The Sega CD, known as <!-- See WP:JFN --> in most regions outside North America and Brazil, is a CD-ROM peripheral and format for the Sega Genesis produced by Sega as part of the fourth generation of video game consoles. Originally released in Japan on December 12, 1991, it came to North America on October 15, 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.

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.

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.

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.

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, 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. 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. Only 70,000 units were initially available in the UK, but 60,000 units were sold by August 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.

Night Trap controversy

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. Following the congressional hearings, Sega and other video game manufacturers came together in 1994 to establish a unified rating system under the Entertainment Software Rating Board. By 1994, 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. 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. were cancelled. 2.24 million Sega CD units were sold worldwide.

Technical specifications

thumb|right|The motherboard and CD laser assembly of 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.

The main CPU of the Sega CD is a 12.5&nbsp;MHz 16-bit Motorola 68000 processor, which runs 5&nbsp;MHz faster than the Genesis processor. 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. The graphics chip is a custom ASIC,

Models

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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. 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. 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. 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. 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. 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 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".