Shining Force CD I is a combat / tactical RPG developed by Sega for the Sega CD and launched in Japan in 1994. It is in fact an episode of the Shining series, repeating the episodes Shining Force Gaiden and Shining Force Gaiden II.
For those who have played the previous versions on Game Gear, the gameplay is the same. The player progresses through a series of tactical combat separated by cutscenes. The game is separated into four scenarios, four books where the player controls a different character, each with its history.
Interestingly, the English translation of this title is far better than that of its predecessors (Shining Force I and II). However, there are some errors. The characters Hanzou and Musashi, who have appeared in Shining Force I, are badly translated and change names in the second book.
Vay is a fantastic/science fiction RPG developed by SIMS in Japan for the Sega CD. Working Desings handled the marketing in North American.
Over a milenium ago, in a far away part of the galaxy, a great and terrible war rages. During this conflict, a huge machine leaves the battlefield. As its guidance system is damaged and the pilot is dead, the machine continues to drift in space. After a time, it crashes on a planet named Vay. It took the combined forces of the five strongest magicians of the planet to stop the machine. Its power was sealed in five magical orbs, which were carried away to secret places. The machine itself was also hidden. As the years advanced, the more the legend of the machine faded.
In the kingdom of Lorath, Prince Sandor is about to marry Lady Elin. The most important dignitaries from the four kingdoms will attend the mariage to ensure that the Kingdom of Lorath is secure for another generation. In the middle of the ceremony, the castle is attacked by a robot army. During the siege, the fortress is reduced to ashes and Elin is kidnapped. Sandor then vows to save his sweet darling from her abductors.
Vay has a very classic game mechanics for the RPGs. The player gains experience and gold by killing monsters encountered randomly. He can also buy new equipment and learn new skills. The game also has a rudimentary artificial intelligence system that gives the enemy the ability to attack you automatically.
Lunar: The Silver Star is a role playing game launched in 1992 on Sega CD. The game is developed and published by Game Arts. Initially released in Japan on June 16, 1992, strong demand from criticis ensured that the game was translated into English and launched the following year. Designed as a new style of RPG, Lunar: The Silver Star makes full use of the CD-ROM format by featuring high quality audio, full motion video, and a narrative that immerses the player in a fantasy story set in a magical world.
Lunar: The Silver Star was the number one in sales on Japan market. The title sold almost as many copies as the console itself and is still today the second biggest seller of all time on Sega CD.
The player is Alex, a young boy from a small town who dreams of one day becoming a hero like his idol, Dragonmaster Dyne. When a small child’s adventure turns to the discovery of a dragon, Alex and his friends must travel across the world to gather the necessary powers to become a Dragonmaster.
The gameplay of this title is a classic RPG mechanics, a top-down view featuring two-dimensional characters. The player must explore towns, fields and other harsh environments to complete the objectives, in order to move the plot forward.
The development of the Sega CD was top secret. Game programmers were unaware of the support for which they were developing until the Tokyo Game Show 1991, where the announcement of the Sega CD made a great noise. It was the first console CD player intended for the general population. Unlike the PC-Engine (TurboGrafx-16), which already supported the medium, the Sega CD was much more accessible for the non-hardcore fans.
The machine is launched in the land of the rising sun on December 1st, 1991, for a price of 49,000 yen (about $ 200). 100,000 units were sold the first year. The high price of the Sega CD slowed down the sales in Japan and in North America.
It was difficult to create CD games for a console that, basically, was not powerful enough for this kind of support. The result was often very poor: very low quality videos with only a few colors and games with failed gamplay.