Useful Notes / Sega Genesis

16 Bit Arcade Graphics.
You can't do this on Nintendo,
16 Bit Sports Action
You can't do this on Nintendo,
Genesis Does What Nintendon't."
North American advertisement showing the system's Tag Line

After failing to make a real dent against the Nintendo Entertainment Systemnote , Sega decided just to top them. If Nintendo was dragging their feet to a 16-bit system (the arcade standard at the time), then Sega would beat them to the punch with a console based on its System 16 arcade board codenamed "Mark V".

Enter the Mega Drive, or as North America calls it, the Sega Genesis.note 

For the most part, it worked. This was helped by some of Nintendo's U.S. policies being ruled as anti-trust violations by some developers supporting Sega due to them becomingnote  a lot more lax note , and their first truly successful hit known as Sonic the Hedgehog 1. So, the Mega Drive was a hit, selling 35 million systems (with miniaturized versions and handhelds still on the market today). There were also the Sega CD and 32X add-ons, but they were commercial flops.

Nintendo eventually had its own entry in the 16-bit era in the form of the Super NES. The SNES and Mega Drive/Genesis had a long and fierce console war that is probably the best-remembered of them all.

Either way you look at it, this was the console that made SEGA a household name.

Not to be confused with the band Genesis, the Web Game Genesis, the Genesis Device... or the book in The Bible.


  • The console has a 16/32-Bit Motorola 68000 that runs at 7.68 MHz (varies per region). The 16-bit part was prominently used as a marketing point over the 8-bit NES. Its arithmetic and logic unit is 16 bits wide, but its registers are 32 bits wide. This CPU uses microcode to emulate 32 bit instructions in hardware slower than a full 32 bit processor, but faster than emulating the 32 bit instructions in 16 bit software.
    • Along with the Turbografx 16, the consoles brazen marketing of the 16 bit mantra (even proudly displaying it on the first model of the console) started the rather unfortunate misconception that "Bits=Better Graphics/The Power of the Console". While it does have a grain of truth in it, it's also a gross oversimplification of how bits work.
  • Graphics generated by a more advanced Video Display Processor compared to the Sega Master System.
    • The system was heavily marketed for its ability to render objects faster than the SNES, a feature for which the Sega marketing division coined the term "Blast Processing". The higher performance allowed the Mega Drive to be able to render 3D polygons even without any special chips, like with Hard Drivin' and Star Cruiser.
    • Like the NES and SNES, the Mega Drive could expand through chips on the carts. One was the Sega Virtua Processor, which functioned like the Super FX chip on the SNES, allowing for more advanced polygonal rendering (it was in fact even more powerful than the Super FX chip). Unfortunately, incorporating it was a lot more expensive than a SNES chip, and only the port of Virtua Racing used it.
  • It also has a 2nd CPU, a Zilog Z80 running at 3.58 MHz, used for the Sound chips's CPU and Master System play back.


  • Sprites up to 32x32 pixels. As on other systems, multiple sprites were placed side by side to form the large characters in games like Street Fighter II and Mortal Kombat.
  • Up to 80 sprites on screen (not including background layer textures which could also appear animated), with a maximum of 20 sprites or 320 sprite pixels per scanline.
  • Two background layers in addition to the sprite layer.
  • Could not do scaling and rotating sprites in hardware, but the faster CPU could allow developers to program the effect in software by resizing sprite data.
  • While the main console had no dedicated 3D hardware, it was just barely powerful enough to create real time polygons in-software without the help of add-ons or enhancement chips, as proven by the game Hard Drivin.

  • 320x224 resolution.
  • 64 colors on screen (divided into four 16-color palettes), 512 total.

  • Yamaha YM2612 (OPN2)
    • Six concurrent FM channels (voices).
    • Four operators per channel.
    • Two interval timers.
    • Stereo sound.
    • Sixth FM channel can switched to PCM mode.
  • Texas Instruments SN76489
    • 4 Analog generators.
    • 3 squares one noise.
    • modded for stereo sound (the chip's standers can only do Mono)
  • Because there was no hardware timer to help the Z80 that controlled the audio hardware keep time, it could generate clean PCM audio without music, clean music, or a mix of music and distorted PCM sound.

Addons and peripherals

Power Base Converter: An add-on which allowed the Mega Drive to play Sega Master System games, either of the cartridge or the chip variety, and included support for the SMS's SegaScope 3D glasses. This was initially marketed for the first model Mega Drive, but a small quantity was made for the redesigned, compact Mega Drive (But only in Europe). Also, it can not play SG-1000 games (or Master System games that use the system's video modes like F-16 Fighter Falcon) or use its Japan only FM chip (the YM2413, which was also used on the MSX under the name MSX Music and was cloned by Konami as the VRC7 chip for the Famicom in Japan) unless the unit is modded. It also won't work with a 32X unless it is modded.
Sega CD: A CD-based add-on which would allow the Mega Drive to take advantage of a higher-capacity storage medium, enabling features such as Full Motion Video and Red Book CD sound. Unfortunately, the Mega Drive' own processing power wasn't quite enough to take advantage of these features to the fullest. Commonly believed to be a flop, the add-on actually sold well enough to be incorporated into some models of the console (the JVC Wondermega/X'Eye the CDX/Multi-Mega), though it never found the sort of popularity that the PC Engine's CD add-on did in Japan. Since the system remained bound by the Mega Drive's palette limitations (except for the few CD games that also supported the 32X add-on), live-action footage often turned into "the most horrifying, blurry, reduced-color-palette mess imaginable" (to quote Digital Pictures co-founder Ken Melville).


  • The sprites have identical specs to those of the main Genesis console, but can now do sprite scaling and Mode 7 effects.
  • Like the main console, the Sega CD has limited support for real time 3D, such as the main fighter and enemies in Silpheed (with the backgrounds being pre-rendered full-motion videos) and the port of Starblade.

  • A 2nd 68000 chip running at 12.5 MHz, the main 68000 chip becomes the sound chips's CPU.

  • 512 KB of main RAM and 256 KB of video RAM.
  • 64 KB of sound RAM.
  • 16 KB of CD drive cache.
  • 8 KB of back up RAM, with memory cartridges going at 128 KB

  • Same as the Mega Drive but has a extra chip the can do scaling and rotation effects like the Super NES's Mode-7 chip (the Super NES has 2 PPUs, 1 for modes 0 to 6, and the other for mode 7) with the DPS1 chip and playing FMV video.

  • Because of the additional memory of the discs, Sega CD games play can play pre-recorded CD quality music for the main games. The drive also doubles as a standard CD player.
  • 16 bit 8 channel PCM chip running at 32 KHz (44.1 KHz for CD-DA), also it's own CPU running at 12 MHz.

    Sega CD Games 

Sega 32X: Originally conceived as the Neptune, a cartridge-based 32-bit system to go with Sega's later CD-based system, the Sega Saturn, the add-on boasted two 32-bit processors and primitive 3D graphics capabilities, and was marketed as an opportunity for consumers to get a head start on the 32-bit generation. Unfortunately, both consumers and developers knew that the superior Saturn was just around the corner (even though Sega themselves believed the 32X and Saturn could co-exist, with casual gamers gravitating towards the cheaper 32X while the Saturn was reserved for the hardcore crowd), and titles for the add-on were few and far between. Some previous Sega CD games were also re-released on the 32X to take advantage of the system's improved processing, those games require both the 32X and Sega CD accessories to be present to be playable.


  • 2 Hitachi SH-2 chips, just like the Sega Saturn, but unlike the Saturn, the chip are a bit slower and are running at 23 MHz. each.

  • 256 KB of main RAM and 256 KB (128 KB X 2) of video RAM.
  • 256 KB of sound RAM

  • 2 frame buffers with 2 layers (sprites and backgrounds) each (4 in total) and can be set up as just backgrounds or a large amount of sprites or ect.
  • 32,768 Colors, no on screen limits.
  • 50,000 sprites with their blocks going up to 512 X 512; Polygons like the Saturn are done with sprites, if all 4 layers are sprite layers, it can go up to 200,000 sprites.
  • Stuff like Scaling, Rotation and 3D Engines are done with software with said software running on the second SH-2 chip.
  • Screen resolution however is still the same as the Mega Drive.

  • 2 10-bit PWM Channels.
    • Sega's apparent intention was for programmers to perform software mixing of music on one of the SH-2 chips, and use the PWM channels to play back the music, much like the Game Boy Advance several years later. While a few games attempted this (Kolibri in particular), the vast majority of games just used the Genesis's existing audio hardware for music, and the 32X's additional channels for sound effects.

    Sega 32 X Games 

In short, the Mega Drive could at least come close to the SNES in total power, and could match it with extra chips. The only major limitations that the system faced no matter what was its limited color output and smaller sprite size.
    Sega Mega Drive Games 

Tropes Related To The System And Its Add-Ons:

  • American Kirby is Hardcore: The reason for the Big Word Shout, plus a passive-aggressive markting push in North America was to appeal to the teenage gaming market, while Japan had aimed for a more subtile ad campaign.
  • Awesome, but Impractical: The Sega Nomad. While it's a near-fully functioning portable version of the Genesis, it suffered from a truly horrific battery life (six AA's, from which you'd be lucky to get two hours of playtime), lacked a "Reset" button (which made certain games such as X-Men impossible to complete, as they required pressing the button at certain points), and was incompatible with the CD and 32X add-ons.
    • Somewhat averted, though. An official chargeable battery pack was made for the handheld, and it's also compatible with the same AC adapter as the Sega Genesis model-2 and Game Gear. It was also quite a powerful handheld for its time, featuring a backlit screen, and the ability to connect with a TV to function as a traditional Genesis.
  • Bigger Is Better:
    • Sega brazenly championed the 16-bit aspect of their console as a marketing point over the 8-bit NES. After Nintendo upgraded to their own 16-bit console, Sega decided it was time for a change of pace and instead championed the "Blast Processing" aspect of their console, which was just an exaggeration of the fact that the Genesis had a slightly faster processor than the SNES.
    • Sega loved to champion the size of their game cartridges by their Megabit size to get an edge over Nintendo, with their port of Strider being championed as one of the biggest games of its day due to the fact that it was the first Genesis game to use an 8 Megabit cartridge. Sega even planned Sonic 3 to be a then-staggering 34 Megabit cartridge, but when it turned out it would've been far too expensive to manufacture (along with the game being rushed down the pipeline due to a tie-in deal with McDonald's), they were forced to split the game in half as Sonic 3 and Sonic & Knuckles, with the latter having a specialized Lock-On Technology cartridge that allowed the games to be combined into the original full length Sonic 3.
  • Big Word Shout: "SEGA!" in the ads. This would also appear in a handful of the consoles games, such as their Sonic titles and even their Jurassic Park tie-in game.
  • Bowdlerise:
    • While Sega was much more lenient with what content could be included in their games, they did draw the line at outright nudity. When the computer game Stormlord was ported to the Genesis, Sega forced Razor Soft to give the fairies clothing (in the original game, they were nude). Oddly enough, Mystic Defender, an early game for the console, had a very brief bit of female nudity at the end.
    • With the brief adoption of their Videogame Rating Council system in 1993, Sega did start bringing the axe down on certain content. Rise of the Dragon and Snatcher had some mature images edited despite both games getting an MA-17 rating from them.
  • Country Switch: It was found that many early region-free games actually does this. Depending on the game, changes may be as subtle as removing or adding a trade mark symbol to a complete overhaul (for example, Mystic Defender revealing itself to actually be a Peacock King game and reverting certain elements to its uncensored state).
  • Darker and Edgier:
    • Sega aimed their console more towards the older game crowd, and was much less strict with censorship than Nintendo was with their games (and not to mention a contrast from Sega's more genial Master System). As if to drive home that they weren't bluffing, instead of a colorful, kid friendly platformer like Alex Kidd being the consoles advance man, the systems first pack-in game, Altered Beast, is a arcade beat-em-up, featuring gore, violence and nightmarish content that would never have been allowed on the NES. This would be followed up with games like Techno Cop (which showed blood spraying from enemies and victims you shot, including children) and hyper gory horror games like Splatterhouse 2 & 3—for wary parents, they included a meager Parental Advisory warning on those certain games. Their port of Mortal Kombat also kept the arcades beloved blood and gore intact (albiet you needed a cheat code to turn them on), unlike the heavily censored SNES port. Ironically, Sega briefly started their own rating system, the Videogame Rating Council, to combat bad PR from the fallout of games they released like the uncensored port of Mortal Kombat and Night Trap (amusingly, the Mortal Kombat port got an MA-13 rating from them due to the gore needing a code to unlock, while the Sega CD version, which had the gore uncensored off the bat and needed a code to turn the gore off, got an MA-17 rating instead). It was quickly phased out in 1994 in lieu of adopting the ESRB rating system.
    • Even their advertisements were a big contrast from Nintendo's; they took the attitude of the 90's "in your face" punk culture and cranked it up to a very abrasive level, often including raunchy humor and adult in-jokes that staunchly contrasted Nintendo's more wholesome image, and they weren't above making mean spirited snipes at the competition.
    • Lighter and Softer: For extra irony, their biggest breadwinners ended up being their most family friendly titles (albeit with a light streak of 'tude), namely the first two Sonic the Hedgehog games and the Disney's Aladdin video game, which were all the highest selling games for the console. Castle of Illusion was another early hit for the system that completely contrasted the consoles edgier image. And to hit this trope home, Sega even released a Barney game. For the records, there were no Barney games for other consoles.
  • Derivative Differentiation: After Sega tried to directly copy Nintendo with the Sega Master System, only to fall flat on their face, they decided to go in the opposite direction and become Nintendo's antithesis. Even their headlining mascot, Sonic, was a unique contrast from the Mario series in art and gameplay, and also a contrast to Sega's own Mario-derivative Alex Kidd, who was quickly abandoned by the company. Unsurprisingly, it worked.
  • Early Installment Weirdness: The Mega Drive was more well known for its variety of big-name sports titles and arcade ports before Sonic gave the console a face in 1991.
  • Embedded Precursor: The systems hardware was specifically designed to be backward compatible with the 8-bit Sega Master System, so Sega included the hardware of a fully-functional Master System inside the original Genesis model, with the only lockout being the difference in cartridges—Sega released an adapter called the Power Base Converter that allowed Master System games to be played on a Sega Genesis to compensate for this. Unfortunately, it was incompatible with the model 2 Genesis, and while Sega did release an updated Power Base Converter that fit snugly onto a model 2 Genesis, it was only given a limited release in Europe.
  • Fandom Rivalry: Bringing up the Console Wars between SNES and Genesis can cause Internet Backdraft even today.
  • Fan Nickname: A Sega Mega Drive with every possible add-on (A Power Base Converter, Sega CD, a 32X, a lock-on Sonic&Knuckles cartridge with Sonic 2 or 3 hooked in, possibly if you're feeling incredibly bold a Game Genie (as seen here) has been called the "Tower of Babel". Other names include the "Tower of Power" or the "Doom Tower".
  • Follow the Leader: For a brief time, Sega took the lead from Nintendo in the console wars, and their console prompted many trends in the game industry, including their infamously abrasive ad campaigns, cartoon animal mascots with 'tude, and aiming games at the older crowd. Surprisingly, even Nintendo got on the bandwagon, in spite of eventually getting the lead over the Genesis in the end.
    • Ironically, Sega themselves would end up aping the SNES; once the roaring success of Donkey Kong Country 1 and the SNES Super FX chip came to light, this prompted Sega to create games such as Sonic 3D Blast and the Vectorman series, plus their Virtua Racing port, complete with the Sega Virtua Processor, their own take on the Super FX chip. Also, the Sega CD came about because Sega heard rumors of Nintendo's deals with Sony to make their own cd add-on, and because NEC's Turbografx 16 had just released its own CD attachment, prompting Sega to jump the gun and push out the attachment as a countermeasure. See, aside from the Sega-Nintendo rivalry, there was also a Sega-NEC corporate rivalry going on inside both Sega and NECnote . The CD add-on also allowed the Genesis to perform otherwise impossible features similar to the SNES, such as Mode 7 effects and sprite rotation.
  • Germans Love David Hasselhoff: The Mega Drive was never a huge success in Japan compared to the PC Engine and the Super Famicom, but it was ridiculously popular in the rest of the world, especially North America and Europe. In fact, the Mega Drive outsold the SNES in countries like the United States and United Kingdom, thanks to being released two years before the SNES, promoting it as a more "edgy and cool" system, and the critical and commercial success of the Sonic the Hedgehog games. In fact, the only reason the SNES was able to outsell the Mega Drive in North America during the dying days of the 16-bit era was thanks to the release of Donkey Kong Country 1.
    • The trope is especially prominent in Russia, where Mega Drive was (and in many cases still is, at least for those who aren't interested in gaming industry) one and only 16-bit console. It's explainable by the fact that the Russian video game market in the nineties was mainly based on bootlegging and piracy, and since SNES was nearly impossible to clone at that time, it was much easier and cheaper for various video game stores to import countless unlicensed Mega Drive clones and cartridges. As a result, before the rise of the internet not many people in Russia even knew about SNES existing.
  • Getting Crap Past the Radar: One of the 32X commercials had a Mega Drive laying on a bed as the 32X came down. "All right, baby..."
    • "Can we see that again?"
    • Sega absolutely loves this trope. Quoting an ad for the Genesis in the UK, whose headline is The more you play with it, the harder it gets:note 
  • Logo Joke: Quite a few of them.
  • Mascot with Attitude: Their Sonic the Hedgehog games jumpstarted an entire trend of this type of character in video games. Sonic isn't the only example on the Genesis either, since he had many shameless imitators, such as Awesome Possum, Aero The Acrobat and Bubsy.
  • Moe Anthropomorphism:
    • From the Neptunia franchise, Hyperdimension Neptunia Victory introduces the Ultra Dimension's Planeptune CPU Pururut/Plutia a.k.a Iris Heart. Pururut is a cute girl who speaks very slowly, is very lazy, but is a very nice girl... with a hidden sadistic side. Whenever she transforms into her goddess form Iris Heart, she becomes an open Dominatrix who punishes foes and allies alike (the latter only when they disagree with her) and is The Dreaded, but with a Hidden Heart of Gold. Iris Heart's harsh and violent personality might be inspired by Sega's violent treatment towards Nintendo in the mid-90's.
    • The Meganekko Mega Drive is one of the Sega Hard Girls, a group of girls based on Sega consoles and handhelds.
      • Furthermore, both Pururut and Mega Drive appear in the crossover game Chō Jigen Taisen Neptune vs. Sega Hard Girls: Yume no Gappei Special as each other's rival/counterpart.
    • Mega Drive has also an American counterpart, the Cowgirl SEGA Genesis.
  • Online Games: The Genesis originally had an internet modem designed for it called the Sega Meganet, although it was rather short lived. Sega tried it again with the Sega Channel in the mid 90's with modest success. There were also plans for an online multiplayer peripheral called the Edge 16, which was designed with fighting games like Ballz in mind, but it was ultimately left unreleased.
  • One Game for the Price of Two: Sonic the Hedgehog 3 and Sonic & Knuckles, although this wasn't Sega's original plan for them. As mentioned earlier, they were both meant to be one massive game, but the prohibitive expense of making a 34 Megabit cartridge combined with a strict deadline forced them to split the game in half. Sonic & Knuckles game out just months after the release of Sonic 3, in the form of a unique Lock-On Technology cartridge (basically a cart with its own cartridge slot on top) that allowed both games to be combined into the real Sonic 3, with the added bonus of allowing Knuckles the Echidna to be played in Sonic 2, and unlocking a bonus minigame (called "Blue Sphere") if Sonic 1 or any other Genesis cartridge was locked on to Sonic & Knuckles.
  • Polygon Ceiling: Surprisingly, the software was just barely powerful enough to pull off real-time 3D graphics without any add-ons or enhancement chips, as proven by the early title Hard Drivin, but unfortunately the super laggy port made it clear the system was in over its head trying to do it and keep the games playable. Towards the end of its life in the mid-nineties Sega attempted to create (at least the illusion of) 3D games on the system, such as with Sonic 3D Blast, Vectorman 2, certain levels in The Lost World, the Toy Story video game, and others. While the graphics were ambitious for a 16-bit system, the gameplay tended to suffer as a result. Virtua Racing managed to break through it thanks to using the Sega Virtua Processor chip to allow real time 3D graphics (and keep the game playable, unlike the case with Hard Drivin), but the added cost of this chip (which skyrocketed the game's cost to 100$) kept anymore games with the SVP from being made. And to add insult to injury, due to relying on certain hardware, Virtua Racing was incompatible with the 32x and the Model 3 Genesis (unless you mod it) and pretty much all of the unofficial clone systems. So if you bought the game years later and happened to own a Model 3 system, you were SOL.
  • Product Facelift
    • The Mega Drive went through the most redesigns of any video game console in history—first, there's the original model, which also has a link port (meant for the cancelled Meganet) in the very, very earliest models, the more famous, streamlined second model Mega Drive, the Genesis CDX (Multi-Mega in Europe) which was a clever (but expensive) hybrid of the Mega Drive and Sega CD, the JVC X'Eye/Wondermega which was similar in concept to the CDX and also had enhanced sound capability (and a $500 price tag to match), the Model 3 Genesis from Majesco (released only in North America), which was as big as the controller, and then there's the Mega Jet and Genesis Nomad, both of which are portable Mega Drive consoles. There is even a licensed version of the Mega Drive, first released in Europe, the AtGames Sega Mega Drive 20-in-1 Game Console, which contains 20 games built into the console and has Region Coding fully unlocked, is even smaller than the Model 3 Genesis, and has unofficially been dubbed the "Model 4 Genesis". This version made it to the United States shortly thereafter, and comes packed with 80 games.
    • There were two different types of Mega Drive controllers. The first is the standard three button control pad, and the second is a six button control pad (known as the Fighting Pad 6B in Japan and the Six-Button Arcade Pad in North America) made specifically for fighting games such as the Street Fighter II series. The Arcade Pad later got a redesign by Majesco released in conjunction with the Genesis 3 console (same button layout, but with gumball joysticks and turbo options). Other peripherals include the Menacer light gun (Sega's answer to Nintendo's Super Scope) and the Activator motion sensor pad (which did not work as well as it was advertised).
  • Put on a Bus: In the early days of the Genesis, Sega initially tried to keep Alex Kidd as their unofficial mascot like they did in the Master System days, but when Alex Kidd in the Enchanted Castle flopped with critics and retail and Sonic the Hedgehog turned out to be their real breadwinner, Sega wisely retired the Alex Kidd series from their game lineup, with the kid now delegated to making very sporadic cameo appearances in later Sega works.
  • Region Coding: Sega, trying to cut costs, designed the console's motherboard so that changing the region is as simple as swapping a few jumpers on the motherboard around. The first jumper determined the clock speed of the console and the second jumper determines the console's language. There were only three valid combinations - English 50Hz for PAL, English 60Hz for NTSC-U/C, and Japanese 60Hz for NTSC-J- though some games will also honor the Japanese 50Hz setting to mean Hong Kong, Taiwan, Macau and Mainland China). This is combined with the shape of the physical cartridge (NTSC-U/C and PAL cartridges were designed the same way, whereas NTSC-J cartridges had their distinct design). All it took to make the console region free was to mod two switches into the console to select language and speed (although if you had a Japanese console, you must also mod the top loading section of the case so American and European cartridges will fit). It didn't really mattered much during the early days of the console tho, since most games released then were region free (and some even used the settings for Country Switch purposes). Only when the region locked games came out later that hobbyists took to modding.
  • Scary Black Man: One of the Sega CD commercials had one.
  • Sigil Spam: Sonic the Hedgehog made a lot of cameo appearances in the consoles games. He even appears in the Sega CD and Sega Channel boot up. He was their mascot, and they wanted you to know it.
  • Spin-Off: The Sega Pico contained pretty much the same main components as the Genesis/Mega Drive save for replacing the OPN2 synthesizer with a uPD PCM DAC. A later Yamaha-made spinoff of the Pico reinstated the OPN2 synthesizer.
  • Sprite/Polygon Mix: Some of the later games for the system.
  • Tag Line: The console had several;
    • "Welcome To The Next Level" (sometimes stylized as Welco metot henex tlevel when the lines were stacked vertically).
    • "Genesis Does What Nintendon't."
    • The "SEGA!" chime and the Sega scream. The former is easily the most famous of Sega's classic taglines.
    • "To be this good takes AGES, To be this good takes SEGA."
  • Take That: The Genesis's ad campaign in America took hearty pot-shots at Nintendo, whether it was comparing Genesis Blast Processing (represented as a drag race car) to a broken down ice cream truck with Super Mario Kart playing on it, or having an ad comparing Nintendo to a bloodsucking mosquito because they charged 10$ more for certain games on the SNES. Heck, their original slogan was "Genesis does what Nintendon't!" They even took snipes at the 3D0 in one of their 32X ads.
  • Video Game Long Runner: It was launched in 1988, and it wasn't formally discontinued until 1998. But, there are still versions of the console on sale today (and impressively, many of these clones are made under official license from Sega), and there were actually a few new unlicensed games released for it in the last decade, the most recent of which came out in 2012.
  • World of Ham: Pretty much anyone who appears in Sega's commercials.
  • "X" Makes Anything Cool: The Sega CDX, and the Sega 32X.


Alternative Title(s): Sega Mega Drive, Sega CD, Mega Drive