I thought this was an interesting topic. I pretty much agree with most of the suggestions in the video, except I don't hate the Dreamcast controller as much. I never thought about pushing more mega drive titles out on the Mega CD with little to no extra content. I remember the press at the time were usually pretty scathing about a lot of Mega CD titles not offering much beyond what the cartridge titles offered, but no-one ever argued about how even if the CD title was no different, it could have been sold at a much cheaper price (I'm not sure there ever was much of a price difference in practice, given production runs and economies of scale, but it could have been explored further). I also never thought about the FM chip not being present in the Game Gear. It made me think of other little things I wish Sega had done differently. There should have been was a mute button for the VMU speaker, or at least not have it squeal every time you turned the Dreamcast on just because the batteries were flat. I ended up opening mine up and cutting the wire to the speaker. I actually wonder whether a modem at launch for the Dreamcast was a good idea. I know the online capabilities of the Dreamcast was a large part of its identity, but it felt like the infrastructure to support it wasn't really there until it was already dead in the water. The money could have been better spent elsewhere (maybe DVD playback, but I actually kind of like the fact that the Dreamcast doesn't have it and was more of a 'pure' games machine). I was thinking back to the SG-1000 and SC-3000 days and how the official Sega cartridge releases co-existed with homebrew and indie software released on cassette tape. I wondered what kind of bizzaro alternate universe could have been if Sega had stuck to its aspirations of remaining in the home computer market. What if they released the keyboard and floppy disk drive for the Mega Drive, maybe even in conjunction with a worldwide release of the Teradrive? I know there were problems with the Teradrive as an underpowered x286 and the original floppy drive attachment for the Mega Drive was originally planned to use proprietary 2 inch disks. But for arguments sake, lets say the Teradrive is a x386 and they went with standard 3.25 floppy disks. It would have been like a poor man's Amiga, but it would have been tied to arguably the hottest 16-bit platform at the time. Imagine the homebrew and demoscene that could have sprung out of that scenario. You could have had another separate stream of game titles on floppy disk from bedroom coders everywhere, and there would have been a generation of Mega drive owners who grew to know the machine even more intimately. How would this affect the 16-bit wars with the Super Nintendo? Would Nintendo have needed to follow suit? Or would the Mega Drive be in a unique position to take a large chunk of home console market and a small chunk of the home computer market. It would have been interesting to see. In know that this scenario could and probably would have lead to more piracy. However, if you use the SC-3000 as an example, the games loaded from floppy disk were limited by the size of the RAM cartridge you had plugged into the slot. Initially, Sega could have gone with 128kB RAM cartridge to limit the size of the program that could be loaded from floppy disk, so that only the earliest and simplest mega drive games could be pirated. They could then progressively release large capacity cartridges, but it would take a while before they matched the size of the AAA titles. Of course, there could be third parties disrupting this, but in some ways, piracy isn't always a bad thing in terms of hardware sales and increasing market share.