>>12076614
>The Sega CD was actually a modest success for Sega
2.24 million sales is less than 10% rate (for 28.54 million Genesis units), so not really. It wasn't a giganigga flop like the 32X, but not a genuine success either. CD-ROM^2 had something like a 40-something% rate (admittedly, for lower total PCE units).
>Lock-On Technology was only ever intended to be used for Sonic & Knuckles with zero plans for it to be implemented in any other game.
Which was a violently retarded idea, since the base concept was extremely solid. I strongly suspect Naka poisoned the well with his spergouts whenever STI was mentioned, so the higher-ups dropped the issue.
>the Team Player
Which was standardized in name only; EA had its own version, and Codemasters produced their own multitap cartridges. A simple solution would've been a Lock-On style multitap offering 2 extra ports (somewhat resembling the Codemasters J-Cart).
>The SVP worked fine in Virtua Racing
It didn't. Retailers were told to limit the amount of runtime for Virtua Racing display units, else they'd overheat and blow their carts. Samsung botched the processor, which was only discovered after Sega people went to Hitachi to delid the chips and see what the fuck was causing them to constantly overheat. And this was because Sega execs were retarded enough to sign a contract for 100k (or thereabouts) chips without getting engineering samples first. The contract was signed the day after a big brothel orgy and pub crawl (organized by Samsung), so Sega execs were tired and hungover as fuck, and didn't read the terms carefully. Hence why they resisted attempts at a redo, because the details of their fuckup might transpire and they'd lose face (also possibly their jobs for being retards).