A Black Falcon
Member
Threads in this series: Odyssey 2, Atari 7800 (& 2600 games), Game Boy (B&W), Super Nintendo, Sega CD, Sega Saturn, Playstation 1, Nintendo 64, and PC Racing Games.
Platform Summary and History
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The Sega CD was Sega's first disc-based platform, and it is an addon to the great Sega Genesis console. The Sega CD was released in late 1991 in Japan, fall 1992 in the US, and 1993 in Europe. The system attaches to the Sega Genesis, and, as the name suggests, plays CD games. The system also has save memory in it, and some additional hardware as well -- in addition to some more RAM, the Sega CD has hardware scaling and rotation support, unlike the Genesis. The additional RAM makes video fairly easy, though hardware restrictions, and the Genesis 64-color limit, mean that video often has only 8-16 colors in it. It is real, moving video, though, which was an accomplishment at the time. Games which use the scaling and rotation hardware often look quite nice, as well.
As I mentioned, The Sega CD has 8KB of internal battery-backed save RAM for game saves, and also has a memory cartridge, the Sega CD Backup RAM Cart, for a much larger save space -- it's 128KB! Unfortunately almost no action games support any kind of saving; it's mostly only used by FMV games, sports games, and RPGs. Unlike the Turbografx CD, there are no shmups or shooting games which support saving your high scores to the system, for example. It's disappointing. Still, for the games that do support it, the very large size of the memory cart is fantastic. You'll really only ever need one.
Now, the library. The Sega CD saw its greatest success in the US. Of the up to six million Sega CD systems sold, 2.5 probably million sold in the US. We do not know actual Sega CD sales numbers, and even a good estimate has eluded us, but it's somewhere between 1.5 and 6 million systems, anyway, and was most successful in the US. That 2.5 million number, if accurate, is more than two and a half times the probable total of TG16 plus TGCD plus Turbo Duo systems (about 900,000 TG16s plus ~20,000 Turbo CDs and 20-60 thousand Duos are the best estimates I've seen), and it's significantly more than the Sega Saturn sold in the US as well -- that system only managed about 1.5 million systems sold here. It's highly likely that the Sega CD did indeed outsell the Saturn in the US. And going by game availability I've seen around here, I believe that the Sega CD outsold the Saturn; I've certainly seen more Sega CD games around than Saturn games. In fact, the TG16 plus addons's worldwide total is in the same ballpark as the Sega CD's sales total! The system didn't do as well in Europe, but still, a solid majority of Sega CD systems sold in the West. Of course, that the Genesis sold tens of millions of systems in Western markets, while in Japan they finished in third place, obviously was a major factor behind that as well. The Japanese game library for the Sega CD is, overall, underwhelming. There are some great games in the Japanese library, including six shmups, several great strategy games and RPGs, and some more, but Sega of Japan itself failed to capitalize on their own hardware. There are almost no Japanese SCD games which make good use of the scaling and rotation hardware, for example; there's the Sonic CD bonus stages (average, looks like SNES Mode 7), the disappointing After Burner III, the impressive Formula One World Championship, and not much of anything else. And those latter two titles were outsourced, and not actually developed by Sega, even though Sega did publish them. For third party Japanese titles, Night Striker is about it; it's solidly done. Most of the games which pushed the scaling hardware are Western, though, primarily titles from Malibu/Clockwork Tortoise and Core Designs. The Japanese title Silpheed looks amazing, but ther than that, most of the most impressive looking games on the Sega CD are Western.
One major problem with the Sega CD's library is that Sega of Japan simply did not put the effort into supporting their CD system that NEC and Hudson did with the Turbo CD in Japan, and it shows. While NEC and Hudson moved the primary format for their system over to CDs, Sega of Japan mostly stuck with carts for the top games, and left the CD for enhanced ports of games from other platforms (mostly Turbo CD or Japanese computer games) and only a handful of internally developed top-tier efforts. Some games which did start on the Sega CD, such as Phantasy Star IV and Outrun 2019, ended up being cartridge releases. And Sega released the 32X in late 1994, only a few years after the Sega CD, and the Saturn at the same time as well. While the Sega CD released in 1991, Sega of Japan had almost no first-party software at first. The whole next year saw no improveemnt. You can see this when you look at the US launch, 9-10 months after the system released in Japan. Sega of America had so few options that they were forced to make all of their packin games in the first year of the systems' life be third-party titles, including first Sherlock Holmes: Consulting Detective (a game also available on Turbo CD and PC) and Sol-Feace (later also released on cartridge; it's a port of a Japanese computer game), and later Sewer Shark (later ported to 3DO). The situation improved somewhat in 1993 as Sega of Japan did release some high-quality major Sega CD titles in 1993 and 1994, most notably Sonic CD but also including Shining Force CD, Dark Wizard, Panic!, and more. Later Sega CD and CDX models in the US were packed in with Sonic CD, for example. However, at the end of 1994, with the 32X and Saturn releases Sega of Japan essentially abandoned the Sega CD. All of Sega of Japan's first-party releases in Japan in 1995 were Western titles, and they didn't even release all of them there. As a result of this, the Sega CD's first-party Japanese game library is singularly unimpressive. There are some hits, but far too many ports of B and C-tier games from other platforms (many of these never released in the West), and almost nothing that made any use of the scaling and rotation hardware, either.
In comparison, Sega of America put serious effort into supporting the Sega CD between 1992 and 1995. These efforts are often unappreciated today, as the largest part of their release library went into games full of live action video, but in 1992-1995, that kind of game was popular and highly desired, so regardless of how questionable many of the titles are as actual games, I think that SoA's decision to focus so much on live-action video FMV games was a reasonable, defensible choice. That FMV-game library is the primary reason why the Sega CD sold as well as it did in the US, after all; games like Sewer Shark, Night Trap, and the like sold a large number of those systems. I know many people hate FMV games, and I'm not much of a fan of them myself (I dislike a lot of them), but it was the right decision at the time. I do think that this was a factor in the Sega CD fading in 1995, as that year FMV was being replaced with polygonal 3D as the thing everyone wanted to see, but still, it brought it a level of success for a while, which is something. It would have been nice to see more platformers and action games from Sega of America on the Sega CD, but ah well... at least they did a few. Sega of Japan's library, Sonic CD aside, is extremely heavy on the RPGs, adventure games, and such, and very light on much of anything else. Those are games which work better on a CD than a cartridge, certainly, but it wasn't the kind of library that had made the Genesis successful in the West and wasn't going to sell here, and didn't succeed at making the Sega CD equal the Turbo CD in Japan, either. Continuing to support the Genesis was a good idea, but Sega needed more stuff on the Sega CD as well. Of course Sega was overloading themselves with far too much hardware, and thus supporting any one platform enough was a problem, but they should have been able to see that. They didn't until too late.
Regardless of that, largely thanks to third party efforts both Western and Japanese, I do like the Sega CD's library. Both Sega branches produced a few lasting classics for the system, and third-party companies like Core, Working Designs, and more made some great games as well. The Sega CD is a good console well worth owning. The library is only moderate-sized (100-something, in the US), but it is far larger than the 32X's library, and games like Silpheed, SoulStar, Battlecorps, and F1 World Championship are quite impressive looking (and playing!) as well. The Turbo CD is the better platform for CD versions of games that could have been on cartridge (minus the cutscenes and music), but the Sega CD has a clearly distinct library. Overall the Turbo CD IS probably the better platform, but the Sega CD is much cheaper and more affortable, and its top titles include some great classics, and some of the best shmups playable on the Genesis, too. Any serious Genesis fan should absolutely get a Sega CD. It has enough great games to definitely be worth it, even if Sega didn't capitalize on it as much as they could have.
There are several models of Sega CD. First, there is the original model, with a tray-load drive, which sits below the Genesis and was designed to match the original-model Genesis. Next came the side-by-side top-loaded Model 2 Sega CD, pictured above. It is more reliable than the model 1, and was designed to match the model 2 Genesis best. The last first-party model was the Sega CDX, a small Genesis and Sega CD combo unit which also works as a portable CD player. There are several third-party models as well, including the Sega PAC for the LaserActive, which can play regular Genesis and Sega CD as well as LaserActive-exclusive Mega LD games, and the JVC X'Eye and its Japanese equivalents, the Wondermega line. The X'Eye/Wondermega systems are all-in-one Genesis plus Sega CD clone systems licensed by Sega.
I bought my Sega CD in June 2006, one month after I got a [model 2] Genesis. I was very lucky, and found a Sega CD, attached to a model 1 Genesis, with one power supply and no controller, for $5 at a local pawnshop. It's the only time I saw a Sega CD for sale there, and it was really cheap! It was untested, though, so I was taking a chance, but when attached to my Genesis 2, not only did the Sega CD work, but it's worked flawlessly ever since. It even still had save files on the system when I got it, somehow! That Genesis 1 attached to it never worked, however. The power light turns on, but nothing else happens. Oh well, I have a Genesis 2. At first I did play quite a few games on CD-R, since the system has no copy protection, but over time I've bought a good-sized library of actual titles. The Sega CD is a good system worth having. It's not as good as the Genesis, and the Turbo CD is better overall even if it very rarely manages actual moving video because it's got more great games, but the Sega CD is still a very good console with more than enough good games to absolutely be worth owning. It's also an interesting piece of history, thanks to its huge FMV-game library, but there ARE great non-FMV games on the console as well.
My favorite games for the Sega CD
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1. Lunar 2: Eternal Blue
2. Sonic CD
3. SoulStar
4. Dark Wizard
5. Keio Flying Squadron
6. Silpheed
7. Robo Aleste
8. Shining Force CD
9. The Adventures of Batman & Robin
10. Popful Mail
Honorable Mentions: Battlecorps, Snatcher, Rise of the Dragon, Ecco the Dolphin, Ecco 2: The Tides of Time, Mickey Mania, Flink, Formula One World Championship: Beyond the Limit, Night Striker, Wirehead, Lodestar: The Legend of Tully Bodine, Star Wars: Rebel Assault (kind of), Lunar: The Silver Star
Worst Games: Bram Stoker's Dracula, Double Switch, Supreme Warrior, Tomcat Alley
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There are about 61 games reviewed. Games do not save unless I say so (listed after the number of players). The Sega CD Backup RAM Cart is the system's only memory card. It goes in the Genesis cart slot, and has a lithium cell battery in it (not a CR2032, though; it's a higher-density battery than that). The Sega CD itself has only 8KB of save space, which goes fast, but the Backup RAM Cart has 128KB. Not all games support saving directly to the cart, so for some games you have to transfer files back and forth in the Sega CD system menu, but either way, the Backup RAM Cart is an essential accessory. They're kind of pricey, but a must have. I also list it if games support the 6-button controller, and would mention the mouse if I had any of the few games that support it. I also mention the Cyber-Stick joystick/XE-1AP analog controller the few games that support it. It's an analog joystick and gamepad (both work the same way) that was only released in Japan, naturally. I list this as "XE-1AP" but the Cyber-Stick works with those games too.
As always, I only cover is only games I've played on actual hardware, not in emulation.
Summaries - Sega CD
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4 in 1 Classic Arcade Collection (contains Golden Axe (new version), ). This disc was a pack-in with the original US release of the Sega CD, and includes a slightly redone version of Golden Axe and straight, unaltered ports of three Genesis games, Revenge of Shinobi, Columns, and Streets of Rage. Yeah, it says "arcade collection", but it's basically a Genesis collection. Golden Axe's graphics are from the Genesis game, but two changes have been made, one good and one bad. On the good side, the game has CD audio, which is great. I like the CD audio mix of the soundtrack. On the bad side, for some bizarre reason the game was made single player only. Very disappointing! Multiplayer is one of the major reasons why beat 'em ups are fun, so with no multiplayer it's just not nearly the same. Still, this is worth considering if it's cheap, for the CD music. My copy of this is a dual-case game with the 4-in-1 on one side, and Sherlock Holmes: Consulting Detective on the other, as it apparently came in the original packin. (The other packin game with the original Sega CD 1 release, Sol-Feace, came in a separate paper jewelcase.)
5 in 1 Classic Arcade Collection - This is the same as the above collection, except with one game added to the collection of straight Genesis ports on the disc, Super Monaco GP. Otherwise it's identical to the first version. My copy of this is a dual-game paper case with the 5-in-1 and Ecco the Dolphin CD as the other disc. This Ecco and 5-in-1 dual-pack apparently was the pack-in with the Sega CDX, though I don't have a CDX; I got this by itself. And yes, Golden Axe is still single player only, but with CD audio, just like with the first version of this collection.
The Adventures of Batman & Robin has fantastic graphics ingame, too. It makes great use of the Sega CD's sprite-scaling powers. It's really too bad that so, so few Japanese Sega CD games actually make use of the systems' sprite scaling power, but at least some Western games do, and this is one of the best. There's more to say about the game, but in short, The Adventures of Batman & Robin is a definite must-play Sega CD game. It's gruelingly hard, but keeps you coming back again and again, as the game is incredibly fun to play. You'll die a lot, and get game overs, but will keep coming back. The difficulty is something I need to say more about though. First, as with almost all Sega CD action games, the game does not support saving. I have no idea why almost no action games on the Sega CD support any form of saving (even just for high scores would be awesome!), but they don't, and this one is no exception. The game has limited continues too, and a very, very high difficulty level. Even just getting past the third level will be a very serious challenge, and I have never finished the Joker's cyber-world stage. It's a crazy-hard maze of dodging and shooting. Relentless, brutal stuff. But even if you can't beat it, as I can't, definitely get this game! It's a visual standout, it's connected to a great '90s cartoon, and the game plays great, even if it's unforgiving. Highly recommended!
The Adventures of Willy Beamish - 1 player, saves (to system only). Willy Beamish is a Dynamix (Sierra) adventure game from the early '90s. It's a good classic adventure game where you play as a "normal" fourth-grade boy, Willy Beamish, and have to go through various adventures in your town. You start out in detention, because you played a prank on the teacher, and ahve to get out, and try to get home before your bad report card does. Yeah, I can't relate to that much, but it's a solid setting for a fun adventure game. However, the game has a problem: the frequent long load times makes this version hard to justify playing today. The game itself is a fun, interesting graphic adventure from a great adventure game studio, but those load times... argh! I actually find most Sega CD loading tolerable, but in this game they're just so frequent (every screen!), and so long, that it is a problem, unfortunately. Still, the game is a good cartoon-style game. And yes, the game may start out normal, but it gets weirder farther on. This version is a port of the PC original. It's a lot like the PC game, except here it's on a CD, so of course it's fully voice acted, something you won't find in the floppy-disk-only PC game. The voice acting is okay, as usual for Sierra adventure games. I like Sierra adventure games, and this is a fun one, so it's cool to have for Sega CD. There's only one problem, but it's a really bad one: The load time are horrendous and frequent. If you play this game, you will spend a LOT of time staring at loading screens. In 1993 that was probably tolerable, but now? I do recommend playing this game, but play the PC version if you value your time. Fun stuff... if you can survive the innumerable loading screens. Overall though, I recommend playing the other Sega CD port of a Dynamix adventure game, Rise of the Dragon, instead; it's also a good game, but isn't crippled quite as badly by loading screens. That's a very different kind of game though, of course. Much more serious and adult. Anyway though, Willy Beamish is good classic adventure-game fun, but I just can't take the waiting. Also on PC, Mac, and Amiga (in Europe only on Amiga).
Platform Summary and History
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The Sega CD was Sega's first disc-based platform, and it is an addon to the great Sega Genesis console. The Sega CD was released in late 1991 in Japan, fall 1992 in the US, and 1993 in Europe. The system attaches to the Sega Genesis, and, as the name suggests, plays CD games. The system also has save memory in it, and some additional hardware as well -- in addition to some more RAM, the Sega CD has hardware scaling and rotation support, unlike the Genesis. The additional RAM makes video fairly easy, though hardware restrictions, and the Genesis 64-color limit, mean that video often has only 8-16 colors in it. It is real, moving video, though, which was an accomplishment at the time. Games which use the scaling and rotation hardware often look quite nice, as well.
As I mentioned, The Sega CD has 8KB of internal battery-backed save RAM for game saves, and also has a memory cartridge, the Sega CD Backup RAM Cart, for a much larger save space -- it's 128KB! Unfortunately almost no action games support any kind of saving; it's mostly only used by FMV games, sports games, and RPGs. Unlike the Turbografx CD, there are no shmups or shooting games which support saving your high scores to the system, for example. It's disappointing. Still, for the games that do support it, the very large size of the memory cart is fantastic. You'll really only ever need one.
The Sega CD was Sega's answer to the Turbografx CD (PC Engine CD in Japan), which was successful and gaining in strength when the Sega CD released in 1991. It was also a pre-emptive strike against Nintendo's upcoming [but never to be released] SNES CD. Sega failed to take over the CD market in Japan, and the TGCD easily won there, but it did do well in the US. Sega's newer system has some hardware advantages versus the Turbo CD... advantages which Japanese games did not always take advantage of. The Turbografx CD, the first console CD addon (it released in Japan in late 1988), didn't add any new hardware features other than the large disc and some internal save memory, but the Sega CD has hardware scaling and rotation, which is a huge plus. The additional RAM when compared to the original Turbo CD also makes video much easier; on the Turbografx cutscenes are more often than not inanimate stills, even for many games that require RAM-expanding system cards, but on Sega CD, video is easy. The Sega CD is limited by the Genesis' 64-color limit, however, and when playing video, that 64 color limit is restricted even more. As a result, video on the system is often using only a handful of colors. It ... can look bad. Even so, it IS video. I know that some Turbo CD games have [animated or live action] video (particularly on Super CD), but many titles do have only animated stills, while animated Sega CD games generally have video. Overall, compared to the TGCD, the Sega CD is more powerful, with easier video support and hardware scaling and rotation, but is severely limited by that 64-color limit. The TG16 can display hundreds of colors (even though both systems have 512-color palettes), so it wins in that for sure.
Sega CD Model 2, the kind I have.
Now, the library. The Sega CD saw its greatest success in the US. Of the up to six million Sega CD systems sold, 2.5 probably million sold in the US. We do not know actual Sega CD sales numbers, and even a good estimate has eluded us, but it's somewhere between 1.5 and 6 million systems, anyway, and was most successful in the US. That 2.5 million number, if accurate, is more than two and a half times the probable total of TG16 plus TGCD plus Turbo Duo systems (about 900,000 TG16s plus ~20,000 Turbo CDs and 20-60 thousand Duos are the best estimates I've seen), and it's significantly more than the Sega Saturn sold in the US as well -- that system only managed about 1.5 million systems sold here. It's highly likely that the Sega CD did indeed outsell the Saturn in the US. And going by game availability I've seen around here, I believe that the Sega CD outsold the Saturn; I've certainly seen more Sega CD games around than Saturn games. In fact, the TG16 plus addons's worldwide total is in the same ballpark as the Sega CD's sales total! The system didn't do as well in Europe, but still, a solid majority of Sega CD systems sold in the West. Of course, that the Genesis sold tens of millions of systems in Western markets, while in Japan they finished in third place, obviously was a major factor behind that as well. The Japanese game library for the Sega CD is, overall, underwhelming. There are some great games in the Japanese library, including six shmups, several great strategy games and RPGs, and some more, but Sega of Japan itself failed to capitalize on their own hardware. There are almost no Japanese SCD games which make good use of the scaling and rotation hardware, for example; there's the Sonic CD bonus stages (average, looks like SNES Mode 7), the disappointing After Burner III, the impressive Formula One World Championship, and not much of anything else. And those latter two titles were outsourced, and not actually developed by Sega, even though Sega did publish them. For third party Japanese titles, Night Striker is about it; it's solidly done. Most of the games which pushed the scaling hardware are Western, though, primarily titles from Malibu/Clockwork Tortoise and Core Designs. The Japanese title Silpheed looks amazing, but ther than that, most of the most impressive looking games on the Sega CD are Western.
One major problem with the Sega CD's library is that Sega of Japan simply did not put the effort into supporting their CD system that NEC and Hudson did with the Turbo CD in Japan, and it shows. While NEC and Hudson moved the primary format for their system over to CDs, Sega of Japan mostly stuck with carts for the top games, and left the CD for enhanced ports of games from other platforms (mostly Turbo CD or Japanese computer games) and only a handful of internally developed top-tier efforts. Some games which did start on the Sega CD, such as Phantasy Star IV and Outrun 2019, ended up being cartridge releases. And Sega released the 32X in late 1994, only a few years after the Sega CD, and the Saturn at the same time as well. While the Sega CD released in 1991, Sega of Japan had almost no first-party software at first. The whole next year saw no improveemnt. You can see this when you look at the US launch, 9-10 months after the system released in Japan. Sega of America had so few options that they were forced to make all of their packin games in the first year of the systems' life be third-party titles, including first Sherlock Holmes: Consulting Detective (a game also available on Turbo CD and PC) and Sol-Feace (later also released on cartridge; it's a port of a Japanese computer game), and later Sewer Shark (later ported to 3DO). The situation improved somewhat in 1993 as Sega of Japan did release some high-quality major Sega CD titles in 1993 and 1994, most notably Sonic CD but also including Shining Force CD, Dark Wizard, Panic!, and more. Later Sega CD and CDX models in the US were packed in with Sonic CD, for example. However, at the end of 1994, with the 32X and Saturn releases Sega of Japan essentially abandoned the Sega CD. All of Sega of Japan's first-party releases in Japan in 1995 were Western titles, and they didn't even release all of them there. As a result of this, the Sega CD's first-party Japanese game library is singularly unimpressive. There are some hits, but far too many ports of B and C-tier games from other platforms (many of these never released in the West), and almost nothing that made any use of the scaling and rotation hardware, either.
In comparison, Sega of America put serious effort into supporting the Sega CD between 1992 and 1995. These efforts are often unappreciated today, as the largest part of their release library went into games full of live action video, but in 1992-1995, that kind of game was popular and highly desired, so regardless of how questionable many of the titles are as actual games, I think that SoA's decision to focus so much on live-action video FMV games was a reasonable, defensible choice. That FMV-game library is the primary reason why the Sega CD sold as well as it did in the US, after all; games like Sewer Shark, Night Trap, and the like sold a large number of those systems. I know many people hate FMV games, and I'm not much of a fan of them myself (I dislike a lot of them), but it was the right decision at the time. I do think that this was a factor in the Sega CD fading in 1995, as that year FMV was being replaced with polygonal 3D as the thing everyone wanted to see, but still, it brought it a level of success for a while, which is something. It would have been nice to see more platformers and action games from Sega of America on the Sega CD, but ah well... at least they did a few. Sega of Japan's library, Sonic CD aside, is extremely heavy on the RPGs, adventure games, and such, and very light on much of anything else. Those are games which work better on a CD than a cartridge, certainly, but it wasn't the kind of library that had made the Genesis successful in the West and wasn't going to sell here, and didn't succeed at making the Sega CD equal the Turbo CD in Japan, either. Continuing to support the Genesis was a good idea, but Sega needed more stuff on the Sega CD as well. Of course Sega was overloading themselves with far too much hardware, and thus supporting any one platform enough was a problem, but they should have been able to see that. They didn't until too late.
Regardless of that, largely thanks to third party efforts both Western and Japanese, I do like the Sega CD's library. Both Sega branches produced a few lasting classics for the system, and third-party companies like Core, Working Designs, and more made some great games as well. The Sega CD is a good console well worth owning. The library is only moderate-sized (100-something, in the US), but it is far larger than the 32X's library, and games like Silpheed, SoulStar, Battlecorps, and F1 World Championship are quite impressive looking (and playing!) as well. The Turbo CD is the better platform for CD versions of games that could have been on cartridge (minus the cutscenes and music), but the Sega CD has a clearly distinct library. Overall the Turbo CD IS probably the better platform, but the Sega CD is much cheaper and more affortable, and its top titles include some great classics, and some of the best shmups playable on the Genesis, too. Any serious Genesis fan should absolutely get a Sega CD. It has enough great games to definitely be worth it, even if Sega didn't capitalize on it as much as they could have.
There are several models of Sega CD. First, there is the original model, with a tray-load drive, which sits below the Genesis and was designed to match the original-model Genesis. Next came the side-by-side top-loaded Model 2 Sega CD, pictured above. It is more reliable than the model 1, and was designed to match the model 2 Genesis best. The last first-party model was the Sega CDX, a small Genesis and Sega CD combo unit which also works as a portable CD player. There are several third-party models as well, including the Sega PAC for the LaserActive, which can play regular Genesis and Sega CD as well as LaserActive-exclusive Mega LD games, and the JVC X'Eye and its Japanese equivalents, the Wondermega line. The X'Eye/Wondermega systems are all-in-one Genesis plus Sega CD clone systems licensed by Sega.
I bought my Sega CD in June 2006, one month after I got a [model 2] Genesis. I was very lucky, and found a Sega CD, attached to a model 1 Genesis, with one power supply and no controller, for $5 at a local pawnshop. It's the only time I saw a Sega CD for sale there, and it was really cheap! It was untested, though, so I was taking a chance, but when attached to my Genesis 2, not only did the Sega CD work, but it's worked flawlessly ever since. It even still had save files on the system when I got it, somehow! That Genesis 1 attached to it never worked, however. The power light turns on, but nothing else happens. Oh well, I have a Genesis 2. At first I did play quite a few games on CD-R, since the system has no copy protection, but over time I've bought a good-sized library of actual titles. The Sega CD is a good system worth having. It's not as good as the Genesis, and the Turbo CD is better overall even if it very rarely manages actual moving video because it's got more great games, but the Sega CD is still a very good console with more than enough good games to absolutely be worth owning. It's also an interesting piece of history, thanks to its huge FMV-game library, but there ARE great non-FMV games on the console as well.
My favorite games for the Sega CD
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1. Lunar 2: Eternal Blue
2. Sonic CD
3. SoulStar
4. Dark Wizard
5. Keio Flying Squadron
6. Silpheed
7. Robo Aleste
8. Shining Force CD
9. The Adventures of Batman & Robin
10. Popful Mail
Honorable Mentions: Battlecorps, Snatcher, Rise of the Dragon, Ecco the Dolphin, Ecco 2: The Tides of Time, Mickey Mania, Flink, Formula One World Championship: Beyond the Limit, Night Striker, Wirehead, Lodestar: The Legend of Tully Bodine, Star Wars: Rebel Assault (kind of), Lunar: The Silver Star
Worst Games: Bram Stoker's Dracula, Double Switch, Supreme Warrior, Tomcat Alley
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There are about 61 games reviewed. Games do not save unless I say so (listed after the number of players). The Sega CD Backup RAM Cart is the system's only memory card. It goes in the Genesis cart slot, and has a lithium cell battery in it (not a CR2032, though; it's a higher-density battery than that). The Sega CD itself has only 8KB of save space, which goes fast, but the Backup RAM Cart has 128KB. Not all games support saving directly to the cart, so for some games you have to transfer files back and forth in the Sega CD system menu, but either way, the Backup RAM Cart is an essential accessory. They're kind of pricey, but a must have. I also list it if games support the 6-button controller, and would mention the mouse if I had any of the few games that support it. I also mention the Cyber-Stick joystick/XE-1AP analog controller the few games that support it. It's an analog joystick and gamepad (both work the same way) that was only released in Japan, naturally. I list this as "XE-1AP" but the Cyber-Stick works with those games too.
As always, I only cover is only games I've played on actual hardware, not in emulation.
Summaries - Sega CD
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4 in 1 Classic Arcade Collection (contains Golden Axe (new version), ). This disc was a pack-in with the original US release of the Sega CD, and includes a slightly redone version of Golden Axe and straight, unaltered ports of three Genesis games, Revenge of Shinobi, Columns, and Streets of Rage. Yeah, it says "arcade collection", but it's basically a Genesis collection. Golden Axe's graphics are from the Genesis game, but two changes have been made, one good and one bad. On the good side, the game has CD audio, which is great. I like the CD audio mix of the soundtrack. On the bad side, for some bizarre reason the game was made single player only. Very disappointing! Multiplayer is one of the major reasons why beat 'em ups are fun, so with no multiplayer it's just not nearly the same. Still, this is worth considering if it's cheap, for the CD music. My copy of this is a dual-case game with the 4-in-1 on one side, and Sherlock Holmes: Consulting Detective on the other, as it apparently came in the original packin. (The other packin game with the original Sega CD 1 release, Sol-Feace, came in a separate paper jewelcase.)
5 in 1 Classic Arcade Collection - This is the same as the above collection, except with one game added to the collection of straight Genesis ports on the disc, Super Monaco GP. Otherwise it's identical to the first version. My copy of this is a dual-game paper case with the 5-in-1 and Ecco the Dolphin CD as the other disc. This Ecco and 5-in-1 dual-pack apparently was the pack-in with the Sega CDX, though I don't have a CDX; I got this by itself. And yes, Golden Axe is still single player only, but with CD audio, just like with the first version of this collection.
The Adventures of Batman & Robin - 1 player. The Adventures of Batman and Robin is a later Sega CD title (1995), developed externally by the same awesome but very short-lived team, Clockwork Tortoise, that also made the Genesis Adventures of Batman & Robin game. Sega published both titles, though the team had come from Malibu Interactive, who had made Batman Returns, Ex-Mutants, and some other games. Malibu had a great engine for SCD scaler games, as you can see in the Sega CD versions of Batman Returns, Hook, and Cliffhanger, and Clockwork Tortoise inherited it. The Adventures of Batman & Robin has the great graphics and solid gameplay you might hope for from a later release. This game is one of the best-looking Sega CD games. Unsurprisingly considering its developer, the game is a sequel of sorts to the Sega CD version of Batman Returns. Specifically, it is a sequel to the driving levels in that game, and it runs on the same engine, I think. Like that game, it's a "3d" (though sprite-based), scaler driving-shooter game. Some stages are in the Batwing, so they're straight-out rail shooters, though the whole game plays in that style. Unlike Batman Returns for the Sega CD, though, this game only has driving levels; once Batman reaches his destination, you see a cutscene instead of gameplay. The cutscenes are awesome, though. They look just like the cartoon of the same name as this game, and that cartoon, for those who haven't seen it, was probably the best Batman TV show ever. This game is essentially a "lost episode" of the TV show -- in total, there are 15 minutes of fully-animated cutscenes in the game, all fully voiced by the real voice actors from the show. As in the show, there's some dark imagery here sometimes; the scene of Batman and the plant monster has a memorable ending, for instance. Eerie.
Impressive graphics, and good gameplay too.
The Adventures of Batman & Robin has fantastic graphics ingame, too. It makes great use of the Sega CD's sprite-scaling powers. It's really too bad that so, so few Japanese Sega CD games actually make use of the systems' sprite scaling power, but at least some Western games do, and this is one of the best. There's more to say about the game, but in short, The Adventures of Batman & Robin is a definite must-play Sega CD game. It's gruelingly hard, but keeps you coming back again and again, as the game is incredibly fun to play. You'll die a lot, and get game overs, but will keep coming back. The difficulty is something I need to say more about though. First, as with almost all Sega CD action games, the game does not support saving. I have no idea why almost no action games on the Sega CD support any form of saving (even just for high scores would be awesome!), but they don't, and this one is no exception. The game has limited continues too, and a very, very high difficulty level. Even just getting past the third level will be a very serious challenge, and I have never finished the Joker's cyber-world stage. It's a crazy-hard maze of dodging and shooting. Relentless, brutal stuff. But even if you can't beat it, as I can't, definitely get this game! It's a visual standout, it's connected to a great '90s cartoon, and the game plays great, even if it's unforgiving. Highly recommended!
The Adventures of Willy Beamish - 1 player, saves (to system only). Willy Beamish is a Dynamix (Sierra) adventure game from the early '90s. It's a good classic adventure game where you play as a "normal" fourth-grade boy, Willy Beamish, and have to go through various adventures in your town. You start out in detention, because you played a prank on the teacher, and ahve to get out, and try to get home before your bad report card does. Yeah, I can't relate to that much, but it's a solid setting for a fun adventure game. However, the game has a problem: the frequent long load times makes this version hard to justify playing today. The game itself is a fun, interesting graphic adventure from a great adventure game studio, but those load times... argh! I actually find most Sega CD loading tolerable, but in this game they're just so frequent (every screen!), and so long, that it is a problem, unfortunately. Still, the game is a good cartoon-style game. And yes, the game may start out normal, but it gets weirder farther on. This version is a port of the PC original. It's a lot like the PC game, except here it's on a CD, so of course it's fully voice acted, something you won't find in the floppy-disk-only PC game. The voice acting is okay, as usual for Sierra adventure games. I like Sierra adventure games, and this is a fun one, so it's cool to have for Sega CD. There's only one problem, but it's a really bad one: The load time are horrendous and frequent. If you play this game, you will spend a LOT of time staring at loading screens. In 1993 that was probably tolerable, but now? I do recommend playing this game, but play the PC version if you value your time. Fun stuff... if you can survive the innumerable loading screens. Overall though, I recommend playing the other Sega CD port of a Dynamix adventure game, Rise of the Dragon, instead; it's also a good game, but isn't crippled quite as badly by loading screens. That's a very different kind of game though, of course. Much more serious and adult. Anyway though, Willy Beamish is good classic adventure-game fun, but I just can't take the waiting. Also on PC, Mac, and Amiga (in Europe only on Amiga).