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The controversy over games like ''[[Mortal Kombat]]'' in the [[United States]] forced Sega to create the first [[Video game content rating system|content rating system for video games]], the [[Videogame Rating Council]], rather than have the games heavily censored. The rating system allowed Sega to ship games with little to no censorship and gave it a competitive edge when the same game was released by [[Nintendo]]. The success of those games eventually forced Nintendo to join its rating system.
The controversy over games like ''[[Mortal Kombat]]'' in the [[United States]] forced Sega to create the first [[Video game content rating system|content rating system for video games]], the [[Videogame Rating Council]], rather than have the games heavily censored. The rating system allowed Sega to ship games with little to no censorship and gave it a competitive edge when the same game was released by [[Nintendo]]. The success of those games eventually forced Nintendo to join its rating system.
'''PARKER IS A BIG MEANY'''

|url=http://uk.gamespy.com/articles/998/998637p1.html |work=[[Gamespy]] |accessdate=2010-07-06 |last=Williams |first=Bryn |date=2009-06-26}}</ref> and the Genmobile.<ref>{{cite web |title=Officially Licensed Sega Genesis Gen Mobile Portable System w/ 20 Sega Games Built-in & Cartridge Slot - Black |url=http://www.amazon.com/dp/B002SLZRWA |work=[[Amazon.com]] |accessdate=2010-07-06}}</ref> The Firecore can play newly developed "Truecolor" games.<ref name=Innex/> All the consoles ship with twenty official Genesis games built in (with the exception of the Retrogen which, instead, is shipped with twenty homebrew games).<ref>{{cite web |title=Sega Genesis Retrogen Handheld Game |url=http://www.amazon.com/dp/B002SCUL0C/boldmoney-20/ |work=[[Amazon.com]] |accessdate=2010-07-06 |quote=The Nomad doesn't have any built-in games. The Retrogen has 20 built-in homebrew games, which are very boring and you'll only play them once before getting tired of them. The GenMobile has 20 actual Genesis games built-in, which are much better.}}</ref>
The Sega Genesis was the first of its generation to achieve notable market share in Europe and North America, where it competed against a wide range of platforms, including both dedicated gaming consoles and home computer systems. Two years later, Nintendo released the [[Super Nintendo Entertainment System]], and the competition between the two would dominate the 16-bit era of video gaming. The console began production in Japan in 1988 and ended with the last new licensed game being released in 2002 in Brazil.<ref>{{cite web|title=Guardiana, the Mega Drive Kingdom :: Game Informations :: Mega Drive :: Show do Milhão:|url=http://www.guardiana.net/MDG-Database/Mega%20Drive/Show%20do%20Milh%C3%A3o/|work=[http://www.guardiana.net/Guardiana]|accessdate=2008-08-29}}</ref> The Sega Genesis was Sega's most successful console; though Sega has never released a total sales figure quote.{{#tag:ref|Sega has never released a total sales figure for the Sega Genesis. Most sources agree that 29 million units were sold worldwide, with 14 million of those in North America.<ref name="Outdated Sales">{{cite web |title=Chronology of Sega Video Games |first=Ken |last=Polsson |url=http://vidgame.info/sega/ |work=[http://vidgame.info/ Chronology of Video Game Systems] |accessdate=2010-07-16 |quote=Total North American sales in its lifetime: 14 million. Total world sales: 29 million.}}</ref><ref>{{cite web |url=http://retro.ign.com/articles/965/965032p1.html |title=Genesis vs. SNES: By the Numbers |first=Levi |last=Buchanan |date=2009-03-20 |work=[[IGN]] |accessdate=2011-01-19}}</ref> But, this data was originally released in 1995 before production and sales of the console ended.<ref name=Man!ac>{{cite news |title=Video game market share up to the end of fiscal year 1994 |work=Man!ac Magazine |date=May, 1995}}</ref>{{-}}There is a detailed history of Sega's first party North American sales through 1997 totaling over 20.4 million. A number confirmed by the New York Times' statement "some 20 million 16-bit Genesis consoles in the United States alone".<ref>{{cite news |url=http://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |title=Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market |accessdate=2010-01-02 |author=Stephanie Strom | work=[[The New York Times]] | date=1998-03-14}}</ref>{{-}}{{-}}'''North American sales history'''{{-}}1989-1990: 1.2 million<ref>{{cite web |url=http://findarticles.com/p/articles/mi_m3092/is_n21_v30/ai_11513987/ |title=New technology fans video war - 16-bit video games |work=Discount Store News |accessdate=2011-01-17 |last=Hisey |first=Pete |date=1991-11-04}}</ref>{{-}}1991: 1.6 million<ref>{{cite magazine |title=Nintendo and Sega face off on game market at WCES |work=[[Video Business]] |accessdate=2011-01-17 |last=Elrich |first=David |date=1992-01-24 |quote=Sega's 1991 sales figure of 1.6 million}}</ref>{{-}}1992: 4.5 million<ref>{{cite web |url=http://www.highbeam.com/doc/1P2-22486332.html |title=Sega Vows 1993 Will Be The Year It Overtakes Nintendo |work=Buffalo News |accessdate=2011-01-17 |last=Reuters |date=1993-01-10}}</ref>{{-}}1993: 5.5 million<ref>{{cite magazine |title=Sega values 16-bit blitz at $500 million |work=[[Video Business]] |accessdate=2011-01-17 |last=Greenstein |first=Jane |date=1994-06-17 |quote=Sega expects Genesis hardware sales in 1994 to be the same as last year, 5.5 million units.}}</ref>{{-}}1994: over 4 million<ref name=sales94>{{cite web |url=http://findarticles.com/p/articles/mi_m0EIN/is_1995_Jan_6/ai_15997617/ |title=Sega threepeat as video game leader for Christmas sales; second annual victory; Sega takes No. 1 position for entire digital interactive entertainment industry |work=[[Business Wire]] |accessdate=2011-01-17 |date=1995-01-06}}</ref>{{-}}1995: 2.1 million<ref name=sales95>{{cite web |url=http://www.thedailybeast.com/newsweek/1996/01/14/game-system-sales.html |title=Game-System Sales |publisher=[[Newsweek]] |accessdate=2011-12-02 |date=1996-01-14}}</ref>{{-}}1996: 1.1 million<ref name=sales96>{{cite web |url=http://findarticles.com/p/articles/mi_m0EIN/is_1997_Jan_13/ai_19014339/ |title=Sega tops holiday, yearly sales projections; Sega Saturn installed base reaches 1.6 million in U.S., 7 million worldwide |work=[[Business Wire]] |accessdate=2011-01-17 |date=1997-01-13}}</ref>{{-}}1997: 400,000<ref name="Farm"/>{{-}}Total: over 20.4 million{{-}} |group=sn|name=SalesNote2}} Several [[Video game accessory|add-ons]] were created including the [[Sega CD]] and [[Sega 32X]] which extended its capabilities. The console and its games continue to be popular among fans, collectors, retro gamers, emulation enthusiasts and the [[fan translation]] scene.<ref>{{cite web |url=http://www.romhacking.net/?platform=11&languageid=12&perpage=30&page=translations |title=Translations |accessdate=2008-05-31 |work=[http://www.romhacking.net/ Romhacking Dot Net] |archiveurl=http://web.archive.org/web/20090619104215/http://www.romhacking.net/?platform=11&languageid=12&perpage=30&page=translations |archivedate=2009-06-19}}</ref> Licensed 3rd party variations of the console are still being produced to this day, and there are also several [[Independent video game development|indie game developers]] continuing to produce games for the console. Many games have been re-released in compilations for newer consoles, offered for download on various online services, such as [[Wii Virtual Console]], [[Xbox Live Arcade]], [[PlayStation Network]] and [[Steam (software)|Steam]].

==History==
[[File:JP MegaDrive Logo.gif|thumb|The original Mega Drive logo]]
Although the [[Sega Master System]] was a success in Europe, and later also [[Brazil]], it failed to ignite much interest in the North American or Japanese markets, which, by the mid-to-late 1980s, were both dominated by [[Nintendo]]'s large market shares.<ref>{{cite book |ref=CITEREFKent2001 |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=303, 360}}</ref><ref name="MarketShare1988">{{cite book |title=Nintendo Official Magazine - Nintendo's Market Share 1988 |last=Nintendo Official Magazine Staff |year=2001 |publisher=Future Publishing |page=35}}</ref><ref name="MarketShare1990">{{cite book |title=Business Week - Nintendo's Market Share 1990 |last=Business Week staff |year=1999 |page=60}}</ref> Meanwhile in the arcades, the [[Sega System 16]] had become a success. Hayao Nakayama, Sega's [[CEO]] at the time, decided to make its new home system utilize a similar [[16-bit]] architecture.<ref name=Beginning>{{cite web|url=http://www.sega-16.com/feature_page.php?id=61&title=Genesis:%20A%20New%20Beginning |title=Genesis: A New Beginning|work=[http://www.sega-16.com/ Sega-16] |accessdate=2008-03-06 |last=Pettus|first=Sam |date=2004-07-07}}</ref> The final design was eventually also used in the [[Mega-Tech]], Mega-Play and System-C arcade machines. Any game made for the Mega Drive hardware could easily be [[porting|ported]] to these systems.<ref name="ArcadePorting2">{{cite web|url=http://www.planetdreamcast.com/about/sega/ |archiveurl=http://web.archive.org/web/20080616093349/http://www.planetdreamcast.com/about/sega/ |archivedate=2008-06-16 |title=Sega History |accessdate=2007-10-18 |author=Planet Dreamcast staff |work=[[IGN Entertainment]]}}</ref>

During development the hardware was called "Mark V",<ref name="famicom19881021">{{cite web |url=http://www.disgruntleddesigner.com/chrisc/secret/MD__1988Q4.html |title=Famicom Hissyoubon, Oct.21, 1988 |accessdate=2010-11-19 |work=disgruntleddesigner.com |author=Chris M. Covell}}</ref> but Sega CEO Hayao Nakayama officially named it "Mega Drive". The name was said to represent superiority (Mega), and speed (Drive), with the then powerful Motorola 68000 processor in mind.<ref name="sreac"/> Sega used the name Mega Drive for the Japanese, European, Asian, Australian and Brazilian versions of the console. The North American version went by the name "Sega Genesis" due to a trademark dispute.<ref name="retroinspection">{{cite journal |url=http://www.sega-16.com/feature_page.php?id=68&title=Retroinspection:%20Mega%20Drive|last=Szczepaniak |first=John |year=2006 |month=September |title=Retroinspection: Sega Mega Drive |journal=[[Retro Gamer Magazine]] |volume=27 |publisher=[[Imagine Publishing]] |location=London, UK |accessdate=2009-06-08 |quote=Consensus states it was due to a trademark dispute. The facts are blurred, but point possibly to a U.S. manufacturer of storage devices called Mega Drive Systems Inc.}}</ref>

===Launch===
The console was released in Japan as Mega Drive on October 29, 1988.<ref name="ConsoleInfo">{{cite web |url=http://www.consoledatabase.com/consoleinfo/segamegadrive/index.html |title=Sega Mega Drive/Genesis Console Information |accessdate=2007-10-18 |author=Console Database Staff |publisher=Console Database/Dale Hansen |work=[http://www.consoledatabase.com/ Console Database]}}</ref> Sega announced a North American release date for the system (as Sega Genesis) on January 9, 1989.<ref name="GenesisRelease">{{cite book |title=Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children |last=Sheff, David |year=1993 |location=New York |work=Random House |isbn=0-679-40469-4 |page=352}}</ref> Sega initially attempted to partner with [[Atari Corporation]] for distribution of the console in the US, but the two could not agree to terms and Sega decided to do it themselves.<ref>{{cite book |ref=CITEREFKent2001 |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=401}}</ref> Sega was not able to meet the initial release date and US sales began on August 14, 1989 in [[New York City]] and [[Los Angeles]]. The Sega Genesis was released in the rest of North America later that year<ref>{{cite book |last=Kent |first=Steven L. |title=The Ultimate History of Video Games |pages=404–405 |location=Roseville, California |publisher=Prima Publishing |year=2001 |isbn=0-7615-3643-4}}</ref> on September 15, 1989 with the suggested retail price of $189.99, $10 less than originally planned, and also $10 less than the competing TurboGrafx-16<ref name=Beginning/>

The European release, as Mega Drive, was on November 30, 1990. Following on from the European success of the [[Sega Master System]], the Mega Drive became a very popular console in Europe. Unlike in other regions where the [[Nintendo Entertainment System|NES]] had been the dominant platform, the [[Sega Master System]] was the most popular console in Europe at the time. In the United Kingdom the most well known of Sega's advertising slogans was [http://www.youtube.com/watch?v=WYtt6cLF-B4 "To be this good takes AGES, to be this good takes SEGA".] Some of these advertisements employed adult humor and [[innuendo]] with sentences like [http://i151.photobucket.com/albums/s132/ninjabearhug/segasadviz2.jpg "The more you play with it, the harder it gets"] displayed with an illustration of the waggling of a joystick.<ref name="SegaVizAds">{{cite web|url=http://www.ukresistance.co.uk/2006/03/segas-bizarre-early-1990s-viz-adverts.html|title=SEGA'S BIZARRE EARLY 1990S VIZ ADVERTS|accessdate=2007-10-20|year=2006|work=[http://www.ukresistance.co.uk/ UK Resistance]|author=Cmdr_Zorg}}</ref> Sega even spent several million pounds on four or five commercials starring [[Peter Wingfield]] as [http://www.youtube.com/watch?v=8bhyZiosdfM Jimmy, the video game addict] to use his celebrity power to help popularize the slogan.<ref>{{cite web|url=http://www.wingfieldfans.org/peter/works/sega.html|title=Peter Wingfield Online - Sega|accessdate=2011-02-25|work=[http://www.wingfieldfans.org/peter/default.asp Peter Wingfield Online]}}</ref> It eventually [[Spin-off (media)|spun off]] a popular commercial advertising a [http://www.youtube.com/watch?v=ApfhUsfzGwg&NR=1 Cyber Razor Cut]. A prominent figure in the European marketing was the [http://www.youtube.com/watch?v=fELKgrpb7tk "Sega Pirate"], a talking one-eyed skull that starred in many TV advertisements with a generally edgy and humorous attitude. Since the Mega Drive was already two years old at the release in Europe, the many games available at launch were naturally more in numbers compared to the launches in other regions. The [[porting|ports]] of arcade titles like ''[[Altered Beast]]'', ''[[Golden Axe]]'' and ''[[Ghouls 'n Ghosts]]'', available in stores at launch, provided a strong image of the console's power to deliver an arcade-like experience. Although the Sega Genesis was not capable of arcade-exact graphics & sound, it was closer than what was possible on the NES or Master System.<ref name="MegaDriveLaunch">{{cite web|url=http://vc.nintendolife.com/news/2007/03/hardware_focus_sega_mega_drive_genesis|title=Hardware Focus - Sega Megadrive / Genesis|accessdate=2007-10-19|date=2007-03-08|author=McFerran, Damien "Damo" |work=[http://vc.nintendolife.com/ Nintendo Life]}}</ref> The arrival of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' in 1991 was just as successful as in North America, with the new Sega mascot becoming popular throughout the continent.<ref name="MegaDriveLaunch">{{cite web|url=http://vc.nintendolife.com/news/2007/03/hardware_focus_sega_mega_drive_genesis|title=Hardware Focus - Sega Megadrive / Genesis|accessdate=2007-10-19|year=2007|author=McFerran, Damien |work=[http://www.vc-reviews.com/ Nintendo Life]}}</ref>

In Brazil, the Mega Drive was released by [[Tec Toy]] in 1990,<ref name="Tectoy History">{{cite web|title=Tectoy History|url=http://www.tectoy.com.br/tecblog/?p=612|work=[[Tectoy]]|accessdate=19 September 2011}}</ref> only a year after the Brazilian release of the [[Sega Master System]]. Tec Toy also ran the Internet service [[Sega Meganet]] in Brazil as well as producing games exclusively for the Brazilian market.<ref>{{cite web|url=http://www.gameproducer.net/2008/02/26/how-piracy-can-break-an-industry-the-brazilian-case/|title=How Piracy can Break an Industry - the Brazilian Case|work=[http://www.gameproducer.net/ Game Producer Blog]|accessdate=2008-04-14|author=Tiago Tex Pine|date=2008-02-26}}</ref> On December 5, 2007, Tec Toy released a portable version of Mega Drive with 20 built-in games.<ref>{{cite web|url=http://www.engadget.com/2007/11/13/brazils-tectoy-cranks-out-mega-drive-portable-handheld/ |title=Brazil's TecToy cranks out Mega Drive portable handheld |author=Donald Melanson |date=2007-11-13 |work=[[Engadget]] |accessdate=2007-01-23}}</ref><ref>{{cite web|url=http://kotaku.com/gaming/sega/brazil-gets-this-wonderful-portable-mega-drive-322425.php |title=Sega: Brazil Gets This Wonderful Portable Mega Drive |work=[[Kotaku]] |author=Luke Plunkett |date=2007-11-14 |accessdate=2007-01-23}}</ref> In [[India]], distribution of the Mega Drive was handled by [[Shaw Wallace]], with each products sold for 18,000 [[Indian rupee]]s.<ref>Zachariah, Reeba. "[http://articles.timesofindia.indiatimes.com/2011-08-19/india-business/29905012_1_video-gaming-sega-playstation Game for success]." ''[[The Times of India]]''. 19 August 2011. Retrieved on 2 November 2011. "At that point Sega was being distributed by Shaw Wallace Electronics , owned by the late liquor baron Manu Chhabria. The products were being sold at Rs 18,000."</ref> Sega entered the partnership in the northern hemisphere spring of 1995 because it wanted to circumvent an 80% import tariff.<ref>"[http://books.google.com/books?id=jFnvAAAAMAAJ&q=%22Shaw+Wallace%22+Sega&dq=%22Shaw+Wallace%22+Sega&hl=en&ei=Nn-xTvG8OcKatwejs6GqAg&sa=X&oi=book_result&ct=book-thumbnail&resnum=2&ved=0CDsQ6wEwAQ Screen digest]." [[Screen Digest Ltd.]], 1995. Retrieved from [[Google Books]] on 2 November 2011. "Sega tackles lndian market with local maker From spring 1995, Sega will start manufacturing video games consoles in lndia with local partner Shaw Wallace. Move will circumvent 80 per cent import tariff on games units which currently[...]"</ref> [[Samsung]] handled it in [[Korea]]. Samsung renamed the console "Super Gam*Boy",<ref name=Korea>{{cite web|url=http://scanlines16.com/retro-gaming/samsung-super-gamboy-the-korean-sega-megadrive-2/ |title=Samsung Mega Drive: SuperGam*Boy! |work=[http://scanlines16.com/ Scanlines16.com] |author=Dentifritz |accessdate=2011-09-02}}</ref> while retaining the Mega Drive logo on the system in addition to their own.<ref>{{cite web|url=http://www.segagagadomain.com/hardware-mega/korean-md.htm |title=Korean Mega Drive |work=[http://www.segagagadomain.com/main-select.htm Segagaga Domain] |accessdate=2010-07-29}}</ref> It was later renamed as "Super Aladdin Boy".<ref name=Korea/>

===Console wars===
{{Main|Console wars}}
The Mega Drive initially competed against the aging 8-bit [[Nintendo Entertainment System|NES]], over which it had superior graphics and sound. The Mega Drive was all but ignored in Japan, where the 16-bit [[TurboGrafx-16|PC Engine]] had already established a strong foothold by the time of the Mega Drive's launch. Despite some positive coverage from magazines [[Famitsu]] and [[Beep!]], Sega only managed to ship 400,000 units in the first year.<ref name="retroinspection"/> In order to increase sales, Sega released various peripherals and games,<ref name="retroinspection"/> including an online banking system and answering machine called the Sega Mega Anser.<ref name="anser">{{cite web|url=http://www.pressthebuttons.com/2005/08/segas_anser_to_.html|title=Sega's "Anser" to a Question Nobody Asked|work=[http://www.pressthebuttons.com/ Press The Buttons]|accessdate=2008-05-07|date=2005-08-04|author=MattG}}</ref> Despite this, the Mega Drive remained a distant third in Japan behind Nintendo's [[Super Nintendo Entertainment System|Super Famicom]] and NEC's PC-Engine throughout the 16-bit era.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=447}}</ref>

For the North American market, new Sega of America CEO Michael Katz instituted a two-part approach to build sales in that region. The first part involved a marketing campaign to challenge Nintendo head-on and [http://www.youtube.com/watch?v=UC8_VaGaCxg emphasize the more arcade-like experience] available on the Genesis,<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=405}}</ref> summarized by the slogans [http://www.youtube.com/watch?v=qeCLCOxOyFY "Gotta get Genesis"] and [http://www.youtube.com/watch?v=yIAA66rZTLI "Genesis does what Nintendon't".] Since Nintendo owned the console rights to most arcade games of the time, the second part involved creating a library of instantly-recognizable titles which used the names and likenesses of celebrities and athletes such as ''[[Pat Riley Basketball]]'', ''[[Arnold Palmer Tournament Golf]]'', ''[[James 'Buster' Douglas Knockout Boxing]]'', ''[[Joe Montana Football]]'', ''[[Tommy Lasorda Baseball]]'', ''Mario Lemieux Hockey'' and ''[[Michael Jackson's Moonwalker]]''.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=406–408}}</ref> Nonetheless, it had a hard time overcoming Nintendo's ubiquitous presence in the consumer's home.<ref name="Kent_pp424_431">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=424–431}}</ref>

[[File:MD Sonic the Hedgehog.png|thumb|A typical in-game screen shot of ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'', taken from its first [[level (video gaming)|level]], Green Hill Zone.]]
In mid-1990, Sega [[Chief executive officer|CEO]] [[Hayao Nakayama]] hired [[Tom Kalinske]] to replace Katz as CEO of Sega of America. Although Kalinske initially knew little about the video game market, he surrounded himself with industry-savvy advisors. A believer in the [[razor and blades business model]], he developed a four-point plan: cut the price of the console; create a US-based team to develop games targeted at the American market; continue and expand the aggressive advertising campaigns; and replace the bundled game, ''Altered Beast'', with a new title, ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]''.<ref name="Kent_pp424_431"/> The Japanese board of directors initially disapproved of the plan<!--, asking "Are you out of your mind?",--><ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=428}}</ref> but all four points were approved by Nakayama. Magazines praised ''Sonic'' as one of the greatest games yet made and Sega's console finally took off as customers who had been waiting for the SNES decided to purchase a Genesis instead.<ref name="Kent_pp424_431"/> Nintendo's console debuted against an established competitor, while NEC's [[TurboGrafx-16]] failed to gain traction and NEC soon pulled out of the market.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=433, 449}}</ref>

Due to the Genesis' head start, much larger library of games, and lower price point,<ref name="Kent_434_448_449">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=434, 448–449}}</ref> it was able to secure an estimated 60% of the American 16-bit console market by June 1992.<ref>{{cite web |url=http://findarticles.com/p/articles/mi_m3092/is_n11_v31/ai_12243994 |title=16-bit games take a bite out of sales&nbsp;— computer games |accessdate=2011-09-21|author=Pete Hisey|date=1992-06-01|work=Discount Store News}}</ref> Sega's advertising continued to position the Genesis as the [http://www.youtube.com/watch?v=7meLcpdfpxY "cooler" console,]<ref name="Kent_434_448_449"/> and at one point in its campaign, it used the term [http://www.youtube.com/watch?v=zlulSyBI2aY "Blast Processing"] (the origin of which is an obscure programming trick on the console's graphics hardware<ref name="retrogamer">{{cite journal|journal=[[Retro Gamer Magazine]]|volume=61|title=Retroinspection: Mega-CD|page=84|author=Damien McFerran|publisher=[[Imagine Publishing]] |location=London, UK|quote=During the run-up to the Western launch of Mega-CD ... [Former Sega of America technical director Scot Bayless] mentioned the fact that you could just 'blast data into the DACs'. [The PR guys] loved the word 'blast' and the next thing I knew 'Blast Processing' was born|ps=."}}</ref>) to suggest that the processing capabilities of the Genesis were far greater than those of the SNES.<ref name="1up">{{cite web|url=http://www.1up.com/features/essential-50-sonic|title=The Essential 50 Part 28: Sonic the Hedgehog|work=[[1up.com]]|accessdate=2008-04-21|quote=Sega had come up with the buzzword for another bit of technology that the Genesis used to speed up its games: Blast Processing. Technically, it was to describe the way the Genesis could display one image while loading another into memory -- something the SNES couldn't do -- but few knew that.}}</ref> A Sony focus group found that teenage boys would not admit to owning a Super NES rather than a Genesis.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=449}}</ref> Neither console could maintain a definitive lead in market share for several years, with Nintendo's share of the 16-bit machine business dipping down from 60% at the end of 1992 to 37% at the end of 1993,<ref>{{cite news |url=http://www.businessweek.com/archives/1994/b335962.arc.htm |title=Nintendo's Yamauchi: No More Playing Around |work=[[Business Week]] |accessdate=2010-07-02 |last=Gross |first=Neil |date=1994-02-21 |quote=His first priority is fixing the disaster in the U.S. market, where Nintendo's share of the 16-bit machine business plummeted from 60% at the end of 1992 to 37% a year later}}</ref> Sega accounting for 55% of all 16-bit hardware sales during 1994,<ref>{{cite magazine |title=Game makers dispute who is market leader. |work=[[Video Business]] |accessdate=2010-07-02 |last=Greenstein |first=Jane |date=1995-01-13 |quote=Sega said its products accounted for 55% of all 16-bit hardware sales for 1994}}</ref> and Donkey Kong Country paving the way for the Super NES to win a handful of the waning years of the 16-bit generation.<ref name="Farm"/><ref>{{cite web |url=http://www.thedailybeast.com/newsweek/1996/01/14/game-system-sales.html |title=Game-System Sales |publisher=[[Newsweek]] |accessdate=2012-01-21 |date=1996-01-14}}</ref><ref>{{cite magazine |title=Don't expect flood of 16-bit games. |work=[[Video Business]] |accessdate=2010-07-02 |last=Greenstein |first=Jane |date=1997 |quote=1.4 million units sold during 1996}}</ref> According to a 2004 study of NPD sales data, the Sega Genesis was able to maintain its lead over the Super NES in the American 16-bit console market.<ref>{{cite web |url=http://www.netinst.org/Clements_Ohashi.pdf |title=Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002 |work=[http://www.netinst.org/ NET Institute] |accessdate=2011-09-21 |author=Matthew T. Clements & Hiroshi Ohashi |date=October 2004 |pages=12, 24}}</ref>

In Europe the Mega Drive maintained support until 1998,<ref name="ConsoleInfo"/> where it managed to sell 8 million units,<ref name=CVG>{{cite news |url=http://www.retromags.com/forums/files/file/2166-computer-video-games-issue-180/ |title=Over 1 Million Saturns In Europe By March |work=[[Computer and Video Games|CVG]] |page=10 |quote=8 million potential Saturn upgraders! |accessdate=2010-010-06 |last=Lomas |first=Ed |date=November 1996}}</ref> outselling all other consoles up through that time.<ref name="ConsoleInfo"/> The Mega Drive also saw success in Brazil, where it held 75% of the market share.<ref name="ConsoleInfo"/>

===Videogame Rating Council===
{{Main|Videogame Rating Council}}
In 1993 American media began to focus on the mature content of some video games, with games like ''[[Night Trap]]'' for the [[Sega CD]] receiving unprecedented media scrutiny. By far the most controversial title of the year, however, was Acclaim's [[Mortal Kombat (video game)|''Mortal Kombat'']]. Parents and senators alike were outraged by the level of graphic violence depicted in the arcade version of the game. In response, Nintendo decided to replace the blood in the game with "sweat" and the arcade's gruesome "fatalities" with less violent finishing moves.<ref name="ForsYard">{{cite web |url=http://homepage.mac.com/greggillis/1993_01.html |title=Sega! 1993 |work=[http://homepage.mac.com/greggillis/index.html Fors Yard - A Chronological Retrospective Of The Sega Genesis] |accessdate=2010-010-25 |last=Mills |first=Greg |date=November 1996}}</ref>

Instead of opting for censorship of the Genesis port, Sega instituted America's first video game ratings system called the [[Videogame Rating Council]] (or VRC) for all their current systems. Ratings ranged from the family friendly GA rating to the adults-only ratings of MA-13, and MA-17. This let Sega take a different approach with their release of ''Mortal Kombat''.<ref name="ForsYard"/> At face value, the blood was completely gone, not even sweat remained, and most were finishing moves toned down even more than the SNES version, but an ominous opening screen about the value of "codes" implied something greater was under the hood. All the arcade's blood and uncensored finishing moves could be enabled by entering the infamous "Blood Code".<ref name="1UP_MK">{{cite web|url= http://www.1up.com/do/feature?pager.offset=3&cId=3152604|title=Purple Reign: 15 Years of the Super NES|author=Ray Barnholt|date=2006-08-04|work=[[1UP.com]] |page=4|accessdate=2007-07-13}}</ref> Inclusion of the code let Sega get away with the low rating of MA-13, rather than MA-17, while the SNES version shipped without a rating at all.<ref name="1UP_MK"/> Despite the ratings system, or perhaps because of it, the Genesis version of Mortal Kombat was well received by gaming press, as well as fans, outselling the SNES version four to one,<ref name="MK1Video">{{cite video|url=http://www.youtube.com/watch?v=00yLMQN3-Ls |title=Controversy! |publisher=Play Value |time=4:51 |accessdate=2011-09-02}}</ref><ref name="MK1">{{cite web|url= http://www.racketboy.com/retro/sega/genesis/2007/11/best-games-that-defined-sega-genesis-megadrive.html|title=Games That Defined the Sega Genesis / Mega Drive|date=2007-11-20|work=[http://www.RacketBoy.com/ RacketBoy.com] |accessdate=2010-03-05}}</ref> while Nintendo was criticized for censoring the SNES version of the game.<ref name="ForsYard"/> With these rating systems in place, Nintendo decided its censorship policies were no longer needed. Consequently, the SNES port of ''[[Mortal Kombat II]]'' was released uncensored.<ref name="1UP_MK"/>

===Add-ons===
[[File:Sega-Genesis-Model-2-Monster-Bare.jpg|thumb|[[Variations of the Sega Mega Drive#North America (as Sega Genesis 2)|Genesis model 2]] with the [[Sega CD]] and [[32X]] add-ons attached]]

{{Main|Mega-CD|Sega 32X}}
In early 1991, Sega announced the [[Mega-CD]], to be released in Japan in late 1991 and in North America (as the Sega CD) in 1992. While this add-on did contain a faster CPU, more memory, an additional PCM sound chip, and some enhanced graphical capabilities (similar to the [[SNES]]'s mode 7) compared to the Mega Drive itself,<ref>{{cite web |url=http://www.emulationzone.org/consoles/segacd/segacd.htm |title=Sega CD |work=[http://www.emulationzone.org/ Emulation Zone] |accessdate=2010-07-11}}</ref> the main focus of the device was to expand the size of games. Cartridges of the day typically contained 8 to 16 megabits of data, while a CD-ROM could hold 640 megabytes (5120 megabits). While it became known for several games, including ''[[Sonic CD]]'' and ''[[Night Trap]]'', the expansion only sold 6 million units worldwide.<ref name="failure">{{cite web |url=http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/ |title=The 10 Worst-Selling Consoles of All Time |author=Blake Snow |date=2007-07-30 |work=[[GamePro]] |accessdate=2008-05-20|archiveurl=http://web.archive.org/web/20080905175406/http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|archivedate=2008-09-05}}</ref>

At June 1994's [[Consumer Electronics Show]], Sega presented the [[Sega 32X|32X]],<ref name="Kent_32X">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=493}}</ref> a new add-on peripheral for the Genesis that the company billed as "the poor man's 32-bit machine".<ref>{{cite book |title=Essentials of Strategic Management |edition=3rd |last=Hill |first=Charles W. L. |authorlink= |coauthors=Gareth R. Jones |year=2009 |publisher=South-Western: Cengage Learning |location=Mason, Ohio |isbn=978-1-111-52519-4 |page=C44 |pages= |url= |accessdate=2012-01-09}}</ref> The 32X was originally conceived by Sega of Japan as a fully compatible Mega Drive based console with enhanced color capabilities.<ref name="Kent_493_496"/> Sega of America [[R&D]] head Joe Miller convinced Sega of Japan to convert it into an add-on to the existing Genesis. Although this add-on contained two 32-bit CPUs, it failed to attract either developers or consumers as the superior Saturn had already been announced for release the next year. Originally released in November 1994 (after the release of the [[Sega Saturn]] in Japan) for [[US$]]159, Sega dropped the price to $99 after only a few months and ultimately cleared the remaining inventory at $19.95.<ref name="Kent_493_496">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=493–496}}</ref> Although initial sales were good, thanks mostly to ''[[Doom (video game)|Doom]]'' and ''[[Star Wars Arcade]]'', Sega was only able to move 665,000 units worldwide by the end of fiscal year 1994.<ref name=Man!ac/>

In 1997 both the Sega CD and Sega 32X were discontinued.<ref name=sales96/>

===32-bit era and beyond===
By the end of 1995, Sega was supporting five different consoles and two add-ons: [[Sega Saturn|Saturn]], Mega Drive, [[Game Gear]], [[Sega Pico|Pico]], [[Sega CD]], [[32X]] and [[Master System]] in PAL and some South American (predominantly Brazilian) markets. In Japan the Mega Drive had never been successful and the Saturn was beating Sony's [[PlayStation (console)|PlayStation]], causing Sega of Japan CEO Hayao Nakayama to decide to discontinue the Mega Drive in Japan, and force Sega of America to launch the Saturn early in the summer of 1995. While this made perfect sense for the Japanese market, it was disastrous in North America: the market for Genesis games was much larger than for the Saturn but Sega was left without the inventory or software to meet demand. In comparison, Nintendo concentrated on the 16-bit market, and as a result, Nintendo took in 42 percent of the video game market dollar share with no next gen system.<ref name="KSL">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=508, 531}}</ref><ref name=sales95/> While Sega was still able to capture 43 percent of the dollar share of the US video game market as a whole,<ref name=sales95/> Nakayama's decision undercut the Sega of America executives; CEO Tom Kalinske, who oversaw the rise of the Genesis in 1991, grew uninterested in the business and resigned in mid 1996.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=535}}</ref>

The Mega Drive was supported until 1998 in Europe, when Sega announced it was dropping support for it.<ref name="ConsoleInfo">{{cite web|url=http://www.consoledatabase.com/consoleinfo/segamegadrive/index.html|title=Sega Mega Drive/Genesis Console Information|accessdate=2007-10-18|author=Console Database Staff|work=http://www.consoledatabase.com}}</ref> It was discontinued along with its predecessor, the long-lived Sega Master System, to allow Sega to concentrate on its newer console, the [[Sega Saturn|Saturn]].

In 1998, Sega licensed the Genesis to [[Majesco]] in North America so that it could re-release the console.<ref name="Farm">{{cite web|date=1998-03-02 |url=http://findarticles.com/p/articles/mi_m3169/is_n9_v38/ai_20456851/?tag=content;col1 | title =Sega farms out Genesis |work=Television Digest|accessdate=2010-07-16}}</ref> Majesco began re-selling millions of formerly unsold cartridges at a budget price together with 150,000 units of the second model of the Genesis,<ref name="Farm"/> until it later released the Sega Genesis 3. In 1998 ''[[Frogger]]'' became the last commercially licensed game to be released in North America.<ref>{{cite web|url=http://www.gamerankings.com/itemrankings/default_GEN/10|archiveurl=http://web.archive.org/web/20071017040919/http://www.gamerankings.com/itemrankings/default_GEN/10|archivedate=2007-10-17|title=Game Rankings Recent Releases list of Genesis|work=[[CNET Networks]]|accessdate=2008-04-03}}</ref> Majesco released the Genesis 3 at $50, Nintendo matched its price with their new model of the Super NES. Majesco then dropped the price of the Genesis 3 to US $40 and again to US $30, with Nintendo matching them dollar-for-dollar every step of the way. Software prices for both systems remained stagnant, ranging anywhere from US $10 to US $25 per title. By this time 16-bit sales only accounted for 10% of the total U.S. console market, but it was a brisk and fiercely fought share. Majesco would wind up selling between 1 and 2 million Genesis 3 consoles, along with 10 million or so Genesis cartridges for fiscal year 1998. In comparison, Nintendo would only sell 1 million SNES consoles and 6 million SNES carts.<ref name="Beginning"/>

==Emulation==
{{See also|List_of_video_game_console_emulators#Sega_Genesis_.2F_Sega_CD_.2F_Sega_32X|l1=List of Sega Genesis emulators}}
Like many other game consoles, the Mega Drive has a strong following among gaming enthusiasts and fans, even following its decline in the marketplace. The console has enjoyed continued popularity in the second-hand market and through emulation projects.

The first known Mega Drive emulator was called "Megadrive," and was released in 1994. This emulator was only capable of playing ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'' without sound and with numerous errors.<ref>{{cite web|url=http://www.zophar.net/genesis/megadrive.html |title=Megadrive |work=[http://www.zophar.net/ Zophar's Domain] |accessdate=2010-07-18}}</ref> In 1996, GenEM became the first fully functional Mega Drive emulator to be released.<ref name=dump>{{cite web |url=http://thedump.classicgaming.gamespy.com/genesis/emulator.htm |archiveurl=http://web.archive.org/web/20080111173451/http://thedump.classicgaming.gamespy.com/genesis/emulator.htm |archivedate=2008-01-11 |title=Genesis Emulators |work=The Dump |publisher=[[Gamespy]] |accessdate=2010-07-18}}</ref>

In 1997, former Genesis developer Steve Snake<ref name=dump/> began work on a new emulation project KGEN, that would eventually be known as [[Kega Fusion]], with the goal of perfect emulation. Sega officially commissioned Snake in the following year to create a [[Microsoft Windows|Windows]]-compatible version that could be used to market some classic Genesis games in the "[[Sega Smash Pack]]".<ref>{{cite web|url=http://user.tninet.se/~puc549i/features/snake_int1.htm|title=Steve Snake interview|author=Tunek|date=2000-01-14|work=[http://user.tninet.se/~puc549i/ TITAN Saturn Emulation] |accessdate=2010-07-18}}</ref>

Another emulator, [[Gens (emulator)|Gens]], began development in 1999. This project achieved widespread popularity in the emulation community<ref name=Gens>{{cite web |url=http://www.emulator-zone.com/doc.php/genesis/gens.html |title=Gens |work=[http://www.emulator-zone.com/ The Emulator Zone] |accessdate=2010-07-18}}</ref> and inspired many derivative projects.<ref>{{cite web |url=http://gens32.emubase.de/ |title=Gens32 |work=[http://gens32.emubase.de/ Gens32 Sega Genesis Emulator] |accessdate=2010-07-18}}</ref><ref>{{cite web |url=http://segaretro.org/Gens/GS|title=Gens/GS|work=[http://segaretro.org/Main_Page Sega Retro] |accessdate=2010-07-18}}</ref> However, the project ceased development in 2006<ref name=Gens/> and never reached the same level of accuracy as Kega Fusion.<ref name=Fusion>{{cite web |url=http://www.vtemulation.net/articles/emulator-reviews/kegafusion.php |title=Kega Fusion Review |work=[http://www.vtemulation.net/ VTemulation.net] |author=Vincent T. Vantine |date=2009-08-07 |accessdate=2010-07-18 |quote=Kega Fusion's audio emulation is considered to be the most accurate on the Genesis front and a wide range of options will easily satisfy most gamers(...)Kega Fusion is a must-try for any Sega fan. It's rare to encounter an emulator that has this much refinement and compatibility.}}</ref> Both emulators feature online play and can record videos of gaming sessions.<ref name=Fusion/><ref>{{cite web |url=http://www.vtemulation.net/articles/emulator-reviews/gens.php |title=Gens Review |work=[http://www.vtemulation.net/ VTemulation.net] |author=Vincent T. Vantine |date=2009-08-07 |accessdate=2010-07-18}}</ref> A multi-system emulator, called [[RetroCopy]], started emulating Mega Drive from version 0.666 (released Dec 12, 2009), and was the first emulator to emulate the Mega Drive VDP at a cycle accurate level.<ref>{{cite web |url=http://www.retrocopy.com/features.aspx |title=RetroCopy Features |work=[http://www.retrocopy.com/ RetroCopy] |accessdate=2011-01-21}}</ref>

Emulation of the Mega Drive/Genesis is also available on home consoles and handheld units such as Sega's [[Dreamcast]];<ref>{{cite web |url=http://dreamcast.dcemu.co.uk/ |title=Emulators for Sega Dreamcast |work=Sega Dreamcast news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> [[Nintendo]]'s [[GameCube]],<ref>{{cite web |url=http://gcemu.dcemu.co.uk/ |title=Emulators for Nintendo GameCube |work=Nintendo GameCube news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> [[Wii]],<ref>{{cite web |url=http://wii-news.dcemu.co.uk/ |title=Emulators for Nintendo Wii |work=Nintendo Wii news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> and [[Nintendo DS|DS]];<ref>{{cite web |url=http://nintendo-ds.dcemu.co.uk/ |title=Emulators for Nintendo DS |work=Nintendo DS news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> [[GamePark Holdings]]' [[GP2X]];<ref>{{cite web |url=http://gp2x-emulation.dcemu.co.uk/ |title=Emulators for GP2X |work=GP2X news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> [[Sony]]'s [[PlayStation 2]]<ref>{{cite web |url=http://ps2emu.dcemu.co.uk/ |title=Emulators for PS2 |work=PS2 news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> and [[PlayStation Portable]]<ref>{{cite web |url=http://psp-news.dcemu.co.uk/ |title=Emulators for PSP |work=PSP news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> and [[Microsoft]]'s [[Xbox]]<ref>{{cite web |url=http://www.dcemu.co.uk/list/category/26-Xbox-News/emulators-for-xbox%20.php |title=Emulators for Xbox |work=Xbox news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> and [[Xbox 360]].<ref>{{cite web |url=http://xbox360.dcemu.co.uk/ |title=Emulators for Xbox 360 |work=Xbox 360 news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> Emulators have also been produced for [[smart phones]],<ref>{{cite web |url=http://ngage.dcemu.co.uk/
|title=Emulators for Alternative Handhelds |work=Alternative Handheld Emulation |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> such as [[Apple Inc.]]'s [[iPhone]]<ref>{{cite web |url=http://apple.dcemu.co.uk/ |title=Emulators for the iPhone |work=Apple news |publisher=[http://www.dcemu.co.uk/ DCEmu] |accessdate=2010-07-18}}</ref> as well as various [[PDA]]s.<ref>{{cite web |url=http://www.smartphonemag.com/cms/blogs/3/1933 |title=The ONLY REAL guide to Sega Genesis/Mega Drive emulation on Windows Mobile |author=Werner Ruotsalainen |work=Expert Blogs |publisher=[http://www.smartphonemag.com/cms/ Smartphone & Pocket PC Magazine] |date=2007-05-07|accessdate=2010-07-18}}<!-- From [[WP:V]]: "'Blogs' in this context refers to personal and group blogs." The "blogs" on this site are stated to be "by Smartphone & Pocket PC Magazine Experts". Thus, I believe the general proscription against blogs does not apply in this instance. --></ref>

In 2004, a trend emerged toward plug-and-play [[TV game]]s and [[Radica Games]] released a licensed, self-contained, version of the Mega Drive in both North America (as the Play TV Legends Sega Genesis)<ref>{{cite web|url=http://www.radicagames.com/playtv-legends-sega-genesis.php |archiveurl=http://web.archive.org/web/20061016152902/http://www.radicagames.com/playtv-legends-sega-genesis.php |archivedate=2006-10-16 |title=Play TV Legends Sega Genesis - Radica Games |work=[[Radica Games]] |accessdate=2006-09-24 }}</ref> and Europe (as the Mega Drive 6-in-1 Plug 'n' Play). It contains six popular games in a small control box with a permanently connected control pad. It does not have a cartridge slot and thus is a [[dedicated console]].<ref name="6in1">{{cite web|url=http://www.gamesdog.co.uk/reviews/review.phtml/604/1628/sega-mega-drive-6-in-1-retro.phtml|archiveurl=http://web.archive.org/web/20080109015529/http://www.gamesdog.co.uk/reviews/review.phtml/604/1628/sega-mega-drive-6-in-1-retro.phtml|archivedate=2008-01-09|title=Sega Mega Drive 6-in-1 Plug and play Review|accessdate=2007-10-19|author=Miles, Stuart|date=2004-09-26|work=gamesdog.co.uk}}</ref>

The [[GameTap]] subscription gaming service included a Mega Drive emulator and had several dozen licensed Mega Drive games in its catalog.<ref name=GameTap>{{cite web|title=GameTap Sega Catalogue|url=http://originals.gametap.com/sega/games.html|accessdate=2010-07-16|work=[[GameTap]]}}</ref> These games have since been removed after the sale of Gametap to Metaboli.
The [[Console Classix]] subscription gaming service also includes an emulator and has several hundred Mega Drive games in its catalog.<ref name="consoleclassix">{{cite web|url=http://www.consoleclassix.com/titleslist.html?list=ALL&system=GEN|title=Console Classix Sega Genesis games|work=[[Console Classix]]|accessdate=2008-05-15}}</ref>

==Technical specifications==
{{stack|
[[File:Mega Drive mboard.jpg|thumb|Mega Drive mainboard ([[PAL]])]]
[[File:SMD2mobo.jpg|thumb|Mega Drive II mainboard (PAL)]]
}}

{| class="wikitable"
|-
| style=width:160px|Processor:
| [[Motorola 68000]] 16/32-bit processor @ 7.67&nbsp;MHz (MC68HC000, [[CMOS]] version)
|-
| Co-processor:
| [[Zilog Z80]] 8-bit @ 3.58&nbsp;MHz
|-
| Video display processor
| Yamaha YM7101, derivative of the [[Sega Master System#Video|VDP]] from the [[Sega Master System]]
|-
| Memory:
| 64K work RAM (68000), 64K video RAM, 8K work RAM (Z80)
Later hardware had an internal 1Kx16 ROM for the license display screen.
|-
| Display palette:
| 512 colors (3:3:3 RGB)
|-
| Onscreen colors:
| 64 (normal) or 183 (shadow/highlight mode)
|-
| Maximum onscreen sprites:
| 80 (320-pixel wide display) or 64 (256-pixel wide display)
|-
| Resolution:
| 256×224, 256×448, 320×224, 320×448, (PAL and NTSC)
256×240, 256×480, 320×240, 320×480 (PAL only),
256×192 (SMS games only)
|-
| Sound:
| [[Yamaha YM2612]] 5 channel [[Frequency modulation|FM]] and 1 channel FM/[[PCM]], [[Texas Instruments SN76489]] 4 channel PSG ([[Programmable Sound Generator]])
|}

===CPU and memory===
{{Main|Motorola 68000|Zilog Z80}}
The Mega Drive's [[CPU]] is a 16/32-bit Motorola 68000.<ref>{{cite web|url=http://www.ticalc.org/pub/text/68k/index.html|title=MC68000 Documentation|work=[http://www.ticalc.org/ TiCalc.org]|accessdate=2008-04-03}}</ref> The maximum addressable memory is 16&nbsp;[[megabyte|MB]] from the ROM ($00000000-00400000 - 4&nbsp;MB), to the RAM ($00FF0000-00FFFFFF - 64&nbsp;[[Kilobyte|KB]]). The 68000 runs at 7.61&nbsp;MHz in PAL consoles, 7.67&nbsp;MHz in NTSC consoles.<ref name="pd">{{cite web|url=http://picodrive.acornarcade.com/megadrive/background.html|title=Pico Drive Mega Drive Background|work=[http://picodrive.acornarcade.com/ PicoDrive]|author=Michael Drake, Adrian Lees, and Jeffrey Lee|accessdate=2010-07-16}}</ref> The Mega Drive also includes a [[Zilog Z80]], which serves as secondary processor along with allowing complete [[Sega Master System|Master System]] compatibility with only a [[#Master System compatibility|passive adapter]]. The initial Mega Drive models used a Hitachi-made HD68HC000, while the Mega Drive 2 and later models used a Motorola MC68HC000, both fabricated in [[CMOS]].

There is 64 KB of Main [[Random Access Memory|RAM]], as part of the 68000 address space.<ref name="sreac">{{cite web |url=http://skillreactor.org/tutortxt/megadrv/ |archiveurl=http://web.archive.org/web/20080522123832/http://skillreactor.org/ |archivedate=2008-05-22 |title=Sega Mega Drive information |accessdate=2008-04-01 |work=Skill Reactor |author=Christoph Bolitz}}</ref> Also present is 64 KB of Video RAM,<ref name="ConsoleInfo"/> for exclusive use and access by the VDP (Video Display Processor). The Z80 has 8 [[kilobyte]]s of RAM for use as program RAM, which is also mapped into the 68000's address space. The Z80 can also access 32 [[kilobyte]]s of the 68000s memory using bank-switching, which can be used as a sound bank while in use as an audio controller.

There is also 2&nbsp;[[kilobytes|KB]] of Boot [[Read-only memory|ROM]], which is also known as the "Trademark Security System" (TMSS). When the console is started, it checks the game for certain code given to licensed developers. Unlicensed games without the code are thus locked out, but if a game is properly licensed, the ROM will display "Produced by or under license from Sega Enterprises Ltd.".<ref>{{cite web|title=Sega Enterprises Ltd. v. Accolade Inc.| work=[http://digital-law-online.info/ Digital Law Online]| date=1992-10-20| url=http://digital-law-online.info/cases/24PQ2D1561.htm| accessdate=2008-04-02}}</ref> Also, as a hardware-feature, with later versions of the Trademark Security System "SEGA" must be written into an area of I/O memory ($A14000) in order to turn on the VDP. The TMSS was the subject of the legal case [[Sega v. Accolade]].

===Audio and video===
{{listen
| pos = left
| filename = SegaMegaDrive AudioComparision.ogg
| format = [[Ogg Vorbis]]
| title = Samples comparison
| description = Comparison of model 2 and model 1
| type = Music
}}
There are two primary sound chips which can both be controlled by the Z80 or the 68000; the [[Yamaha YM2612]] [[Frequency modulation synthesis|FM synth]] chip and the [[Texas Instruments SN76489]] [[Programmable Sound Generator|PSG]] chip.<ref name="ConsoleInfo">{{cite web|url=http://www.consoledatabase.com/consoleinfo/segamegadrive/|title=Sega Mega Drive/Genesis Console Information|accessdate=2008-04-03|work=Console Database/Dale Hansen}}</ref> The YM2612 is a stripped-down version of the [[Yamaha YM2608|YM2608]], which is an upgraded version of the prolific [[Yamaha YM2203]], used in many gaming machines throughout the 1980s and early 1990s. The Yamaha uses six FM channels with four operators each, and its clock speed is the same as that of the main CPU.

[[Stereophonic sound|Stereo sound]] is output only through the headphone [[Jack (connector)|jack]] on model 1 systems and through AV out on model 2 systems along with mono signal.<ref name="sreac"/> Changes in the mixing circuit of late model 1 revisions, and all model 2's resulted in the hardware producing more distorted sound output than earlier models that bore the "[[Variations of the Sega Mega Drive#North America (as Sega Genesis)|High Definition Graphics]]" logo.<ref name="Audio Mixing in model #2 hardware revisions">{{cite web|url=http://arcade.ym2149.com/megadrive/|title="Megadrive sound" at arcade.ym2149.com|work=[http://arcade.ym2149.com/ Arcade PCB]|accessdate=2008-10-05}}</ref>

The Mega Drive uses the Yamaha YM7101 for graphics generation and [[Sprite (computer graphics)|sprite]] control.<ref>{{cite web|url=http://gendev.spritesmind.net/forum/viewtopic.php?p=7758#7758|title=Gen cart pinout (Circuit diagram images)|work=[http://gendev.spritesmind.net/ SpritesMind]|accessdate=2010-02-16}}</ref> The YM7101 is based on the [[Sega Master System#Video|Master System's VDP]] (or [[Graphics processing unit|Video Display Processor]]), which in turn is derived from the [[Texas Instruments TMS9918]]. The YM7101 includes additional display modes and capabilities along with the Master System VDP's original display modes (minus the original TMS9918 modes). Images can be output at 256 pixels (32 tiles) or 320 pixels (40 tiles) across and 224 scanlines (28 tiles) or 240 scanlines (30 tiles) down. The 240-line resolutions are only used on 50&nbsp;Hz (i.e. [[PAL]]) displays, as the extra lines end up in the [[overscan]] of a 60&nbsp;Hz ([[NTSC]]) signal.

NTSC games use the 224-line resolution to free up more [[vertical blanking]] time to send more updates to the VDP.
Colors are chosen from a total of 512 possible colors, 3 bits per color channel; some games used a small amount of flicker to simulate more colors. Graphics consist of up to 80 sprites on screen and three background [[Plane (mathematics)|planes]] (Window, ScrollA, ScrollB), two of which (ScrollA and Window) share the same screen space. Palettes are stored in color RAM (CRAM) and consist of 16 colors each for a total of 64 colors.<ref name="cw">{{cite web|url=http://www.captainwilliams.co.uk/sega/megadrive/megadrive.php|title=The Sega Mega Drive/Genesis | The best 16-BIT Console|accessdate=2008-04-03|work=[http://www.captainwilliams.co.uk/ Captain Williams]}}</ref>

===Inputs and outputs===
On the front of the console are two controller input ports, which use 9-pin male [[D-subminiature]] connectors.<ref name="cw"/> On the rear of all first-model Japanese Mega Drive units and on early American Genesis and PAL (European, [[Australasia]]n and Asian) Mega Drive units is the EXT input port; a DE-9F (9-pin female D-connector) that was used with the [[Sega Meganet|Meganet]] modem peripheral, released only in Japan.<ref name="cw"/> The power input varies depending on the model - a model 1 uses a 2.1mm [[DC connector|barrel connector]] with a negative tip, and requires 9-10 [[volt]]s [[Direct current|DC]] at 1.2 [[ampere|A]]. The model 2 uses a [[EIAJ connector|EIAJ-03 connector]] with a positive tip, and requires 9-10 volts DC at 0.85 A . There is also an Expansion input port which is an [[Edge connector]] on the bottom right hand side of the console. It is used almost exclusively for connection for the Mega-CD/Sega CD, though it was also used for the Sega Genesis 6 Cart Demo Unit (DS-16) in stores. This port is not present on the Genesis 3 model.<ref name="sreac"/>

The console's A/V output consists of a [[DIN connector]] with [[composite video]], [[RGB|RGB video]] and audio outputs.<ref name="sreac"/> The Mega Drive and the first model Genesis have an 8-pin DIN socket (same as [[Sega Master System]]) which supports mono audio only, while the Mega Drive 2, Multi-Mega/CDX and other models have a 9-pin [[mini-DIN connector]] with both mono and stereo audio.<ref name="sreac"/> Stereo audio for the Mega Drive and the first model Genesis were supplied by the headphone jack, which is not present on later models.<ref name="sreac"/> Original model European and Asian Mega Drives and North American Geneses also include a built in [[RF modulator]], which outputs via an [[RCA jack]] on the rear of the console; other models must use an external RF modulator for RF video/audio.<ref name="sreac"/>

===Master System compatibility===
[[File:Sega-Genesis-Power-Base-Converter.jpg|thumb|right|Sega Power Base Converter on a model 1 Genesis]]
One of the key design features of the console is its [[backwards compatibility]] with Sega's previous console, the [[Sega Master System]]. The 16-bit design is based upon the 8-bit design, albeit enhanced and extended in many areas. In order to achieve backwards compatibility, the Master System's central processor and sound chip (the [[Zilog Z80]]<ref name="sreac"/> and SN76489 respectively) are included as coprocessors in the Mega Drive, and the Mega Drive's Video Display Processor (VDP) is capable of the Master System's VDP mode 4, though it cannot run in modes 0, 1, 2, or 3 (so the Mega Drive is not compatible with [[SG-1000]] software or Master System software which uses these modes).{{citation needed|date=October 2011}}

As the cartridge slot is of a different shape, Sega released the Power Base Converter, a separate device that sits between a Master System cartridge and the Mega Drive's cartridge slot. The Power Base Converter does not contain any Master System components, instead functioning as a pass-through device, and consisting almost entirely of passive circuitry. The converter contains a top slot for cartridge-based games along with a front slot for card-based games, as well as the 3-D glasses adapter. When a Master System game is inserted, the system puts the Z80 in control, leaving the Mega Drive's main 68000 processor idle. The Power Base Converter had inferior capacitors however, meaning that after a few years use, the system may suffer from glitchy play; to rectify this the user must remove the capacitors from the board or replace them.<ref name="sreac"/>

In Japan the device is known as the "Mega Adapter" ([[w:ja:メガアダプタ|メガアダプタ]]). The Sega Mega Adapter is built for the Japanese Mega Drive cartridge slot, so it does not fit into the European Mega Drive and Genesis cartridge slot, like Japanese Mega Drive cartridges. It also has the Master System cartridge slot changed to the Sega Mark III/Japanese Master System pinout. Because of the Genesis VDP limitations listed before, it does not run SG-1000/SC-3000 games or Master System games that use the SG-1000 video modes. The Mega Adapter does not have the Yamaha [[YM2413]] FM chip that enhances the sound of certain games. The PAL variant is called the "Master System Converter" in Europe.<ref name="MegaAdapter">{{cite web|url=http://www.old-computers.com/museum/computer.asp?st=2&c=843|title=Mega Drive II|accessdate=2007-10-18|author=Old-Computers.com Staff|work=[http://www.old-computers.com/ OldComputers.com]}}</ref>

The Power Base Converter is not fully compatible with the redesigned Mega Drive 2. A second version, the "Master System Converter II", was released to address this problem. This second version adapter was produced in a far smaller quantity, lacks the slot for card-based games, and was only released in Europe.<ref name="sreac"/>

The only Master System game which does not work with this device is ''[[Falcon (computer game)|F-16 Fighting Falcon]]''.<ref>{{cite book |title=Master System Converter Instruction Manual |publisher=[[Sega]] |page=7}}</ref> It was originally thought that the game card had more pins than the adapter could interface with, but it is actually the compatibility mode of the Mega Drive/Genesis that is responsible for the game not working, not the Power Base Converter itself.{{citation needed|date=October 2011}}

Some Master System games (such as ''Shanghai'' and ''Alien Syndrome'') are incompatible with the Sega Genesis control pad. However, it is possible to correct this by modifying the control pad, or by using a Master System control pad instead.<ref>{{cite web|url=http://www.sega-16.com/forum/archive/index.php/t-9755.html|title=SMS games with the Genesis Controller [archive]|accessdate=2012-01-11|work=Sega-16.com forum archive}}</ref> As it has the same connection port, the Master System pad can be plugged directly into Mega Drive controller ports without any kind of adapter.<ref>{{cite web|url=http://www.vidgame.net/SEGA/MASTERS.html|archiveurl=http://web.archive.org/web/20080108225400/www.vidgame.net/SEGA/MASTERS.html|archivedate=2008-01-08|title=Sega Master System|accessdate=2011-01-22|author=Barr, Adrienne|work=vidgame.net}}</ref>

==Peripherals==
[[File:Sega-Genesis-3But-Cont.jpg|thumb|left|Sega Genesis three button controller]]
The standard Mega Drive controller features three main buttons and a "start" button usually used for pausing mid-game. The controller itself has a distinctive rounded shape.<ref name="pd"/> Sega later released a six-button version in 1993 coinciding with the release of ''[[Street Fighter II: Special Champion Edition]]''; this pad is slightly smaller and features three more face buttons, similar to the design of buttons on arcade fighting games.<ref name="pd"/>

A number of other peripherals for the Mega Drive were released that add extra functionality. The [[Menacer|Menacer Light Gun]] was developed in response to the [[Super Scope]] for the Super Nintendo and is compatible with the ''[[Menacer 6-game cartridge]]'' and a few other games.<ref>{{cite web|url=http://www.gamingtarget.com/article.php?artid=7892|title=Zap!: A History of Light Gun Games (Special)|author=John Scalzo|date=2007-11-19|accessdate=2008-04-03|publisher=Gaming Target}}</ref> The Sega Mouse was released for the Mega Drive in the Japanese and European markets,<ref name="Peripherals"/> as well as a North American version called the Sega Mega Mouse.<ref>{{cite web |url=http://www.amazon.com/dp/B00002ST8E |title=Sega Mega Mouse |work=[[Amazon.com]] |accessdate=2010-07-16}}</ref> A foam-covered bat called the BatterUP and the TeeVGolf golf club were both released for the Mega Drive and SNES and provide support for similar games.<ref name="Peripherals">{{cite web|url=http://www.vidgame.net/SEGA/peripherals.htm#15|archiveurl=http://web.archive.org/web/20071018072607/http://www.vidgame.net/SEGA/peripherals.htm|archivedate=2007-10-18|title=Sega Genesis Peripherals|accessdate=2007-10-17|work=vidgame.net}}</ref><ref>{{cite web |url=http://www.gamersgraveyard.com/repository/snes/peripherals/index.html |archiveurl=http://web.archive.org/web/20080601222519/http://www.gamersgraveyard.com/repository/snes/peripherals/index.html |archivedate=2008-06-01 |title=Super NES/Famicom Peripherals |work=[http://www.gamersgraveyard.com/ Gamers Graveyard] |accessdate=2007-07-02}}</ref>
[[File:Sega-Genesis-6But-Cont.jpg|thumb|right|Sega Genesis six button controller]]
One of the most unsuccessful peripherals was the Sega Activator, a 1993 peripheral based on a musical instrument called the Light Harp conceived by musician Assaf Gurner.<ref>{{cite video |title=Light Harp at CES 1993 |url=http://www.youtube.com/watch?v=YoxsnCiX05k |publisher=[[YouTube]] |accessdate=2010-07-06}}</ref> Marketed as a new type of [[martial arts]] simulator, it is an octagonal device that lays flat on the floor and reads a gamer's physical movements. As the player moves, infrared laser beams trigger which is translated into game inputs.<ref name="Activator" /> The light beams are easily distorted by a non-flat ceiling or obstructions such as blades of a ceiling fan or light fixture.<ref>{{cite web |title=The 6 Most Ill-Conceived Video Game Accessories Ever |url=http://www.cracked.com/article_16334_6-most-ill-conceived-video-game-accessories-ever.html |work=[http://www.cracked.com/ Cracked.com] |accessdate=2010-07-06 |last=Kimak |first=Jonathan |date=2008-06-05}}</ref> Along with pack-ins ''[[Eternal Champions]]'', ''[[Mortal Kombat (video game)|Mortal Kombat]]'', and ''[[Street Fighter II: Special Champion Edition]]'',<ref name="Activator">{{cite web |title=Top 10 Tuesday: Worst Game Controllers |url=http://www.sega-16.com/feature_page.php?id=85&title=Genesis%20Accessory%20&%20Peripheral%20Guide |work=[http://www.sega-16.com/ Sega-16] |accessdate=2010-12-04 |last=Horowitz |first=Ken |date=2004-08-03}}</ref> ''[[Comix Zone]]'', ''[[Mortal Kombat 3]]'', and ''[[Greatest Heavyweights of the Ring]]'' were all developed to support the peripheral.<ref name="Activator" /> It can also be used as an alternative to the standard three-button controller.<ref>{{cite web |title=Sega Activator: Full Body Motion Controller |url=http://www.revrob.com/sci-a-tech-topmenu-52/146-sega-activator-full-body-motion-controller |work=[http://www.revrob.com/ revrob.com] |accessdate=2010-12-16 |last=Vinciguerra |first=Robert |date=2010-08-17}}</ref> The Sega Activator was dismissed by consumers due to "unwieldiness and inaccuracy".<ref name="Activator" /> The $80 price point also contributed to the peripheral's lack of success.<ref name="Activator" /> The Sega Activator was ranked the third worst video game controller ever made by [[IGN]] editor [[Craig Harris (journalist)|Craig Harris]].<ref>{{cite web |title=Top 10 Tuesday: Worst Game Controllers |url=http://xbox360.ign.com/articles/690/690449p1.html |work=[[IGN]] |accessdate=2009-08-07 |last=Harris |first=Craig |date=2006-02-21}}</ref>

Both [[Electronic Arts]] (EA) and Sega released [[multitap]]s for the system to allow more than the standard two players to play at once.<ref name="cw"/> Initially, EA's version, the 4-Play, and Sega's adapter, the Team Player, only supported each publisher's own titles. Later games were created to work on both adapters. [[Codemasters]] also developed the [[J-Cart]] system, providing two extra ports with no extra hardware, although the technology came late in the console's life and was only featured on a few games.<ref>{{cite news | title = Quadro-Power | work = Megablast | publisher = Joker Verlag | page = 29 | date = 1994-03-30 | accessdate = 2007-05-29 | language = German }}</ref>{{-}}

The Mega Drive is also compatible with Sega Master System accessories through use of the Power Base Converter.<ref name="ConsoleInfo"/><ref name="PowerBase">{{cite web|url=http://www.vidgame.net/SEGA/POWERBASE.htm|archiveurl=http://web.archive.org/web/20080108225410/http://www.vidgame.net/SEGA/POWERBASE.htm|archivedate=2008-01-08|title=Sega Genesis Power Base Converter|accessdate=2007-10-18|author=Barr, Adrienne|work=vidgame.net}}</ref>

==Sega Virtua Processor==
{{Main|Sega Virtua Processor}}
[[File:VirtuaRacing.PNG|thumb|right|The graphics in ''[[Virtua Racing]]'' were comparable to those of ''[[Star Fox (video game)|Star Fox]]''<ref name=SVP/>]]

The practice of adding special chips to game cartridges had first been seen in various games on the [[NES]]. These chips effectively increased the console's capabilities, enabling visual effects such as split-screen scrolling (''[[Super Mario Bros. 3]]'') and enhanced tile switching (''[[Kirby's Adventure]]''). This concept was expanded on the [[SNES]] console with on-cartridge [[Digital signal processor|DSP]] chips and [[Reduced instruction set computer|RISC processors]] (notably the [[Super FX]] chip used in ''[[Star Fox (video game)|Star Fox]]''). The Super FX in particular enabled the console to render polygons in real time, as well as enabling scaling, rotation and stretching of much larger sprites than the console could handle on its own (''[[Super Mario World 2: Yoshi's Island]]''). The external processors boosted the console's overall performance by offloading most of the rendering tasks from the main CPU.<ref name=SVP>{{cite web |url=http://www.sega-16.com/2006/03/segas-svp-chip-the-road-not-taken|title=Sega's SVP Chip: The Road not Taken? |work=[http://www.sega-16.com/ Sega-16] |accessdate=2010-07-09 |date=2006-03-17 |last=Horowitz |first=Ken}}</ref>

As these enhancements became more commonplace on the SNES, the stock of existing Mega Drive games began to look outdated in comparison. Sega quickly began work on an enhancement chip to compete with Nintendo's Super FX, resulting in the [[Sega Virtua Processor]] chip.<ref name=SVP/> The chip enabled the Mega Drive to render polygons in real time and provided an "Axis Transformation" unit that handled scaling and rotation. ''[[Virtua Racing]]'', the only game released for the Mega Drive to use this chip, ran at a significantly higher and more stable frame rate than similar games on the SNES.<ref name=SVP/>

However, the chip was expensive to produce and increased the cost of the games that used it. At US$100, ''Virtua Racing'' was the most expensive domestic Genesis cartridge to be mass-produced.<ref name=SVP/> Two other games, ''[[Virtua Fighter (arcade game)|Virtua Fighter]]'' and ''[[Daytona USA (arcade game)|Daytona USA]]'', were confirmed to have been planned for the SVP chip as well, but were instead moved into the [[Sega Saturn|Saturn]]'s launch line-up.<ref name=SVP/>
{{-}}

==Variations==
{{Main|Variations of the Sega Mega Drive}}
{| class="wikitable" style="float:left;"
|-
| [[File:Mega Drive ja.png|none|90px|Original Japanese Mega Drive]] || [[File:Sega Mega Drive PAL.jpg|none|90px|Original PAL Mega Drive]] || [[File:Sega-Genesis-Mod1-Bare.jpg|none|90px|Original Sega Genesis with High Definition Graphics logo]] || [[File:Sega-Genesis-Mod3-Bare.jpg|none|90px|Majesco's Sega Genesis 3]] || [[File:Sega-Firecore-Set.jpg|none|90px|AtGames's Sega Firecore]]
|-
|width="90"| <center>[[Variations of the Sega Mega Drive#Japan|<small>JP Mega Drive</small>]]</center> ||width="90"| <center>[[Variations of the Sega Mega Drive#Europe, Australia and New Zealand|<small>PAL Mega Drive</small>]]</center> ||width="90"| <center>[[Variations of the Sega Mega Drive#North America (as Sega Genesis)|<small>Sega Genesis</small>]]</center> ||width="90"| <center>[[Variations of the Sega Mega Drive#North America (as Sega Genesis 3)|<small>Sega Genesis 3</small>]]</center> ||width="90"| <center>[[Variations of the Sega Mega Drive#Sega Firecore|<small>Sega Firecore</small>]]</center>
|-
| [[File:Japanese Mega Drive 2.png|none|90px|JP Mega Drive model 2]] || [[File:SegaMegadrive2.jpg|none|90px|PAL Mega Drive model 2]] || [[File:Sega-Genesis-Mod2-Bare.jpg|none|90px|Sega Genesis model 2]] || [[File:Sega Multi Mega.jpg|none|90px|Sega Multi Mega]] || [[File:Sega-Nomad-Front.png|none|90px|Sega Genesis Nomad]]
|-
|width="90"| <center>[[Variations of the Sega Mega Drive#Japan 2|<small>JP Mega Drive 2</small>]]</center> ||width="90"| <center>[[Variations of the Sega Mega Drive#Europe, Australia and New Zealand 2|<small>PAL Mega Drive 2</small>]]</center> ||width="90"| <center>[[Variations of the Sega Mega Drive#North America (as Sega Genesis 2)|<small>Sega Genesis 2</small>]]</center> ||width="90"| <center>[[Variations of the Sega Mega Drive#Sega Multi-Mega/CDX|<small>Sega Multi Mega]]</small></center> ||width="90"| <center><small>[[Sega Nomad]]</small></center>
|}
The Mega Drive has received more officially licensed variations than any other console. Each region has its own peculiarities and unique items, while other variations were exercises in reducing costs (such as the removal of the little-used 9-pin EXT. port) or expanding the capabilities of the Mega Drive.<ref name="sreac"/>

Sega also released a combined, semi-portable Mega Drive/Mega-CD unit called the Sega Multi-Mega (Sega CDX in North America and Multi-Mega CDX in Brazil). Only 5,000 units were released in the United States in April 1994, making the unit "rare, very desirable, and quite collectable", according to Sega Force.<ref name=SegaCD>{{cite web |url=http://www.sega-16.com/feature_page.php?id=256&title=Sega%20CD:%20A%20Console%20too%20Soon |title=Sega CD A Console too Soon |work=[http://www.sega-16.com/ Sega-16] |accessdate=2010-07-06 |date=2004-07-15 |last=Pettus|first=Sam}}</ref>

Majesco's Sega Genesis 3 (single-chip and dual-chip versions) retains the Mode 4 support but has the Master System compatibility removed from the bus controller logic.<ref name="ConsoleInfo"/> While 68000-based software can still use the Mode 4 capabilities, the Power Base Converter and other adapters are incompatible with this unit.<ref name="sreac"/>

The [[Xeye|JVC X'Eye]] (known in Japan as the Victor Wondermega) was belatedly released in the North American market in September 1994 - about a year behind JVC's original target date of fall 1993. Its pack-ins included Prize Fighter, Compton's Interactive Encyclopedia and a karaoke disc. JVC hoped to target an older, more affluent market with its console in the same way that Sega did with the CDX. However, only about 10,000 consoles were sold in all of North America.<ref name=SegaCD/>

[[ATGames]] currently produces, and outsources the production of, officially-licensed, emulation-based Mega Drive consoles.<ref name=Innex>{{cite web |url=http://www.innexinc.com/news_detail.php?news_id=10&y=2009 |title=Innex Launches Products Containing Licensed Sega Genesis Titles In Time For Q4 Holiday Season |work=Innex Inc. |accessdate=2011-04-25}}</ref>
{{-}}

==Legacy and revival==
The Sega Genesis and Mega Drive has often been considered among the best video game consoles ever produced. In 2009, [[IGN]] named the Sega Genesis the fifth best video game console, citing its edge in sports games, the better home version of Mortal Kombat, and stating "what some consider to be the greatest controller ever created: the six button".<ref name="IGN-top-25">{{cite web |url=http://www.ign.com/top-25-consoles/4.html |title=Top 25 Videogame Consoles of All Time |publisher=IGN |date=2009-09-04 |accessdate=2010-10-24 |archiveurl=http://www.webcitation.org/5nY8sBeuv |archivedate=2010-02-14}}</ref> In 2007, GameTrailers named the Sega Genesis as the sixth best console of all time in their list of top ten consoles that "left their mark on the history of gaming", noting its great games, a solid controller, and the "glory days" of Sonic The Hedgehog.<ref>{{cite video |date=2007-04-19 |title=Top Ten Consoles |url=http://www.gametrailers.com/video/top-ten-gt-countdown/18703 |format=Flash video |publisher=GameTrailers |accessdate=2011-09-21 |time=4:44}}</ref> In January 2008 technology columnist Don Reisinger proclaimed that the Sega Genesis "created the industry's best console war to date", citing Sonic The Hedgehog, superior sports games, and backwards compatibility with the Sega Master System.<ref>{{cite web |url=http://news.cnet.com/8301-13506_3-9858188-17.html |title=The SNES is the greatest console of all time |first=Don |last=Reisinger |date=2008-01-25 |publisher=CNET Blog Network |accessdate=2011-09-21}}</ref> GamingExcellence also gave the Sega Genesis sixth place in 2008, declaring "one can truly see the Genesis for the gaming milestone it was".<ref>{{cite web |url=http://www.gamingexcellence.com/features/15.shtml?page=2 |title=The Top Ten Consoles of All Time |first=Andrew |last=Sztein |date=2008-03-28 |publisher=GamingExcellence |accessdate=2011-09-21}}</ref> At the same time, GameDaily rated it ninth of ten for its memorable games.<ref>{{cite web |url=http://www.gamedaily.com/articles/galleries/top-10-greatest-consoles/?page=2 |title=Top 10 Greatest Consoles |first=Chris |last=Buffa |date=2008-03-05 |publisher=GameDaily |accessdate=2010-10-24 |archiveurl=http://web.archive.org/web/20080309153306/http://www.gamedaily.com/articles/galleries/top-10-greatest-consoles/?page=2 |archivedate=2008-03-09}}</ref>

A number of Mega Drive games have been released on compilation discs. These include ''[[Sonic Mega Collection]]'' and ''[[Sonic Gems Collection]]'' for [[PlayStation 2|PS2]], [[Xbox]] and [[Nintendo GameCube]]; ''[[Sega Genesis Collection]]'' for PS2 and [[PlayStation Portable|PSP]] and most recently ''[[Sonic's Ultimate Genesis Collection]]'' (known as the ''Sega Mega Drive Ultimate Collection'' in PAL territories) for [[PlayStation 3]] and [[Xbox 360]], which also supports Achievements/Trophies for various actions across all games and graphic smoothing. Some versions do feature slight emulation issues, such as sound problems on the ''Sega Genesis Collection''. However, the more recent compilations have save states which work exactly like the save states on computer emulators in that they will save the exact point and conditions that the game was in when a player saved it. The usage of these states do not disqualify a player from acquiring a trophy/achievement in ''Sonic's Ultimate Genesis Collection'', as it is a supported game feature.

During his keynote speech at the 2006 Game Developers Conference, Nintendo president [[Satoru Iwata]] announced that Sega was going to make a number of Genesis/Mega Drive titles available to download on the [[Wii]]'s [[Virtual Console]].<ref name="Wii"/> These games are now available along with other systems' titles under the Wii's [[Virtual Console]].<ref name="Wii">{{cite news|url= http://www.gamespot.com/news/6146528.html|title=GDC 06: Revolution to play Genesis, TurboGrafx-16 games|author=Tor Thorsen|work=[[GameSpot]]|date=2007-10-18 |accessdate=2010-07-16}}</ref> At launch the 16-bit Sega games available on the North American Virtual Console were ''[[Altered Beast]]'' and ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]''. In Europe ''[[Ecco the Dolphin]]'' and ''[[Golden Axe]]'' were also available in addition to the titles available in North America. There are also select Mega Drive titles available on the Xbox 360 such as ''Sonic the Hedgehog'' and ''Sonic 2''.

On May 22, 2006, North American company [[Super Fighter Team]] released ''[[Beggar Prince]]'', a game translated from a 1996 [[China|Chinese]] original. It was released worldwide and was the first commercial Genesis game release in North America since 1998.<ref>{{cite web|url=http://www.beggarprince.com/ |title=Beggar Prince official website |work=[http://www.superfighter.com/ [[Super Fighter Team]]]|accessdate=2010-07-16}}</ref> On December 3, 2008, Super Fighter Team released ''[[Legend of Wukong]]'', another translation of a 1996 Chinese game. Like ''Beggar Prince'', it released worldwide and was the second North American commercial release since 1998.<ref>{{cite web|url=http://www.legendofwukong.com/ |title=Legend of Wukong official website |work=[http://www.superfighter.com/ [[Super Fighter Team]]] |accessdate=2010-07-16}}</ref> On November 13, 2010, Super Fighter Team announced ''[[Blue Almanac|Star Odyssey]]'' at the Retro-gaming Connexion event in Crégy-Lès-Meaux, France.<ref>{{cite web|url=http://www.superfighter.com/events/rgc2010.htm |title=2010 Retro-gaming Connexion event |work=[http://www.superfighter.com/ [[Super Fighter Team]]] |accessdate=2011-10-03}}</ref> Originally released in Japan under the title ''[[Blue Almanac]]'', the game was slated for release in the US and even advertised in several print magazines, but ultimately the release was cancelled.<ref>{{cite web|url=http://retro.nintendolife.com/news/2011/07/interview_star_odyssey_and_the_challenge_of_bringing_dead_games_back_to_life |title=Interview: Star Odyssey and The Challenge of Bringing Dead Games Back to Life |work=[http://retro.nintendolife.com/ Nintendo Life] |accessdate=2011-10-03 |last=McFerran |first=Damien |date=2011-07-01}}</ref> [[Super Fighter Team]] acquired a license from current IP holder Starfish-SD Inc. in order to make an official English release of the game finally possible.<ref>{{cite web|url=http://www.starodysseygame.com/history.htm |title=Star Odyssey History |work=[http://www.superfighter.com/ [[Super Fighter Team]]] |accessdate=2011-10-03}}</ref> It was released on June 22, 2011, exactly twenty years after the June 22, 1991 release of Blue Almanac.<ref>{{cite web|url=http://www.gamesthatwerent.com/2011/06/26/star-odyssey-mega-drive-released/ |title=Star Odyssey (Mega Drive) released! |work=[http://www.gamesthatwerent.com/ Games That Weren't] |accessdate=2011-10-03 |author=fgasking |date=2011-06-26}}</ref>

On September 1, 2008, [[WaterMelon (Developer)|WaterMelon]] released a demo of ''[[Pier Solar and the Great Architects]]''; the game was later released in December 2010.<ref>{{cite web |url=http://tavernrpg.blogspot.com/2010/12/pier-solar-is-shipped.html |title=Pier Solar is shipped |work=[http://tavernrpg.blogspot.com/ Pier Solar DevLog] |date=2010-12-13 |last=Goncalves |first=Tulio |accessdate=2010-12-31}}</ref> It is not only the first commercial [[role-playing video game]] specifically developed for the console since 1996,<ref>{{cite web |url=http://sega-16.com/feature_page.php?id=358&title=Preview:%20Pier%20Solar%20&%20the%20Great%20Architects |title=Preview: Pier Solar at Sega-16.com |work=[http://sega-16.com/ Sega-16] |last=Horowitz |first=Ken |date=2008-09-05 |accessdate=2008-10-16}}</ref> but also the biggest 16-bit game ever produced at 64 megabits,<ref>{{cite web |url=http://piersolar.com/ps_about_the_game.php |title=Pier Solar, about the game! |work=[http://piersolar.com/ Pier Solar] |accessdate=2011-10-03}}</ref> as well as the only cartridge based game to optionally utilize the Sega CD with a special enhanced soundtrack and sound effects disc.<ref>{{cite web |url=http://www.develop-online.net/features/402/QA-The-studio-making-a-Mega-Drive-game-in-2009 |title=Why would anyone develop a new game for obsolete Sega hardware? |work=[http://www.develop-online.net/ [[Develop (magazine)|Develop]]] |accessdate=2011-10-03 |date=2009-02-20}}</ref> In their 100th blog post, [[WaterMelon]] announced that Pier Solar is about to have another production run, and will begin shipping new copies of the game in October or November 2011.<ref>{{cite web |url=http://tavernrpg.blogspot.com/2011/09/new-reprint-edition-run-on-way.html |title=New reprint edition run on the way! |work=[http://tavernrpg.blogspot.com/ Pier Solar DevLog] |author=Zebbe |accessdate=2011-10-03}}</ref>

In Brazil the Mega Drive never ceased production, though [[Tec Toy]]'s current models [[emulator|emulate]] the original hardware. The latest version, called "Mega Drive Guitar Idol", comes with two six-button joypads and a [[guitar controller]] with five [[fret]] buttons. The ''Guitar Idol'' game contains a mix of Brazilian and international songs.<ref name=Guitar>{{cite web|url=http://www.tectoy.com.br/produto_interna.php?id=39 |title=Mega Drive Guitar Idol - 87 jogos |work=[[TecToy]] |accessdate=2010-07-16}}</ref> The console has 87 built-in games, including some new ones from [[Electronic Arts]], originally cellphone games: ''FIFA 2008'', ''Need for Speed Pro Street'', ''The Sims 2'' and ''Sim City''.<ref name=Guitar/> In 2008 Chinese company ATGames produced a new Mega Drive compatible console. It features a top-loading cartridge slot and includes two controllers similar to the six-button controller for the original Mega Drive. The console has 15 games built-in, and is region-free, allowing cartridge games to run regardless of their region of origin.<ref name=Blaze/> ATGames also produces a handheld version of the console.<ref>{{cite web|url=http://www.eurogamer.net/articles/sega-mega-drive-handheld-article|title=SEGA Mega Drive Handheld|work=[[Eurogamer]] |last=Reed |first=Kristen |date=2008-08-24 |accessdate=2010-07-16}}</ref> Both machines have been released in Europe by distributing company [[Blaze Europe]].<ref name=Blaze>{{cite web|url=http://www.blazeeurope.com/sega/cartridge-console-with-15-sega-megadrive-games/prod_68.html |title=Cartridge Console With 15 Sega Megadrive Games |work=[[Blaze Europe]] |accessdate=2010-07-16}}</ref> Mitashi, a consumer appliance manufacturer in India, released a version of the Mega Drive called Game-In Xtreme, with a few built in games. Even though the name 'Mega Drive' has never been mentioned, it plays 16-bit Mega Drive cartridges.<ref>{{cite web|url=http://www.mitashi.com/Products/Entertainment-Games-Wireless-TV-Games/GAME-IN/Xtreme-16-bit-high-resolution-gaming-console-With-in-built-games--Slot-for-Extra-catridges/pid-336487.aspx |title=Game-In Xtreme |work=[http://www.mitashi.com/ Mitashi] |accessdate=2011-09-27}}</ref> In North America during 2009, ATGames released two new officially licensed Genesis consoles: the Firecore<ref name=Innex/> and the Gencore.<ref>{{cite web |title=Officially Licensed Sega Genesis Gen Core System w/ 20 Sega Games Built-in & Cartridge Slot |url=http://www.amazon.com/dp/B002SLZSC4 |work=[[Amazon.com]] |accessdate=2010-07-06}}</ref> In addition to that, two new officially licensed Genesis portables also made their debut; the Retrogen,<ref>{{cite web |title=SEGA-Licensed Retro Gen Portable Emulator Hits the Streets |url=http://gadgets.softpedia.com/news/SEGA-Licensed-Retro-Gen-Portable-Emulator-Hits-the-Streets-3503-01.html |work=[[Softpedia]] |accessdate=2010-07-06 |last=Ivan |first=Catalin |date=2009-06-26}}</ref><ref>{{cite web |title=The Retro Gen Plays Genesis Games |url=http://uk.gamespy.com/articles/998/998637p1.html |work=[[Gamespy]] |accessdate=2010-07-06 |last=Williams |first=Bryn |date=2009-06-26}}</ref> and the Genmobile.<ref>{{cite web |title=Officially Licensed Sega Genesis Gen Mobile Portable System w/ 20 Sega Games Built-in & Cartridge Slot - Black |url=http://www.amazon.com/dp/B002SLZRWA |work=[[Amazon.com]] |accessdate=2010-07-06}}</ref> The Firecore can play newly developed "Truecolor" games.<ref name=Innex/> All the consoles ship with twenty official Genesis games built in (with the exception of the Retrogen which, instead, is shipped with twenty homebrew games).<ref>{{cite web |title=Sega Genesis Retrogen Handheld Game |url=http://www.amazon.com/dp/B002SCUL0C/boldmoney-20/ |work=[[Amazon.com]] |accessdate=2010-07-06 |quote=The Nomad doesn't have any built-in games. The Retrogen has 20 built-in homebrew games, which are very boring and you'll only play them once before getting tired of them. The GenMobile has 20 actual Genesis games built-in, which are much better.}}</ref>


==See also==
==See also==

Revision as of 18:47, 15 May 2012

Sega Genesis / Mega Drive
North American logo
European/Australasian logo
The original Japanese Mega Drive
Model 2 Sega Genesis w/ controller
Top: Original Japanese Mega Drive
Bottom:
Sega Genesis model 2
Other variations are pictured under Variations below
ManufacturerSega
TypeVideo game console
GenerationFourth generation
Release date
Units soldEstimated from 37.3 to over 40.9 million[s 1]
MediaROM cartridge
CPU68000 and Z80
Online servicesSega Meganet, Sega Channel, XBAND
Best-selling gameSonic the Hedgehog (pack-in), 15 million[9]
Sonic the Hedgehog 2 (pack-in), 6 million[10]
Aladdin, 4 million[11]
PredecessorSega Master System
SuccessorSega Saturn

The Sega Genesis is a fourth-generation video game console developed and produced by Sega. It was originally released in Japan in 1988 as Mega Drive (メガドライブ, Mega Doraibu), then in North America in 1989 as Sega Genesis, and in Europe, Australia and other PAL regions in 1990 as Mega Drive. The reason for the two names is that Sega was unable to secure legal rights to the Mega Drive name in North America. The Sega Genesis is Sega's third console and the successor to the Sega Master System with which it has backward compatibility when the separately sold Power Base Converter is installed.

The controversy over games like Mortal Kombat in the United States forced Sega to create the first content rating system for video games, the Videogame Rating Council, rather than have the games heavily censored. The rating system allowed Sega to ship games with little to no censorship and gave it a competitive edge when the same game was released by Nintendo. The success of those games eventually forced Nintendo to join its rating system. PARKER IS A BIG MEANY

|url=http://uk.gamespy.com/articles/998/998637p1.html |work=Gamespy |accessdate=2010-07-06 |last=Williams |first=Bryn |date=2009-06-26}}</ref> and the Genmobile.[12] The Firecore can play newly developed "Truecolor" games.[13] All the consoles ship with twenty official Genesis games built in (with the exception of the Retrogen which, instead, is shipped with twenty homebrew games).[14]

See also

Sales numbers

  1. ^ Worldwide sales
    1st party: over 35.4 million[sn 1]
    3rd party: 3−4.5 million[sn 2][sn 3]
    Sega Nomad: 1 million[6]

    Regional sales
    North America: over 22.4−23.9 million (over 20.4 million 1st party[sn 1] + 1−2.5 million 3rd party[sn 2] + 1 million Sega Nomad[6])
    Brazil: 2 million[sn 3]
    Japan: 3.58 million[7]
    Europe: 8 million[8]

    Other: 3.42 million (may or may not include overlap with Tec Toy's pre 1995 sales)

Sales notes

  1. ^ a b Cite error: The named reference SalesNote2 was invoked but never defined (see the help page).
  2. ^ a b Majesco sold between 1 and 2 million units of their North American only Sega Genesis 3 by the end of 1998.[3] Some fans claim as many as 2.5 million units were sold by the time of its discontinuation.[4]
  3. ^ a b Some journalists in Brazil claim Tec Toy has sold 2 million units of their own Mega Drives in Brazil (as of August 31, 2005.)[5] However, it is unknown if Tec Toy's pre 1995 sales are included in the initial 29 million or not. The Mega Drive is still produced and sold by Tec Toy to this day.

References

  1. ^ Cite error: The named reference KSL was invoked but never defined (see the help page).
  2. ^ Cite error: The named reference Farm was invoked but never defined (see the help page).
  3. ^ Cite error: The named reference Beginning was invoked but never defined (see the help page).
  4. ^ G. Kandal (2009-10-15). "Flashback La MegaDrive". Team AAA. Retrieved 2011-01-17. {{cite web}}: External link in |work= (help)
  5. ^ Alucard em Quarta-feira (2005-08-31). "A História do Mega Drive". GameHall Network (in Portuguese). Retrieved 2008-03-06. {{cite web}}: External link in |work= (help)
  6. ^ a b Blake Snow (2007-07-30). "The 10 Worst-Selling Handhelds of All Time". GamePro. Archived from the original on 2010-03-23. Retrieved 2010-01-02.
  7. ^ "Nintendo Wii almost at 8 million sold". GameZine. 2009-04-01. Retrieved 2011-01-17. {{cite web}}: External link in |work= (help)
  8. ^ Cite error: The named reference CVG was invoked but never defined (see the help page).
  9. ^ Sonic the Hedgehog GameTap Retrospective Pt. 3/4. Gametap. 2009-02-17. Event occurs at 1:25. Retrieved 2011-09-24.
  10. ^ Boutros, Daniel (2006-08-04). "Sonic the Hedgehog 2". Gamasutra. p. 5. Retrieved 2011-09-24.
  11. ^ Horowitz, Ken (2006-03-28). "Interview: Dr. Stephen Clarke-Willson". Retrieved 2011-12-26.
  12. ^ "Officially Licensed Sega Genesis Gen Mobile Portable System w/ 20 Sega Games Built-in & Cartridge Slot - Black". Amazon.com. Retrieved 2010-07-06.
  13. ^ Cite error: The named reference Innex was invoked but never defined (see the help page).
  14. ^ "Sega Genesis Retrogen Handheld Game". Amazon.com. Retrieved 2010-07-06. The Nomad doesn't have any built-in games. The Retrogen has 20 built-in homebrew games, which are very boring and you'll only play them once before getting tired of them. The GenMobile has 20 actual Genesis games built-in, which are much better.