| Introduction
This is a story about a remarkable piece
of videogame hardware that, through no fault of its own, has wound up
being a footnote in the annals of videogame history. Long the butt
of jokes and snide remarks, it nevertheless was a remarkable feat of
engineering in its day that, unknown to its many critics at the time,
helped pave the way for the type of consoles we take for granted
nowadays. Overpriced and underrated, with vast storage resources at
its disposal yet having a pathetically small library of software (few of
which actually took full advantage of the system), it has staggered on
somehow to achieve something of a cult status among its few yet diehard
loyalists. Oft maligned, even more often openly derided,
nevertheless its legacy remains with us - a legacy that not even its most
virulent critics can take from it. The time frame is 1990 to 1996, Gregorian
calendar. The company behind this controversial videogame console is
better known for high-quality games than home-user hardware. They
are barely holding their own in their home country of Japan, but their
products have proven to be popular in the West and are bringing in profits
by the bucketload. This company is just beginning to hit its stride
in the economic powerhouse that is the United States, though, and within
the space of a few short years will rise to become the #1 videogame
company in that country. The name of the company is
Sega. The name of the
console in question is the Sega
CD.
Planning
ahead
By 1990, it had become obvious to Sega
executives that their new 16-bit videogame console, the MegaDrive (known
in the U.S. as the Genesis) was not about to put a dent into the profits
of their competition. Nintendo, their longtime rival, ruled the
roost in the Japanese market with its aging Famicom (NES) and newer Super
Famicom (SNES) systems, the latter of which was released as a direct
response to the MegaDrive's initial popularity. Something had to be
done to revive flagging MegaDrive sales - but what?
The answer seemed to lie in new
technology that had just made its way into the personal computer
market. It was about this time that
the very first CD-ROM drives became available for PC owners. Derived from patented
Sony-Phillips compact disc (CD) audio technology, PC owners were suddenly
presented with a mass storage media capable of storing over 500 MB of
data. If this does not seem so impressive now, remember that back in
1990 the most common size for a home-user PC hard drive was about 200
MB. Now, with the advent of CD-ROM, you had a mass storage device
capable of storing over three times as much data as was on your average
hard drive. The implications were enormous, and the arrival of
CD-ROM is but one of several factors that helped usher in what is now
affectionately called by some the multimedia
revolution. All of this was not lost on the videogame
companies, either. Back in the 1980s, laserdisc technology had
already been tried in the arcades. Don Bluth's Dragon's Lair
and the inevitable knock-offs met with a fair amount of success with the
gaming public at that time. These older machines were rather
cumbersome and difficult to maintain, so CD-ROM technology seemed to
promise the arrival of a media that was finally large enough for the kind
of videogames that would approach, if not equal, a cinematic
experience. With judicious use of the new multimedia compression
codecs that were being developed almost as fast as the fledgling industry
could crank them out, it seemed that videogame companies could pack a
CD-ROM full of movie-quality graphics and sound - something for which many
players had been demanding for some years now. Sega was no stranger
to these and other such trends taking place at this time, and with their
usual bravado in being willing to field-test new technology before their
competitors, they took the plunge. They decided to come up with a
CD-ROM based videogame system that would build upon their existing
MegaDrive technology to provide just the kind of new games that the
multimedia revolution seemed to demand.
.gif) It should be noted in all fairness
that Sega was not the first maker of videogame consoles to consider this
idea. Fellow competitor NEC was
actually the first to employ CD-ROM technology in a home videogame
console with their PC Engine CD (aka Turbo
Duo, Turbo CD). NEC's console was selling very well in Japan at the
time - so strong in fact that it posed a direct threat to MegaDrive
sales over there. While the Turbo Duo never proved to be the
contender that Sega of Japan initially thought it would be in the overseas
markets, nevertheless its very existence was an important factor in Sega's
console plans. Nintendo, the real enemy, was also rumored to be
considering a CD-ROM add-on drive for the SNES, working with none other
that Sony itself to produce a device with the working title of
PlayStation. Nonetheless, it would be Sega (as usual) who would take
the biggest plunge into this brave new frontier - and, as is often the
case, those who take the biggest gamble must sometimes pay the biggest
price.
Building the
system
The plunge into CD-ROM technology
was regarded by Sega of Japan as one of the company's biggest experiments
in console technology. In fact, they considered it so significant
that were holding up development of Sega's 32-bit nextgen systems
(Mars and
Jupiter) to
see how it played out. On paper, the concept seemed simple enough -
take the existing hardware of the MegaDrive and add a CD-ROM drive onto
it. In reality, it proved not to be so easy - especially after the
designers decided to add some extras to the system in order to make up for
the MegaDrive's known deficiencies. Remember, Sega was having to
build a system that was going to compete against the SNES, so just adding
a CD-ROM to the MegaDrive, with its known hardware deficiencies, just
wouldn't cut it. The new system would have to be able to compete
with the SNES on its own terms as far as graphics and sound were
concerned, and that meant extending the capabilities of the MegaDrive
along with adding the CD-ROM drive. It would also have to be a
system that could deliver CD-ROM based games that were at least as good
as, if not better than, NEC's existing CD-ROM console.
Mega CD was the first time Sega would graft
an upgrade onto MegaDrive hardware, but it would not be the
last. The end result would be a
completely new system that, while based on older and proven technology,
would end up functioning quite differently than its noted
ancestor. So what upgrades
aside from the CD-ROM drive did Mega CD bring to the MegaDrive? What
stuff did Sega add to the system so Mega CD could compete with both the PC
Engine CD and SNES? Five items immediately come to mind:
extended data storage, biaxial sprite
rotation, ultra smooth graphics scaling, standard use of CD-based
soundtracks, and support for full-motion video
(FMV). Storing game data on CD-ROMs meant that Sega CD titles could
in theory have over 150 times more data than their cart-based
ancestors. Rotation and scaling were standard features of Nintendo's
system, so their addition to Mega CD would put Sega's system on equal
terms with its competitor. The built-in support for Sega's FMV
codecs meant that Sega CD would be able to deliver larger and more
graphically impressive titles than the pokey SNES could ever hope to
accomplish. Needless to say, the
final system specs for Mega CD were quite impressive.
|
Component |
Description |
|
Processors |
-
12.5 MHz Motorola 68000 16-bit CPU (syncs with Genesis 68000
CPU) - Stock Genesis audio (16-bit, 8-channel
PCM with 8x oversampling at 32 KHz) - Enhanced
PCM and DAC capabilities |
|
Graphics |
-
Sega custom ASIC graphics processor (scaling, rotation, zoom,
etc.) - 128 color palette using HAM (hold and
modify) techniques - 256 color
palette for FMV sequences (CinePak and
TruVideo) |
|
Memory |
-
768K RAM on-board (added to stock Genesis memory, doubles system
memory) - 128K RAM dedicated to
CD-ROM - 128K ROM
-
64K backup RAM |
|
Connection |
-
Custom sidecar connector (plugs into side of Genesis
console) |
|
Storage |
-
ISO-9660 Mode 1 compliant 1X CD-ROM drive (150 kbytes/sec data
transfer rate) - 500 MB max
capacity utilizing standard CD-ROM discs
-
CD-ROM compatible with High Sierra, Red Book (CDDA), and CD+G
formats |
The only
major drawback to this impressive array of hardware was the fact that Mega
CD would for the most part still be using the same color palette and audio
hardware as a stock Genesis. Sega decided to forge ahead anyway,
though, because it felt that the advantages gained by the rest of the new
system would in large part make up for these two notable flaws.
Besides - it would have driven up the cost of the system to upgrade or
rebuild them. Mega CD made its
official debut at the 1991 Tokyo Toy Show. At the time, it was on
paper the most advanced videogame console of its day, due in large part to
its CD-ROM drive, dual Motorola 68000 CPUs, and its dedicated ASIC
graphics processor. It was superior to NEC's PC Engine CD in every
aspect. It could out-run a stock Genesis. Furthermore, it
could certainly compete with the SNES on an equal footing - in theory,
anyway. Truth be told, Sega's newest system anticipated the arrival
of Commodore's long-delayed CD32 system, as it could do practically
everything that Commodore was advertising for the new box. It may
not seem like much now, but it was a lot back then. Put yourself
into the mindset of the typical videogame addict, circa 1991-1992.
Sega, the number one company on the market at the time, is about to come
out with a brand new videogame console that is going to be about as
powerful as the Amiga - the most sophisticated personal computer of its
day. Best of all, it will use CD-ROM instead of carts for its
software! Imagine what kind of games could be made with that much
processing power and that much storage space! Think of the
possibilities! Sega knew they had what
appeared to be another Genesis on their hands. Now it was up to them
to sell it.
On the road to
success
The Mega CD was launched in Japan
on 1 December 1991 with an initial retail price of ¥49800 (US$380).
Less than 100,000 Mega CDs sold during its first full year on the market -
a fact that was not lost on Sega. It was not an auspicious beginning
for what was supposed to be their "SNES killer." For one, many
complained (and rightly so) that the price was way too high for what
amounted to an add-on unit. Second, the only two Mega CD games
available at launch were Heavy Nova and Sol-Feace, which
obviously failed to take advantage of the system's capabilities other than
spool CD-quality music off of the CD-ROM. In fact, Sol-Feace
was nothing more than an old MegaDrive game, Sol-Deace, that had
been given a cosmetic facelift via a CD soundtrack and some rather stilted
attempts at anime-style cutscenes to liven things up a bit.
Once again, Sega had made the mistake of
releasing a new videogame system without a "killer app" to attract
potential buyers. It was the same
mistake that they had made with the launch of the MegaDrive, but
fortunately Mega CD owners would not have as long to wait for a quality
title to appear.
Meanwhile, JVC had been
sufficiently impressed with Sega's CD-ROM console experiment during their
work together on the unit's CD-ROM hardware to decide that they would
license the technology for use in their own comparable product. Thus
it was that they sprang the WonderMega on the Japanese
market in April of 1992. Essentially an enhanced, all-in-one
MegaDrive and Mega CD contained within a single case, it could do
everything that a MegaDrive/Mega CD combo system could do and more.
It was quieter than Sega's combo unit. It could play CDs faster,
too, which meant a lot to Mega CD gamers. While it may have only
been 15% faster, or thereabouts, every extra bit mattered where
single-speed CD drives were concerned. It had special enhancement
technology to enrich both CD and cartridge audio playback. It had
two extra connections absent from the Sega system - a SVHS video jack and
a MIDI output jack. It also had two microphone jacks and an echo
effects switch, which were designed expressly with karaoke use in
mind. It was compatible with multiple CD formats, including one that
the Mega CD did not support - CD+MIDI. It came with two pack-in
discs - JVC's own WonderMega Collection game library and a karaoke
disk. All of this, along with one gamepad, a special RF adapter, and
the power supply for only ¥81,000 (US$600). That was a lot of money
for an all-in-one console, but it could certainly do a lot of
things. It did about as well as could be expected in Japan given the
smallness of the market, and both JVC and Sega quietly made plans to send
the system overseas to the United States by the following
fall.
Without question, though, the one
product that made people finally sit up and take notice of Mega CD was a
piece of software that has since become the stuff of legend. On 26
June 1992, GameArts quietly released a game called Lunar: The Silver
Star - a fantasy RPG for Mega CD. Even though the final
production version was not what its creators had intended (they wound up
leaving a good one-third of the game on the cutting-room floor due to
publishing deadlines), nevertheless it took the market by storm.
Lunar was the first megahit Mega CD title, selling well over 100,000
copies (its entire production run) during its initial market debut. Sega
of Japan directly attributed increased consoles sales to Lunar, and
it caused many companies in the industry to sit up and take note of the
system - including a certain American importer of Japanese RPGs looking to
back the new system with the rather unusual name of Working Designs.
Before we continue, though, let us step
back for a moment and examine Sega's overseas concerns. You see,
Sega of Japan had gotten so wrapped up in the possibilities of their
little CD-ROM experiment that they didn't - or wouldn't - tell the
company's Western offices what it was really all about. They
deliberately kept their project hidden from their American and European
counterparts until mid-1991. They finally sent Sega of America a
deliberately crippled Mega CD prototype in the summer of 1991, not long
after the system's Tokyo Toy Show debut. "They were concerned about
what we would do with it and if it would leak out," recalls former Sega
executive Michael Latham. "It was very frustrating." Sega's
Shinobu Toyoda, who was assigned to the U.S. offices at the time, managed
to get one of the systems working so his America counterparts would know
with what they were dealing. They were
delighted.
Sega of America officially announced the
impending release of Mega CD to the highly profitable North America market
in September of 1991 - just three months before the official Japanese
rollout and almost a full year before its customers would ever see the
system. Why so soon? Nintendo had just released the Super
Nintendo Entertainment System (aka Super NES or SNES) to its eager
American fans - a system specifically geared to do everything that Genesis
could not. Whether or not the SNES was actually superior to the
Genesis remains a matter of debate even to this day, but there was no
arguing the fact that Nintendo's reputation for excellence combined with
its large and dedicated customer base spelled trouble in big block letters
about a mile tall for Sega. That was the main reason why Sega was
quick to mention Mega CD to its own U.S. customers. After all, at
that time Sega was in the process of surpassing longtime rival Nintendo to
become the #1 videogame company in the States, eventually seizing a 55%
share of the market in 1992, and it had no illusions that it needed to do
everything it could to stay ahead of former #1 Nintendo. The only
thing that Sega had ready to combat the SNES challenge was Mega CD, so
Sega of America played what they believed to be their trump card for all
it was worth. Sega of America's
attitude that Mega CD as a system worthy of being treated as a console in
its own right was treated with some bemusement by its Japanese
creators. "It wasn't a new system, and that was always the confusion
internally," Lantham would later say. "The internal people believed
it to be a completely new system with new abilities." Of course he
and a few others who had actually dealt with Sega of Japan knew the real
story, but not too many of their Western colleagues ever caught on to
their little scheme. Mega CD had yet to launch Stateside, but
already Sega of America was beginning to believe its own PR. They
began making plans to launch Mega CD in the U.S. the following year, and
arrangements were made with a new software hous called Digital Pictures to begin
producing FMV titles for the new system. Sega of America officially unveiled
its version of Mega CD in May at the 1992 Summer Consumer Electronics Show
(CES) in Chicago, Illinois - almost a full half-year after Mega CD had
first been released in Japan. Sega
CD, as it was to be named in the United
States, would make the Genesis "the console of the future" and was to be
officially launched in November - although Sega hinted that it wanted and
might make it available to gamers as early as October. Sega CD was
pretty much identical to its overseas counterpart, save for some minor
cosmetic changes to the case and a slight revamping of the CD control
menus. It would have the requisite country lock, thus making it
impossible to play Japanese Mega CD imports. The announced price of
the system was US$300. All of the regular players in Sega's stable
of licensees were promising at least one game for the new system,
including one in particular - Sony Imagesoft, the software marketing
division of Sony Corporation. Sony announced that its Imagesoft
division would actively support Sega's new platform for the time being;
however, it was in the planning stages of releasing the PlayStation CD-ROM
drive for the SNES and would switch support to that as it neared
completion. Nintendo was insisting that the SNES PlayStation would
ship by the end of 1993 and had already distributed initial devkits to its
own stable of licensees. Sony saw Sega CD as a valuable opportunity
to gain needed experience in developing for and marketing software on a
CD-ROM based system without having to spend nearly as much as Sega was
having to do at this point. It was an telling prediction that was
overlooked by practically everybody at the time, including most of the
industry insiders themselves. A number of pack-in possibilities were
discussed for Sega CD at CES that caught a lot of gamer's attention.
There were the games, of course. Three videogame titles were
announced as possible pack-ins - Sherlock Holmes, Consulting
Detective by Icom, Sega Arcade Classics 10-in-1 by Sega, and a
third "brand-new multimedia CD" that Sega had in development. Then
there was the music disc. Sega announced that it was making
arrangements with several major record labels in order to include either a
multimedia or a CD+G music disc. This mirrored Sega's dual-track
plan for CD software development - one track being regular games and the
other track consisting of multimedia titles.
"But what about the games?" inquisitive
types asked. "They're coming," responded Sega of America. At
the top of the list was Joe Montana's NFL Football - no surprise
there, considering the popularity of the existing Genesis franchise.
The Sega CD version of Batman Returns was advertised as playing at
twice the speed of the cartridge version, featuring an all-new BatSki
level and additional bonus levels. Sega CD's very first RPG was also
announced, Kenji Terada's Dark Wizard. Lunar was nowhere to
be seen, but it was not forgotten - even then, Working Designs was
considering entering negotiations for an English-language version of the
game for Sega CD to be released sometime after the system launch.
Other offerings mentioned at CES included Panic, Black Hole
Assault, The Terminator, Dune, Wing Commander,
Rise of the Dragon, as well as special Sega CD retoolings of
Instruments of Chaos, Fantasia, and Star Trek: The Next
Generation.
One other title deserves special mention
at this point, because its impending arrival was emphasized at the 1992
Summer CES. Sonic CD was on its way. Sega's hyperactive
hedgehog was going back to his roots, with Yuji Naka and the rest of Sonic
Team hard at work on a release worthy of Sega's new hardware. The game
promised to return to the simple formula that had made the original Sonic
so successful, while at the same time including some of the complexities
and fiendish level design that was the highlight of Sonic 2.
No Tails this time - this adventure was going to be purely Sonic's - but
the possibilities seemed endless. This was good news to potential
Sega CD buyers, many of whom were ardent Sonic fans, and a lot of them
began to quietly scrimp together the money need for Sega's expensive
upgrade. It was also good news to Sega's accountants, who were
banking on the potential profits that a new Sonic game could bring to the
already troubled system.
In the meantime, though, Sega of Japan
was keeping busy improving the Mega CD. As far as the hardware was
concerned, there was a new version of the console in the works - designed
with the same styling as the smaller MegaDrive consoles Sega was ready to
put on the market. In terms of software, the biggest news by far was
with the Phantasy Star RPG series - the closest thing Sega had to
Square's Final Fantasy franchise - with two Mega CD titles
announced as being in development. The more notable of the two was
the all-new title The Return of Alis, which was to take place
immediately after the events depicted in Phantasy Star 3 and tell
the story of the fight against a revival of the intergalactic slave
trade. This new installment in the saga would be 20 times the size
of the earlier game and would incorporate both audio and anime clips.
Captain Commando would be a straightforward port of Capcom's
fighter, and would be prototyped as an (unreleased) cart before making the
transfer to CD format. Word on the street had it that enhanced versions of
Phantasy Star 3 and Super Shinobi 2 were in the works, as
well as such titles as Power Drift, Super Gaiares, and
Chopper Command. Reliable sources within the industry were
reporting that Technosoft was hard at work on an enhanced Mega CD port of
Thunder Force IV. Konami had jumped onto the Mega CD
bandwagon by this time, and among the titles being whispered by eager
gamers (but unconfirmed) for possible release were ports of Super
Contra, Super Gradius, Castlevania IV, Contra
Spirits, Life Force, Parodius, and
Orius.
On 15 October 1992, Sega CD was
officially launched in the North American market. It was an instant
sellout despite a noticeable lack of software, but the Sega loyalists did
not seem to mind during those first few heady months. Each system
sold came with a set of pack-in discs, which allowed prospective buyers to
start using their new setup right away. Here is what U.S. launch
buyers got with their systems:
|
Sega CD
launch pack-ins |
(courtesy of Christian
Schiller) |
|
Rock Paintings & Hard Hits (CD+G samplers, 2
discs) |
Sherlock Holmes, Consulting Detective (Volume
1) |
|
Sega Classics 4-in-1 |
Sol-Feace |
Here is
what American gamers were able to buy off the shelf the day that Sega CD
launched:
|
Sega CD
launch titles |
(courtesy of Barry
Cantin) |
|
Black Hole Assault |
Make My Video: Marky Mark and the Funky
Bunch |
|
Cobra Command |
Night Trap |
|
Chuck Rock |
Sewer Shark |
|
Make My Video: INXS |
|
These
pack-ins were a good move on Sega's part, considering the US$300 cost of
the system. There was also a scant handful of retail titles
available at launch and in the following weeks of the 1992 holiday season,
with Batman Returns and Sewer Shark being the two most
prominent. The console proved to be an instant hit with Sega's core
following, with all 50,000 units in the initial shipment sold out by
Thanksgiving. All in all, some 200,000 units cleared American store
shelves by the end of the year. The 1992 holiday season was especially
good for Sega gamers in the U.S. There was, of course, the official
release of Sega CD for retail sale, along with its requisite games.
The first ones weren't terribly impressive, but Sega fans had faith that
more and better were to come in 1993. There was also a whole string
of new Genesis games available, with a rumored port of the eye-popping 3D
polygonal arcade game Virtua Racing set for sometime the following
year. Sega of America was at the top of its form, its games
dominated the charts, and its presence dominated the market. This
was Sega at its finest, and its dedicated customer base shared in its
glory and pride. Nintendo may have been on the verge of bouncing
back, but for now Sega was the king of the hill, and Sega CD was the
latest jewel in its crown. Nothing, it seemed, could go
wrong.
Sega CD did not make it to Europe until
the spring of 1993. Since its parent console used the original
Japanese name of MegaDrive in the Old World, its newer sibling did
likewise. Mega CD made its European debut in England in April 1993,
some five months after the Stateside rollout. It was a logical
choice for Sega of Europe, since England was known as the "Sega
stronghold" due to the fact that the MegaDrive was almost as strong there
as it was in the US. There was the usual advertising blitz,
accompanied by an 8-minute promotional video touting the capabilities of
the new system. As for software, Mega CD had one less pack-in title
than did Sega CD, with Sherlock Holmes Volume 1 winding up as the
odd man out. At least there were seven other retail titles from
which to choose, and here is the complete list of UK Mega CD launch
titles.
|
UK Mega CD
launch lineup |
(courtesy of Matt
Neilson) |
|
Cobra Command (pack-in) |
Hook |
|
Sega Classics 4-in-1
(pack-in) |
Prince of Persia |
|
Sol-Feace (pack-in) |
Road Avenger |
|
Black Hole Assault |
Sherlock Holmes, Consulting Detective (Volume
1) |
|
Chuck Rock |
Wonderdog |
It should
also be noted that some of the UK Mega CD units had problems with the
Sega Classics disc due to a bad batch of discs - mirroring a
similar problem that would happen with Sonic Adventure and the
Dreamcast launch some seven years later. Mega CD was not cheap, with an initial
retail price of a whopping £270 (about US$400) - far more than in any
other English-language market. While such high prices are typical in
the European videogame industry, they were of small comfort to hardcore
British Sega fans anxious to get their hands on their very own Mega
CD. Even so, and this comes as something of a surprise to certain
cynical videogame historians, Sega of Europe had sold 60,000 of the 70,000
Mega CD consoles originally allotted to the British market by August
1993. It was no surprise that Sega rushed to get the then-new Mega
CD 2, the second incarnation of the console, onto the market. It
finally hit British store shelves in October, continuing to sell well
through the end of the 1993 holiday season. Cost more than anything else seems to
have been the limiting factor for the rest of Europe. Mega CD sold
rather slowly, and this was not helped by the fact that some countries did
not get the system until the second incarnation of the console. This
was the case in Germany, birthplace of the legendary Amiga personal
computer, where the Mega CD 2 first saw the light of day in September 1993
for an initial retail price of DM530 - and that without a pack-in game to
boot. At least by this time there was a decent library of software
available for launch, and the German Mega CD launch lineup had everything
except a sports game or a fantasy RPG.
|
German
Mega CD launch lineup |
(courtesy of Christian
Schiller) |
|
Afterburner 3 |
Prince of Persia |
|
Batman Returns |
Road Avenger |
|
Black Hole Assault |
Robo Aleste |
|
Cobra Command |
Sherlock Holmes, Consulting Detective (Volume
1) |
|
Final Fight |
Sol-Feace |
|
Jaguar XJ220 |
Time Gal |
|
Make My Video: INXS |
Wing Commander |
|
Make My Video: Marky Mark and the Funky
Bunch |
Wolf
Child |
Spain, in
contrast, wasn't so lucky, with only five titles in their launch
list.
|
Spanish
Mega CD launch lineup |
(courtesy of Daniel
Cuadras) |
|
Batman Returns |
Road Avenger |
|
Final Fight |
Thunderhawk |
|
Jaguar XJ220 |
|
Overall though, and with the significant
exception of the British Isles, Mega CD did not receive the same kind of
warm reception that it did in Japan and the United States. Emotions
were mixed, and Euro industry watchers were critical of both the media and
the hardware. They pretty much voiced the same concerns as their
Stateside counterparts about lack of quality software and the slowness of
the system's CD-ROM drive, only louder and more strident. The
lukewarm response that Europe as a whole game Mega CD in large part
accounts for the fact that only about 400,000 units sold throughout the
European Common Market during the system's Euro market cycle (1993-1996),
and no than 1 million for all of England and Europe overall. In fact
only 4% of Euro MegaDrive owners ever bothered to buy either version of
Mega CD for their systems.
Success spawns
siblings
This is a good time to take a break from
our history lesson and review the Sega CD hardware once again. There
was by now more than one version of the console at this point in its
history either on the market or in the final production stages. Let
us see for ourselves just what these various Sega CD clone consoles were
and how they fared.
.gif) Observant readers will have already
noted by this point that we are now talking about two different iterations
of the same console - Mega CD
1 and Mega CD
2, as Euro and Japanese system fans know
them, or Sega CD 1 and Sega CD 2 in the U.S. market. The second iteration of the
console was introduced in 1993 (US$230) and represented a radical redesign
of the case and internal layout tailored to fit the new Genesis/MegaDrive Model 2
console, which was smaller and had a lower profile than its venerable
ancestor. The new CD units would work with the older consoles,
however - Sega was thoughtful enough to make and include a special tray
adapter so it could work with the older units. Other significant
differences included a built-in tray upon which your console sat and a
top-loading CD-ROM drive design as opposed to the front-loading drive used
in the earlier system. The Model 2 systems were first introduced in
1993 and heavily promoted by Sega in all markets - so well in fact that
they represent the bulk of Sega CD/Mega CD systems still in existence
today.
One other in-house variation on
Sega CD deserves mention at this point. JVC's WonderMega had been
popular enough in Japan that Sega decided to release its very own
combination MegaDrive/Mega CD console. Resembling an oversized black
portable audio CD player in appearance, the Multi-Mega was first
announced at the 1993 Summer Consumer Electronics show. It also saw
release in both Europe and the United States (where it was known as the
CD-X).
It lacked a built-in screen, meaning that users had to provide their own,
but you must remember that small LCD screens in those days were still
rather expensive and would have driven the price of the console beyond the
reach of most consumers. While the Multi-Mega had no built-in RAM
save function as did the original Mega CD or JVC's WonderMega, its small
size and portability almost made up for this flaw. It also came with
three pack-in titles in most markets - the CD titles Road Avenger
and Ecco the Dolphin, as well as a Sonic 2 cartridge.
A spacer for use with Sega's 32X adapter was prototyped and advertised -
although it was never released due to balance and overheating
problems. These were the most expensive versions of the Mega CD that
Sega ever produced, with a suggested retail price of US$350 Stateside and
UK£500 overseas, and that (along with marketing issues) probably explains
why they never sold very well. First issued to the U.S. in April of
1994, only 5,000 of these ever made it across the ocean to Stateside
shores. Nowadays, to quote Sega Force, "... the unit is rare, very
desirable, and quite collectable."
While we are at it, let us not
forget JVC's WonderMega. What turned out to be the third incarnation
of the console - featuring a cheaper design that stripped out the SVHS
video, modem, and MIDI functions - was reduced the JVC X'Eyeand belatedly
released to the U.S. market in September of 1994 - about a year behind
JVC's original target date of fall 1993. Its pack-ins included
Prize Fighter, Compton's Interactive Encylopedia, and a
karaoke disc. JVC's avowed goal for the X'Eye as much the same as
Sega's for the CD-X in that it was seeking older, more affluent buyers for
this particular console. Unfortunately, it was a flop as far as the
market was concerned, with only 10,000 or so consoles sold in all of North
America. This was largely due to three things - the poor timing of
its release, even more poor distribution, and JVC's misreading of the
console's potential user base. It came on the scene just as Sega CD
was into full belly-up mode, and if you could find it at all, it was
usally in a specialty music shop that dealt in karaoke machines.
That, combined with its high price (US$500) accounted for its dismal
retail performance in the U.S. Those lucky few who did manage to buy
one, or stumble across them in pawn shops in later years for a fraction of
their original cost (like me!), quickly grew to love JVC's thoughtful
design. Being as it is an all-in-one 16-bit Sega console, lacking
only 32X support, the JVC X'Eye is a highly prized collector's items today
among Western Sega CD fans and have been known at times to fetch US$120 or
more in auction for a complete and working system in the original packing
box.
.jpg) There were at least two other Sega
CD/Mega CD clones produced around this time as well. The
Pioneer LaserActive CLD-A100 was a combination laserdisc and videogame unit first
released on 20 August 1993 that had a plug-in bay at the bottom for three
different modules - a Sega-produced MegaDrive/Mega CD module, a
NEC-produced PC-Engine/PC-CD module, and a karaoke module with
accompanying microphone. The built-in 12" disc player could handle
all major disc formats, and was also employed by the console modules in
support of CD-ROM based games. The unit had its own unique videogame
format for Mega CD games called Mega
LD (or LD-ROM), which allowed Mega CD
graphics to be superimposed over streaming video from 12"
laserdiscs. There were almost two dozen Mega LD games released, but
the system never really took off and was eventually discontinued to its
low popularity - which is a shame, considering that the system's digital
A/V functions made it possibly the best Genesis/MegaDrive/CD experience
one could ever possibly have. Originally retailing for ¥89800, a
£1000 PAL version was planned for England to be released at the end of
1994 but apparently never happened. The system did find its way to
the U.S. in early 1995, with the price increased to US$1600. The
Pioneer Laseractive died a quick death in the U.S. due to its
prohibitively expensive price. As a footnote, it is the rarest of the
tabletop Mega CD clone consoles, and you probably can expect to pay a
princely triple-digit sum should you manage to find one still in good
working order. The other clone console in question is perhaps the
rarest Mega CD clone - the portable Aiwa
CSD-GM1, released sometime around
1994. This was little more than one of their stock portable "boom
boxes" with a built-in CD player that also incorporated MegaDrive and Mega
CD support into the unit. These were only released in Asia to
limited distribution, and are almost impossible to find here in the
West.
Now it is time to return to the tale of a
console that was. By May 1993, Sega CD was the most talked-about
system on the U.S. market. The promise of cinema-quality FMV titles
appealed to an audience hungry for new experiences, and more traditional
titles in the Sega CD library were also doing quite well. The FMV
shooter Sewer Shark was one of Sega CD's best-selling titles, and
Sonic CD was considered by all to be the pinnacle of Sonic
platforming bliss. By the end of the year, though, that would all
change. Sega CD would go from red-hot to stone-cold within the space
of a few months, due in part to circumstances beyond Sega's control and
due in part to the system itself. Let us look at the first of these
items and see how one legendary Sega CD game forever made its mark on the
videogame industry.
An old demon rears
its head
Back up a bit if you will to 1991,
because events unfolding in the videogame industry as part of the
multimedia revolution would have a direct impact on Sega CD in 1993.
At the time, noted toymaker Hasbro was just beginning to join the
multimedia revolution, and was open to any decent videogame projects that
might further their aims. One such project was Scene of the
Crime by Digital Pictures, utilizing the latest in FMV technology to
deliver a compelling story about a series of mysterious disappearances
inside a spooky old house. Hasbro liked what they saw, and
comissioned it for release under the in-house title Project NEMO. It would
be the first truly interactive videogame to deliver something approaching
a real cinematic experience, and the choices that the player made during
the course of the game would determine its eventual outcome. Adding
to the aura of the project was its youthful star, the attractive Dana
Plato, who was having difficulty after her long stint as Kimberly on the
popular TV sitcom Different Strokes and was in desperate need of a
job. Project NEMO offered her that chance, and she took the role of
undercover police agent Kelli Medd to heart. Production wrapped in
early 1992, with the game being released first for Panasonic's fledgling
3DO system and then later ported to other systems, including Sega CD, by
the end of the year. Little did Hasbro or Digital Pictures realize
what they had unleashed upon the videogame industry.
This game became one of the best-selling
titles ever released for Sega CD in the U.S. Its premise - a bunch
of pretty girls being chased around a creepy old house by vampires -
appealed strongly to a gaming public which was at that time largely
composed of young males. The game
in question was Night Trap - a game that was to cause more
controversy than any other commercially vended FMV title to
date.
On 1 December 1993, U.S. Senator Joseph
P. "Joe" Lieberman (D, WIsconson) launched a full-fledged Congressional
investigation into the issue of violence in videogames. "We are here
today to talk about the nightmare before Christmas . Not the movie,
but - unfortunately - the videogames," he declared at the press conference
that formally kicked off the investigation. Digital Pictures'
Night Trap took center stage at the subsequent public hearings of
Lieberman's committee, as did another well-known title. Midway's
Mortal Kombat franchise had also drawn public ire for its
"Fatalities" system, in which combatants could kill each other in
spectactularly bloody ways through the use of special moves, and their was
growing public concern that violence in videogames led to violence in real
life. This was also the year that saw the release of the
ground-breaking shooter DOOM, and its on-screen violence also did
not escape Lieberman's eye. As a matter of fact, the issue of
violence in videogames was not new - Exidy's Death Race suffered
from a similar public outcry back in the 1980s - but this was the first
time that the hardware was capable of delivering the same kind of graphic
displays of violence one normally saw in visual media, such as artwork and
films. This made for perfect political cannon fodder, and so it was
with a great deal of gusto that Lieberman and his fellow senators plunged
into the murky waters surrounding this debate full steam ahead. The
first round of public hearings began just eight days later on 9 December
1993, right at the height of the Christmas shopping season, and would
prove to be one of the major causes for Sega's worsening market fortunes
that year. In all fairness, the
anti-violence activists had some cause for alarm. Market analysts
had noted a steadily increasing trend towards videogames with violent
themes, such as action, fighting, and shooter titles. In a
well-published study for Clinical Pediatrics, Dr. Jeanne Funk had
discovered that 49% of junior high students preferred videogames depicting
human or fantasy violence, with sports games coming in second at
29%. California Attorney General Dan Lungren fanned the flames,
calling for violent videogames to be removed from store shelves. The
actor Bob Keeshan, known to generations of U.S. television watchers as the
original Captain Kangaroo, publically rebuked videogame
manufacturers in testimony at the hearings for producing such
titles. This was music to the ears of Nintendo CEO Howard Lincoln,
who would go on to make a public spectacle of his appearance before
Lieberman's Senate committee days later. He openly attacked Sega for
releasing both games for its systems, noted Nintendo's long-standing
support for antiviolent games, and gleefully agreed with the committee's
proposal to shut down noncompliant companies. For the record,
Nintendo was responsible for the Night Trap and Mortal
Kombat outtake videos used by Lieberman's committee to illustrate
their concern - again driving home the point that Sega was in large part
responsible, if not totally responsible, for putting "this stuff" in the
homes of unsuspecting children. Armed with this "evidence" and with
endlessly hyped stories in the press about children going on violent
rampages supposedly due to videogames, Lieberman and fellow senator Howard
Kohl (D, Wisconson) eventually called for nothing less than a total ban on
violent videogames and the dismantling of companies that promoted such
fare - including Sega, the chief culprit behind the spread of violent
videogames. One of the more
immediate results from the Lieberman hearings was the banning of violent
videogames in certain areas. It should have been expected - after
all, controversial books continue to be banned by the ignorant and the
religious radicals even today despite others' sophistication in and
acceptance of the ways of the world. It is a sad practice that has
remained with us to this day. So it is with all forms of media, and
that now included videogames. The state of Utah, with its well-known
conservative Mormon tendencies, banned Atari's Primal Rage for
violent content - noting that combatants (who role-played as dinosaurs)
could and often did take the time to snack on the on-screen locals
cheering on the fight. Other states and many localities adopted
similar measures, and the more conservative minds in the videogame
industry began to fear a public backlash against such titles. The
radical Christian community in the United States had an especially adverse
reaction to the controversy, and were quick to blame Sega for the sins of
their children. "To most people, abstract constitutional arguments
for prohibiting public school prayer seem an inadequate response to the
terror of Night Trap videos and school shootings," noted Christan
commentator Mark Meyer, and his statement was but one among many to share
this view. Another result, and the only one that mattered to
Nintendo, was bad publicity for Sega. The Lieberman hearings took a major hit
on Sega's market share at the time, and they saw sales for Sega CD begin
to dry up - much to the gleeful delight of their chief competitor.
Major retail distributors such as Toys 'R' Us responded to Lieberman's
call and pulled Night Trap and other such "violent fare" from their
store shelves. The fact that a lot of these games were made for Sega
consoles was all the more news to rejoice at Nintendo corporate
headquarters. Time Magazine named Night Trap one of the
worst products of 1993. The New York Timeswent even farther,
running an article on the controversy in which they named Digital Pictures
as "the new digital pornographers." All of this and more combined to
a dramatic downturn in Sega products during the most critical sales period
of the year in any industry. The poor Sega CD, being the offending
console for which Night Trap was produced, took the biggest hit of
all. Before the controversy exploded, Sega had sold around 130,000
copies of Night Trap, making it one of the console's hit
titles. Another 50,000 sold the week the controversy broke out, but
very few cleared the shelves after that. By the end of the Christmas
shopping season, every remaining copy that had been on store shelves was
sitting in Sega warehouses because the retailers refused to sell them for
fear of sparking local protests. Sega eventually yanked the license
for the game due to the controversy. It was not a good turn of
events for Sega, and they moved as quickly as they were able to counter
it. Sega did everything
it could to shake itself of the charges of promoting violence in
videogames - far more so than just about any other vendor in the industry
and in spite of Nintendo's underhanded efforts at putting them out of
business. While all the press feeding frenzy and Congressional
posturing was going on, Sega was quietly sponsoring a number of
round-table discussions with developers, gamers, and concerned citizens
groups in an effort to find a workable solution to the issue. Sega
tapped the talents of the noted public relations firm Manning, Selvage,
and Lee in order to develop a strategy against these charges. The
end result of those sessions was an industry-wide press conference on 9
December 1993, the same day that the hearings were to commence, attended
by some 125 of the major players in the videogame industry - with Nintendo
being a notable exception. The eventual outcome of that press
conference was the Videogame Ratings Council (VRC) - the videogame
industry's first-ever ratings system. Sega's quick action ensured
that the VRC system was in place in time for the height of the holiday
shopping season and guaranteed positive press coverage when they needed it
the most. Sega CEO Tom Kalinske also undertook the extra effort of
promising Senator Lieberman that they would pull Night Trap off the
market and censor the offending bits - which they subseqently did.
As for the VRC, it proved so popular with consumers that Senator Lieberman
and his allies were forced to concede the point and praise Sega for its
leadership. The VRC was eventually revamped by Lieberman and his
allies into the Entertainment Standards Review Board (ESRB) in 1994 - a
industry watchdog group that is still doing its job today. Back to
the subject, though - Sega was the first to begin rating its titles for
content and led the industry in public efforts to tone down (or at least
notify about) overt violence in videogames. The ESRB ratings system,
which they helped to develop, is now a standard fixture of the videogame
market in the United States and is used on a regular basis by both the
industry and concerned parents alike.
 The idea that violence in videogames is a
direct cause of violence in real life has been disproven time and again
since the infamous Lieberman hearings of 1993. In 1997, Dr. Steven
Silvern of Auburn University authored two independent studies which
discounted this notion. "After playing [videogames], children don't
necessarily feel angry, they feel aroused," he noted in an interview with
U.S. News and World Report. Energy that would normally be
funneled into physical activity is focused instead on beating the
videogame - regardless of its content. After the session is
finished, the players are aroused and have a heighened sense of
action. This is a routine response to any type of activity that
causes stress, as many doctors have noted, whether you are playing a
violent videogame such as Street Fighter 2 or are actually involved
in a fistfight. Dr. Silvern also noted that make-believe violence is
a routine and possibly necessary part of growing up, and reminded parents
of the games they used to play as children - cops and robbers, cowboys and
Indians, and so on. Finally, the supposed link between playing
violent videogames amd desensitization to real-world violence has never
been conclusively proven - no more than it has for watching violent images
on television or at the movies. In short - while violent videogames
may be cause for concern for parents wishing to impart select moral values
on their children, they are not nor have they ever been the source of all
evil in the world. At best, they can be only a contributing factor,
and even their role in that regard is debatable. Nevertheless, the
issue will remain with us as long as violent videogames are produced, and
the aftereffects of the Lieberman hearings continue to influence the
videogame industry to this day.
Tom Zito of Digital Pictures has gone on
the record defending Night Trap, noting, "These guys actually said
in the hearing that the object of the game was to stalk and kill
women. That clearly is not the object of the game .... You
could take 20 seconds out of Bambi and make it seem like the most
horrific product ever developed, and you could similarly say how could the
Walt Disney company sell this horrible Bambi to children. Now the
difference between Bambi and Night Trap is most people have
seen Bambi, so if they tried to take something out of context,
people would have understood that was the case. But most people hadn't
seen Night Trap, and in fact, in 1993 during the hearings, the
general population (for the most part), didn't have a clue that you could
actually have real video playing on a game machine or a PC, and so I think
there was a kind of novelty shock." After the uncut version of the game was
put back on the market and released for PC systems in 1996, vendor Hasbro
produced a rather unusual television commercial that made fun of all the
furor. With a flashy background that resembled the American flag,
the ad featured footage from the game and an unseen commentator spouting
lines like "... a bunch of sickoid vampires who do indescribably
disgusting things to their victims ..." and "Some members of Congress
tried to ban Night Trap for being sexist and offensive to
women." The PC version of Night Trap, which includes the
previously censored footage and the accompanying Digital Pictures
documentary Dangerous Games, is now something of a collector's
item. Actress Dana Plato
died of a drug overdose in 1999 while attempting to make a comeback in her
acting career. Night Trap had marked one of the more sane
periods in her life after Different Strokes was cancelled in
1986. She had drifted in and out of show business, unable to
recapture the stardom she had enjoyed in her youth. Her first
marriage ended in divorce, and she had a number of well-publicized run-ins
with the law - including one arrest for armed robbery (1991) and another
for drug possession (1992). After being placed on probation, she
began to appear in a number of low-budget films and projects, of which
Night Trap was one. Her life seemed to be finally getting
back on track after a memorable appearance with former Different
Strokes co-star Todd Bridges at the 1997 Hollywood Autograph
Collector's Show. Two years later, she was dead by her own
hand. As for Senator Joe
Lieberman, he and his supporters have continued non-stop on their
anti-violent videogame crusade, keeping the issue before the public eye in
their never-ending quest to outlaw violent videogames for
good. One final
observation. Not long after the Lieberman hearings and in response
to demand from their customer base, Nintendo began incorporating violent
content into videogames for its own systems. The first such
title? The SNES port of Mortal Kombat 2. Oh, the
irony!
The promise
founders
The Congressional hearings on
violence in videogames make for one of Sega CD's more notable side
stories, coming as they did right in the middle of the system's
lifetime. It could have been a lot worse had not Sega pulled out the
public-relations stops. Once the story got off Sega and moved on to
the new ratings system, then it was over - but the damage had already been
done. Sega CD sales, which were already foundering, took a a
dramatic hit from the Lieberman hearings in bothn system and software
sales during this time; nevertheless, it was but one factor among
many. In fact, things had not been
going well for Sega CD from 1993 onward
despite the hearings. What was supposed to have been Sega's new flagship
console, their "SNES killer," was doing a lackluster job in the Western
markets. Even such supposedly killer apps as Sonic CD and
Eternal Champions failed to perk up additional interest in the
system. JVC's highly touted X'Eye clone console and Sega's own CD-X
came and went and almost nobody noticed. One can understand, if not
approve, of Nintendo's taking the opportunity of the Congressional
hearings to trash the system and its vendor, thus weakening support on all
fronts even further. In October 1994, Sega was forced to reduce the
price of the system from its original US$300 to US$150 in an effort to
boost sagging sales. It didn't help. The only major console
Sega CD outsold was the Phillips CD-i, and sales of Sega CD systems and
software began a marked downward spiral from which they never
recovered. The developers began
to bail about this time, sensing the impending death of the system.
Early losses for Sega CD including planned ports of such notable titles as
the LucasArts games Indiana Jones and the Fate of Atlantis and
Instruments of Chaos. Sega cancelled the planned Sega CD
release of Phantasy Star 4, opting instead for a cartridge-based
Genesis game that bore little resemblance to its original Sega CD
concept. Many of the games promised by various vendors, or rumored
to be on the way for either Mega CD or Sega CD, never materialized
On and on it went, day after day, week after week, and month after
month. The planned software library for Sega CD continued its
massive hemorrhage throughout the rest of 1994 and into 1995, with SNES
cartridges taking up more and more of the retail space that had formerly
been devoted to Sega. Sega CD was withering on the vine right before
Sega's eyes and there was little they could do to stop it. By
mid-1995, Sega CD was doomed and everybody knew it, so thereafter it was
quietly relegated to the bargain bins of the retailers and the scrapheap
of console history. Most gamers ditched it without a second thought,
saving their cash for the newer 32-bit systems
instead. Given the fact that
the Lieberman congressional hearings of 1993-1994 was the point around
which Sega CD's fortunes turned, are there any other factors that bear
mention? Two things immediately come to mind, and these are reasons
upon which all Sega advocates seem to agree. Congressional hearings
and the conservative crowd notwithstanding, the major reasons for the
failure of Sega CD are closely linked due to the nature of the subject at
hand. They were the lack of quality
titles and
the FMV debacle.
The lack of quality titles for Sega
CD is an issue that has been harped upon again and again not only by the
videogame historians but by Sega buffs as well. The sparseness of
the Sega CD library's range of so-called top-notch titles stands in
striking comparison to its chief competitor at the time, the NEC
TurboCD. One of the reasons that the TurboCD did as well as it did
was that it had a large library of high-quality, CD-ROM only titles.
In comparison, many of Sega CD's titles were
obvious Genesis ports with little more than a bit of graphical
window-dressing and a CD-ROM soundtrack. A dozen or so such titles immediately spring to mind
- Bill Walsh College Football ... Brutal: Paws of Fury ...
Cliffhanger ... the Chuck Rock series ... Earnest
Evans ... Earthworm Jim... Hook ... the Lethal
Enforcers series ... Mary Shelley's Frankenstein ...
Pitfall: The Mayan Adventure ... Puggsy ... Road Rash
... Sol-Feace ... Wolf Child ... and more. In fact,
there are only a dozen or so Sega CD games in the entire worldwide library
that would rate as a "9" or a "10" on a ten-point scale, and some claim
that are even less than that. There is an answer for this
failing, of course, and not surprisingly, Sega itself turns out to be the
chief culprit. Sega delayed shipment
of its Sega CD software development kits (SDK) to its Western licensees
prior to the system launch, thus hurting
any chances that quality titles would become available for the first 12-18
months Sega CD was on the market. This put companies who wished to
develop for this promising new system into a bind, so many were forced to
either acquire rights to import titles or do what some of their Japanese
counterparts had already done - take existing Genesis games off their
storeroom shelves, slap a CD soundtrack on in and graft the odd bits of
FMV cinema here and there, and then kick it out the door. It was
about all they could do until their official Sega CD SDKs arrived, and
they had commitments to meet, so who could blame them? "Shovelware," the
idea of taking a title for one console and quickly porting it to another
with little or no change, is a practice that is as old as the industry
itself. It is one of the unfortunate aspects of the system that Sega
CD has had to endure a reputation for shovelware more than any other
console to date - and more than it deserved, in comparison to Sony's and
Nintendo's machines.
_box.jpg) _box.jpg) _box.jpg) There are five titles, all of them
import RPGs, which deserve mention at this point because they stand out
among the dismal offerings that comprise the bulk of the Sega CD's U.S.
software library. Four of these come from one U.S. vendor, and the
fifth direct from its Japanese vendor. The first four were released
by one of Sega's newest licensees at the time - a little-known company
named Working Designs. Founded in 1988 by Todd Mark and Sylvia Schmidt and
originally conceived as a developer of PC business software, the company's
focus changed to videogames after the hiring of Victor Ireland two years
later. They were the first third-party company to release a CD-ROM
based videogame in the United States (Cosmic Fantasy 2 for the NEC
Turbo Graph/X 16 CD system), and as a result were in a perfect position to
develop for Sega CD. In 1993 they secured the rights to produce an
English-language version of GameArt's monster hit RPG Lunar: The Silver
Star, and the rest is history. Lunar was named Best RPG of 1993
by GameFan magazine, and eventually went on to become the #1
best-selling Sega CD title of all time. Three other RPGs followed in
course - Vay (July 1994), Popful Mail (1995), and Lunar
2: Eternal Blue (30 June 1995, best-selling Sega CD game of
1995). A planned fifth title, A Side Story of Armageddon, was
scrubbed due to the death of the system. It has been many years
since Working Designs ended their involvement with Sega CD - let alone
another Sega platform, such as the Saturn - but they do not shy away from
their past. On the contrary, they are quite proud of it and have one
of the few developer's sites on the Internet with a Sega CD section.
It's easy to understand their feelings, and Working Designs used their
experiences to build upon their successes with Sega's revolutionary
platform. Working Designs may be better known nowadays for its
high-quality imports for the Sony PlayStation and PlayStation2 consoles,
but it is their work with Sega CD that made the company's fortunes - not
to mention its reputation for translation excellence and high production
values.
It should come as no surprise that
the four RPGs which Working Designs released for Sega CD represent four of
the top five most desired English-language Sega CD RPGs in terms of
possessing original copies. The
complete set - Lunar, Vay, Popful Mail, and Lunar 2, in
order of release - will cost you about US$200 nowadays in the original
with the original packaging. The other title in our selection of
high-grade import RPGs is also widely regarded as a classic - Konami's
Blade Runner-esque cyberpunk sci-fi RPG Snatcher,
representing the only English-language version of the game to date despite
numerous releases for various systems. Released for all markets, the
U.S. Sega CD or European Mega CD English-language originals of
Snatcher with complete packaging have fetched an online auction
price as high as US$100 - or more, in rare cases. Taken as a whole,
these five RPGs represent the best of what limited offerings Sega CD had
to show in this particular and popular category of
videogames.
Practicallly everyone who has
researched the history of Sega CD honestly agrees that one of the major causes for the death of Sega CD was the
virtual onslaught of FMV thrown at its users. Most of it was pure crap - poor excuses for
videogames using extensive digital rendering for window dressing - and the
massive amount of system resources required for FMV often strained the
console's hardware to near-breaking point in some cases. True, there
were a few exceptions to the rule, but for every Ground Zero Texas
and Night Trap there were at least a dozen dollops of drek such as
A/X-101, Double Switch, The Lawnmower Man, the entire
Make My Video series, Mighty Morphin' Power Rangers, Wire
Head, and so on. In fact, VideoGames.com has recently gone on
the record asserting that the Make My Video series did more to
destroy Sega CD's reputation in the eyes of gamers than any other group of
FMV titles for the system. Even so groundbreaking a title as
Night Trap, arguably one of the best FMV titles in the Sega CD
library, did not escape the eyes of the critics. "Offering little
more than clever sprite effects, CD audio and FMV, this inauspiciously
pricey add-on for the Mega Drive failed to deliver much in the way of
innovation, let alone a killer app." noted ISGN in their recent review of
the console. "The controversial Night Trap title saw little
more than poorly strung together FMV sequences, while Sewer Shark
and Cobra Command only served to acknowledge Sega's injudicious
gaming commitment. Despite Sega's suave 'Pirate TV' ad campaign, the
shunt being exerted upon existing Mega Drive owners was the very catalyst
for Sega's discord." "Now wait a minute! Wasn't FMV
supposed to be the wave of the future?" It was, and that's what everybody
would have told you back in 1992-1993. The computer hardware of the
day just wasn't up to recreating cinematic experiences purely through
processing power unless you were willing to spend thousands of dollars,
which no average consumer in their right mind would do, so FMV seemed the
natural road to take. Sega believed so too, and was in a position to
monitor the market trends. They invested a lot of their money into
the technology, producing many titles on their own and licensing others
for Sega CD. The only problem with their reasoning was that it left
no room for technological advancements of the kind that Sega itself was
helping to push out the door. FMV required far too much in terms of
resources and delivered too little in terms of a truly interactive
experience to ever catch on as a real trend, save for the novelty
factor. The more you wanted to make available to the gamer, the more
FMV you had to produce and program into the game engine - which ate up
system and storage capacity at a rate that even the best compression
codecs could not surmount. Fortunately for the videogame industry,
the days of FMV games were numbered a couple of years after they hit the
mainstream markets. The rise of
dedicated, cost-effective 3D-oriented processors in the mid-1990s pretty
much spelled the doom of FMV as the basis for a videogame
engine.
After all, who wanted to play Prize Fighter when Virtua
Fighter offered better gameplay and a more graphically satisfying
experience? Who wanted to waste their time on Star Wars: Rebel
Assault when Star Wars Arcade was obviously the better
game? It was a no-brainer, of course. The gamers flocked to
the newer, 3D-oriented machines, and almost the entire FMV industry was
left to dangle in the breeze. FMV eventually survived, of course,
but in form in which it should have stayed all along - as a supplement to,
rather than the basis for, a videogame. Sega took a financial bath
in the FMV market, and this is yet another reason why their fortunes
failed in the mid-to-late 1990s. They had gone out on a limb, only
to have it break under them. Sega corporate would never admit its
mistake, and Sega of Japan blamed its fellow division Sega of America for
the debacle. It was the start of an internal feud that would almost
destroy the company's market share inside of a few short
years.
It is a shame that few other Sega
licensees chose to tread the path that companies such as Sega, GameArts,
and Konami chose to follow. There simply aren't that many more
"great" titles for Sega CD apart from their offerings, and surprisingly
few "good" ones. In a recent survey with the patrons of the Tavern
at the Internet site Eidolon's Inn, representing a cross-section of Sega
CD and Mega CD devotees from around the world, the following were named as
the top ten best and worst Sega CD titles of all
time:
Top Ten
Best Mega CD and Sega CD Games
of all
time (as decided by the visitors to Eidolon's
Inn) |
Top Ten
Worst Mega CD and Sega CD Games
of all
time (as decided by the visitors to Eidolon's
Inn) |
1. Lunar: The Silver Star
(GameArts/Working Designs) |
1. The entire Make My Video
series (Sony
Imagesoft) |
2. Snatcher (Konami) |
2. Almost any other FMV title
(with the notable exceptions of
Ground Zero Texas, Night Trap, and
Fahrenheit.) |
3. Sonic the Hedgehog CD
(Sonic Team/Sega) |
3. Racing Aces (Hammond
& Leyland/Sega) |
4. Shining Force CD (Sega) |
4. Earnest Evans (Wolfteam) |
5. Eternal Champions:
Challenge from the Dark Side
(Sega) |
5. Sol-Feace (Wolfteam) |
6. Lunar 2: Eternal Blue
(GameArts/Working Designs) |
6. Night Striker (Taito) |
7. Popful Mail (Falcom/Working Designs) |
7. Iron Helix (Spectrum
Holobyte) |
8. Silpheed (GameArts/Sega) |
8. Mortal Kombat (Midway/Arena) |
9. Heart of the Alien (Delphine/Virgin/interplay) |
9. The Space Adventure (Hudson/Sega) |
10. Ecco the Dolphin (Novotrade/Sega) |
10. Stellar Fire (Dynamix/Sierra) |
Honorable Mention (11): Night
Trap (Digital
PIctures/Acclaim) |
|
Honorable Mention (12):
Vay (SIMS Co. Ltd./Working
Designs) |
|
NOTE: Both Night Trap and Vay received
as many votes as Ecco the Dolphin after the survey results were
compiled. The final selection for the #10 spot was made
by the staff and supporters of Eidolon's
Inn.
The odd
thing about this survey was the lack of agreement on the worst ten games
for the system. The only thing on which everybody agreed were that
the FMV games as a whole should have never happened. After that, the
survey results quickly devolved, with few titles getting more than three
votes aside from certain universally despised Genesis
ports. The folks over in the
Orient have quite a different opinion as to what were the best ten titles
for the console they know as Mega CD. Here is one such list,
reprinted from the Fanatics website. I reproduce it for the sake of
fairness.
Top Ten
Best Mega CD Games of all time (Fanatics) |
1. Lunar: The Silver Star
(GameArts) |
2. Silpheed (GameArts) |
3. Lunar 2: Eternal Blue
(GameArts) |
4. Popful Mail (Falcom) |
5. Sonic the Hedgehog CD
(Sonic Team/Sega) |
6. Urusei Yatsura: My Dear
Friends (GameArts) |
7. Shining Force CD (Sega) |
8. Yuyumimi Mix (GameArts) |
9. F1 Heavenly Symphony
(Sega) |
10. Keio Flying Squadron
(JVC) |
Note that
the same six titles - all but one of them RPGs - appear on both top ten
lists? This is pretty much true regardless of whose top ten list you
consult. It just goes to prove the point that there was only a
handful of Sega CD titles that could be considered great in universal
terms. Add another handful or two to account for the distinctions
between Western and Eastern tastes, and you're still left over with a
couple of hundred games that just don't make the cut.
With this in mind, let's take all the
business about lack of good titles and a overload of crappy FMV ones, add
on top of that the Lieberman hearings, and add a dash of Sega arrogance
towards the end of 1994 and lasting well into 1995 seemingly aimed at both
developers and gamers alike as to where it (being the #1
videogame company in the U.S.at the time) wanted to lead the
markets. Now it should be easy to see why Sega CD died. Most
of the games available stunk, retailers either wouldn't stock or were
almost always out of the good ones, nobody was interested in FMV anymore
now that 3D texture-mapped polygonal graphics were finally coming of age,
developers were bailing either because of the Lieberman hearings or
because they sensed (correctly) that the platform was dying, and Sega was
too busy worrying about which new console to go with next to pay attention
to what was really happening in the marketplace. Most hardcore Sega
gamers at the time felt like Blake Kelley, who wrote about his past
experiences with videogame consoles in the article, "In Retrospect: The
Tables Turn" for Gamer's Alliance. "Support for the Sega CD died off
and the game production came to a halt. I was at the game retailer once
again. 'Take all this useless junk and gimme a SNES and one game.' I tell
you, I felt like I have been violated or something. Some lessons are hard
learned." No wonder that many a formerly proud Sega gamer refused to
invest in either the 32X or Saturn. "[T]here was no way I was gonna
give Sega one red cent of my money .... Sega had points against it in my
book right from the start." quips Mr. Kelley in his article, and just
about every other disgruntled Sega gamer at the time agreed with
him. If Sega gamers were reinvesting on the cheap, they went with
Nintendo's aging but still popular SNES. If they had the money and
were willing to invest in a nextgen 32-bit system, most chose the
inexpensive Sony PlayStation over the expensive Sega
Saturn.
By 1995, the writing was on the
wall. Sega CD developers quitely shelved existing projects or
hurredly finished them up and sent them to Sega for release. Some of
the best games for the platform were released in 1995, among them JVC's
decidedly wacky shooter Keio Flying Squadron, and they give us our
only glimpse into what might have been had Sega CD survived another
year. Perhaps the most notable release, not surprisingly, was
Lunar 2: Eternal Blue. Working Designs cemented their
reputation for excellence with gamers worldwide by chosing to go ahead and
finish their English language release against all wisdom and marketing
sense. It was the best-selling Sega CD title of 1995 and one of the
best games ever released for Sega CD ... but by then, few people were
buying anything for the system. By the beginning of 1996, only two
games remained on the official U.S. Sega CD release list - Myst and
Brain Dead 13. Both were cancelled within months, with their
development teams retasked to make the ports for the 32-bit Saturn
instead. Sega officially discontinued the system around the same
time - and with that postscript, the sad tale of the Sega CD comes to its
close. In retrospect, the slow death
of Sega CD marked the beginning of the end of Sega's fortunes, but nobody
at Sega would realize what was happening until it was too late.
So why
bother?
From 1991 to 1995, approximately 27
million Genesis consoles were sold around the world. In comparison,
only around 6 million Sega CD units total were sold during its entire
lifetime in the same markets, which happens to fall around the same time
frame. That is approximately 2 to 3 million Japanese Mega CDs, 2.5
million U.S. Sega CDs, and 1 million English and European Mega CDs
Add to that about 20,000 to 30,000 JVC WonderMega/X'Eye consoles
sold worldwide, and then top that off with a few thousand Mega CD capable
Pioneer Laservisions and other assorted clone systems, and you might be
able to stretch that number out to 6.1 million. Only 142 were
released for Sega CD in the U.S., with a somewhat smaller number in Japan
and Europe. Taking all the unique titles together from all markets,
there were only about 200 or so titles that were ever released for the
system. Not a lot for what was supposed to be a revolutionary
videogame console, is it? One might think that with so few sales in
comparison to its older and less capable ancestor, Sega CD isn't worth the
bother to investigate. If that is how you feel, then you are making
a mistake. Videogame historians haven't termed Sega CD a "notable failure"
just because that sounds like a nice turn of phrase.
Sega CD was a console too soon, a system that tried to ride
the cutting edge of new technology but wound up being bogged down by that
very same technology. The single-speed drives were just too
slow and the FMV-minded programmers just too ambitious in their dreams to
ever make the most of the system. Those few titles that proved
successful were developed by programmers who were worried more about
making the most out of what they had rather than try something too
ambitious for the hardware. It is in this area that Sega CD shines,
and it is no surprise that what many consider to be the ten finest games
for the platform remain such outstanding titles even today. No
abusive use of FMV, no uninspired porting of existing Genesis games, no
hammering of the CD-ROM drive at every opportunity - just ... um ... "good
game," as the players would say. Unfortunately, such games were few
and far between for an otherwise excellent system.
As a sidebar, one should not take
lightly Sony's involvement in licensing and vending software for Sega
CD. A good many titles bear the Sony Imagesoft logo, and that was no
accident. Remember, at that time, Sony was deep into negotiations
with Nintendo about the possibilities of a SNES CD-ROM drive. Sega
had one of only two systems on the market that were CD-ROM based, so it
should come as no surprise that Sony decided to become involved. It
was a valuable learning experience for them, and what they learned would
be put to use just a few years later once Sony decided to strike out on
its own with Ken Kuratagi's standalone PlayStation console.
Although it was overlooked at the time,
Sony's involvement with Sega CD had implications that went unnoticed by
both Sega and Nintendo until it was too late to do anything about
it.
So what was learned from Sega
CD? If anything, it showed that
neither the technology nor the intended user base was ready for prime
time. The occasional cinema was fine,
but the hardware would have to be capable of a lot more processing power
if FMV was to enter the mainstream and become a regular, expected part of
the gaming experience. The Sega CD, along with NEC's CD-ROM
accessory for the Turbo Graf/X 16, also showed that the public was willing
to entertain the notion of a format change from cartridges to CD-ROM -
provided the cost was lowered and high-quality games were offered that
actually took advantage of the hardware. Sega CD was about three to
four years too soon, as subsequent history showed, and could never offer
enough to compensate for its obvious shortcomings. High price ... overrated technology ... lack of quality
software. These are the three reasons why Sega CD is now a footnote
and not an icon. Nevertheless, whether you accept it
or not, Sega CD helped pave the way for the
acceptance of CDs over cartridges as the standard delivery system of
choice for home console videogames during the 1990s. People were already becoming accustomed to CD-ROM
drives as part of their personal computers, and the public acceptance of a
CD-ROM based videogame console was surprisingly easy. "I see CD-ROM
for another four to six years," said International Computer Group's Barry
Friedman, and he was right. The public knew that, while Sega CD and
its fellow early systems failed to deliver on the promise that CD-ROM
technology held, nevertheless its day was coming, and soon. It was a
lesson that was not lost on all of the major players in the home videogame
market, and they quickly moved to put second-generation consoles on the
market that would make the dream a reality. The singular exception
was, of course, Nintendo - and their realization would be long and hard in
coming. Once again, Nintendo would be forced to pay the price for
its abysmal arrogance, although it would turn out to be former technology
partner Sony and not rival Sega who would deliver their second humiliating
fall from grace.
Sega CD ... a console too
soon. |