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. It was also released in North America, where it was renamed Sega CD. The device upgraded the functions of the Mega Drive (Genesis in North America) and added a CD-ROM drive that allowed the user to play games on a CD-ROM, 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 first version of the system sat under the Mega Drive console and loaded CDs via a motorized tray. 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, and 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 that allowed the system to firmly sit on the add-on without overhanging the edge (the Sega Mega Drive still sat on top of the system, but to a much lesser extent than before).
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 380,000[2] 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 consoles lease 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. 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 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). Graphics
RAM
Storage
(Above specs prior to compression) BIOS
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: Challenge From The Dark Side, 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. 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 trick which many mistakenly believe can be used to display extra colors on the Mega-CD is called HAM, or Hold And Modify. This complicated trick was used with the Commodore Amiga line of computers 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 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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