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WELCOME TO THE NEXT LEVEL
In a time when the Super Nintendo was was $179 with Super Mario World, and the
Genesis was $149 with Sonic The Hedgehog, the Sega CD introduced a new storage
medium and was boxed with six packed in games and two music discs. The Sega
CD was released in November of 1992 for $299 and was eventually the first add-on
to sell over 1 million units. The add-on's relative success, hardware prowess
and affordability are why it should be touted as the first legitimate entry
into the next generation of console hardware. Later generations' criticisms
of Sega CD further legitimize its presence in the history of Video Games. Critics
and journalists alike claim the Sega CD is the example of why add-on upgrades
will fail in the console market. Not only does this consistently occur in the
media and on Usenet, but the logic behind this analysis demonstrates the Sega
CD's effective design. The initial media reception for the Sega CD was positive,
but its presence in the media was quickly overshadowed by Nintendo's promises
for a Super Nintendo CD-ROM add-on. Nintendo was therefore responsible for sealing
the legitimacy of Sega's Genesis CD-ROM. Although, Nintendo released games with
special chips in their cartridges instead of the promised CD-ROM upgrade. These
chips were placed in games such as Pilot Wings, Super Mario Kart and Star Fox,
and allowed for better special effects than the Super Nintendo was capable of
alone. CD-ROM had yet to prove its staying power as a game console medium but,
despite Nintendo's commitment to cartridges for the Nintendo 64, compact discs
would become and remain the dominant medium for the rest of the 1990s.
The core of the Sega CD architecture is a central Motorola 68000 processor running
at 12.5 Mhz that operates in tandem with the 7.6Mhz 68000 CPU in the Genesis.
The Sega CD's CPU is only, however, considered to be marginally more capable
in game related software than the Genesis CPU. Furthermore, both processors
were not employed in processing the same programming code simultaneously. The
Genesis has exclusive control of displaying the graphics, and the Genesis CPU
can only access the Sega CD's memory in 256KB chunks. This meant that most games
used the Sega CD's central processor for game code which would then be streamed
in smaller chunks to the Genesis for display.
As a result, the Sega CD can not be considered a dual processor system. Because
such a claim implies that both processors effectively double the system's overall
processing power, this terminology is inaccurate to the Sega CD. Even without
the distinction of having double the processing capabilities of the Genesis,
the Sega CD added significant capabilities that were not possible on any of
the 16-bit systems of its day. Superior CD audio, scaling and rotation capabilities,
more complex level designs and cinematic sequences were possible on the Sega
CD. This complex but relatively inexpensive approach to game architecture stemed
from Sega's own arcade business, which was well known for its
dual
MC68000 boards.
The Sega CD could not stream game data from the CD-ROM on to the screen in real
time, so the architecture included 768KB of RAM. Internal limitations caused
developers to be limited to 256KB (2 Megabits) per level. In comparison, a standard
Genesis cartridge of the time could hold 1024KB (8 Megabits) for the entire
game, and would be forced to efficiently use much of the same data to create
a wide variety of level designs. While the Sega CD was demonstrably more than
a CD-ROM attached to the Genesis, most developers from 1992 through 1993 treated
the add-on as such. The result was that third party developers, and sometimes
Sega themselves, only prepared standard 8 Megabit Genesis games with the addition
of CD quality music and updated cutscenes. Third party developers were therefore
primarily at fault for the lack of impressiveness in early Sega CD software.
The scaling and rotation effects chips eventually produced far more technically
impressive effects than anything on the Super Nintendo. Developers hardly used
the system's advanced capabilities in its first sixth months of game software.
Early buyers were nonetheless won by games that contained Full Motion Video
of live actors, or cartoon cinematics, live voice acting in cut scenes, and
CD quality music and sound. Sega' marketing campaign for the Sega CD also centered
around the system's audio capabilities and Full Motion Video (FMV) games. In
sum, first year Sega CD software failed to show an advantage in popular genres
over older systems like the Genesis and SNES. Game magazines such as EGM and
Gamepro conglomerated from 1993 on to give the Sega CD a perception of mediocrity
despite the add-on's later technical achievements.
Included in the criticisms was one that was common to the Genesis itself, a
limitation to only 64 colors on screen out of a palette of 512 colors. In 1993,
the Genesis was already becoming known in game magazines more by its weaknesses
than its strengths in relation to the SNES. The Sega CD was, therefore, presented
by game magazines as an attempt by Sega to upgrade the Genesis to remain competitive
with the SNES. So, Sega's "failure" to increase the on screen colors
and color palette of the Genesis with its CD-ROM add-on became the media's favorite
whipping post.
As noted in the Genesis-vs-SNES page, the Genesis did not need an upgrade in
order to compete with the SNES. The Genesis had an advantage over the SNES in
its relative speed and variety of background effects. Sega's system was also
widening the gap with the SNES in sales by the time of the Sega CD's launch.
One significant motivation for Sega was the fact that a CD-ROM upgrade had already
been released for the TurboGrafx-16 two years earlier. Following that was the
fact that the industry expected add-on upgrades in general. As a result, Sega
simply designed and released the Sega CD with the Genesis in mind as its complement,
not its predecessor. Evidence of this is in every press release by Sega at the
time, as well as the hardware itself.
If anything was a motivating factor in creating the Sega CD, it was Sega's desire
to maintain its cutting edge image. Blazoned on the top of every Model 1 Genesis
were the words "High Definition Graphics" and a chromed logo stating
"16-bit." Appropriately, the Sega CD's very name contained its most
important cutting edge characteristic, the CD-ROM medium. Secondarily to this
motivator, Sega had to keep the system's costs and the installation process
as user friendly as possible. In so doing, leaving the Genesis video chip as
the primary display output became a forgone conclusion.
Bringing the Experience Home: But At
What Cost?
Context proves to be the best example. The 3DO (1993) and the NEO GEO (1990)
featured price points of $699 and $649 respectively. Their mutual inclusion
of the most cutting edge hardware available at the time is the only reason for
their record setting price points. The NEO GEO was primarily an Arcade system,
though, that offered a consolized version to high end consumers. Because the
average price of NEO GEO games were in the $199 range, the NEO GEO truly had
no chance of becoming a mass market product. With that said, the system used
the same CPU and co-processor as the Sega Genesis. With those central similarities
in mind, the NEO GEO's audio/video processors and amount of RAM allowed for
high quality sound, scaling and rotation effects and higher color counts. These
additional chips were what set the NEO GEO well above the technical capabilities
of the Genesis or Sega CD, and they also were the cause of the prohibitively
high cost. Though the NEO GEO was released two years before the Sega CD, it
still retailed above $550 in 1992.
In order to be appealing to multiple manufacturers, the 3DO had to have enough
hardware prowess to impress developers and manufacturers alike. The system's
32-bit ARM60 Central Processor and total of 3 Megabytes of RAM, the same amount
of RAM as the Sony Playstation released in 1995, certainly delivered. The 3DO's
ARM60 processor has been compared to a "fast x386" or Motorola 68030
which puts it at the top of the line for 1992 PC hardware, and slightly below
the top of the line computers of 1993. In comparison to the Panasonic 3DO's
$700 price tag, the cost of contemporary PC or Macintosh systems in 1993 were
in the range of $2000 to $4000 respectively. Since the 3DO was only capable
of playing games and other forms of multimedia CD-ROMs, the price difference
may not have been viewed as acceptable by consumers in general. A consumer who
wanted a computer for work related tasks would not have chosen a 3DO instead.
Someone who wanted a computer primarily to play games may have seen the 3DO's
exclusion of non-gaming functions as a deficiency.
The price contrast of these systems can be over simplified as well. If a consumer
bought a Genesis at its launch price in 1989 and then a Sega CD for its launch
price in 1992 the total cost would have been roughly $490 spread over three
years. With that said, the retail price of the Genesis 2 and Sega CD 2 in 1993
were $129 and $229 respectively. It should be noted that the largest group of
consumers who bought the Sega CD had already owned a Sega Genesis. Nevertheless,
the price of the two Sega units combined was still roughly half that of the
3DO at its launch in 1993.
Specs Not Make One Great
The Atari Jaguar ran afoul of a host of precedents. It was the first of this
generation's systems to be promoted by lofty spec-related promises, and also
the first to arguably deliver on most of them. The Jaguar was the first system
to fail almost from the outset because of its unorthodox architecture and deficient
development kit support. The console's hardware is reputed to have been too
difficult for most programmers to adequately exploit. Even Doom creator John
Carmac needed to hand write a special game engine that catered to the Jaguar's
unique design. While developers had chosen not to work with the Sega CD's hardware
more closely, most of them apparently could not take advantage of the Jaguar
hardware in its entirety.
With its low launch price of $250 and technical prowess in light of its peers,
it is inaccurate to say that the Jaguar had no chance at success. The reality
of the situation was that the Genesis and Super Nintendo commanded too much
mass market frenzy for any product to truly compete. Hardware specifications
were still discussed among gamers and the media, but the focus had shifted to
software by '94. The expectation among gamers and the media was that all games
would be released for one of these two popular systems. This also spilled over
into the expectation that any necessary hardware improvements should be made
for one of the two dominant systems.
They Say Yes, But They Mean No!
While common thought at the outset of the 21st century would be that add-ons
to existing consoles will fail, game magazines and gamers themselves were clambering
for upgrades in the 80s and early 90s. EGM #8's overview of the Sega Genesis
and NEC TG16's merits had an entire section dedicated to "
Expandability,"
which listed off the Turbo CD-ROM, the Powerbase Converter and the unreleased
TeleGenesis modem as the only announced peripherals at the time. Numerous issues
of EGM, Next Generation, Gamepro and Gamefan published reader questions in regard
to when, not if, their console of choice would have the next system upgrading
expansion released. Turbo fans were always looking forward to the next System
card RAM expansion to the Turbo CD, Sega fans wanted to know when the Sega CD
would be released, and Nintendo themselves stop-gapped the Sega CD's publicity
with hype and cheap mock ups for their "32-bit"
SNES
CD-ROM add-on.
Sega's announcement the 32-bit upgrade to the Genesis, hot on the heels of their
VDP chipped Virtua Racing cartridge, was not a surprise to anybody. In the Summer
of 1994, issues of Gamepro and EGM heavily publicized the Genesis 32X. Both
major publications even went as far as to predict that the add-on would sell
well. EGM and Gamepro estimated that the Genesis 32X was a very marketable product
in its own right. With Nintendo only having the Super Gameboy adapter for the
SNES coming out that fall, EGM, Gamepro and Gamefan magazines all gave the 32X
add-on their blessings. These magazine's story changed drastically however as
soon as the 32X's fate became clear. Not only was the 32X suddenly a bad idea
according to game magazines, but Sega was to blame for creating a device that
literally "ripped off" anybody who bought it, .
This negative presentation of the 32X was so firmly set in the minds of gamers
of the day that it was still repeated by people in the new millennium that unlikely
to have ever owned the system. Even while the 32X was enjoying a relatively
successful launch and first Christmas season, industry rumors were compiling
to destroy its marketability. The $169 add-on failed to light the world on fire
and quench the success of Rare's Donkey Kong Country and so its launch was quickly
overshadowed. The titanic battle between the 16-bit Genesis and Super Nintendo
effectively overshadowed all hardware innovations launched in their lifetimes.
Consumers had grown to expect more from a console than a few pieces of software
demonstrating how it was "the next best thing." As a result of Sega's
mass market success with the Genesis, thanks in large part to licensees like
Electronic Arts, mass market consumers expected software release numbers across
a broad variety of genres and pinched their pennies for Fall blockbusters .
Rather than risking their money on risky investments, people used word of mouth,
hype, and video game magazines to make their purchasing decisions for them.
This meant that console hardware that did not find its way into hundreds of
congrous households at the same time had almost no potential for mass market
penetration.
Below is a sequential list of every commercial release for
the Sega CD, Jaguar, 3DO and 32X.
This is not a notable
game list like the other comparison lists on this site. Because of the
sheer lack of exposure to gamers that most of these games had, there are not
enough resources online to be able to compile a list based on the Notable Games
rubric. Fortunately, unpopular as each of these systems were, the full release
lists are relatively short in comparison to that of a mainstream console. Without
the mainstream yearly updates, sequels and sports games, these system's libraries
are easily viewed in their entirety. These lists should be viewed as a list
of what was available at any given time to owners of each system.
Click
here for information on the notable
game lists.
E-mail me with suggestions or comments.
Year 1 Start
//
Year 1 //
Year 2 //
Year
3 //
Year 4 //
Final //
Sega CD Launch
1992
Sega CD:
Black Hole Assault
Chuck Rock
Cobra Command
Hook
Jaguar XJ220
Kris Kross: Make My Video
Marky Mark and the Funky Bunch: Make My Video
Night Trap
Power Factory Featuring C + C Music Factory
Sega Classics: Arcade Collection -- 4 in 1
Sewer Shark
Sherlock Holmes: Consulting Detective
Sol-Feace
The Secret of Monkey Island
Wonder Dog
World Cup Golf
Year 1 End
Sega CD: 16 games
//
Year 1 //
Year 2 //
Year
3 //
Year 4 //
Final //
1993
Sega CD:
After Burner III
AH-3 Thunderstrike
Batman Returns
Battlecorps
Bill Walsh College Football
Bram Stoker's Dracula
Chuck Rock II: Son of Chuck
Cliffhanger
Double Switch
Dracula Unleashed
Dune
Ecco the Dolphin
Ecco: The Tides of Time
ESPN Baseball Tonight: Pennant Fever Edition
Final Fight CD
Flashback: The Quest for Identity
Ground Zero Texas
INXS: Make My Video
Joe Montana's NFL Football
Jurassic Park
Lethal Enforcers
Lunar: The Silver Star
Mad Dog McCree
Microcosm
Mortal Kombat
NFL Football Trivia Challenge
NFL's Greatest: San Francisco vs. Dallas 1978-1993
NHL '94
Prize Fighter
Puggsy
Racing Aces
Revenge of the Ninja
Road Avenger
Robo Aleste
Sherlock Holmes: Consulting Detective Vol. II
Silpheed
Sonic CD
Star Wars: Rebel Assault
Stellar-Fire
Surgical Strike
The Amazing Spider-Man vs. The Kingpin
The Terminator
Time Gal
Trivial Pursuit
Wolfchild
WWF Rage in the Cage
Year 2 End
Sega CD: 46 games (62 total)
//
Year 1 //
Year 2 //
Year
3 //
Year 4 //
Final //
1994
Sega CD:
A/X-101
Android Assault: The Revenge of Bari-Arm
Bouncers
Brutal: Paws of Fury
Cadillacs & Dinosaurs: The Second Cataclysm
Championship Soccer '94
Compton's Interactive Encyclopedia
Corpse Killer
Crime Patrol
Dark Wizard
Dragon's Lair
Dungeon Master II: Skullkeep
ESPN National Hockey Night
ESPN NBA Hangtime '95
ESPN Sunday Night NFL
Eternal Champions: Challenge From the Dark Side
Eye of the Beholder
FIFA International Soccer
Flink
Formula One World Championship: Beyond the Limit
Heart of the Alien
Heimdall
Iron Helix
Jeopardy!
Keio Flying Squadron
Kids on Site
Lethal Enforcers II: Gun Fighters
Links: The Challenge of Golf
Loadstar: The Legend of Tully Bodine
Mad Dog II: The Lost Gold
Mansion of Hidden Souls
Mary Shelley's Frankenstein/Bram Stoker's Dracula
MegaRace
Mickey Mania: The Timeless Adventures of Mickey Mouse
Midnight Raiders
My Paint: The Animated Paint Program
NBA Jam
Novastorm
Panic!
Pitfall: The Mayan Adventure
PowerMonger
Prince of Persia
Radical Rex
Revengers of Vengeance
Rise of the Dragon
Road Rash
Sega Classics: Arcade Collection -- 5 in 1
Shadow of the Beast II
Shining Force CD
Slam City with Scottie Pippen
Snatcher
Soulstar
Space Ace
Star Wars Chess
Starblade
Supreme Warrior
The Adventures of Willy Beamish
The Lawnmower Man
The Masked Rider: Kamen Rider ZO
The San Diego Zoo Presents...The Animals!
The Space Adventure
Third World War
Tomcat Alley
Ultraverse Prime/Microcosm
Vay
Wheel of Fortune
Who Shot Johnny Rock?
Wing Commander
World Cup USA '94
32X:
36 Great Holes starring Fred Couples
After Burner
Cosmic Carnage
Doom
Mortal Kombat II
Motocross Championship
Night Trap (32X CD)
Shadow Squadron
Slam City (32X CD)
Space Harrier
Star Wars Arcade
Toughman Contest
Virtua Racing Deluxe
Year 3 End
Sega CD: 69 games (131 total)
32X: 13 games
//
Year 1 //
Year 2 //
Year
3 //
Year 4 //
Final //
1995
Sega CD:
3 Ninjas Kick Back/Hook
B.C. Racers
Demolition Man
Dungeon Explorer
Earthworm Jim: Special Edition
Fahrenheit
Fatal Fury Special
Lords of Thunder
Lunar: Eternal Blue
Mighty Morphin Power Rangers
Popful Mail
RDF: Global Conflict
Samurai Shodown
The Adventures of Batman & Robin
Wild Woody
Wirehead
32X:
Amazing Spider-Man: Web of Fire
BC Racers
Blackthorne
Brutal: Above the Claw
Corpse Killer (32X CD)
Fahrenheit (32X CD
Knuckles' Chaotix
Kolibri
Metal Head
NBA Jam T.E.
NFL Quarterback Club
Pitfall: The Mayan Adventure
Primal Rage
R.B.I. Baseball '95
Star Trek: Starfleet Academy
Supreme Warrior (32X CD)
T-Mek
Tempo
Virtua Fighter
World Series Baseball '95
WWF Raw
WWF Wrestlemania: The Arcade Game
Zaxxon's Motherbase 2000
Year 4 End
Sega CD: 16 (147 total)
32X: 23 games (36 total)
Final
Sega CD: (147 total)
32X: (36 total)
//
Year 1 //
Year 2 //
Year
3 //
Year 4 //
Final //
Year 1 Start
1992
Year 1 End
3DO and Atari Jaguar Launch
1993
3DO:
20th Century Video Almanac
Alone In The Dark USA
Battle Chess
Crash N Burn
Crime Patrol
Escape From Monster Manor
Fatty Bear's Birthday Surprise
Fatty Bear's Funpack
Flashback: The Quest for Identity
Lemmings
Night Trap
Oceans Below
Shelley Duvall's It's a Bird's Life
Slam 'N Jam
Star Control II
Stellar 7 Draxons Revenge
The Animals!
The Life Stage: Virtual House
Total Eclipse
Twisted: The Game Show
Atari Jaguar:
Cybermorph
Trevor McFur in the Crescent Galaxy
Year 2 End
3DO: 20 Games/Discs
Atari Jaguar: 2 games
1994
3DO:
3D Atlas USA
Alone in the Dark II
Battle Sport
Burning Soldier
Cannon Fodder
Club Studio: Station Invasion
Cowboy Casino
Dennis Miller: That's News To Me!
Dino Park Tycoon
Dragon Lore
Dragon's Lair
Drug Wars
ESPN Baseball: Interactive Hitting
ESPN Golf: Lower Your Score With Tom Kite
ESPN Let's Go Skiing
ESPN Let's Play Beach Volleyball
ESPN Let's Play Soccer
ESPN Let's Play Tennis
ESPN Step Aerobics
Family Feud
FIFA International Soccer
Flying Nightmares
Fun 'N Games
Gridders
Hell
Jammit
John Madden Football
Jurassic Park
Mad Dog McCree
Mathemagics
MegaRace
Microcosm
Mind Teazzer
NeuroDancer
Novastorm
Out of This World
Pebble Beach Golf Links
Plumbers Don't Wear Ties
Policenauts
Putt-Putt Goes To The Moon
Putt-Putt Joins the Parade
Putt-Putt's Fun Pack
Real Pinball
Road & Track Presents: The Need for Speed
Road Rash
Seal of The Pharaoh
Sesame Street Numbers
Sewer Shark
Shadow: War of Succession
ShockWave
ShockWave: Operation JumpGate
Sid Meier's C.P.U. Bach
Slayer
Slopestyle
Soccer Kid
Space Pirates
Space Shuttle
Super Street Fighter II Turbo
Super Wing Commander
Supreme Warrior
The Incredible Machine
The Lost Files of Sherlock Holmes
Theme Park
Toontime in the Classroom
VR Stalker
Waialae Country Club
Way of the Warrior
Who Shot Johnny Rock?
Wicked 18
Woody Woodpecker and Friends Volume I
Woody Woodpecker and Friends Volume II
Woody Woodpecker and Friends Volume III
World Cup Golf: Hyatt Dorado Beach
Atari Jaguar:
Club Drive
Alien vs. Predator
Brutal Sports Football
Bubsy in Fractured Furry Tales
Checkered Flag
Doom
Dragon: The Bruce Lee Story
Evolution: Dino Dudes
Iron Soldier
Kasumi Ninja
Raiden
Tempest 2000
Val d'Isere Skiing & Snowboarding
Wolfenstein 3D
Zool 2
Year 3 End
3DO: 73 games/discs (93 total)
Atari Jaguar: 15 games (17 total)
1995
3DO:
3DO Action Pak
3DO Maniac Pack
Advanced Dungeons & Dragons: DeathKeep USA
Advanced Dungeons & Dragons: Slayer USA
Ballz: The Directors Cut
BC Racers
Blade Force
Blonde Justice
Bust-A-Move
Captain Quazar
Carrier: Fortress At Sea
Corpse Killer
Deathkeep
Demolition Man
Digital Dreamware
Endlessly
Foes of Ali
Guardian War
Gunslinger Collection
Icebreaker
Immercenary
Iron Angel of the Apocalypse
Killing Time
Kingdom: The Far Reaches
Lost Eden
Love Bites
Mad Dog II: The Lost Gold
Mazer
Myst
Off-World Interceptor
Panzer General
Pataank
Peter Pan: A Story Painting Adventure
PGA Tour 96
Phoenix 3
PO'ed
Primal Rage
Quarantine
Return Fire
Rise of the Robots
Samurai Shodown
Scramble Cobra
Sex
Shanghai Triple Threat
Shockwave 2: Beyond The Gate
Slam 'N Jam '95
Snow Job
Space Ace
Space Hulk
Star Wars: Rebel Assault
Starblade
Strahl JPN/USA
SuperModels Go Wild
Syndicate
The 11th Hour
The Daedalus Encounter
The Horde
Theo The Dinosaur
Trip'd
Virtuoso
Wing Commander III: Heart of the Tiger
Wolfenstein 3D
Zhadnost: The People's Party
Atari Jaguar:
Cannon Fodder
Double Dragon V: The Shadow Falls
Atari Karts
Fever Pitch Soccer
Flashback: The Quest for Identity
Flip-Out!
Hoverstrike
I-War
Memory Track
Missile Command 3D
Pinball Fantasies
Pitfall: The Mayan Adventures
Power Drive Rally
Rayman
Ruiner Pinball
Sensible Soccer
Super Burnout
Syndicate
Theme Park
Troy Aikman NFL Football
Ultra Vortek
White Men Can't Jump
Baldies
Battlemorph
Blue Lightning
Dragon's Lair
Highlander
Hover Strike: Unconquored Lands
Myst
Myst Demo
Primal Rage
Vid Grid
Jaguar CD-ROM
Baldies
Battlemorph
Blue Lightning
Dragon's Lair
Highlander
Hover Strike: Unconquored Lands
Myst
Myst Demo
Primal Rage
Vid Grid
Year 4 End
3DO: 63 games/discs (156 total)
Atari Jaguar: 32 games (49 total)
Jaguar CD-ROM: 10 games
1996
3DO:
BrainDead 13
Casper
Creature Shock
Cyberdillo
Cyberia
D
DOOM
Game Guru
GEX
Iron Angel of the Apocalypse: The Return
Isis
Johnny Bazookatone
Lucienne's Quest
Olympic Soccer
Olympic Summer Games
Psychic Detective
Quarterback Attack with Mike Ditka
Return Fire: Maps O' Death
Return to Zork
Robinson's Requiem
Silly Classix! At the Museum
Star Fighter
The Coven
The Perfect General
Atari Jaguar:
Defender 2000
Attack of the Mutant Penguins
Breakout 2000
Fight For Life
NBA Jam T.E.
Towers II: Plight of the Stargazer
Zoop
Braindead 13
Space Ace
Jaguar CD-ROM:
Braindead 13
Space Ace
1997
Atari Jaguar:
Aircars
Iron Soldier 2
Zero 5
World Tour Racing
Jaguar CD-ROM:
Iron Soldier 2
World Tour Racing
Final
3DO: (180 total)
Atari Jaguar: 4 games (53 total)
Jaguar CD-ROM: 4 games (14 total)