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The Sega CD, also known as the Mega-CD in UsefulNotes/{{Europe}} and UsefulNotes/{{Japan}}, was a UsefulNotes/CompactDisc-based add-on for the Platform/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as pre-rendered video playback (branded "Full-Motion Video") and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.

to:

The Sega CD, also known as the Mega-CD in UsefulNotes/{{Europe}} and UsefulNotes/{{Japan}}, was a UsefulNotes/CompactDisc-based add-on for the Platform/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as pre-rendered video playback (branded "Full-Motion Video") and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.
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The Sega CD, also known as the Mega-CD in UsefulNotes/{{Europe}} and UsefulNotes/{{Japan}}, was a UsefulNotes/CompactDisc-based add-on for the UsefulNotes/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as pre-rendered video playback (branded "Full-Motion Video") and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.

The Sega CD came about because {{Creator/Sega}} heard rumors of Creator/{{Nintendo}}'s deal with {{Creator/Sony}} to develop their own CD add-on, and also because NEC had just released a CD attachment for their [[UsefulNotes/TurboGrafx16 PC Engine]] console (ironically, the {{UsefulNotes/SNESCDROM}} wound up becoming an albatross [[{{Vaporware}} and never saw release]][[note]]By Nintendo anyway, the "SNES-CD" would later be re-purposed by Sony as the UsefulNotes/PlayStation[[/note]]; Sega wasted no time in mocking Nintendo for this in their ads for the Sega CD). Sega jumped the gun and pushed out their own attachment as a countermeasure: it allowed the Genesis to perform tricks similar to the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] that would otherwise be impossible with the original hardware, such as Mode 7 effects and sprite rotation.

The add-on is probably best known for its association with [[InteractiveMovie Full-Motion Video]] games. While not the first or even last machine to host FMV games, they were prominently featured in Sega's aggressive marketing and a fairly common part of the library thanks to Creator/DigitalPictures, a major proponent of the game genre. One of these [=FMV=] games was ''VideoGame/NightTrap'', which obtained infamy by being featured at a U.S. Senate hearing concerning portrayals of violence in video games and contributing to the creation of the [[UsefulNotes/EntertainmentSoftwareRatingBoard ESRB]]. Hosting live action footage on a home console was impressive for the time, but it was heavily degraded by the Genesis's palette limitations and the visuals have aged poorly (the few CD games that also supported the [[UsefulNotes/Sega32X 32X]] add-on don't suffer from this issue and fared much better). To quote Digital Pictures co-founder Ken Melville, "[footage was reduced to] the most horrifying, blurry, reduced-color-palette mess imaginable." The FMV games themselves also quickly gained a reputation for being shallow experiences not worth buying, which contributed to turning people away from the CD.

to:

The Sega CD, also known as the Mega-CD in UsefulNotes/{{Europe}} and UsefulNotes/{{Japan}}, was a UsefulNotes/CompactDisc-based add-on for the UsefulNotes/SegaGenesis.Platform/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as pre-rendered video playback (branded "Full-Motion Video") and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.

The Sega CD came about because {{Creator/Sega}} heard rumors of Creator/{{Nintendo}}'s deal with {{Creator/Sony}} to develop their own CD add-on, and also because NEC had just released a CD attachment for their [[UsefulNotes/TurboGrafx16 PC Engine]] console (ironically, the {{UsefulNotes/SNESCDROM}} wound up becoming an albatross [[{{Vaporware}} and never saw release]][[note]]By Nintendo anyway, the "SNES-CD" would later be re-purposed by Sony as the UsefulNotes/PlayStation[[/note]]; Platform/PlayStation[[/note]]; Sega wasted no time in mocking Nintendo for this in their ads for the Sega CD). Sega jumped the gun and pushed out their own attachment as a countermeasure: it allowed the Genesis to perform tricks similar to the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] that would otherwise be impossible with the original hardware, such as Mode 7 effects and sprite rotation.

The add-on is probably best known for its association with [[InteractiveMovie Full-Motion Video]] games. While not the first or even last machine to host FMV games, they were prominently featured in Sega's aggressive marketing and a fairly common part of the library thanks to Creator/DigitalPictures, a major proponent of the game genre. One of these [=FMV=] games was ''VideoGame/NightTrap'', which obtained infamy by being featured at a U.S. Senate hearing concerning portrayals of violence in video games and contributing to the creation of the [[UsefulNotes/EntertainmentSoftwareRatingBoard ESRB]]. Hosting live action footage on a home console was impressive for the time, but it was heavily degraded by the Genesis's palette limitations and the visuals have aged poorly (the few CD games that also supported the [[UsefulNotes/Sega32X [[Platform/Sega32X 32X]] add-on don't suffer from this issue and fared much better). To quote Digital Pictures co-founder Ken Melville, "[footage was reduced to] the most horrifying, blurry, reduced-color-palette mess imaginable." The FMV games themselves also quickly gained a reputation for being shallow experiences not worth buying, which contributed to turning people away from the CD.



In addition to its tepid audience response, the Sega CD is also seen as a commercial failure, only selling 2.4 million units (compare the 30 million Sega Genesis units sold). While not as disastrous as the later [[UsefulNotes/Sega32X 32X]] add-on, the lacking reception and sales were the first signs of Sega's eventual decline during the mid- and late-90s that would lead to them leaving the console hardware market. The combination of this and the PC Engine CD's poor sales outside of Japan (as the [=TurboGrafx-CD=]) are also credited as a likely factor in Nintendo choosing to stick with cartridges for the UsefulNotes/Nintendo64 -- right when CD-ROM technology became more readily practical for game developers[[note]]piracy may have also played a factor in Nintendo's decision; the absolutely ''rampant'' piracy of the Famicom Disk System wasn't that distant of a memory and it ended up possibly even ''more'' rampant on the UsefulNotes/PlayStation, to the point that by the end of its life there were probably more pirated games in circulation than real ones. It's worth noting that the first wave of CD-ROM based systems (including the Sega CD) had NO copy protection whatsoever, which people figured out pretty much immediately once affordable CD burners became a thing[[/note]]. Oops.

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In addition to its tepid audience response, the Sega CD is also seen as a commercial failure, only selling 2.4 million units (compare the 30 million Sega Genesis units sold). While not as disastrous as the later [[UsefulNotes/Sega32X [[Platform/Sega32X 32X]] add-on, the lacking reception and sales were the first signs of Sega's eventual decline during the mid- and late-90s that would lead to them leaving the console hardware market. The combination of this and the PC Engine CD's poor sales outside of Japan (as the [=TurboGrafx-CD=]) are also credited as a likely factor in Nintendo choosing to stick with cartridges for the UsefulNotes/Nintendo64 Platform/Nintendo64 -- right when CD-ROM technology became more readily practical for game developers[[note]]piracy may have also played a factor in Nintendo's decision; the absolutely ''rampant'' piracy of the Famicom Disk System wasn't that distant of a memory and it ended up possibly even ''more'' rampant on the UsefulNotes/PlayStation, Platform/PlayStation, to the point that by the end of its life there were probably more pirated games in circulation than real ones. It's worth noting that the first wave of CD-ROM based systems (including the Sega CD) had NO copy protection whatsoever, which people figured out pretty much immediately once affordable CD burners became a thing[[/note]]. Oops.



Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of the standard square jewel cases used for music [=CDs=] and computer [=CD-ROMs=], releases of Sega CD games outside of Japan used jewel cases the size of a [[https://en.wikipedia.org/wiki/Longbox longbox]], an outer cardboard box that music [=CDs=] were packaged in before being phased out in the early '90s. These larger jewel cases were much deeper than normal models, which made them extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed-in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Japanese releases simply used regular jewel cases to greater success. The Sega CD was not the only system to do this -- early UsefulNotes/ThreeDOInteractiveMultiplayer and UsefulNotes/PlayStation games in the West used these cases as well, as did most Western releases of UsefulNotes/SegaSaturn games -- but the fact that the Sega CD used them so consistently led to the longbox-sized case becoming inextricably associated with the add-on.

to:

Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of the standard square jewel cases used for music [=CDs=] and computer [=CD-ROMs=], releases of Sega CD games outside of Japan used jewel cases the size of a [[https://en.wikipedia.org/wiki/Longbox longbox]], an outer cardboard box that music [=CDs=] were packaged in before being phased out in the early '90s. These larger jewel cases were much deeper than normal models, which made them extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed-in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Japanese releases simply used regular jewel cases to greater success. The Sega CD was not the only system to do this -- early UsefulNotes/ThreeDOInteractiveMultiplayer Platform/ThreeDOInteractiveMultiplayer and UsefulNotes/PlayStation Platform/PlayStation games in the West used these cases as well, as did most Western releases of UsefulNotes/SegaSaturn Platform/SegaSaturn games -- but the fact that the Sega CD used them so consistently led to the longbox-sized case becoming inextricably associated with the add-on.



** ''BC Racers'' (later ported to the [[UsefulNotes/Sega32X 32X]])

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** ''BC Racers'' (later ported to the [[UsefulNotes/Sega32X [[Platform/Sega32X 32X]])



* ''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'' (a port of the two ''Shining Force'' UsefulNotes/GameGear games [[PolishedPort but with better graphics]] and extra quests)

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* ''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'' (a port of the two ''Shining Force'' UsefulNotes/GameGear Platform/GameGear games [[PolishedPort but with better graphics]] and extra quests)
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* ''[[ComicBook/XenozoicTales Cadillacs and Dinosaurs: The Second Cataclysm]]''
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The Sega CD, also known as the Mega-CD in Europe and Japan, was a UsefulNotes/CompactDisc-based add-on for the UsefulNotes/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as pre-rendered video playback (branded "Full-Motion Video") and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.

The Sega CD came about because Sega heard rumors of Creator/{{Nintendo}}'s deal with {{Creator/Sony}} to develop their own CD add-on, and also because NEC had just released a CD attachment for their [[UsefulNotes/TurboGrafx16 PC Engine]] console (ironically, the {{UsefulNotes/SNESCDROM}} wound up becoming an albatross [[{{Vaporware}} and never saw release]][[note]]By Nintendo anyway, the "SNES-CD" would later be re-purposed by Sony as the UsefulNotes/PlayStation[[/note]]; Sega wasted no time in mocking Nintendo for this in their ads for the Sega CD). Sega jumped the gun and pushed out their own attachment as a countermeasure: it allowed the Genesis to perform tricks similar to the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] that would otherwise be impossible with the original hardware, such as Mode 7 effects and sprite rotation.

to:

The Sega CD, also known as the Mega-CD in Europe UsefulNotes/{{Europe}} and Japan, UsefulNotes/{{Japan}}, was a UsefulNotes/CompactDisc-based add-on for the UsefulNotes/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as pre-rendered video playback (branded "Full-Motion Video") and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.

The Sega CD came about because Sega {{Creator/Sega}} heard rumors of Creator/{{Nintendo}}'s deal with {{Creator/Sony}} to develop their own CD add-on, and also because NEC had just released a CD attachment for their [[UsefulNotes/TurboGrafx16 PC Engine]] console (ironically, the {{UsefulNotes/SNESCDROM}} wound up becoming an albatross [[{{Vaporware}} and never saw release]][[note]]By Nintendo anyway, the "SNES-CD" would later be re-purposed by Sony as the UsefulNotes/PlayStation[[/note]]; Sega wasted no time in mocking Nintendo for this in their ads for the Sega CD). Sega jumped the gun and pushed out their own attachment as a countermeasure: it allowed the Genesis to perform tricks similar to the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] that would otherwise be impossible with the original hardware, such as Mode 7 effects and sprite rotation.



Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of the standard square jewel cases used for music [=CDs=] and computer [=CD-ROMs=], releases of Sega CD games outside of Japan used jewel cases the size of a [[https://en.wikipedia.org/wiki/Longbox longbox]], an outer cardboard box that music [=CDs=] were packaged in before being phased out in the early '90s. These larger jewel cases were much deeper than normal models, which made them extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed-in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Japanese releases simply used regular jewel cases to greater success. The Sega CD was not the only system to do this -- early UsefulNotes/ThreeDOInteractiveMultiplayer and [=PlayStation=] games in the west used these cases as well, as did most western releases of UsefulNotes/SegaSaturn games -- but the fact that the Sega CD used them so consistently led to the longbox-sized case becoming inextricably associated with the add-on.

to:

Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of the standard square jewel cases used for music [=CDs=] and computer [=CD-ROMs=], releases of Sega CD games outside of Japan used jewel cases the size of a [[https://en.wikipedia.org/wiki/Longbox longbox]], an outer cardboard box that music [=CDs=] were packaged in before being phased out in the early '90s. These larger jewel cases were much deeper than normal models, which made them extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed-in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Japanese releases simply used regular jewel cases to greater success. The Sega CD was not the only system to do this -- early UsefulNotes/ThreeDOInteractiveMultiplayer and [=PlayStation=] UsefulNotes/PlayStation games in the west West used these cases as well, as did most western Western releases of UsefulNotes/SegaSaturn games -- but the fact that the Sega CD used them so consistently led to the longbox-sized case becoming inextricably associated with the add-on.



Thankfully, SEGA (partially) rectified this with the Sega Genesis Mini 2, a follow-up to the Genesis/Mega Drive Mini that, in addition to more Genesis/Mega Drive games, features a number of Sega CD titles[[labelnote:List of CD Titles]]''Ecco the Dolphin'', ''Ecco: The Tides of Time'',
''Final Fight CD'', ''VideoGame/MansionOfHiddenSouls'', ''VideoGame/NightStriker'', ''VideoGame/NightTrap'', ''VideoGame/PopfulMail'' (Japan only), ''VideoGame/RoboAleste'', ''VideoGame/SewerShark'', ''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'', ''VideoGame/{{Silpheed}}'', ''VideoGame/SonicCD'', ''VideoGame/TheNinjaWarriors1987''[[/labelnote]]. Its Japanese/U.S. release was October 27, 2022.

to:

Thankfully, SEGA (partially) rectified this with the Sega Genesis Mini 2, a follow-up to the Genesis/Mega Drive Mini that, in addition to more Genesis/Mega Drive games, features a number of Sega CD titles[[labelnote:List of CD Titles]]''Ecco the Dolphin'', ''Ecco: The Tides of Time'',
''Final Fight
Titles]]''VideoGame/EccoTheDolphin'', ''VideoGame/EccoTheTidesOfTime'',
''VideoGame/FinalFight
CD'', ''VideoGame/MansionOfHiddenSouls'', ''VideoGame/NightStriker'', ''VideoGame/NightTrap'', ''VideoGame/PopfulMail'' (Japan only), ''VideoGame/RoboAleste'', ''VideoGame/SewerShark'', ''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'', ''VideoGame/{{Silpheed}}'', ''VideoGame/SonicCD'', ''VideoGame/TheNinjaWarriors1987''[[/labelnote]]. Its Japanese/U.S. release was October 27, 2022.
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* ''VideoGame/{{Panic}}!''

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* ''VideoGame/{{Panic}}!''''VideoGame/{{Panic}}''
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''Final Fight CD'', ''VideoGame/MansionOfHiddenSouls'', ''NIGHT STALKER'', ''VideoGame/NightTrap'', ''VideoGame/PopfulMail'' (Japan only), ''Robo Aleste'', ''VideoGame/SewerShark'', ''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'', ''VideoGame/{{Silpheed}}'', ''VideoGame/SonicCD'', ''THE NINJA WARRIORS''[[/labelnote]]. Its Japanese/U.S. release was October 27, 2022.

to:

''Final Fight CD'', ''VideoGame/MansionOfHiddenSouls'', ''NIGHT STALKER'', ''VideoGame/NightStriker'', ''VideoGame/NightTrap'', ''VideoGame/PopfulMail'' (Japan only), ''Robo Aleste'', ''VideoGame/RoboAleste'', ''VideoGame/SewerShark'', ''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'', ''VideoGame/{{Silpheed}}'', ''VideoGame/SonicCD'', ''THE NINJA WARRIORS''[[/labelnote]].''VideoGame/TheNinjaWarriors1987''[[/labelnote]]. Its Japanese/U.S. release was October 27, 2022.

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Moving and adjusting this paragraph because it read better as part of the closing statement. Removing the Loads And Loads Of Loading because that issue was still a thing for years. Examples Are Not Recent.


Today, the Sega CD is generally understood as [[WhatCouldHaveBeen having had a lot of potential that was sadly never utilized by most developers]], with its main stumbling blocks being the LoadsAndLoadsOfLoading, poor marketing, high launch price, and the fact that it required both a plug into the Genesis and an independent power adapter.



Even with all that, though, the Sega CD is seen as a decent addition to any retro gaming collection due to its unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.

Thankfully, SEGA is (partially) rectifying this with the Sega Mega Drive Mini 2, a followup to the Genesis/Mega Drive Mini that, in addition to more Genesis/Mega Drive games, features a number of Mega-CD titles[[labelnote:Current List of CD Titles]]''VideoGame/MansionOfHiddenSouls'', ''VideoGame/PopfulMail'', ''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'', ''VideoGame/{{Silpheed}}'', ''VideoGame/SonicCD''[[/labelnote]]. Its Japanese/U.S. release is currently set for October 27, 2022.

to:

Today, the Sega CD is generally understood as [[WhatCouldHaveBeen having had a lot of potential that was sadly never utilized by most developers]], with its main stumbling blocks being the poor marketing, high launch price, and the fact that it required both a plug into the Genesis and an independent power adapter. Even with all that, though, the Sega CD is it's still seen as a decent addition to any retro gaming collection due to its the unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.

Thankfully, SEGA is (partially) rectifying rectified this with the Sega Mega Drive Genesis Mini 2, a followup follow-up to the Genesis/Mega Drive Mini that, in addition to more Genesis/Mega Drive games, features a number of Mega-CD titles[[labelnote:Current List Sega CD titles[[labelnote:List of CD Titles]]''VideoGame/MansionOfHiddenSouls'', ''VideoGame/PopfulMail'', Titles]]''Ecco the Dolphin'', ''Ecco: The Tides of Time'',
''Final Fight CD'', ''VideoGame/MansionOfHiddenSouls'', ''NIGHT STALKER'', ''VideoGame/NightTrap'', ''VideoGame/PopfulMail'' (Japan only), ''Robo Aleste'', ''VideoGame/SewerShark'',
''[[VideoGame/ShiningForceGaidenGames Shining Force CD]]'', ''VideoGame/{{Silpheed}}'', ''VideoGame/SonicCD''[[/labelnote]].''VideoGame/SonicCD'', ''THE NINJA WARRIORS''[[/labelnote]]. Its Japanese/U.S. release is currently set for was October 27, 2022.
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* ''VideoGame/RomanceOfTheThreeKingdoms III: Dragon of Destiny'' (Japan exclusive)

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* ''VideoGame/RomanceOfTheThreeKingdoms ''VideoGame/{{Romance of the Three Kingdoms|Koei}} III: Dragon of Destiny'' (Japan exclusive)
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* ''[[VideoGame/MortalKombat1 Mortal Kombat CD]]''

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* ''[[VideoGame/MortalKombat1 ''[[VideoGame/MortalKombat1992 Mortal Kombat CD]]''
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Full Motion Video is a disambig.


The Sega CD, also known as the Mega-CD in Europe and Japan, was a UsefulNotes/CompactDisc-based add-on for the UsefulNotes/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as FullMotionVideo and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.

to:

The Sega CD, also known as the Mega-CD in Europe and Japan, was a UsefulNotes/CompactDisc-based add-on for the UsefulNotes/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as FullMotionVideo pre-rendered video playback (branded "Full-Motion Video") and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.



* InteractiveMovie: If there is one thing people most associate with this system, it's this genre of games, ''especially'' in retrospect. A major selling point of the system was being the first major one readily capable of playing FullMotionVideo, and the system otherwise struggled to find use for all the extra space afforded by the CD-ROM format outside of digital soundtracks. As a result, many, many, ''many'' developers jumped aboard this hype train, to often mixed or outright critically panned results.

to:

* InteractiveMovie: If there is one thing people most associate with this system, it's this genre of games, ''especially'' in retrospect. A major selling point of the system was being the first major one readily capable of playing FullMotionVideo, pre-rendered video footage, and the system otherwise struggled to find use for all the extra space afforded by the CD-ROM format outside of digital soundtracks. As a result, many, many, ''many'' developers jumped aboard this hype train, to often mixed or outright critically panned results.
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* ''VideoGame/MightAndMagic III: Isles of Terra'' (Japan exclusive)[[/index]]
* ''Series/MightyMorphinPowerRangers'' (consists of the TV episodes "[[Recap/MightyMorphinPowerRangersS1EP1DayOfTheDumpster Day of the Dumpster]]", "[[Recap/MightyMorphinPowerRangersS1EP17GreenWithEvilPart1OutOfControl Green with Evil]]", "[[Recap/MightyMorphinPowerRangersS1EP34TheGreenCandlePart1 The Green Candle]]", "[[Recap/MightyMorphinPowerRangersS1EP45CrystalOfNightmares Crystal of Nightmares]]" and "[[Recap/MightyMorphinPowerRangersS1EP39DoomsdayPart1 Doomsday]]" with PressXToNotDie slapped all over them)[[index]]

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* ''VideoGame/MightAndMagic III: Isles of Terra'' (Japan exclusive)[[/index]]
exclusive)
* ''Series/MightyMorphinPowerRangers'' (consists ''VideoGame/MightyMorphinPowerRangersSega'' [[/index]](consists of the TV episodes "[[Recap/MightyMorphinPowerRangersS1EP1DayOfTheDumpster Day of the Dumpster]]", "[[Recap/MightyMorphinPowerRangersS1EP17GreenWithEvilPart1OutOfControl Green with Evil]]", "[[Recap/MightyMorphinPowerRangersS1EP34TheGreenCandlePart1 The Green Candle]]", "[[Recap/MightyMorphinPowerRangersS1EP45CrystalOfNightmares Crystal of Nightmares]]" and "[[Recap/MightyMorphinPowerRangersS1EP39DoomsdayPart1 Doomsday]]" with PressXToNotDie slapped all over them)[[index]]
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* ''VideoGame/BattleCorps''
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Even with all that, though, the Sega CD is seen as a decent addition to any RetroGaming collection due to its unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.

to:

Even with all that, though, the Sega CD is seen as a decent addition to any RetroGaming retro gaming collection due to its unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.
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** ''BC Racers'' (later ported to the 32X)

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** ''BC Racers'' (later ported to the 32X)[[UsefulNotes/Sega32X 32X]])



* ''Marko's Magic Football''



* ''The Misadventures of Flink'' (known simply as ''Flink'' for the U.S. release)

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* ''The Misadventures of Flink'' (known simply as ''Flink'' for the U.S. release)in North America)
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Another interesting version of the Sega CD is the JVC X'Eye, known as the Wondermega in Japan. This was a fully licensed console produced by JVC under agreement with Sega, and like the CDX combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, its US$500 price tag (in 1994! That's about $980 in [[UsefulNotes/TheNewTwenties New Twenties]] money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors and, if you can find one, an excellent "all-in-one" unit for a Genesis collection.

to:

Another interesting version of the Sega CD is the JVC X'Eye, known as the Wondermega in Japan. This was a fully licensed console produced by JVC under agreement with Sega, and like the CDX combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, its US$500 price tag (in 1994! That's about $980 in [[UsefulNotes/TheNewTwenties [[TheNewTwenties New Twenties]] money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors and, if you can find one, an excellent "all-in-one" unit for a Genesis collection.
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In addition to its tepid audience response, the Sega CD is also seen as a commercial failure, only selling 2.4 million units (compare the 30 million Sega Genesis units sold). While not as disastrous as the later [[UsefulNotes/Sega32X 32X]] add-on, the lacking reception and sales were the first signs of Sega's eventual decline during the mid- and late-90s that would lead to them leaving the console market. The combination of this and the PC Engine CD's poor sales outside of Japan (as the [=TurboGrafx-CD=]) are also credited as a likely factor in Nintendo choosing to stick with cartridges for the UsefulNotes/Nintendo64 -- right when CD-ROM technology became more readily practical for game developers[[note]]Piracy may have also played a factor in Nintendo's decision. The absolutely ''rampant'' piracy of the Famicom Disk System wasn't that distant of a memory and it ended up possibly even ''more'' rampant on the UsefulNotes/PlayStation, to the point that by the end of its life there were probably more pirated games in circulation than real ones. Probably worth noting here that the first wave of CD-ROM based systems (including the Sega CD) had NO copy protection whatsoever, which people figured out pretty much immediately once affordable CD burners became a thing[[/note]]. Oops.

The Sega CD is also noteworthy for how many hardware permutations it had. While you're probably familiar with either the bottom-mount Model 1 or the side-mount Model 2, there was also the Sega CDX, a much smaller unit that combined a Genesis, Sega CD, and a ''walkman music player'' into a single unit: the console was actually small enough to double as a portable music player, and was marketed as such! Unfortunately, it had a high $300 price tag, was produced in small quantities, and its disc reading laser quickly developed a reputation for being finicky and breaking down quickly. It was also incompatible with any other Genesis add-on hardware, like the Power Base or 32X.

Another interesting version of the Sega CD is the JVC X'Eye, known as the Wondermega in Japan. This was a fully licensed console produced by JVC under agreement with Sega, and like the CDX combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, it's $500 price tag (in 1994! That's about $980 in 2022 money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors.

to:

In addition to its tepid audience response, the Sega CD is also seen as a commercial failure, only selling 2.4 million units (compare the 30 million Sega Genesis units sold). While not as disastrous as the later [[UsefulNotes/Sega32X 32X]] add-on, the lacking reception and sales were the first signs of Sega's eventual decline during the mid- and late-90s that would lead to them leaving the console hardware market. The combination of this and the PC Engine CD's poor sales outside of Japan (as the [=TurboGrafx-CD=]) are also credited as a likely factor in Nintendo choosing to stick with cartridges for the UsefulNotes/Nintendo64 -- right when CD-ROM technology became more readily practical for game developers[[note]]Piracy developers[[note]]piracy may have also played a factor in Nintendo's decision. The decision; the absolutely ''rampant'' piracy of the Famicom Disk System wasn't that distant of a memory and it ended up possibly even ''more'' rampant on the UsefulNotes/PlayStation, to the point that by the end of its life there were probably more pirated games in circulation than real ones. Probably It's worth noting here that the first wave of CD-ROM based systems (including the Sega CD) had NO copy protection whatsoever, which people figured out pretty much immediately once affordable CD burners became a thing[[/note]]. Oops.

The Sega CD is also noteworthy for how many hardware permutations it had. While you're probably familiar with either the bottom-mount Model 1 or the side-mount Model 2, there was also the Sega CDX, a much smaller unit that combined a Genesis, Sega CD, and a ''walkman ''Walkman music player'' into a single unit: the console was actually small enough to double as a portable music player, and was marketed as such! Unfortunately, it had a high $300 price tag, was produced in small quantities, and its disc reading laser quickly developed a reputation for being finicky and breaking down quickly. It was also incompatible with any other Genesis add-on hardware, like the Power Base or 32X.

Another interesting version of the Sega CD is the JVC X'Eye, known as the Wondermega in Japan. This was a fully licensed console produced by JVC under agreement with Sega, and like the CDX combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, it's $500 its US$500 price tag (in 1994! That's about $980 in 2022 [[UsefulNotes/TheNewTwenties New Twenties]] money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors.
collectors and, if you can find one, an excellent "all-in-one" unit for a Genesis collection.



* Because of the additional memory of the discs, Sega CD/Mega-CD games can play pre-recorded Red Book audio soundtracks for games. The drive also doubles as a standard CD player. Discs are multi-partitioned, with track 1 carrying game data and track 2 onwards carrying Red Book CD audio.

to:

* Because of the additional memory of the discs, Sega CD/Mega-CD games can play pre-recorded Red Book audio soundtracks for games. The drive also doubles as a standard CD player. Discs are multi-partitioned, with track 1 carrying game data and track 2 onwards carrying Red Book CD audio. (This also has the effect of making games that use Red Book audio ''playable [=CDs=]'' in any standard CD music player, so long as you skip to track 2!)
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* ''VideoGame/TheNinjaWarriors''

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* ''VideoGame/TheNinjaWarriors''''VideoGame/{{The Ninja Warriors|1987}}''
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The Sega CD, also known as the Mega-CD in Europe and Japan, was a CD-based add-on for the UsefulNotes/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as FullMotionVideo and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.

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The Sega CD, also known as the Mega-CD in Europe and Japan, was a CD-based UsefulNotes/CompactDisc-based add-on for the UsefulNotes/SegaGenesis. As its name would suggest, it allowed the Genesis to take advantage of the higher-capacity CD-ROM storage medium, enabling features such as FullMotionVideo and Red Book CD sound. Unfortunately, the Genesis'[=/=]Mega Drive's own processing power wasn't quite enough to take advantage of these features to the fullest. It was released in 1991 in Japan, with North America getting it in 1992 and Europe in 1993. The launch price was $299 (£270 in Great Britain), twice of that of the Genesis itself after it was given a price cut in 1991.
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* ''Manga/RanmaOneHalf: Byakuran Aika''


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* ''Manga/UruseiYatsura: Dear My Friends''


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* ''Yumimi Mix''
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Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of standard square jewel cases like you'd buy a music CD or UsefulNotes/PlayStation game in, releases of Sega CD games outside of Japan came in [[https://en.wikipedia.org/wiki/Longbox longbox]]-sized cases that were much deeper than a standard jewel case. This made the plastic cases extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Japanese releases simply used regular jewel cases to greater success. The Sega CD was not the only system to do this -- early UsefulNotes/ThreeDOInteractiveMultiplayer and [=PlayStation=] games in the west used these cases as well, as did most western releases of UsefulNotes/SegaSaturn games -- but the fact that the Sega CD used them so consistently led to the longbox-sized case becoming inextricably associated with the add-on.

to:

Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of the standard square jewel cases like you'd buy a used for music CD or UsefulNotes/PlayStation game in, [=CDs=] and computer [=CD-ROMs=], releases of Sega CD games outside of Japan came in used jewel cases the size of a [[https://en.wikipedia.org/wiki/Longbox longbox]]-sized longbox]], an outer cardboard box that music [=CDs=] were packaged in before being phased out in the early '90s. These larger jewel cases that were much deeper than a standard jewel case. This normal models, which made the plastic cases them extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed in packed-in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Japanese releases simply used regular jewel cases to greater success. The Sega CD was not the only system to do this -- early UsefulNotes/ThreeDOInteractiveMultiplayer and [=PlayStation=] games in the west used these cases as well, as did most western releases of UsefulNotes/SegaSaturn games -- but the fact that the Sega CD used them so consistently led to the longbox-sized case becoming inextricably associated with the add-on.
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Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of standard square plastic jewel cases like you'd buy a music cd or UsefulNotes/PlayStation1 game in, Sega CD games came in long plastic cases that were much deeper than a standard jewel case. This made the plastic cases extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage.

to:

Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of standard square plastic jewel cases like you'd buy a music cd CD or UsefulNotes/PlayStation1 UsefulNotes/PlayStation game in, releases of Sega CD games outside of Japan came in long plastic [[https://en.wikipedia.org/wiki/Longbox longbox]]-sized cases that were much deeper than a standard jewel case. This made the plastic cases extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. \n Japanese releases simply used regular jewel cases to greater success. The Sega CD was not the only system to do this -- early UsefulNotes/ThreeDOInteractiveMultiplayer and [=PlayStation=] games in the west used these cases as well, as did most western releases of UsefulNotes/SegaSaturn games -- but the fact that the Sega CD used them so consistently led to the longbox-sized case becoming inextricably associated with the add-on.
Is there an issue? Send a MessageReason:
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Another interesting version of the Sega CD is the JVC X'Eye. This was a fully licensed console produced by JVC under agreement with Sega, and like the CDX combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, it's $500 price tag (in 1994! That's about $980 in 2022 money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors.

to:

Another interesting version of the Sega CD is the JVC X'Eye.X'Eye, known as the Wondermega in Japan. This was a fully licensed console produced by JVC under agreement with Sega, and like the CDX combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, it's $500 price tag (in 1994! That's about $980 in 2022 money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors.

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Another interesting footnote for the Sega CD is the JVC X'Eye. This was a fully licensed console produced by JVC under agreement with Sega, and combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, it's $500 price tag (in 1994! That's about $980 in 2022 money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors.

to:

The Sega CD is also noteworthy for how many hardware permutations it had. While you're probably familiar with either the bottom-mount Model 1 or the side-mount Model 2, there was also the Sega CDX, a much smaller unit that combined a Genesis, Sega CD, and a ''walkman music player'' into a single unit: the console was actually small enough to double as a portable music player, and was marketed as such! Unfortunately, it had a high $300 price tag, was produced in small quantities, and its disc reading laser quickly developed a reputation for being finicky and breaking down quickly. It was also incompatible with any other Genesis add-on hardware, like the Power Base or 32X.

Another interesting footnote for version of the Sega CD is the JVC X'Eye. This was a fully licensed console produced by JVC under agreement with Sega, and like the CDX combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, it's $500 price tag (in 1994! That's about $980 in 2022 money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors.

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Today, the Sega CD is generally understood as [[WhatCouldHaveBeen having had a lot of potential that was sadly never utilized by most developers]], with its main stumbling blocks being the LoadsAndLoadsOfLoading, poor marketing, high launch price, and the fact that it required both a plug into the Genesis and an independent power adapter. Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of standard square plastic jewel cases like you'd buy a music cd or UsefulNotes/PlayStation1 game in, Sega CD games came in long plastic cases that were much deeper than a standard jewel case. This made the plastic cases extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Even with all that, though, the Sega CD is seen as a decent addition to any RetroGaming collection due to its unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.

to:

Today, the Sega CD is generally understood as [[WhatCouldHaveBeen having had a lot of potential that was sadly never utilized by most developers]], with its main stumbling blocks being the LoadsAndLoadsOfLoading, poor marketing, high launch price, and the fact that it required both a plug into the Genesis and an independent power adapter.

Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of standard square plastic jewel cases like you'd buy a music cd or UsefulNotes/PlayStation1 game in, Sega CD games came in long plastic cases that were much deeper than a standard jewel case. This made the plastic cases extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage.

Even with all that, though, the Sega CD is seen as a decent addition to any RetroGaming collection due to its unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.

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Today, the Sega CD is generally understood as [[WhatCouldHaveBeen having had a lot of potential that was sadly never utilized by most developers]], with its main stumbling blocks being the LoadsAndLoadsOfLoading, poor marketing, high launch price, and the fact that it required both a plug into the Genesis and an independent power adapter. It's seen as a decent addition to any RetroGaming collection due to its unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.

to:

Another interesting footnote for the Sega CD is the JVC X'Eye. This was a fully licensed console produced by JVC under agreement with Sega, and combined a Sega Genesis and a Sega CD into a single unit. While the sound hardware produces slightly better sound and music than the Sega produced units and only uses one AC Adapter as opposed to having to use a separate brick for the Genesis and CD, it's $500 price tag (in 1994! That's about $980 in 2022 money) meant that it was actually significantly cheaper to buy a Genesis and Sega CD separately than to buy an X'Eye, particularly after the buyer's market for the Sega CD dried up and retailers began slashing the price on the unit (a year before the Sega Saturn was released, you could buy a Sega CD for $20 at most toy stores). Nevertheless, the X'Eye's robustness as a unit and the fact it only uses one AC adapter make it highly sought after among collectors.

Today, the Sega CD is generally understood as [[WhatCouldHaveBeen having had a lot of potential that was sadly never utilized by most developers]], with its main stumbling blocks being the LoadsAndLoadsOfLoading, poor marketing, high launch price, and the fact that it required both a plug into the Genesis and an independent power adapter. It's Another aspect of the Sega CD that went semi-memetic were the cases for its games. Instead of standard square plastic jewel cases like you'd buy a music cd or UsefulNotes/PlayStation1 game in, Sega CD games came in long plastic cases that were much deeper than a standard jewel case. This made the plastic cases extremely fragile, and because the game discs would not sit in their mounting in the case, it also necessitated a packed in foam sponge to hold the disc in place, which would be held in place by the case lid. This put even more stress on the case lid, and led to even more breakage. Even with all that, though, the Sega CD is seen as a decent addition to any RetroGaming collection due to its unique software and enhanced Genesis ports, though many of the rarer games have become ''extremely'' valuable and thus expensive to purchase secondhand.
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* ''Wolfchild''
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The Sega CD came about because Sega heard rumors of Creator/{{Nintendo}}'s deal with {{Creator/Sony}} to develop their own CD add-on, and also because NEC had just released a CD attachment for their [[UsefulNotes/TurboGrafx16 PC Engine]] console. (Ironically, the {{UsefulNotes/SNESCDROM}} wound up becoming an albatross [[{{Vaporware}} and never saw release]][[note]]By Nintendo anyway, the "SNES-CD" would later be re-purposed by Sony as the UsefulNotes/PlayStation[[/note]]; Sega wasted no time in mocking Nintendo for this in their ads for the Sega CD.) Sega jumped the gun and pushed out their own attachment as a countermeasure: it allowed the Genesis to perform tricks similar to the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] that would otherwise be impossible with the original hardware, such as Mode 7 effects and sprite rotation.

The add-on is probably best known for its association with [[InteractiveMovie Full-Motion Video]] games. While not the first or even last machine to host FMV games, they were prominently featured in Sega's aggressive marketing and a fairly common part of the library thanks to Creator/DigitalPictures, a major proponent of the game genre. The most notable of these [=FMV=] games was ''VideoGame/NightTrap'', which obtained infamy by being featured at a U.S. Senate hearing concerning portrayals of violence in video games and contributing to the creation of the [[UsefulNotes/EntertainmentSoftwareRatingBoard ESRB]]. Hosting live action footage on a home console was impressive for the time, but it was heavily degraded by the Genesis's palette limitations and the visuals have aged poorly. (The few CD games that also supported the [[UsefulNotes/Sega32X 32X]] add-on don't suffer from this issue and fared much better.) To quote Digital Pictures co-founder Ken Melville, "[footage was reduced to] the most horrifying, blurry, reduced-color-palette mess imaginable." The FMV games themselves also quickly gained a reputation for being shallow experiences not worth buying, which contributed to turning people away from the CD.

to:

The Sega CD came about because Sega heard rumors of Creator/{{Nintendo}}'s deal with {{Creator/Sony}} to develop their own CD add-on, and also because NEC had just released a CD attachment for their [[UsefulNotes/TurboGrafx16 PC Engine]] console. (Ironically, console (ironically, the {{UsefulNotes/SNESCDROM}} wound up becoming an albatross [[{{Vaporware}} and never saw release]][[note]]By Nintendo anyway, the "SNES-CD" would later be re-purposed by Sony as the UsefulNotes/PlayStation[[/note]]; Sega wasted no time in mocking Nintendo for this in their ads for the Sega CD.) CD). Sega jumped the gun and pushed out their own attachment as a countermeasure: it allowed the Genesis to perform tricks similar to the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] that would otherwise be impossible with the original hardware, such as Mode 7 effects and sprite rotation.

The add-on is probably best known for its association with [[InteractiveMovie Full-Motion Video]] games. While not the first or even last machine to host FMV games, they were prominently featured in Sega's aggressive marketing and a fairly common part of the library thanks to Creator/DigitalPictures, a major proponent of the game genre. The most notable One of these [=FMV=] games was ''VideoGame/NightTrap'', which obtained infamy by being featured at a U.S. Senate hearing concerning portrayals of violence in video games and contributing to the creation of the [[UsefulNotes/EntertainmentSoftwareRatingBoard ESRB]]. Hosting live action footage on a home console was impressive for the time, but it was heavily degraded by the Genesis's palette limitations and the visuals have aged poorly. (The poorly (the few CD games that also supported the [[UsefulNotes/Sega32X 32X]] add-on don't suffer from this issue and fared much better.) better). To quote Digital Pictures co-founder Ken Melville, "[footage was reduced to] the most horrifying, blurry, reduced-color-palette mess imaginable." The FMV games themselves also quickly gained a reputation for being shallow experiences not worth buying, which contributed to turning people away from the CD.



In addition to its tepid audience response, the Sega CD is also seen as a commercial failure, only selling 2.4 million units. (Compare the 30 million Sega Genesis units sold.) While not as disastrous as the later [[UsefulNotes/Sega32X 32X]] add-on, the lacking reception and sales were the first signs of Sega's eventual decline during the mid- and late-90s that would lead to them leaving the console market. The combination of this and the PC Engine CD's poor sales outside of Japan (as the [=TurboGrafx-CD=]) are also credited as a likely factor in Nintendo choosing to stick with cartridges for the UsefulNotes/Nintendo64 -- right when CD-ROM technology became more readily practical for game developers[[note]]Piracy may have also played a factor in Nintendo's decision. The absolutely ''rampant'' piracy of the Famicom Disk System wasn't that distant of a memory and it ended up possibly even ''more'' rampant on the UsefulNotes/PlayStation, to the point that by the end of its life there were probably more pirated games in circulation than real ones. Probably worth noting here that the first wave of CD-ROM based systems (including the Sega CD) had NO copy protection whatsoever, which people figured out pretty much immediately once affordable CD burners became a thing[[/note]]. Oops.

to:

In addition to its tepid audience response, the Sega CD is also seen as a commercial failure, only selling 2.4 million units. (Compare units (compare the 30 million Sega Genesis units sold.) sold). While not as disastrous as the later [[UsefulNotes/Sega32X 32X]] add-on, the lacking reception and sales were the first signs of Sega's eventual decline during the mid- and late-90s that would lead to them leaving the console market. The combination of this and the PC Engine CD's poor sales outside of Japan (as the [=TurboGrafx-CD=]) are also credited as a likely factor in Nintendo choosing to stick with cartridges for the UsefulNotes/Nintendo64 -- right when CD-ROM technology became more readily practical for game developers[[note]]Piracy may have also played a factor in Nintendo's decision. The absolutely ''rampant'' piracy of the Famicom Disk System wasn't that distant of a memory and it ended up possibly even ''more'' rampant on the UsefulNotes/PlayStation, to the point that by the end of its life there were probably more pirated games in circulation than real ones. Probably worth noting here that the first wave of CD-ROM based systems (including the Sega CD) had NO copy protection whatsoever, which people figured out pretty much immediately once affordable CD burners became a thing[[/note]]. Oops.



** ''Earnest Evans'' (a Japan exclusive game which would later be ported to the U.S. Genesis, albeit in a [[BadExportForYou stripped-down]] state.)

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** ''Earnest Evans'' (a Japan exclusive game which would later be ported to the U.S. Genesis, albeit in a [[BadExportForYou stripped-down]] state.)state)



* ''VideoGame/FinalFight CD'' (unlike the SNES port, this version had all three characters without the need of having a re-release with Guy in it. Also includes the 2-Player Mode and Industrial Area stage, with the latter featuring Rolento as the boss.)

to:

* ''VideoGame/FinalFight CD'' (unlike the SNES port, this version had all three characters without the need of having a re-release with Guy in it. Also includes the 2-Player Mode and Industrial Area stage, with the latter featuring Rolento as the boss.)boss)



* ''VisualNovel/{{Snatcher}}'' (notable in that it was the only English version of the game; in fact, the game was RemadeForTheExport specifically for North America and Europe without a Japanese Mega CD release because the PC Engine was eating the Genesis' dust in those territories.)
* ''Sol-Feace'' (later released as ''Sol-Deace'' for the Genesis, the port itself being an exclusive title in the United States.)

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* ''VisualNovel/{{Snatcher}}'' (notable in that it was the (the only English version of the game; in fact, the game was RemadeForTheExport specifically for North America and Europe without a Japanese Mega CD release because the PC Engine was eating the Genesis' dust in those territories.)
territories)
* ''Sol-Feace'' (later released as ''Sol-Deace'' for the Genesis, the port itself being an exclusive title in the United States.)States)
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* ''Film/BramStokersDracula''


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* ''Film/MaryShelleysFrankenstein''
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[[quoteright:317:https://static.tvtropes.org/pmwiki/pub/images/317px_sega_cd_model1_set_3.jpg]]

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[[quoteright:317:https://static.tvtropes.org/pmwiki/pub/images/317px_sega_cd_model1_set_3.jpg]] org/pmwiki/pub/images/segacd.png]]
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