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Sega CD

Sega's CD-ROM add-on for the Genesis gave the console a second processor and a fighting chance against the incoming disc era, then largely squandered both.

What It Was

The Sega CD (known in most markets outside North America as the Mega CD) was a CD-ROM peripheral that attached to the Sega Genesis/Mega Drive, extending the base hardware with additional processing power and optical media storage. It was not a standalone console: the Genesis itself was still required, and the Sega CD package at launch did not include one.5 The retail price in North America was $299.99, not including the necessary Genesis console.5

The core engineering argument for the unit (and it was a genuinely clever one) was that raw CD-ROM data transfer was too slow to be useful on its own. As a 1991 preview noted, CD-ROM's data transfer rate was a "measly 150K per second, resulting in long awkward pauses during accesses to disk."13 Sega's answer was to put a 68000 CPU and a substantial RAM buffer inside the drive unit itself, so that while the Genesis's own 68000 was running the game, the CD unit's processor could prefetch and decompress data into its internal memory, ready to be transferred across the 68000-to-68000 link at full bus speed.13 It was a pragmatic design hack, and it worked better in theory than in the hands of most developers.

Hardware

Secondary processorMC 68000
Secondary clock speed12.5 MHz, faster than the Genesis's own CPU, making it, by one contemporary account, "the fastest game system on the street" at the time of launch
Storage mediumCD-ROM, 150K/sec transfer rate
Memory (RAM)6 Megabit
Sound8-channel stereo
Colors / spritesSame as Genesis base hardware
Audio disc supportStandard audio CDs and CD+G discs

The secondary processor clocked at 12.5 MHz and the system carried 6 Megabit of RAM, both figures well above those of the rival TurboGrafx-CD unit, which made do with a 7.16 MHz processor and 2 Megabit of RAM.5 The Sega CD also supported CD+G (CD Graphics) discs alongside standard audio CDs.12

The second processor was intended to work in parallel with the Genesis CPU, producing special effects the base cartridge hardware could not manage.5 In practice, getting two 68000s to cooperate cleanly required developer discipline that was not always present in the library.

Getting to Market

Sega of Japan had CD-ROM capability for the Mega Drive well before the American release, but the software library there was thin enough to dampen enthusiasm for the format. Sega of America made a deliberate decision to hold back the North American launch until a stronger software slate could be assembled, a position the company stated explicitly at the time.1 Whether the resulting library actually justified the wait is a question the sales figures eventually answered poorly enough.

Among the launch and early titles was Night Trap, which arrived with almost no advance press and no screenshots before reveal.1 Sega also announced plans to release an arcade conversion of Cobra Command for the platform.1 The software bundle planned to accompany the system was set to include Sherlock Holmes, Sol Feace, a classics disc carrying Streets of Rage, Golden Axe, Columns, and Revenge of Shinobi, a rock and roll sampler, and a CD+G sampler.5

Third-party publishers that signed on for the platform included Tengen, Bignet, Sony Imagesoft, Electronic Arts, and Virgin Games.5 JVC-Victor brought Monkey Island to the format.10 Sega's own Sonic CD appeared on the platform.610 Core Design distributed titles in North America through their San Francisco office, including Soulstar and Battlecorps.8

Variants & Offshoots

A second hardware revision, the Mega CD II, reached the German market priced at 555.00 bundled with Road Avenger, or 777.00 bundled together with a Mega Drive II.4

One of the more unusual commercial variants was a collaboration with AIWA: a combined Mega CD ghettoblaster with radio and tape recorder, designated the CSD-GM1, released on 1 September and priced around £300. It played standard audio CDs, CD+G discs, Mega Drive cartridges, and Mega CD titles, and shipped with a standard Sega pad.12 It looked, by contemporary accounts, "rather cool" — which is about the kindest thing that can be said of the Mega CD's commercial trajectory in general.

Development & Mastering

Sega's internal toolchain for CD production was specific and tightly controlled. Approved disc burning hardware was limited to the Yamaha CD Expert CDE 100, and the required writing software was SEGACDW.EXE.3 Media for Mega CD development used Sega's own labeled CD-R stock, specifically the Sega MEGA CD-R 1.25 m/s, a blue-labeled disc carrying the Sega logo, and that media was explicitly forbidden from quadruple-speed write operations.3 These restrictions carried forward into Saturn development practice, where the same Yamaha burner remained the approved mastering device and SEGACDW.EXE remained in the toolchain.11

Reception

Contemporary press was cautiously optimistic at launch. Electronic Gaming Monthly's 1993 Buyer's Guide flagged the familiar problem: the quality of the hardware was not the issue, but the software support was everything.5 That diagnosis proved accurate. The platform accumulated a reasonable library. Spirit of Excalibur earned an 85% overall from Electronic Games, described as "not at the pinnacle of CD-ROM games, but gives promise for the future,"1 but the promise was never fully redeemed.

The Turbo CD had already demonstrated that CD-ROM add-ons were a difficult commercial proposition: NEC's system had "never been a major force in the video game market," and Sega was trying to do better against the same structural headwind.1 Retail software prices in the German market ran from 89.95 for titles like Afterburner III and Prince of Persia up to 119.95 for Sherlock Holmes,4 and American prices for CD titles ranged from $29.95 to well over $52.95 depending on publisher.10 At those prices, attached to a $299.99 peripheral that itself required a separately purchased console, the install base never reached a scale that would attract the best development talent.

The Archivist's Take

The engineering inside the Sega CD was sound. Putting a full 68000 in the drive unit to prefetch and decompress data, creating a 68000-to-68000 pipeline, was a real solution to a real problem, not a marketing spec.13 The 12.5 MHz secondary processor and 6 Megabit of RAM genuinely outspecced the competition on paper.5 What the hardware could not fix was the market reality of asking consumers to spend $299.99 on top of an existing console purchase, for a library that spent most of its life chasing FMV novelty rather than building on that CPU headroom.

The AIWA CSD-GM1 ghettoblaster variant12 is the perfect emblem of the platform: creative, slightly absurd, and ultimately a footnote. The Sega CD deserved a better software library than it got. It did not get one.

References

  1. Electronic Games - 199210 - Volume 1 Issue 3 (1992)
  2. Sattechs
  3. Video Games 1993-12 (1993)
  4. Electronic Gaming Monthly's 1993 Video Game Buyer's Guide (1993)
  5. Computer and Video Games Issue 146 1994-01 EMAP Images GB (1994)
  6. Electronic Games 1994-08 (1994)
  7. Computer and Video Games Issue 146 1994-01 EMAP Images GB (1994)
  8. Sega Developers Conference - Conference Proceedings - March 5-7, 1996 (1996)
  9. 1994-09-Games-Amusement-Pleasure-03 (1994)
  10. The One (1991-02) (1991)