“You still don’t own a Sega CD? What are you waiting for,
Nintendo to make one?”
-
Sega CD commercial
I received my Sega Genesis in 1992, about a year after my
Super Nintendo. Although the SNES was technically superior and a role playing
gamer’s dream, the Genesis had soul. I found myself thinking that if only the
Genesis had just a little more power, it could do more than just hang with the
Nintendo juggernaut.
The big blue Sega CD box under my family’s Christmas tree
in 1993 represented potential and the promise of quality, courtesy of the House
of Sonic.
The tech specs were good. The CD format offered at least
650 megabytes of storage space – hundreds of times more than Sega Genesis and
Super Nintendo cartridge games. The quality of music was limited only by the
game maker’s imaginations, and video – though not quite VHS quality – could be
integrated into the experience. And the Genesis’s color pallet was expanded.
But as time passed, it became evident that there wasn’t
much to get excited about with the Sega CD (at least on North American and
European shores). The technical aspects of the system were promising, but game
makers, including the mighty Sega itself, had no idea what to do with all that
space. Third parties looking to make a quick buck habitually released
“enhanced” versions of cartridge games with CD music.
Sadly, the full motion video titles the SGCD was best
known for, like Ground Zero Texas, Corpse Killer, and the infamous Night Trap are
some of the best examples of what the system might have been capable of. Full
Motion Video (FMV) games were plentiful, hardly interactive, and a stigma the
system was never able to shake.
Sonic CD, Eternal Champions: Challenge from the Dark
Side, Snatcher – some of the strongest titles of the ‘90s, and all were exclusive
to the Sega CD. But for each of these successes, there were 10 lazily produced
clunkers. And with only some 150 titles on released in North America, the
system couldn’t afford so much junk weighing it down.
A price tag that even the stoutest Sega devotees scoffed
at, a dearth of triple A titles, and FMV shovelware lead to the system’s quite
demise about four years after its debut, an early death when compared to the near-decade
the Sega Genesis graced gamer’s dreams. With the Sega Saturn and the Sony PlayStation
already on store shelves, both of which could produce 3D games, suddenly the
Sega CD’s FMV was obsolete at best, and embarrassing at worst. The Sega CD went
out with a whimper.
I moved on to the PlayStation and the Saturn, but
sometimes I would ponder that ol’ Sega CD sitting on my shelf next to them.
It’s silly I guess, but 20 years after that Christmas, I
still believe in the Sega CD’s potential. It was mishandled, but I see glimmers
of greatness in its library. Maybe if some of those glimmers had been multiplied,
the Sega CD might have been a titan like the Genesis, not just a footnote of
gaming history and the beginning of the end of public good will for Sega.
With that in mind, I intend to review every North
American Sega CD game, looking for that greatness. See you next time with The
Adventures of Batman and Robin!
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