HOME

TheInfoList



OR:

The Sega CD, known as in most regions outside North America and Brazil, is a
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
accessory and format for the
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
produced by
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
as part of the
fourth generation of video game consoles In the history of video games, the fourth generation of video game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine (known as the TurboGrafx-16 in Nort ...
. 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 Ports collections (or ports trees, or just ports) are the sets of makefiles and Patch (Unix), patches provided by the BSD-based operating systems, FreeBSD, NetBSD, and OpenBSD, as a simple method of installing software or creating binary packages. T ...
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 The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
. 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 Thomas Kalinske (born July 17, 1944) is an American businessman who has worked for Mattel (1972–1987), Matchbox (1987-1990), Sega of America (1990–1996) and LeapFrog (1997–2006). At Mattel, Kalinske was credited with reviving the Barbie ...
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 is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'' with the Genesis as a pack-in game. By the early 1990s,
compact disc The compact disc (CD) is a Digital media, digital optical disc data storage format co-developed by Philips and Sony to store and play digital audio recordings. It employs the Compact Disc Digital Audio (CD-DA) standard and was capable of hol ...
s (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 is a Japanese multinational conglomerate (company), conglomerate headquartered at Sony City in Minato, Tokyo, Japan. The Sony Group encompasses various businesses, including Sony Corporation (electronics), Sony Semiconductor Solutions (i ...
to develop a CD-ROM peripheral for the
Super Nintendo Entertainment System The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a Fourth generation of video game consoles, 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in No ...
(SNES).
Commodore International Commodore International Corporation was a home computer and electronics manufacturer with its head office in The Bahamas and its executive office in the United States founded in 1976 by Jack Tramiel and Irving Gould. It was the successor compan ...
released their CD-based CDTV multimedia system in early 1991, while the CD-i from
Philips Koninklijke Philips N.V. (), simply branded Philips, is a Dutch multinational health technology company that was founded in Eindhoven in 1891. Since 1997, its world headquarters have been situated in Amsterdam, though the Benelux headquarter ...
arrived later that year. According to Nick Thorpe of ''
Retro Gamer ''Retro Gamer'' is a British magazine, published worldwide, covering Retrogaming, retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' ...
'', Sega would have received criticism from investors and observers had it not developed a
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
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 Random-access memory (RAM; ) is a form of Computer memory, electronic computer memory that can be read and changed in any order, typically used to store working Data (computing), data and machine code. A random-access memory device allows ...
(RAM). In addition to relatively short loading times, Takami's team planned to implement hardware scaling and
rotation Rotation or rotational/rotary motion is the circular movement of an object around a central line, known as an ''axis of rotation''. A plane figure can rotate in either a clockwise or counterclockwise sense around a perpendicular axis intersect ...
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 is a Japanese multinational imaging and electronics company. It was founded by the now-defunct commercial division of the Institute of Physical and Chemical Research (Riken) known as the ''Riken Concern'', on 6 February 1936 as . Ricoh's hea ...
. 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 Clock rate or clock speed in computing typically refers to the frequency at which the clock generator of a processor can generate pulses used to synchronize the operations of its components. It is used as an indicator of the processor's ...
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 6.5 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: " twas 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 Chicago is the List of municipalities in Illinois, most populous city in the U.S. state of Illinois and in the Midwestern United States. With a population of 2,746,388, as of the 2020 United States census, 2020 census, it is the List of Unite ...
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. On October 15, 1992, the Mega-CD was released in North America as the Sega CD, with a retail price of
US$ The United States dollar (Currency symbol, symbol: Dollar sign, $; ISO 4217, currency code: USD) is the official currency of the United States and International use of the U.S. dollar, several other countries. The Coinage Act of 1792 introdu ...
299. Advertising included one of Sega's slogans, "Welcome to the Next Level". Though only 50,000 units were available at launch due to production problems, the Sega CD sold over 200,000 units by the end of 1992 and 300,000 by July 1993. As part of Sega's sales, Blockbuster purchased Sega CD units for rental in their stores. Sega of America emphasized that the Sega CD's additional storage space allowed for full-motion video (FMV), with Digital Pictures becoming an important partner. After the initial competition between Sega and Nintendo to develop a CD-based add-on,
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
canceled development of a CD add-on for the SNES after having partnered with Sony and then Philips to develop one. The Mega-CD was launched in Europe in April 1993, starting with the United Kingdom on April 2, 1993, at a price of £269.99. The European version was packaged with '' Sol-Feace'' and '' Cobra Command'' in a two-disc set, along with a compilation CD of five Mega Drive games. Only 70,000 units were initially available in the UK, but 60,000 units were sold by August 1993. The Mega-CD was released in Australia in March 1993. Brazilian toy company Tectoy released the Sega CD in Brazil in October 1993, retaining the North American name despite the use of the name Mega Drive for the base console there. Sega released a second model, the Sega CD 2 (Mega-CD 2), on April 23, 1993, in Japan. It was released in North America several months later at a price of
US$ The United States dollar (Currency symbol, symbol: Dollar sign, $; ISO 4217, currency code: USD) is the official currency of the United States and International use of the U.S. dollar, several other countries. The Coinage Act of 1792 introdu ...
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 The 32X is an video game accessory, add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the History of video game consoles (fifth ...
, released in November 1994.


''Night Trap'' controversy

On December 9, 1993, the
United States Congress The United States Congress is the legislature, legislative branch of the federal government of the United States. It is a Bicameralism, bicameral legislature, including a Lower house, lower body, the United States House of Representatives, ...
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 Joseph Isadore Lieberman (; February 24, 1942 – March 27, 2024) was an American politician and lawyer who served as a United States senator from Connecticut from 1989 to 2013. Originally a member of the Democratic Party (United States), Dem ...
, 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 ''Dracula'' is an 1897 Gothic fiction, Gothic horror fiction, horror novel by Irish author Bram Stoker. The narrative is Epistolary novel, related through letters, diary entries, and newspaper articles. It has no single protagonist and opens ...
''; 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 In modern politics and history, a parliament is a legislative body of government. Generally, a modern parliament has three functions: Representation (politics), representing the Election#Suffrage, electorate, making laws, and overseeing ...
. 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, 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 The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
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 ''Myst'' is a 1993 adventure video game developed by Cyan and published by Broderbund for Mac OS. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the ...
'' and '' Brain Dead 13'', were cancelled. 2.24 million Sega CD units were sold worldwide.


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. 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 cartridge A ROM cartridge, usually referred to in context simply as a cartridge, cart, cassette, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, ...
s of the day typically contained 8 to 16 megabits of data, a CD-ROM disc can hold more than 640
megabyte The megabyte is a multiple of the unit byte for digital information. Its recommended unit symbol is MB. The unit prefix ''mega'' is a multiplier of (106) in the International System of Units (SI). Therefore, one megabyte is one million bytes ...
s 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 In computer architecture, 32-bit computing refers to computer systems with a processor, memory, and other major system components that operate on data in a maximum of 32- bit units. Compared to smaller bit widths, 32-bit computers can perform la ...
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 The hertz (symbol: Hz) is the unit of frequency in the International System of Units (SI), often described as being equivalent to one event (or cycle) per second. The hertz is an SI derived unit whose formal expression in terms of SI base u ...
16-bit 16-bit microcomputers are microcomputers that use 16-bit microprocessors. A 16-bit register can store 216 different values. The range of integer values that can be stored in 16 bits depends on the integer representation used. With the two ...
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 In computing, BIOS (, ; Basic Input/Output System, also known as the System BIOS, ROM BIOS, BIOS ROM or PC BIOS) is a type of firmware used to provide runtime services for operating systems and programs and to perform hardware initialization d ...
, CD player software, and compatibility with CD+G discs. 6.5 Mbit of RAM is allocated to data for programs, pictures, and sounds; 128 Kbit to CD-ROM data
cache memory In computing, a cache ( ) is a hardware or software component that stores data so that future requests for that data can be served faster; the data stored in a cache might be the result of an earlier computation or a copy of data stored elsew ...
; 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

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

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 Time travel is the hypothetical activity of traveling into the past or future. Time travel is a concept in philosophy and fiction, particularly science fiction. In fiction, time travel is typically achieved through the use of a device known a ...
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

Near the time of its release, the Sega CD was awarded Best New Peripheral of 1992 by ''
Electronic Gaming Monthly ''Electronic Gaming Monthly'' (''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was fou ...
''. 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 ''GamePro'' was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on various video ...
'' 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 ''IGN'' is an American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former e ...
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 enesis" 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

* 64DD * Atari Jaguar CD * Family Computer Disk System * Virtual Boy


Notes


References

{{Fourth generation game consoles CD-ROM-based consoles Fourth-generation video game consoles Products introduced in 1991 Products and services discontinued in 1996 Mega-CD Video game console add-ons 68k-based game consoles