist">{{cite news |title=Sega v Nintendo: Sonic Boom |newspaper=] |date=January 25, 1992 |id={{ProQuest|224134880}} {{subscription required}}}}</ref>
Up until the middle of 1991, Sega of America had been kept uninformed of the details of the project, without a functioning unit to test. According to former Sega of America executive producer Michael Latham, "When you work at a multinational company, there are things that go well and there are things that don’t. They didn't want to send us working Sega CD units. They wanted to send us dummies and not send us the working CD units until the last minute because they were concerned about what we would do with it and if it would leak out. It was very frustrating."<ref name="segacd" /> Despite not being provided a functioning unit, Latham and Sega of America vice president of licensing Shinobu Toyoda put together a functioning Sega CD by acquiring a ROM for the system and installing it in a dummy unit.<ref name="segacd" /> Also proving frustrating to Sega of America executives was the construction of the add-on. "The Mega-CD was designed with a cheap, consumer-grade audio CD drive, not a CD-ROM," stated Scot Bayless, former Sega of America senior producer. "Quite late in the run-up to launch, the quality assurance teams started running into severe problems with many of the units - and when I say severe, I mean units literally bursting into flames. We worked around the clock, trying to catch the failure in-progress, and after about a week we finally realized what was happening," citing the need of game titles to utilize more time seeking data than the CD drive was designed to provide.<ref name="Eurogamer">{{cite web|author=McFerran, Damien|title=The Rise and Fall of Sega Enterprises|year=2012|publisher=]|url=http://www.eurogamer.net/articles/2012-02-22-the-rise-and-fall-of-sega-enterprises|accessdate=July 25, 2013}}</ref>

Sega of America was not informed of the project details until mid-1991. Despite being provided with preliminary technical documents earlier in the year, the American division was not given a functioning unit to test.<ref>{{cite web|last=Horowitz |first=Ken |url=http://www.sega-16.com/2012/03/interview-scot-bayless/ |title=Interview:Scot Bayless |work=Sega-16 |date=March 1, 2012 |access-date=November 11, 2015 |url-status=live |archive-url=https://web.archive.org/web/20120303233609/http://www.sega-16.com/2012/03/interview-scot-bayless/ |archive-date=March 3, 2012}}</ref> According to former executive producer Michael Latham: "When you work at a multinational company, there are things that go well and there are things that don't. They didn't want to send us working Sega CD units. They wanted to send us dummies and not send us the working CD units until the last minute because they were concerned about what we would do with it and if it would leak out. It was very frustrating."<ref name="segacd">{{cite book|last=Kent|first=Steven L.|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=439–460}}</ref>

Latham and Sega of America vice president of licensing Shinobu Toyoda assembled a functioning Sega CD by acquiring a ROM for the system and installing it in a dummy unit.<ref name="segacd" /> The American staff were frustrated by the Sega CD's construction. Former senior producer Scot Bayless said: " was designed with a cheap, consumer-grade audio CD drive, not a CD-ROM. Quite late in the run-up to launch, the quality assurance teams started running into severe problems with many of the units—and when I say severe, I mean units literally bursting into flames. We worked around the clock, trying to catch the failure in-progress, and after about a week we finally realized what was happening." He said the problems were caused by certain games excessively seeking to different tracks on the disc (as opposed to continuously playing / streaming), leading to overheating of the motors which repositioned the laser head assembly.<ref name="Eurogamer">{{cite web|author=McFerran, Damien|title=The Rise and Fall of Sega Enterprises|year=2012|website=]|url=http://www.eurogamer.net/articles/2012-02-22-the-rise-and-fall-of-sega-enterprises|access-date=July 25, 2013|url-status=live|archive-url=https://web.archive.org/web/20140216124431/http://www.eurogamer.net/articles/2012-02-22-the-rise-and-fall-of-sega-enterprises|archive-date=February 16, 2014}}</ref>


===Launch=== ===Launch===
Sega announced the release of the Mega-CD in Japan for late 1991, and North America (as the Sega CD) in 1992. It was unveiled to the public for the first time at the 1991 Tokyo Toy Show, to positive reception from critics.<ref name="RetroGamer"/> The Mega-CD would go on to be released in Japan on December 12, 1991, initially retailing at ]49,800.<ref>{{cite web|title=Mega-CD|publisher=]|language=Japanese|accessdate=March 29, 2014|url=http://sega.jp/fb/segahard/mcd/}}</ref> Though the unit sold quickly, the small install base of the Mega Drive in Japan meant that sales declined rapidly after launch.<ref name="RetroinspectionCD">{{cite journal|journal=] — the Mega Drive Book|title=Retroinspection: Mega-CD|pages=18–27|author=McFerran, Damien|publisher=] |location=London, UK|year=2013}}</ref> Within its first year in Japan, the Mega-CD only sold 100,000 units. Third-party development of games for the new system suffered because Sega took a long amount of time to release software development kits.<ref name="AllgameCD"/><ref name="RetroGamer" /> Other factors impacting sales included the high launch price of the Mega-CD in Japan and only two titles being available at launch.<ref name="RetroGamer" /> As early as 1990, magazines were covering a CD-ROM expansion for the Genesis.<ref>{{Cite magazine|date=November 1990|title=Big in Japan|magazine=]|issue=1|pages=20–21}}</ref><ref>{{Cite magazine|date=September 1990|title=CD-ROM|magazine=]|language=Japanese|page=20}}</ref> Sega announced the release of the Mega-CD in Japan for late 1991, and North America (as the Sega CD) in 1992. It was unveiled to the public at the 1991 Tokyo Toy Show,<ref name="RetroGamer"/><ref>{{Cite magazine|date=August 1991|title=Sega of Japan Unveils Mega-CD at Tokyo Toy Show!|magazine=]|issue=25|page=36}}</ref> to positive reception from critics,<ref name="RetroGamer" /> and at the ] in ] in mid-1991.<ref>{{Cite magazine|date=June 22, 1991|title=Does the CD Console War Start Here?|magazine=]|issue=137|page=4}}</ref> It was released in Japan on December 12, 1991, initially retailing at ]49,800.<ref>{{cite web|title=Mega-CD|publisher=]|language=ja|access-date=March 29, 2014|url=http://sega.jp/fb/segahard/mcd/|url-status=live|archive-url=https://web.archive.org/web/20140716110215/http://sega.jp/fb/segahard/mcd/|archive-date=July 16, 2014}}</ref> Though the Mega-CD sold quickly, the small install base of the Mega Drive in Japan meant that sales declined rapidly.<ref name="RetroinspectionCD">{{cite magazine|author=McFerran|first=Damien|date=February 2009|title=Retroinspection: Mega-CD|magazine=]|issue=61|pages=82–87}}</ref> Within its first three months, the Mega-CD sold 200,000 units, but only sold an additional 200,000 over the next three years.<ref name=":0" /> Third-party game development suffered because Sega took a long time to release ]s.<ref name="RetroGamer" /><ref name="AllgameCD"/> Other factors affecting sales included the high launch price of the Mega-CD in Japan and only two games available at launch,<ref name="RetroGamer" /> with only five published by Sega within the first year.<ref name=":0" />

]On October 15, 1992, the Mega-CD was released in North America as the Sega CD, with a retail price of ]299.<ref name="segacd" /> Advertising included one of Sega's slogans, "Welcome to the Next Level". Though only 50,000 units were available at launch due to production problems, the Sega CD sold over 200,000 units by the end of 1992<ref name="RetroinspectionCD" /> and 300,000 by July 1993.<ref>{{cite news|first=Andrew|last=Pollack|url=https://www.newspapers.com/image/273694979/| archive-url=https://ghostarchive.org/archive/20211019/https://www.newspapers.com/image/273694979/| archive-date=October 19, 2021|title=Sega strives to be a Disney for the new electronic age|date=July 8, 1993|agency=The New York Times|newspaper=Honolulu Star-Bulletin|access-date=December 29, 2020|url-status=live|page=D4|via=Newspapers.com}}{{cbignore}}</ref> As part of Sega's sales, ] purchased Sega CD units for rental in their stores.<ref name="SunSentinel">{{cite news|author=McCash, Vicki|title=Sega Channel To Offer Games Via Cable TV|url=http://articles.sun-sentinel.com/1993-04-28/business/9302080600_1_sega-channel-sega-cd-sega-genesis|date=April 28, 1993|access-date=December 9, 2013|newspaper=]|url-status=dead|archive-url=https://web.archive.org/web/20131213040029/http://articles.sun-sentinel.com/1993-04-28/business/9302080600_1_sega-channel-sega-cd-sega-genesis|archive-date=December 13, 2013}}</ref> Sega of America emphasized that the Sega CD's additional storage space allowed for ] (FMV),<ref name="AllgameCD" /><ref name="CDFollies">{{cite web|last=Buchanan|first=Levi|title=Sega CD Follies|website=]|date=October 15, 2008|access-date=July 1, 2013|url=http://www.ign.com/articles/2008/10/15/sega-cd-follies|url-status=live|archive-url=https://web.archive.org/web/20130828085544/http://www.ign.com/articles/2008/10/15/sega-cd-follies|archive-date=August 28, 2013}}</ref><ref name="1UP">{{cite web|author=Parish, Jeremy |title=20 Years Ago, Sega Gave Us the Sega CD |website=] |date=October 16, 2012 |access-date=December 11, 2016 |url=http://www.1up.com/features/sega-cd-anniversary |url-status=dead |archive-url=https://archive.today/20130615202428/http://www.1up.com/features/sega-cd-anniversary |archive-date=June 15, 2013 }}</ref> with ] becoming an important partner.<ref name="segacd" /> After the initial competition between Sega and Nintendo to develop a CD-based add-on, ] canceled development of a CD add-on for the SNES after having partnered with Sony and then Philips to develop one.<ref name="segacd" />


The Mega-CD was launched in Europe in April 1993,<ref name=":0" /><ref name="RetroGamer" /> starting with the United Kingdom on April 2, 1993, at a price of £269.99. The European version was packaged with '']'' and '']'' in a two-disc set, along with a ] of five Mega Drive games.<ref name="CVG 138">{{cite magazine|date=May 1993|title=News: Mega CD Launches!|magazine=]|location=United Kingdom|issue=138|page=8}}</ref> Only 70,000 units were initially available in the UK, but 60,000 units were sold by August 1993.<ref name="RetroinspectionCD" /> The Mega-CD was released in Australia in March 1993.<ref>{{Cite magazine|date=April 1993|title=Disc is it: Mega-CD|magazine=Megazone|issue=27|pages=20–21}}</ref> Brazilian toy company ] released the Sega CD in Brazil in October 1993, retaining the North American name despite the use of the name Mega Drive for the base console there.<ref>{{Cite magazine|date=October 1993|title=Bits: Sega CD|magazine=VideoGame|language=Portuguese|volume=3|issue=31|pages=6–7}}</ref><ref name=":1">{{Cite magazine|last=Szczepaniak|first=John|date=November 2006|title=Company Profile: Tec Toy|magazine=]|publisher=|issue=30|pages=50–53|issn=}}</ref>
On October 15, 1992, the Sega CD was released in North America, with a retail price of ]299.<ref name="segacd" /> Advertising for the add-on included one of Sega's slogans, "Welcome to the Next Level". Though only 50,000 units were available at launch due to production issues, the add-on sold over 200,000 units by the end of 1992.<ref name="RetroinspectionCD"/> As part of Sega's sales, ] purchased Sega CD units for rental in their stores.<ref name="SunSentinel">{{cite news|author=McCash, Vicki|title=Sega Channel To Offer Games Via Cable TV|url=http://articles.sun-sentinel.com/1993-04-28/business/9302080600_1_sega-channel-sega-cd-sega-genesis|date=April 28, 1993|accessdate=December 9, 2013|publisher=''Broward and Palm Beach Sun Sentinel''}}</ref> The Mega-CD was launched in Europe in the spring of 1993,<ref name="RetroGamer" /> at a price of ]270. Only 70,000 units were initially available in the United Kingdom, but 60,000 units were sold by August 1993.<ref name="RetroinspectionCD"/> Packed in with the Sega CD at its initial launch was the game '']'', a ] (FMV) game developed by ].<ref name="segacd" /> Emphasized by Sega of America, the benefits of the Sega CD's additional storage space allowed for a large amount of FMV games to be published for the add-on,<ref name="AllgameCD" /><ref name="CDFollies" /><ref name="1UP" /> with Digital Pictures becoming an important partner for Sega.<ref name="segacd" /> Despite the initial competition by both Sega and Nintendo to develop a CD-based add-on, Nintendo did not release a competing peripheral after examining the possibility of partnering with both Sony and Philips to develop one.<ref name="segacd"/>


Sega released a second model, the Sega CD 2 (Mega-CD 2), on April 23, 1993, in Japan.<ref name="Megacd2">{{cite web|title=Mega-CD 2|url=http://sega.jp/fb/segahard/mcd/mcd2.html|publisher=Sega Corporation|language=ja|access-date=March 29, 2014|url-status=live|archive-url=https://web.archive.org/web/20140530063620/http://sega.jp/fb/segahard/mcd/mcd2.html|archive-date=May 30, 2014}}</ref> It was released in North America several months later at a price of ]229, bundled with one of the bestselling Sega CD games, '']''.<ref name="AllgameCD" /><ref>{{cite magazine|title=Sega Packs Sewer Shark with New Sega CD|magazine=]|issue=52|date=November 1993|page=261}}</ref> Designed to bring down the manufacturing costs of the Sega CD, the newer model is smaller and does not use a motorized disc tray.<ref name="RetroinspectionCD"/> A limited number of games were developed that used the Sega CD and another Genesis add-on, the ], released in November 1994.<ref name="AllgameCD32X">{{cite web|last=Marriott|first=Scott Alan|title=Sega Genesis 32X CD&nbsp;– Overview|website=]|access-date=July 2, 2013|url=http://allgame.com/platform.php?id=43|url-status=dead|archive-url=https://web.archive.org/web/20141210111102/http://www.allgame.com/platform.php?id=43|archive-date=December 10, 2014}}</ref>
] Mega-CD 2 without a Mega-Drive attached]]
Sega would go on to release the add-on's second model, the Sega CD 2 (Mega-CD 2), on April 23, 1993 in Japan at a price of JP¥29,800,<ref name="Megacd2">{{cite web|title=Mega-CD 2|url=http://sega.jp/fb/segahard/mcd/mcd2.html|publisher=Sega of Japan|language=Japanese|accessdate=March 29, 2014}}</ref> and at a retail price of US$229 in North America.<ref name="AllgameCD" /> Designed to bring down the manufacturing costs of the Sega CD, the newer model is smaller and does not contain the motorized disc tray used in the initial model.<ref name="RetroinspectionCD"/> A limited number of games were also later developed that utilized both the Sega CD and the ] add-ons, the latter of which was released in November 1994.<ref name="AllgameCD32X">{{cite web|author=Marriott, Scott Alan|title=Sega Genesis 32X CD - Overview|publisher=]|accessdate=July 2, 2013|url=http://allgame.com/platform.php?id=43}}</ref>


===''Night Trap'' controversy=== ===''Night Trap'' controversy===
{{see also|Sega Genesis#Videogame Rating Council and Congressional hearings on video game violence}} {{see also|1993 congressional hearings on video games}}
On December 9, 1993, the ] began to hold hearings on video game violence and the marketing of violent video games to children.<ref name="night trap">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |chapter=Moral Kombat|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4}}</ref> One of the games at the center of this controversy was the Sega CD's '']'', a full-motion video adventure game by Digital Pictures.<ref name="1UP" /> ''Night Trap'' had been brought to the attention of ] ], who said of the game, "I looked at that game, too, and there was a classic. It ends with this attack scene on this woman in lingerie, in her bathroom. I know that the creator of the game said it was all meant to be a ] of ]; but nonetheless, I thought it sent out the wrong message." Lieberman's research later went on to conclude that the average video game player at the time was between seven and twelve years old, and that video game publishers were marketing violence to children.<ref name="night trap" /> Similar issues were brought up in the ], with former Sega of Europe development director Mike Brogan noting that "''Night Trap'' got Sega an awful lot of publicity.... Questions were even raised in the ] about its suitability. This came at a time when Sega was capitalizing on its image as an edgy company with attitude, and this only served to reinforce that image."<ref name="Eurogamer" /> Despite increased sales as a result of the hearings, Sega decided to recall ''Night Trap'' and re-release it with revisions in 1994.<ref>{{cite news|author=Burgess, John|title=Sega to Withdraw, Revise "Night Trap"|date=January 11, 1994|newspaper=]}}</ref> After the close of these hearings, video game manufacturers came together in 1994 to establish the rating system called for by Lieberman, eventually materializing in the form of the ].<ref name="night trap" /> On December 9, 1993, the ] began hearings on video game violence and the marketing of violent video games to children.<ref name="night trap">{{cite book|last=Kent|first=Steven L.|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=461–480|chapter=}}</ref> The Sega CD game '']'', an FMV adventure game by Digital Pictures, was at the center of debate.<ref name="1UP" /> ''Night Trap'' had been brought to the attention of United States Senator ], who said: "It ends with this attack scene on this woman in lingerie, in her bathroom. I know that the creator of the game said it was all meant to be a satire of '']''; but nonetheless, I thought it sent out the wrong message." Lieberman's research concluded that the average video game player was between seven and twelve years old, and that video game publishers were marketing violence to children.<ref name="night trap" />
In the United Kingdom, ''Night Trap'' was discussed in ].<ref name="Eurogamer" /> Former Sega Europe development director Mike Brogan noted that ''Night Trap'' brought Sega publicity, and helped reinforce Sega's image as an "edgy company with attitude".<ref name="Eurogamer" /> Despite the increased sales, Sega recalled ''Night Trap'' and rereleased it with revisions in 1994.<ref>{{cite news|last=Burgess|first=John|title=Sega to Withdraw, Revise "Night Trap"|date=January 11, 1994|newspaper=]}}</ref> Following the congressional hearings, video game manufacturers came together in 1994 to establish a unified rating system, the ].<ref name="night trap" />


===Decline=== ===Decline===
As time passed, the releases of new CD-based consoles such as the ] and the Philips CD-i rendered the Sega CD technically obsolete, reducing public interest in the add-on.<ref name="RetroinspectionCD"/> 2.7 million Sega CD units were sold by the end of 1994, compared to the 29 million Sega Genesis units sold by the same time.<ref name="Man!ac">{{cite news |title=Videospiel-Algebra|journal=Man!ac Magazine|publisher=Cybermedia Verlagsgesellschaft mbH |date=May 1995|language=German|author=''Man!ac Magazine'' staff}}</ref> In early 1995, Sega shifted its focus to the ] and discontinued all advertising for Genesis hardware, including the Sega CD. The add-on itself was officially no longer supported in 1996.<ref name="AllgameCD" /> By the end of 1993, sales of the Sega CD had stalled in Japan and were slowing in North America. In Europe, sales of Mega-CD games were outpaced by games for the ].<ref name=":0" /> Newer CD-based consoles such as the ] rendered the Sega CD technically obsolete, reducing public interest.<ref name="RetroinspectionCD"/> In late 1993, less than a year after the Sega CD had launched in North America and Europe, the media reported that Sega was no longer accepting in-house development proposals for the Mega-CD in Japan.<ref>{{cite magazine|title=Gaming Gossip|magazine=]|issue=53|date=December 1993|page=64}}</ref> By 1994, {{nowrap|1.5 million}} units had been sold in the United States and 415,000 in Western Europe.<ref name="SD">{{cite magazine | magazine=] | title=Finance & Business | date=March 1995 | archive-url=https://archive.today/20211124142424/https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg | archive-date=November 24, 2021 | url-status=live | url=https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg | page=56 | access-date=May 23, 2021 }}</ref> Kalinske blamed the Sega CD's high price for limiting its potential market; Sega attempted to add value in the US and the UK by bundling more games, with some packages including up to five games.<ref name=":0" />

In early 1995, Sega shifted its focus to the ] and discontinued advertising for Genesis hardware, including the Sega CD. Sega discontinued the Sega CD in the first quarter of 1996, saying that it needed to concentrate on fewer platforms and that the Sega CD could not compete due to its high price and outdated single-speed drive.<ref>{{cite magazine|last=Sherman |first=Chris |title=Sega Pulls Plug on Sega CD|magazine=]|issue=15|date=March 1996|page=19}}</ref> According to Thorpe, the Sega CD only reached a more popular price point in 1995, by which time customers were willing to wait for newer consoles.<ref name=":0" /> The last scheduled Sega CD games, ports of '']'' and '']'',<ref>{{cite magazine|title=Buyers Beware |magazine=]|issue=89|date=February 1996|page=14}}</ref> were cancelled. 2.24 million Sega CD units were sold worldwide.<ref name=":0" /><ref name="Sega Stats">{{cite magazine|date=June 21, 1996|title=Weekly ''Famitsu'' Express|magazine=]|volume=11|issue=392|lang=ja}}</ref>


==Technical specifications== ==Technical specifications==
] ]
The Sega CD can only be used in conjunction with a Genesis system, attaching through an expansion slot on the side of the main console. Though the Sega CD is an add-on, it does require its own separate power supply. In addition to playing its own library of games in ] format, the Sega CD can also play ]s, ] CD+G discs, and can also be used in conjunction with the Sega 32X to play ] games that utilize both add-ons. The second model, also known as the Sega CD 2, also includes a steel joining plate to be screwed into the bottom of the Genesis, as well as an extension spacer to work with ].<ref name="specs">{{cite book|title=Sega CD instruction manual (model 2)|publisher=]|year=1993}}</ref> The Sega CD can only be used in conjunction with a Genesis system, attaching through an expansion slot on the side of the main console.<ref>{{Cite magazine|date=February 1993|title=Mega-CD|magazine=]|issue=135|page=16}}</ref> It requires its own power supply.<ref name="specs" /> A core feature of the Sega CD is the increase in data storage by its games being CD-ROMs; whereas ]s of the day typically contained 8 to 16 megabits of data, a CD-ROM disc can hold more than 640 ]s of data, more than 320 times the storage of a Genesis cartridge. This increase in storage allows the Sega CD to play ]s.<ref name="segacd" /> In addition to playing its own library of games in CD-ROM format, the Sega CD can also play compact discs and ] CD+G discs, and can be used in conjunction with the 32X to play ] games that use both add-ons. The second model, also known as the Sega CD 2, includes a steel joining plate to be screwed into the bottom of the Genesis and an extension spacer to work with the ].<ref name="specs">{{cite book|title=Sega CD instruction manual (model 2)|publisher=Sega of America, Inc.|year=1993}}</ref>


The main ] of the Sega CD is a 12.5] ] ] processor,<ref name="RetroGamer">{{cite journal|author=Birch, Aaron|title=Next Level Gaming: Sega Mega-CD|journal=]|publisher=Live Publishing|issue=17|year=2005|pages=36–42}}</ref><ref>{{cite web|url=http://sega.jp/fb/segahard/mcd/data.html|title=Mega-CD data|publisher=Sega of Japan|language=Japanese|accessdate=March 24, 2014}}</ref> which runs 5&nbsp;MHz faster than the Genesis processor.<ref name="AllgameCD" /> It contains 1 ] of ] ], allocated for the CD game ], CD player software, and compatibility with CD+G discs. 6 Mbit of ] are allocated to data for programs, pictures, and sounds; 512 ] to ] waveform memory; 128 Kbit to CD-ROM data cache memory; and an additional 64 Kbit are allocated as backup memory.<ref name="specs" /> Additional backup memory in the form of a 1 ] Backup RAM Cartridge was also available as a separate purchase. ] is supplied through a PCM sound source, and two ] allow the Sega CD to output ] separate from the Genesis. Combining stereo sound from a Genesis to either version of the Sega CD requires a cable between the Genesis's headphone jack and an input jack on the back of the CD unit. This is not required for the second model of the Genesis.<ref name="specs" /> Two graphics chips included in the Sega CD serve to add ] and ] as capabilities of the system.<ref name="AllgameCD" /> The main ] of the Sega CD is a 12.5&nbsp;] ] Motorola 68000 processor,<ref name="RetroGamer">{{cite magazine|author=Birch, Aaron|title=Next Level Gaming: Sega Mega-CD|magazine=]|issue=17|year=2005|pages=36–42}}</ref><ref>{{cite web|url=http://sega.jp/fb/segahard/mcd/data.html|title=Mega-CD data|publisher=Sega Corporation|language=ja|access-date=March 24, 2014|url-status=live|archive-url=https://web.archive.org/web/20131016142854/http://sega.jp/fb/segahard/mcd/data.html|archive-date=October 16, 2013}}</ref> which runs 5&nbsp;MHz faster than the Genesis processor.<ref name="AllgameCD" /> It contains 1&nbsp;Mbit of ] ], allocated for the CD game ], CD player software, and compatibility with CD+G discs. 6&nbsp;Mbit of RAM is allocated to data for programs, pictures, and sounds; 128&nbsp;Kbit to CD-ROM data ]; and an additional 64&nbsp;Kbit is allocated as the backup memory.<ref name="specs" /><ref name=":2">{{Cite magazine|date=September 1993|title=Sega Mega-CD II: Retour vers le futur|magazine=Player One|language=French|issue=34|page=53}}</ref> Additional backup memory in the form of a 1&nbsp;Mbit Backup RAM Cartridge was also available as a separate purchase, released near the end of the system's life.<ref>{{cite magazine|title=Saved by the Cart|magazine=]|issue=83|date=August 1995|page=108}}</ref><ref>{{cite web|url=https://sega.jp/fb/segahard/mcd/backup.html|language=Japanese|accessdate=December 12, 2021|title=Mega CD RAM|publisher=]|archive-date=October 20, 2020|archive-url=https://web.archive.org/web/20201020092507/https://sega.jp/fb/segahard/mcd/backup.html|url-status=live}}</ref> The graphics chip is a custom ],<ref name=":2" /> and can perform similarly to the SNES's ], but with the ability to handle more objects at the same time.<ref name=":0" /> Audio is supplied through the Ricoh RF5C164, and two ] allow the Sega CD to output stereophonic sound separate from the Genesis. Combining stereo sound from a Genesis to either version of the Sega CD requires a cable between the Genesis's headphone jack and an input jack on the back of the CD unit. This is not required for the second model of the Genesis.<ref name=":0" /><ref name="specs" /> Sega released an additional accessory to be used with the Sega CD for karaoke, including a microphone input and various sound controls.<ref>{{cite web|url=https://sega.jp/fb/segahard/mcd/karaoke.html|language=Japanese|title=Mega CD Karaoke|publisher=]|accessdate=December 12, 2021|archive-date=November 15, 2020|archive-url=https://web.archive.org/web/20201115021909/https://sega.jp/fb/segahard/mcd/karaoke.html|url-status=live}}</ref>


==Models==
Though the Sega CD offers a faster processor, its main purpose is to expand the size of the games. Whereas ]s of the day typically contained 8 to 16 megabits of data, a CD-ROM disc can hold more than 640 ]s of data, or more than 320 times the storage of a Genesis cartridge. This allows the Sega CD to run games containing full motion video.<ref name="segacd" />

==Variations==
{{see also|Sega Genesis#Variations}} {{see also|Sega Genesis#Variations}}
{| class="wikitable" style="float:right;" {| class="wikitable" style="float:right; margin:0.5em 0 0.5em 1.4em;"
|- |-
|] || ] || ] |] || ] || ]
|- |-
|width="90"| <center>Sega CD with original Genesis</center> ||width="90"| <center>Sega CD 2 with second model Genesis</center> ||width="90"| <center>Sega Genesis CDX</center> |width="90"| {{center|Genesis and Sega CD (original models)}} ||width="90"| {{center|Genesis and Sega CD (second models)}} ||width="90"| {{center|Genesis CDX}}
|- |-
|] || ] ||] |] || ] ||]
|- |-
|width="90"| <center>] Wondermega RG-M1</center> ||width="90"| <center>Victor Wondermega RG-M2</center> ||width="90"|<center>Pioneer LaserActive</center> |width="90"| {{center|] Wondermega RG-M1}} ||width="90"| {{center|Victor Wondermega RG-M2}} ||width="90"|{{center|Pioneer LaserActive}}
|} |}


The Sega CD received several variations during its lifetime, of which Sega constructed three. The original model utilized a front-loading motorized disc tray and sat underneath the Genesis.<ref name="AllgameCD"/> Sega later released the Sega CD 2, which was redesigned to sit next to the second model of the Genesis and featured a top-loading disc tray in place of the motorized tray of the original model.<ref name="AllgameCD">{{cite web|author=Beuscher, David|title=Sega CD - Overview|publisher=]|accessdate=June 27, 2013|url=http://allgame.com/platform.php?id=36}}</ref> In addition to the add-on models, Sega also released the Genesis CDX (Multi-Mega in Japan and Europe). This console was a combination of the Genesis and Sega CD into one unit, and initially retailed at US$399. Unique to this model was its additional functionality as a portable compact disc player.<ref name="AllgameCDX">{{cite web|author=Marriott, Scott Alan|title=Sega Genesis CDX - Overview|publisher=]|accessdate=June 27, 2013|url=http://allgame.com/platform.php?id=17675}}</ref> Several models of the Sega CD were released. The original model used a front-loading motorized disc tray and sat underneath the Genesis. The second model was redesigned to sit next to the Genesis and featured a top-loading disc tray.<ref name="AllgameCD">{{cite web |author=Beuscher, David |title=Sega CD&nbsp;– Overview |website=] |access-date=June 27, 2013 |url=http://allgame.com/platform.php?id=36 |url-status=dead |archive-url=https://web.archive.org/web/20141114094429/http://www.allgame.com/platform.php?id=36 |archive-date=November 14, 2014 }}</ref> Sega also released the Genesis CDX (Multi-Mega in Europe), a combined Genesis and Sega CD, with additional functionality as a ].<ref name=":0" /><ref name="AllgameCDX">{{cite web |last=Marriott |first=Scott Alan |title=Sega Genesis CDX&nbsp;– Overview |website=] |access-date=June 27, 2013 |url=http://allgame.com/platform.php?id=17675 |archive-url=https://web.archive.org/web/20141114094412/http://www.allgame.com/platform.php?id=17675 |archive-date=November 14, 2014 |url-status=dead }}</ref>


Three additional system models were created by other electronics companies. Working with Sega of Japan, JVC released the Wondermega on April 1, 1992, in Japan, at an initial retail price of ¥82,800 (or US$620). The system was later redesigned by JVC and released as the X'Eye in North America in September 1994. Designed by JVC to be a Genesis and Sega CD combination with high quality audio, the Wondermega's high price kept it out of the hands of average consumers.<ref name="JVC">{{cite web|author=Marriott, Scott Alan|title=JVC X'Eye - Overview|publisher=]|accessdate=July 2, 2013|url=http://www.allgame.com/platform.php?id=18826}}</ref> Likewise was the case with the ], which was also an add-on that required an attachment developed by Sega, known as the Mega-LD pack, in order to play Genesis and Sega CD games. Though the LaserActive, developed by ], was lined up to compete with the 3DO Interactive Multiplayer, the combined system and Mega-LD pack retailed at nearly $1600, becoming a very expensive option for Sega CD players.<ref name="Pioneer">{{cite web|author=Marriott, Scott Alan|title=Pioneer LaserActive - Overview|publisher=]|accessdate=July 2, 2013|url=http://www.allgame.com/platform.php?id=17669}}</ref> ] also released the CSD-GM1, a combination Genesis/Sega CD unit built into a ].<ref name="Retroinspection">{{cite journal|journal='']''|publisher=Imagine Publishing|title=Retroinspection: Mega Drive|author=Sczepaniak, John|issue=27|year=2006|pages=42–47}}</ref> Three additional system models were created by other electronics companies. Working with Sega, JVC released the Wondermega, a combination of the Genesis and Sega CD with high-quality audio, on April 1, 1992, in Japan. The Wondermega was redesigned by JVC and released as the X'Eye in North America in September 1994. Its high price kept it out of the hands of average consumers.<ref name=":0" /><ref name="JVC">{{cite web|author=Marriott, Scott Alan|title=JVC X'Eye&nbsp;– Overview|website=]|access-date=July 2, 2013|url=http://www.allgame.com/platform.php?id=18826|url-status=dead|archive-url=https://web.archive.org/web/20141114094430/http://www.allgame.com/platform.php?id=18826|archive-date=November 14, 2014}}</ref> Another console, the ] by ], can play Genesis and Sega CD games if equipped with the Mega-LD attachment developed by Sega.<ref name=":0" /><ref name="Pioneer" /> The LaserActive was positioned to compete with the 3DO Interactive Multiplayer, but the combined system and Mega-LD pack retailed at too expensive a price for most consumers.<ref name="Pioneer">{{cite web |author=Marriott, Scott Alan |title=Pioneer LaserActive&nbsp;– Overview |website=] |access-date=July 2, 2013 |url=http://www.allgame.com/platform.php?id=17669 |url-status=dead |archive-url=https://web.archive.org/web/20141114094412/http://www.allgame.com/platform.php?id=17669 |archive-date=November 14, 2014 }}</ref> ] released the CSD-GM1, a combination Mega Drive and Mega CD unit built into a ].<ref name="Retroinspection">{{cite magazine|magazine=]|title=Retroinspection: Mega Drive|author=Sczepaniak, John|issue=27|year=2006|pages=42–47}}</ref> The CSD-GM1 was released in Japan in 1994.<ref name=":0" />


==Game library== ==Games==
{{main|List of Sega CD games}} {{See also|List of Sega CD games}}
] ]
The Sega CD supports a library of more than 200 games created by Sega and third-party publishers.<ref name=":3" /> Six Sega CD games were also released in versions that used both the Sega CD and 32X add-ons.<ref name="AllgameCD32X" />


Well regarded Sega CD games include '']'', '']'', '']'', '']'', and '']'', as well as the controversial ''Night Trap''.<ref name="CDFollies" /><ref name="1UP" /><ref>{{cite web|last=Parish|first=Jeremy|url=http://www.usgamer.net/articles/the-best-genesis-and-sega-cd-games|title=The 10 Best Genesis/Mega Drive and Top 5 Sega CD Games|work=USgamer|date=October 29, 2013|access-date=May 27, 2015|url-status=live|archive-url=https://web.archive.org/web/20150504005843/http://www.usgamer.net/articles/the-best-genesis-and-sega-cd-games|archive-date=May 4, 2015}}</ref><ref>cf. {{cite web |last=Semrad |first=Steve and ''EGM'' |url=http://www.1up.com/do/feature?pager.offset=3&cId=3147448 |title=The Greatest 200 Videogames of their Time, Page 3 |website=]|date=February 2, 2006 |access-date=December 11, 2016 |url-status=dead |archive-url=https://archive.today/20120713133949/http://www.1up.com/do/feature?pager.offset=3&cId=3147448 |archive-date=July 13, 2012 }} cf. {{cite web |url=http://www.ign.com/articles/2000/06/06/top-25-games-of-all-time-21-25 |title=Top 25 PlayStation Games of all Time: #21–25 |website=]|date=June 5, 2000 |access-date=May 19, 2014 |url-status=live |archive-url=https://www.webcitation.org/6EAQc8myb?url=http://www.ign.com/articles/2000/06/06/top-25-games-of-all-time-21-25 |archive-date=February 3, 2013}} cf. {{cite magazine|title=Retro Reviews: Lunar: Silver Star Story Complete|magazine=]|issue=148|volume=15|date=August 2005|page=119}}</ref><ref>{{cite web|last=Chen |first=David |url=http://www.1up.com/features/retroactive-metal-gear |title=Retroactive: Kojima's Productions |website=] |date=December 14, 2005 |access-date=December 11, 2016 |url-status=dead |archive-url=https://archive.today/20121209003855/http://www.1up.com/features/retroactive-metal-gear |archive-date=December 9, 2012 }}</ref> Although Sega created '']'' for the Genesis to compete against the SNES port of the arcade hit '']'', the Sega CD received an enhanced version of ''Final Fight'' that has been praised for its greater faithfulness to the arcade original.<ref>{{cite book|last=Kent|first=Steven L.|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|year=2001|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|pages=445, 448}}</ref><ref>{{cite magazine|title=Retro Reviews: Final Fight CD|magazine=]|issue=177|volume=18|date=January 2008|page=110}}</ref> '']'' was noted for its impressive use of the Sega CD hardware as well as its violent content.<ref>{{cite web|url=http://www.gamespot.com/features/vgs/sat/segafight/page11.html |title=The History of Sega Fighting Games, Page 11 |website=] |year=1997 |access-date=May 20, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20090517084728/http://www.gamespot.com/features/vgs/sat/segafight/page11.html |archive-date=May 17, 2009 }}</ref><ref>{{cite magazine|title=Eternal Champions: Challenge from the Dark Side|magazine=]|date=February 1995|issue=2|volume=1|page=99}}</ref> In particular, ''Sonic CD'' garnered acclaim for its graphics and ] gameplay, which improved upon the traditional ] formula.<ref name="1UP" /><ref>{{cite magazine|last=Noble |first=McKinley |url=http://www.gamepro.com/article/features/210105/the-20-best-platformers-1989-to-2009-page-2 |title=The 20 Best Platformers, 1989 to 2009, Page 2 |magazine=]|date=August 4, 2009 |access-date=May 19, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20091128161652/http://www.gamepro.com/article/features/210105/the-20-best-platformers-1989-to-2009-page-2 |archive-date=November 28, 2009 }}</ref><ref>{{cite web|last=Towell|first=Justin|url=http://www.gamesradar.com/sonic-cd-review/|title=Sonic CD Review|website=]|date=December 16, 2011|access-date=May 19, 2014|url-status=live|archive-url=https://web.archive.org/web/20160304081914/http://www.gamesradar.com/sonic-cd-review/|archive-date=March 4, 2016}}</ref><ref>{{cite magazine|last=Rudden|first=Dave|url=http://www.oxmonline.com/sonic-cd-review|title=Sonic CD Review|magazine=]|date=December 19, 2011|access-date=May 19, 2014|url-status=live|archive-url=https://web.archive.org/web/20120106112737/http://www.oxmonline.com/sonic-cd-review|archive-date=January 6, 2012}}</ref><ref>{{cite web|last=Kemps|first=Heidi|url=http://www.gamespot.com/reviews/sonic-cd-review/1900-6348147/|title=Sonic CD Review|website=]|date=January 3, 2012|access-date=May 19, 2014|url-status=live|archive-url=https://web.archive.org/web/20140329082842/http://www.gamespot.com/reviews/sonic-cd-review/1900-6348147/|archive-date=March 29, 2014}}</ref><ref>{{cite web|last=DeVries|first=Jack|url=http://www.ign.com/articles/2011/12/16/sonic-cd-review-2|title=Sonic CD Review|website=]|date=December 15, 2011|access-date=May 19, 2014|url-status=live|archive-url=https://web.archive.org/web/20140218230324/http://www.ign.com/articles/2011/12/16/sonic-cd-review-2|archive-date=February 18, 2014}}</ref> The Sega CD also received enhanced ports of Genesis games including '']'' and '']''.<ref name="RetroGamer" />
The Sega CD library contains over 140 titles.<ref name="AllgameCD" /> Included in this library are six games which, while receiving individual Sega CD releases, also received separate versions that utilized both the Sega CD and Sega 32X add-ons.<ref name="AllgameCD32X" /> Among the titles released for the add-on were a number of FMV games, including ''Sewer Shark'' and '']''. Well-known titles include '']'' and '']'', as well as the controversial ''Night Trap''.<ref name="CDFollies" /><ref name="1UP" /> The Sega CD also received enhanced ports of games from the Genesis, including '']'' and '']''.<ref name="RetroGamer" /> In particular, ''Sonic the Hedgehog CD'' has been noted for its excellent graphics and new ] elements without changing the traditional ] formula.<ref name="1UP" />


Given the large number of FMV games and Genesis ports, the Sega CD's game library has been criticized for its lack of depth. Full motion video quality was substandard on the Sega CD due to poor video compression software and the system's limited color palette,<ref name="CDFollies" /> and the concept never caught on with the public.<ref name="AllgameCD" /> According to Digital Pictures founder Tom Zito, "Sega CD could only put up 32 colors at a time, so you had this horrible grainy look to the images,"<ref name="segacd" /> though the system was able to put up 64 colors at one time.<ref name="SegaSpecs">{{cite book|publisher=]|title=Sega Service Manual (Supplement): Genesis II/Mega Drive II|year=1993}}</ref> Likewise, most Genesis ports for the Sega CD added in additional full motion video sequences, extra levels, and enhanced audio, but were otherwise the same game as the Genesis release.<ref name="AllgameCD" /> The video quality in these sequences has also been criticized as comparable to an old ] tape.<ref name="CDFollies" /> The Sega CD library includes several ]s, such as ''Night Trap, ]'' and '']''.<ref name="CDFollies" /> FMV quality was substandard on the Sega CD due to poor video compression software and limited color palette,<ref name="CDFollies" /> and the concept never caught on with the public.<ref name="AllgameCD" /> According to Digital Pictures founder Tom Zito, the Sega CD's limited color palette created "a horrible grainy look".<ref name="segacd" /> Likewise, most Genesis ports for the Sega CD featured additional FMV sequences, extra levels, and enhanced audio, but were otherwise identical to their Genesis release.<ref name="AllgameCD" /> The video quality in these sequences has been criticized as comparable to an old ] tape.<ref name="CDFollies" />

Given a large number of FMV games and Genesis ports, the Sega CD's game library has been criticized for its lack of depth.<ref name="CDFollies" /> Kalinske felt this was a valid criticism, and that while it was useful for releasing collections of games, "just doing cartridge games on a CD-ROM was not a step forward". According to Thorpe, the Sega CD's games did not display enough advancement to justify the console price for most consumers. He felt that FMV games, targeted toward more casual players, were not enough to satisfy hardcore players.<ref name=":0" />


==Reception and legacy== ==Reception and legacy==
] Mega-CD 2 with a Mega Drive and a ] attached. Each device requires its own power supply.]] ] attached. Each device requires its own power supply.]]
Near the time of its release, the Sega CD was awarded Best New Peripheral of 1992 by ]. Four separate reviews scored the add-on 8, 9, 8, and 8 out of 10; reviewers cited its upgrades to the Genesis as well as its high-quality and expanding library of games.<ref name="egmbuyersguide1993">{{cite journal |last= |first= |authorlink= |coauthors= |date=January 1993 |title=Electronic Gaming Monthly's Buyer's Guide |journal=] |publisher=EGM Media LLC |volume= |issue= |pages= |id= |url= |quote= }}</ref> Later reception in 1995 by Electronic Gaming Monthly showed a more mixed response to the peripheral, with four reviewers scoring it 5 out of 10, citing its game library issues and substandard video quality.<ref name="egmbuyersguide1995">{{cite journal |last= |first= |authorlink= |coauthors= |date=January 1995 |title=Electronic Gaming Monthly's Buyer's Guide |journal=] |publisher=EGM Media LLC |volume= |issue= |pages= |id= |url= |quote= }}</ref> Likewise, in a special Game Machine Cross Review in May 1995, '']'' scored the Japanese Mega-CD 2 a 17 out of 40.<ref>{{cite journal |last= |first= |authorlink= |coauthors= |year=1995 |month= |title=Game Machine Cross Review: メガ-CD2. |journal=]|volume= |issue=335 |pages=166 |id= |url= |quote= |language=Japanese}}</ref> Near the time of its release, the Sega CD was awarded Best New Peripheral of 1992 by '']''. Four separate reviews scored the add-on 8, 9, 8, and 8 out of 10; reviewers cited its upgrades to the Genesis as well as its high-quality and expanding library of games.<ref name="egmbuyersguide1993">{{cite magazine |date=January 1993 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=]}}</ref> In 1995, four ''Electronic Gaming Monthly'' reviewers scored it 5 out of 10, citing its limited game library and substandard video quality.<ref name="egmbuyersguide1995">{{cite magazine |date=January 1995 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=]}}</ref> '']'' cited the same problems, noting that many games were simple ports of cartridge games with minimal enhancements; ''GamePro'' concluded that the Sega CD was merely "a big memory device with CD sound" rather than a meaningful upgrade. They gave it a "thumbs sideways" and recommended that Genesis fans buy an SNES before considering a Sega CD.<ref>{{cite news|title=System Shopper|work=]|issue=53|date=December 1993|pages=46–49}}</ref> In a special Game Machine Cross Review in May 1995, '']'' scored the Japanese Mega-CD 2 17 out of 40.<ref>{{cite magazine |year=1995 |title=Game Machine Cross Review: メガ-CD2 |magazine=]|issue=335 |pages=166 |language=ja}}</ref>


Retrospective reception of the Sega CD is mixed, praising certain titles in its game library but criticizing its low value for money and limitations on the benefits it provides to the Genesis.<ref name="CDFollies" /><ref name="1UP" /><ref name="failure" /> '']'' listed the Sega CD as the 7th-worst selling video game console of all time, with reviewer Blake Snow noting that "The problem was threefold: the device was expensive at $299, it arrived late in the 16-bit life cycle, and it didn't do much (if anything) to enhance the gameplay experience." Snow went on to note, however, that the Sega CD did have in its library "the greatest ''Sonic'' game of all time" in ''Sonic the Hedgehog CD''.<ref name="failure" /> ]'s Levi Buchanan criticized Sega's implementation of CD technology for the Genesis, noting, "What good is the extra storage space if there is nothing inventive to be done with it? No new gameplay concepts emerged from the SEGA CD -- it just offered more of the same. In fact, with few exceptions like ''Sonic CD'', it often offered some of the 16-bit generation's worst games, like '']''."<ref name="CDFollies" /> By contrast, Jeremy Parish of ] gave a positive review of the Sega CD, stating that "taken on its own merits, the Sega CD had much to offer—solid tech that more than doubled the Genesis' raw hardware power, interesting capabilities, and a strong software library."<ref name="1UP" /> Writing for '']'', Damien McFerran cited various reasons for the Sega CD's limited sales, including the add-on's high price, lack of significant enhancement to the Genesis console, and lack of ability to function without a console attached.<ref name="RetroinspectionCD"/> ''Retro Gamer'' writer Aaron Birch, however, defended the Sega CD and wrote that "the single biggest cause of the Mega-CD's failure was the console itself. When the system came out, CD-ROM technology was still in its infancy and companies had yet to get to grips with the possibilities it offered... quite simply, the Mega-CD was a console ahead of its time."<ref name="RetroGamer" /> Retrospective reception of the Sega CD has been mixed, praising certain games but criticizing its value for money and limited upgrades over Genesis.<ref name="CDFollies" /><ref name="1UP" /><ref name="failure" /> According to ''GamePro,'' the Sega CD is the seventh-lowest-selling console; reviewer Blake Snow wrote: "The problem was threefold: the device was expensive at $299, it arrived late in the 16-bit life cycle, and it didn't do much (if anything) to enhance the gameplay experience." However, Snow felt that the Sega CD had the greatest ''Sonic'' game in ''Sonic CD''.<ref name="failure" /> '']'''s Levi Buchanan criticized Sega's implementation of CD technology, arguing that it offered no new gameplay concepts.<ref name="CDFollies" /> Jeremy Parish of '']'' wrote that Sega was not the only company of the period to "muddy its waters" with a CD add-on, and highlighted some "gems" for the system, but that "the benefits offered by the Sega CD had to be balanced against the fact that the add-on more than doubled the price (and complexity) of the ."<ref>{{cite web|last=Parish|first=Jeremy|date=August 14, 2014|title=Sega Genesis 25th Anniversary: The Rise and Fall of an All-Time Great|url=http://www.usgamer.net/articles/the-true-16-bit-experience-segas-genesis-turns-25|url-status=live|archive-url=https://web.archive.org/web/20150527115400/http://www.usgamer.net/articles/the-true-16-bit-experience-segas-genesis-turns-25|archive-date=May 27, 2015|access-date=May 27, 2015|work=]}}</ref> In a separate article for '']'', Parish praised the Sega CD's expansion of value to the Genesis.<ref name="1UP2">{{cite web|author=Parish, Jeremy|date=October 16, 2012|title=20 Years Ago, Sega Gave Us the Sega CD|url=http://www.1up.com/features/sega-cd-anniversary|url-status=dead|archive-url=https://archive.today/20130615202428/http://www.1up.com/features/sega-cd-anniversary|archive-date=June 15, 2013|access-date=December 11, 2016|website=]}}</ref> Writing for ''Retro Gamer'', Damien McFerran cited various reasons for the Sega CD's limited sales, including its price, lack of significant enhancement to the Genesis, and the fact that it was not a standalone console.<ref name="RetroinspectionCD"/> ''Retro Gamer'' writer Aaron Birch, defended the Sega CD as "ahead of its time" and said that game developers had failed to meet the potential of CD technology.<ref name="RetroGamer" />


The poor support for the Sega CD has often been criticized as the first link in the devaluation of the Sega brand. Writing for IGN, Buchanan described an outside perspective on Sega's decision to release the Sega CD with its poor library and console support, stating, "he SEGA CD instead looked like a strange, desperate move -- something designed to nab some ink but without any real, thought-out strategy. Genesis owners that invested in the add-on were sorely disappointed, which undoubtedly helped sour the non-diehards on the brand."<ref name="CDFollies" /> In reviewing for ''GamePro'', Snow commented that " Sega CD marked the first of several Sega systems that saw very poor support; something that devalued the once-popular Sega brand in the eyes of consumers, and something that would ultimately lead to the company's demise as a hardware maker."<ref name="failure">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Snow, Blake |date=July 30, 2007 |publisher=] |accessdate=May 20, 2008|archiveurl=http://web.archive.org/web/20070508014611/http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml|archivedate=May 8, 2007}}</ref> Sega's poor support for the Sega CD has been criticized as the first step in the devaluation of the Sega brand. Writing for ''IGN'', Buchanan said the Sega CD, released without a strong library of games, "looked like a strange, desperate move—something designed to nab some ink but without any real, thought-out strategy. Genesis owners that invested in the add-on were sorely disappointed, which undoubtedly helped sour the non-diehards on the brand."<ref name="CDFollies" /> In ''GamePro'', Snow wrote that the Sega CD was the first of several poorly supported Sega systems, which damaged the value of the brand and ultimately led to Sega's exit from the hardware market.<ref name="failure">{{cite magazine|url=http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Snow, Blake |date=July 30, 2007 |magazine=]|access-date=May 20, 2008|archive-url=https://web.archive.org/web/20070508014611/http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml|archive-date=May 8, 2007}}</ref> Thorpe wrote that, while it was possible for Sega to have brushed off the Sega CD's failure, the failure of the Sega CD and the 32X together damaged faith in Sega's support for its platforms.<ref name=":0" />


Former Sega of America senior producer Scot Bayless attributes the unsuccessful market to a lack of direction from Sega with the add-on. According to Bayless, "It was a fundamental paradigm shift with almost no thought given to consequences. I honestly don't think anyone at Sega asked the most important question: 'Why?' There's a rule I developed during my time as an engineer in the military aviation business: never fall in love with your tech. I think that's where the Mega-CD went off the rails. The whole company fell in love with the idea without ever really asking how it would affect the games you made."<ref name="RetroinspectionCD"/> Sega of America producer Michael Latham offers a contrasting view of support for the add-on, however, stating "I loved the Sega CD. I always thought the platform was under-appreciated and that it was hurt by an over-concentration of trying to make Hollywood interactive film games versus using its storage and extended abilities to make just plain great video games."<ref>{{cite web|title=Interview: Michael Latham|author=Horowitz, Ken|date=February 8, 2005|url=http://www.sega-16.com/2005/02/interview-michael-latham/|publisher=Sega-16}}</ref> Former Sega of America senior producer Scot Bayless attributes the unsuccessful market to a lack of direction from Sega with the add-on. According to Bayless, "It was a fundamental paradigm shift with almost no thought given to consequences. I honestly don't think anyone at Sega asked the most important question: 'Why?' There's a rule I developed during my time as an engineer in the military aviation business: never fall in love with your tech. I think that's where the Mega-CD went off the rails. The whole company fell in love with the idea without ever really asking how it would affect the games you made."<ref name="RetroinspectionCD"/> Sega of America producer Michael Latham said he "loved" the Sega CD, and that it had been damaged by an abundance of "Hollywood ] games" instead of using it to make "just plain great video games".<ref name="Sega-16 Michael Latham">{{cite interview|last=Latham|first=Michael|interviewer=Ken Horowitz|title=Interview: Michael Latham|url=http://www.sega-16.com/2005/02/interview-michael-latham/|access-date=May 19, 2014|archive-url=https://web.archive.org/web/20150725023140/http://www.sega-16.com/2005/02/interview-michael-latham/|archive-date=July 25, 2015|url-status=live|work=Sega-16|date=February 8, 2005}}</ref> Former Sega Europe president Nick Alexander said: "The Mega CD was interesting but probably misconceived and was seen very much as the interim product it was."<ref name="Sega-16 Nick Alexander">{{cite interview|last=Alexander|first=Nick|interviewer=Ken Horowitz|title=Interview: Nick Alexander|url=http://www.sega-16.com/2008/09/interview-nick-alexander/|access-date=May 19, 2014|archive-url=https://web.archive.org/web/20160304032410/http://www.sega-16.com/2008/09/interview-nick-alexander/|archive-date=March 4, 2016|url-status=live|work=Sega-16|date=September 17, 2008}}</ref> Kalinske said that the Sega CD had been an important learning experience for Sega for programming for discs, and that it was not a mistake but not "as dramatically different as it needed to be".<ref name=":0" />


==See also== ==See also==
{{portal|Sega|Video games}} {{Portal|Video games}}
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==Notes==
{{notelist}}


==References== ==References==
{{Reflist|2}} {{Reflist|30em}}


{{Sega}} {{Sega Genesis}}
{{Sega hardware}}
{{Fourth generation game consoles}} {{Fourth generation game consoles}}


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Latest revision as of 14:33, 2 January 2025

Video game console add-on

Sega CD / Mega-CD
[REDACTED] [REDACTED]
Original North American Sega CD and a model 1 Sega GenesisNorth American model 2 Sega CD and a model 2 Sega GenesisTop: Original Sega CD (bottom) attached to a Model 1 Genesis.Bottom: Model 2 Sega CD (on right) attached to a Model 2 Genesis.
Also known asMega-CD (most regions outside North America and Brazil)
DeveloperSega
ManufacturerSega
TypeVideo game console add-on
GenerationFourth
Release date
  • JP: December 12, 1991
  • NA: October 15, 1992
  • AU: March 1993
  • UK: April 2, 1993
  • EU: April 1993
  • BR: October 1993
Lifespan1991–1996
Introductory price
DiscontinuedJanuary 1, 1996
Units sold2.24 million
MediaCD-ROM, CD+G
CPUMotorola 68000 @ 12.5 MHz
Storage6 Mbit RAM (programs, pictures, and sounds), 128 kbit RAM (CD-ROM cache), 64 kbit RAM (backup memory)
Graphicscustom ASIC
SoundRicoh RF5C164
Best-selling gameSonic CD, 1.5 million
Related32X

The Sega CD, known as Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory and format for the Sega Genesis produced by Sega as part of the fourth generation of video game consoles. Originally released in November 1991, it came to North America in late 1992, and the rest of the world in 1993. The Sega CD plays CD-based games and adds hardware functionality such as a faster CPU and a custom graphics chip for enhanced sprite scaling and rotation. It can also play audio CDs and CD+G discs.

Sega sought to match the capabilities of the competing PC Engine CD-ROM² System, and partnered with JVC to design the Sega CD. Sega refused to consult with their American division until the project was complete, fearful of leaks. The Sega CD was redesigned several times by Sega and was also licensed to third parties, including Pioneer and Aiwa who released home audio products with Sega CD gaming capability. The main benefit of CD technology at the time was greater storage; CDs offered approximately 160 times more space than Genesis/Mega Drive cartridges. This benefit manifested as full-motion video (FMV) games such as the controversial Night Trap.

The Sega CD game library features acclaimed games such as Sonic CD, Lunar: The Silver Star, Lunar: Eternal Blue, Popful Mail, and Snatcher, but also many Genesis ports and poorly received FMV games. Only 2.24 million Sega CD units were sold, after which Sega discontinued it to focus on the Sega Saturn. Retrospective reception has been mixed, with praise for some games and functions, but criticism for its lack of deep games and its high price. Sega's poor support for the Sega CD has been criticized as the beginning of the devaluation of its brand.

History

Background

Released in 1988, the Genesis (known as the Mega Drive in most territories outside of North America) was Sega's entry into the fourth generation of video game consoles. In the early 1990s, Sega of America CEO Tom Kalinske helped make the Genesis a success by cutting the price, developing games for the American market with a new American team, continuing aggressive advertising campaigns, and selling Sonic the Hedgehog with the Genesis as a pack-in game.

By the early 1990s, compact discs (CDs) were making headway as a storage medium for music and video games. NEC had been the first to use CD technology in a video game console with their PC Engine CD-ROM² System add-on in October 1988 in Japan (launched in North America as the TurboGrafx-CD the following year), which sold 80,000 units in six months. That year, Nintendo announced a partnership with Sony to develop a CD-ROM peripheral for the Super Nintendo Entertainment System (SNES). Commodore International released their CD-based CDTV multimedia system in early 1991, while the CD-i from Philips arrived later that year. According to Nick Thorpe of Retro Gamer, Sega would have received criticism from investors and observers had it not developed a CD-ROM game system.

Development

Shortly after the release of the Genesis, Sega's Consumer Products Research and Development Labs, led by manager Tomio Takami, were tasked with creating a CD-ROM add-on. It was originally intended to equal the capabilities of the TurboGrafx-CD, but with twice as much random-access memory (RAM). In addition to relatively short loading times, Takami's team planned to implement hardware scaling and rotation similar to that of Sega's arcade games, which required a dedicated digital signal processor. A custom graphics chip would implement these features, alongside an additional sound chip manufactured by Ricoh. According to Kalinske, Sega was ambitious about what CD-ROM technology would do for video games, with its potential for "movie graphics", "rock and roll concert sound" and 3D animation.

However, two major changes were made towards the end of development that dramatically raised the price of the add-on. Because the Genesis' Motorola 68000 CPU was too slow to handle the Sega CD's new graphical capabilities, an additional 68000 CPU was incorporated. This second CPU has a clock speed of 12.5 MHz, faster than the 7.67 MHz CPU in the Genesis. Responding to rumors that NEC planned a memory upgrade to bring the TurboGrafx-CD RAM from 0.5 Mbit to between 2 and 4 Mbit, Sega increased the Sega CD's available RAM from 1 to 6 Mbit. This proved to be a technical challenge, since the Sega CD's RAM access speed was initially too slow to run programs effectively, and the developers had to focus on increasing the speed. The estimated cost of the device rose to US$370, but market research convinced Sega executives that consumers would be willing to pay more for a state-of-the-art machine. Sega partnered with JVC, which had been working with Warner New Media to develop a CD player under the CD+G standard.

Sega of America was not informed of the project details until mid-1991. Despite being provided with preliminary technical documents earlier in the year, the American division was not given a functioning unit to test. According to former executive producer Michael Latham: "When you work at a multinational company, there are things that go well and there are things that don't. They didn't want to send us working Sega CD units. They wanted to send us dummies and not send us the working CD units until the last minute because they were concerned about what we would do with it and if it would leak out. It was very frustrating."

Latham and Sega of America vice president of licensing Shinobu Toyoda assembled a functioning Sega CD by acquiring a ROM for the system and installing it in a dummy unit. The American staff were frustrated by the Sega CD's construction. Former senior producer Scot Bayless said: " was designed with a cheap, consumer-grade audio CD drive, not a CD-ROM. Quite late in the run-up to launch, the quality assurance teams started running into severe problems with many of the units—and when I say severe, I mean units literally bursting into flames. We worked around the clock, trying to catch the failure in-progress, and after about a week we finally realized what was happening." He said the problems were caused by certain games excessively seeking to different tracks on the disc (as opposed to continuously playing / streaming), leading to overheating of the motors which repositioned the laser head assembly.

Launch

As early as 1990, magazines were covering a CD-ROM expansion for the Genesis. Sega announced the release of the Mega-CD in Japan for late 1991, and North America (as the Sega CD) in 1992. It was unveiled to the public at the 1991 Tokyo Toy Show, to positive reception from critics, and at the Consumer Electronic Show in Chicago in mid-1991. It was released in Japan on December 12, 1991, initially retailing at JP¥49,800. Though the Mega-CD sold quickly, the small install base of the Mega Drive in Japan meant that sales declined rapidly. Within its first three months, the Mega-CD sold 200,000 units, but only sold an additional 200,000 over the next three years. Third-party game development suffered because Sega took a long time to release software development kits. Other factors affecting sales included the high launch price of the Mega-CD in Japan and only two games available at launch, with only five published by Sega within the first year.

A model 1 Sega CD without a Genesis attached. The steel joining plate was included to act as RF shielding between the CD and console hardware.

On October 15, 1992, the Mega-CD was released in North America as the Sega CD, with a retail price of US$299. Advertising included one of Sega's slogans, "Welcome to the Next Level". Though only 50,000 units were available at launch due to production problems, the Sega CD sold over 200,000 units by the end of 1992 and 300,000 by July 1993. As part of Sega's sales, Blockbuster purchased Sega CD units for rental in their stores. Sega of America emphasized that the Sega CD's additional storage space allowed for full-motion video (FMV), with Digital Pictures becoming an important partner. After the initial competition between Sega and Nintendo to develop a CD-based add-on, Nintendo canceled development of a CD add-on for the SNES after having partnered with Sony and then Philips to develop one.

The Mega-CD was launched in Europe in April 1993, starting with the United Kingdom on April 2, 1993, at a price of £269.99. The European version was packaged with Sol-Feace and Cobra Command in a two-disc set, along with a compilation CD of five Mega Drive games. Only 70,000 units were initially available in the UK, but 60,000 units were sold by August 1993. The Mega-CD was released in Australia in March 1993. Brazilian toy company Tectoy released the Sega CD in Brazil in October 1993, retaining the North American name despite the use of the name Mega Drive for the base console there.

Sega released a second model, the Sega CD 2 (Mega-CD 2), on April 23, 1993, in Japan. It was released in North America several months later at a price of US$229, bundled with one of the bestselling Sega CD games, Sewer Shark. Designed to bring down the manufacturing costs of the Sega CD, the newer model is smaller and does not use a motorized disc tray. A limited number of games were developed that used the Sega CD and another Genesis add-on, the 32X, released in November 1994.

Night Trap controversy

See also: 1993 congressional hearings on video games

On December 9, 1993, the United States Congress began hearings on video game violence and the marketing of violent video games to children. The Sega CD game Night Trap, an FMV adventure game by Digital Pictures, was at the center of debate. Night Trap had been brought to the attention of United States Senator Joe Lieberman, who said: "It ends with this attack scene on this woman in lingerie, in her bathroom. I know that the creator of the game said it was all meant to be a satire of Dracula; but nonetheless, I thought it sent out the wrong message." Lieberman's research concluded that the average video game player was between seven and twelve years old, and that video game publishers were marketing violence to children.

In the United Kingdom, Night Trap was discussed in Parliament. Former Sega Europe development director Mike Brogan noted that Night Trap brought Sega publicity, and helped reinforce Sega's image as an "edgy company with attitude". Despite the increased sales, Sega recalled Night Trap and rereleased it with revisions in 1994. Following the congressional hearings, video game manufacturers came together in 1994 to establish a unified rating system, the Entertainment Software Rating Board.

Decline

By the end of 1993, sales of the Sega CD had stalled in Japan and were slowing in North America. In Europe, sales of Mega-CD games were outpaced by games for the Amiga CD32. Newer CD-based consoles such as the 3DO Interactive Multiplayer rendered the Sega CD technically obsolete, reducing public interest. In late 1993, less than a year after the Sega CD had launched in North America and Europe, the media reported that Sega was no longer accepting in-house development proposals for the Mega-CD in Japan. By 1994, 1.5 million units had been sold in the United States and 415,000 in Western Europe. Kalinske blamed the Sega CD's high price for limiting its potential market; Sega attempted to add value in the US and the UK by bundling more games, with some packages including up to five games.

In early 1995, Sega shifted its focus to the Sega Saturn and discontinued advertising for Genesis hardware, including the Sega CD. Sega discontinued the Sega CD in the first quarter of 1996, saying that it needed to concentrate on fewer platforms and that the Sega CD could not compete due to its high price and outdated single-speed drive. According to Thorpe, the Sega CD only reached a more popular price point in 1995, by which time customers were willing to wait for newer consoles. The last scheduled Sega CD games, ports of Myst and Brain Dead 13, were cancelled. 2.24 million Sega CD units were sold worldwide.

Technical specifications

The motherboard and CD laser assembly to a model 2 Sega CD

The Sega CD can only be used in conjunction with a Genesis system, attaching through an expansion slot on the side of the main console. It requires its own power supply. A core feature of the Sega CD is the increase in data storage by its games being CD-ROMs; whereas ROM cartridges of the day typically contained 8 to 16 megabits of data, a CD-ROM disc can hold more than 640 megabytes of data, more than 320 times the storage of a Genesis cartridge. This increase in storage allows the Sega CD to play FMV games. In addition to playing its own library of games in CD-ROM format, the Sega CD can also play compact discs and karaoke CD+G discs, and can be used in conjunction with the 32X to play 32-bit games that use both add-ons. The second model, also known as the Sega CD 2, includes a steel joining plate to be screwed into the bottom of the Genesis and an extension spacer to work with the original Genesis model.

The main CPU of the Sega CD is a 12.5 MHz 16-bit Motorola 68000 processor, which runs 5 MHz faster than the Genesis processor. It contains 1 Mbit of boot ROM, allocated for the CD game BIOS, CD player software, and compatibility with CD+G discs. 6 Mbit of RAM is allocated to data for programs, pictures, and sounds; 128 Kbit to CD-ROM data cache memory; and an additional 64 Kbit is allocated as the backup memory. Additional backup memory in the form of a 1 Mbit Backup RAM Cartridge was also available as a separate purchase, released near the end of the system's life. The graphics chip is a custom ASIC, and can perform similarly to the SNES's Mode 7, but with the ability to handle more objects at the same time. Audio is supplied through the Ricoh RF5C164, and two RCA pin jacks allow the Sega CD to output stereophonic sound separate from the Genesis. Combining stereo sound from a Genesis to either version of the Sega CD requires a cable between the Genesis's headphone jack and an input jack on the back of the CD unit. This is not required for the second model of the Genesis. Sega released an additional accessory to be used with the Sega CD for karaoke, including a microphone input and various sound controls.

Models

See also: Sega Genesis § Variations
Genesis and Sega CD (original models) Genesis and Sega CD (second models) Genesis CDX
Victor Wondermega RG-M1 Victor Wondermega RG-M2 Pioneer LaserActive

Several models of the Sega CD were released. The original model used a front-loading motorized disc tray and sat underneath the Genesis. The second model was redesigned to sit next to the Genesis and featured a top-loading disc tray. Sega also released the Genesis CDX (Multi-Mega in Europe), a combined Genesis and Sega CD, with additional functionality as a portable CD player.

Three additional system models were created by other electronics companies. Working with Sega, JVC released the Wondermega, a combination of the Genesis and Sega CD with high-quality audio, on April 1, 1992, in Japan. The Wondermega was redesigned by JVC and released as the X'Eye in North America in September 1994. Its high price kept it out of the hands of average consumers. Another console, the LaserActive by Pioneer Corporation, can play Genesis and Sega CD games if equipped with the Mega-LD attachment developed by Sega. The LaserActive was positioned to compete with the 3DO Interactive Multiplayer, but the combined system and Mega-LD pack retailed at too expensive a price for most consumers. Aiwa released the CSD-GM1, a combination Mega Drive and Mega CD unit built into a boombox. The CSD-GM1 was released in Japan in 1994.

Games

See also: List of Sega CD games
Sonic CD's special stage uses the Sega CD's enhanced graphical capabilities.

The Sega CD supports a library of more than 200 games created by Sega and third-party publishers. Six Sega CD games were also released in versions that used both the Sega CD and 32X add-ons.

Well regarded Sega CD games include Sonic CD, Lunar: The Silver Star, Lunar: Eternal Blue, Popful Mail, and Snatcher, as well as the controversial Night Trap. Although Sega created Streets of Rage for the Genesis to compete against the SNES port of the arcade hit Final Fight, the Sega CD received an enhanced version of Final Fight that has been praised for its greater faithfulness to the arcade original. Eternal Champions: Challenge from the Dark Side was noted for its impressive use of the Sega CD hardware as well as its violent content. In particular, Sonic CD garnered acclaim for its graphics and time travel gameplay, which improved upon the traditional Sonic formula. The Sega CD also received enhanced ports of Genesis games including Batman Returns and Ecco the Dolphin.

The Sega CD library includes several FMV games, such as Night Trap, Dragon's Lair and Space Ace. FMV quality was substandard on the Sega CD due to poor video compression software and limited color palette, and the concept never caught on with the public. According to Digital Pictures founder Tom Zito, the Sega CD's limited color palette created "a horrible grainy look". Likewise, most Genesis ports for the Sega CD featured additional FMV sequences, extra levels, and enhanced audio, but were otherwise identical to their Genesis release. The video quality in these sequences has been criticized as comparable to an old VHS tape.

Given a large number of FMV games and Genesis ports, the Sega CD's game library has been criticized for its lack of depth. Kalinske felt this was a valid criticism, and that while it was useful for releasing collections of games, "just doing cartridge games on a CD-ROM was not a step forward". According to Thorpe, the Sega CD's games did not display enough advancement to justify the console price for most consumers. He felt that FMV games, targeted toward more casual players, were not enough to satisfy hardcore players.

Reception and legacy

A model 2 Sega CD with a model 2 Genesis and a 32X attached. Each device requires its own power supply.

Near the time of its release, the Sega CD was awarded Best New Peripheral of 1992 by Electronic Gaming Monthly. Four separate reviews scored the add-on 8, 9, 8, and 8 out of 10; reviewers cited its upgrades to the Genesis as well as its high-quality and expanding library of games. In 1995, four Electronic Gaming Monthly reviewers scored it 5 out of 10, citing its limited game library and substandard video quality. GamePro cited the same problems, noting that many games were simple ports of cartridge games with minimal enhancements; GamePro concluded that the Sega CD was merely "a big memory device with CD sound" rather than a meaningful upgrade. They gave it a "thumbs sideways" and recommended that Genesis fans buy an SNES before considering a Sega CD. In a special Game Machine Cross Review in May 1995, Famicom Tsūshin scored the Japanese Mega-CD 2 17 out of 40.

Retrospective reception of the Sega CD has been mixed, praising certain games but criticizing its value for money and limited upgrades over Genesis. According to GamePro, the Sega CD is the seventh-lowest-selling console; reviewer Blake Snow wrote: "The problem was threefold: the device was expensive at $299, it arrived late in the 16-bit life cycle, and it didn't do much (if anything) to enhance the gameplay experience." However, Snow felt that the Sega CD had the greatest Sonic game in Sonic CD. IGN's Levi Buchanan criticized Sega's implementation of CD technology, arguing that it offered no new gameplay concepts. Jeremy Parish of USgamer wrote that Sega was not the only company of the period to "muddy its waters" with a CD add-on, and highlighted some "gems" for the system, but that "the benefits offered by the Sega CD had to be balanced against the fact that the add-on more than doubled the price (and complexity) of the ." In a separate article for 1Up.com, Parish praised the Sega CD's expansion of value to the Genesis. Writing for Retro Gamer, Damien McFerran cited various reasons for the Sega CD's limited sales, including its price, lack of significant enhancement to the Genesis, and the fact that it was not a standalone console. Retro Gamer writer Aaron Birch, defended the Sega CD as "ahead of its time" and said that game developers had failed to meet the potential of CD technology.

Sega's poor support for the Sega CD has been criticized as the first step in the devaluation of the Sega brand. Writing for IGN, Buchanan said the Sega CD, released without a strong library of games, "looked like a strange, desperate move—something designed to nab some ink but without any real, thought-out strategy. Genesis owners that invested in the add-on were sorely disappointed, which undoubtedly helped sour the non-diehards on the brand." In GamePro, Snow wrote that the Sega CD was the first of several poorly supported Sega systems, which damaged the value of the brand and ultimately led to Sega's exit from the hardware market. Thorpe wrote that, while it was possible for Sega to have brushed off the Sega CD's failure, the failure of the Sega CD and the 32X together damaged faith in Sega's support for its platforms.

Former Sega of America senior producer Scot Bayless attributes the unsuccessful market to a lack of direction from Sega with the add-on. According to Bayless, "It was a fundamental paradigm shift with almost no thought given to consequences. I honestly don't think anyone at Sega asked the most important question: 'Why?' There's a rule I developed during my time as an engineer in the military aviation business: never fall in love with your tech. I think that's where the Mega-CD went off the rails. The whole company fell in love with the idea without ever really asking how it would affect the games you made." Sega of America producer Michael Latham said he "loved" the Sega CD, and that it had been damaged by an abundance of "Hollywood interactive film games" instead of using it to make "just plain great video games". Former Sega Europe president Nick Alexander said: "The Mega CD was interesting but probably misconceived and was seen very much as the interim product it was." Kalinske said that the Sega CD had been an important learning experience for Sega for programming for discs, and that it was not a mistake but not "as dramatically different as it needed to be".

See also

Notes

  1. Japanese: メガCD(シーディー), Hepburn: Mega Shī Dī

References

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