The Sega Mega-CD (メガCD Mega Shī Dī?) is an add-on device for the Sega Mega Drive that was released in Europe, Australia, New Zealand, Japan, and North America. In North America, it was renamed Sega CD, as the name Mega CD bore no obvious associative meaning in that market where the console used the name "Genesis" instead of "Mega Drive" because of copyright reasons. The device upgraded the Mega Drive with a CD-ROM drive that allowed the user to play games on a CD-ROM and added some additional electronic hardware functions. In addition to CD-ROM based games, it also played audio CDs and CD+G discs. The development of the Mega-CD was confidential; game developers were not made aware of what exactly they were working on until the add-on was finally revealed at the Tokyo Toy Show in Japancitation needed. The Sega Mega-CD was designed to compete with the PC Engine (TurboGrafx-16) in Japancitation needed, which had a separate CD-ROM drive. The Sega Mega-CD was not meant to compete with the Super Famicom (Super Nintendo Entertainment System outside Japan). This posed a problem in the markets outside of Japan, where the PC Engine did not fare very well, and the expectation was that the Mega-CD would be in competition with Nintendocitation needed. (The Genesis did compete directly with the Super Nintendo in North America, which makes this statement confusing.) The Mega-CD connected to the Mega Drive via the expansion port on its right side at the bottom edge. The first version of the system sat under the Mega Drive console and loaded CDs via a motorized tray. The tray was opened when the Reset button on the Genesis was pressed while the Mega-CD's startup screen was displayed. The second version of the system, dubbed Mega-CD 2, had the CD-ROM drive relocated to the right of the Sega Mega Drive system, changed to a top-loading CD-ROM drive with a lid, with the lid opened by a mechanical latch button on the front right corner. This revised model was meant primarily to be used with the redesigned Sega Mega Drive 2. However, the original model of the Sega Mega Drive could still be used with the addition of an extension--just a two-part molded plastic block--that allowed the system to firmly sit on the add-on without overhanging the edge. The Mega-CD 2 (at least as sold as the Sega CD in North America) included all parts, including the extension block, needed to attach it to any Genesis model. As the CD drive was now to the side of the Mega Drive, the Mega-CD 2 hd a much lower profile than the original, (The Sega Mega Drive still sat on top of the system, but to a much lesser extent than before). Also, the switch from a software-controlled motorized CD tray to a mechanically latched lid made it possible to remove the disc while a game was running and the disc was spinning, requiring more care and discretion on the part of the user.
MarketsJapanThe Mega-CD was released first in Japan in December 1, 1991verification needed. Its retail price was about ¥49,800. Initially, it was a great successcitation needed because of the inherent advantages of CDs (high storage capacity and the low cost of media). Despite having been on sale for over 2 years, by March 1994 the MEGA-CD had only sold 380,0002 units in Japan, which meant that only 11% of Japanese Mega Drive owners had purchased the add-on unit. North AmericaThe Sega CD had been announced at the Chicago CES on January 1992. The Mega Drive had been renamed to Genesis for the console's release and Sega of America chose to repeat the operation with the Mega CD, renaming it Sega CDcitation needed. Many people felt there was not enough value for the pricecitation needed. Moreover, the game experience was little improvedcitation needed. Players came to have high expectations for the add-on, and Sega even promised that the Sega CD would allow a higher color palette than the Genesiscitation needed. Graphically, most games ended up looking not much better than normal Sega Genesis gamescitation needed, although the sound quality was higher, thanks to the CD format of the games. The advertising boasted full-motion video clips and CD audio soundtracks. Games delivered these, though because of the limited color palette of the Genesis video display hardware and limited data bandwidth of the system, especially considering that the CD-ROM drive was only a 1X speed unit, motion video was heavily dithered and usually limited to a rectangle in the center of the screen about 1/4 of the full screen size. CD games also offered more complex levels and more levels; the game Sonic CD notably made a point of leveraging this. Europe
In Europe the Mega-CD was thought to be overpriced. It was released in April 1993 in the United Kingdom.citation needed Unlike the Mega Drive, which was a very successful console in Europe, only 60,000 of the 70,000 Mega-CDs shipped to Europe were sold by August 1993.citation needed Some European countries (Spain for instance), would not get the original Mega-CD, but the Mega-CD 2, which also slowed sales.citation needed AustraliaThe Mega-CD was released on 19 April 1993 in Australia. BrazilThe Sega CD 2 was launched in the Brazilian market exactly at the same time of the North American release. Since the original Sega CD was never released there, it was simply called "Sega CD". However, because several Mega-CD units imported from Japan were already in the market, it was informally known as "Mega-CD". It was manufactured locally by Tec Toy. ReceptionSega wanted to showcase the power of the Mega CD, and so focused on "FMV" games rather than taking advantage of the extra storage space of the CD media. Sega insisted on licensing and producing primarily "full motion video" games similar to earlier Laserdisc games, that were universally panned by game reviewers. The limited 512-color palette of the system, combined with the processor not being well-suited for video, did not lend itself well to reproducing video, resulting in grainy video in most games. Another criticism of the software library was that most titles consisted of Shovelware, in which a developer takes an existing title and adds minor new content (usually a CD audio soundtrack, or video sequences) while not expanding the original game itself. Few titles received major changes, but two exceptions were Earthworm Jim which featured additional levels and game changes, and The Amazing Spider-Man vs. The Kingpin, which featured many changes, which drastically restructured the game, making it less linear, and adding animated cut scenes. Despite a somewhat lackluster library of games, the console introduced very famous franchises. The Lunar series, which despite the relatively narrow circulation the two titles on the Mega CD received, went on to be critically acclaimed and became a cult classic, with both games receiving remakes for the PlayStation and Sega Saturn in the late 90's; and a prequel to the series for the Nintendo DS in 2005. The English publisher of the two Lunar titles, Working Designs, also published another RPG for the platform, entitled Vay. While it received generally positive reviews, the game did not obtain the same popularity as the Lunar titles. Working Designs also published Popful Mail for the Mega CD. Another notable title was the cult-classic Snatcher, a cyber-punk digital comic released by Konami and designed by Hideo Kojima and the only version of the game released in English. One exclusive game that was published for the Mega CD is the now famous Sonic the Hedgehog CD, or Sonic CD. Sonic CD is praised for having good graphics, superior CD sound, and an innovative style of stages, having four versions of each of the three zones in each stage. Many fans praise the game as one of the best of the series for these reasons. ModelsThe following models were released:
Technical specificationsThe Sega Mega-CD specifications were as follows:3 CPUThe main CPU is a 12.5-MHz 16-bit Motorola 68000 processor. The Mega Drive/Genesis has the same processor, but at a lower clock rate of 7.67 MHz (NTSC) / 7.61 MHz (PAL). In the combined system, both processors run concurrently for Mega-CD games, and the Mega-CD processor is idle for Mega Drive games. Graphics
RAM
Storage
(Above specs prior to compression) BIOSWhen the Mega Drive + Mega CD is powered on, the Mega Drive CPU gets control first. If a cartridge is inserted, the Mega Drive ROM starts it, and the Mega-CD remains idle, except for the audio mixer, which passes through the Mega Drive audio to its RCA outputs. If the cartridge slot is empty at power-up, the Mega-CD CPU gets control and starts its BIOS, which checks the disc while displaying a Mega-CD (or Sega CD) title animation with music utilizing the sound hardware of both the Mega Drive and the Mega-CD together (at least in Sega CD versions). (This screen displays the ROM version in the upper-right corner, at least in versions 1.10 and 2.00.) If a game disc is inserted, it automatically loads the game after a few seconds, or immediately if Start is pressed on the controller. If a regular audio CD or a CD+G disc is inserted, it waits for button A, B, or C on the first controller to be pressed, then starts the GUI CD/CD+G player software in ROM. It will also run this software on a game disc if A, B, or C is pressed before the game auto-starts. From the CD player, it is also possible to enter a utility to manage items in the game backup RAM and RAM carts, or to start an inserted Mega-CD game disc (without resetting the console). If no disc is inserted, it prompts on screen for one while playing the title animation and music. Except when a game disc is in the drive, if no button is pressed at the Mega-CD title screen, the animation and music will loop indefinitely. In the original mega-CD model which has the motorized front-loading tray, pressing reset while the title screen is displayed will open the tray (eject the disc) or close it (load the disc). At all other times (without a cartridge inserted), pressing reset will return to the Mega-CD title screen, but will not open the tray. It is impossible to open the motorized tray with a cartridge inserted, as the BIOS which controls it will not run then. In the later version of the Mega-CD with the top-loading drive, resetting or powering off may leave the disc spinning, and the only way to stop the disc before opening the tray is to switch off the system and wait 15 to 30 seconds for it to spin down (under the light friction of the spindle motor bearings) or to enter the CD player mode and play or pause the disc, then stop (in BIOS v2.00, maybe others). After the disc can be heard to spin down while the lid is closed, whereas just pointing to Stop and pressing a button will not spin down the disc when the player is not in play or pause mode.
AudioThe Mega-CD adds the Ricoh RF5C164 chip, which gives 8 extra sound channels, all capable of sampled sounds, to the Mega Drive's YM2612 and SN76489 chips.
Other
Accessories
Graphic trivia
While the system was in development, several US video game magazines such as Electronic Gaming Monthly and Gamepro had published reports that the Sega CD was going to be able to display more on-screen colors than the Sega Genesis. It appears that there had been some discussion about upgrading the hardware in the Sega CD to compete with the color capabilities of the Super Nintendo, but it was vetoed. A common myth surrounding the Mega-CD is in regard to the number of colors it can display on-screen. Like the unexpanded Mega Drive/Genesis, the published specifications of the Mega-CD indicate that the system can produce up to 64 colors on-screen out of a global palette of 512 (the same color palette of the Mega Drive). However, many people claim that some games, such as Snatcher, Jurassic Park and Eternal Champions, exceeded the on-screen limit with the use of programming tricks, achieving 112, 192, even 256 colors simultaneously. Some versions of this rumor claim that there was a version of the Cinepak video codec that could render FMV in 256 colors on the Mega-CD as well. The idea of displaying more than 64 colors at once in Mega-CD games is not groundless. What is not widely realized, however, is that the Mega-CD breaks this limit with the same methods that can be executed on an unexpanded console, and also that these methods are all severely limited in practical use. The most common way of displaying extra colors is with the use of raster effects, which involve simply changing the on-screen color palette in between TV scanlines as the picture is being drawn. Sonic games use this to make underwater effects. A lesser known trick is to use the priority bit of a pixel for color purposes, allowing any color to have 3 shades (normal, bright and dim) and effectively tripling the number of colors available onscreen (an effect similar to the Amiga's Extra Half-Brite mode). However, this trick compromises the video display processor's capabilities so drastically that it was rarely ever used, especially for in-game graphics. Finally, many developers simply relied on dithering, a simple artist's method of drawing pixels of two similar colors in an alternating, checkerboard-like manner, and relying on the inaccuracy of composite or RF video signals to blend the colors together into a third color. On a side note, this same method could be used to make a fake transparency just by leaving every other pixel blank. The programming technique which many mistakenly believe could be used to display extra colors on the Mega-CD is called HAM, or Hold And Modify. This complicated trick was used on the Amiga with the same goal of raising the on-screen color limit. However, the Amiga could also use raster effects, and this is where the confusion most likely started. At some point, it was probably said that a trick similar to one used on the Amiga could be used with the Mega-CD to display extra colors on-screen. Since people knew there was a trick to get extra colors out of the Amiga called HAM, they may have then assumed that the Mega-CD could use HAM as well. However, the Mega-CD has no support for this or a similar function at all whereas the Amiga's graphic chip was designed for it. Mega-CD/Sega CD originated titles
Mega Drive/Genesis titles re-appearing on CD
Several Mega Drive/Genesis titles (As well as franchises appearing on other platforms) were ported to Sega's CD format. The CD counterparts usually offered reworked soundtracks, and slightly improved graphics. Some of these titles and their differences:
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