The Sega VR is an unreleased virtual reality headset developed by Sega in the early 1990s. Planned as an add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and later cancelled outright after Sega ran into development issues. At least four in-progress games for the hardware were in development before its cancellation. The project was largely driven by Sega of America; a more successful, separate, and officially released attempt at a virtual reality headset, the Mega Visor Display, was overseen by Sega's Japanese amusement divisions and United Kingdom-based collaborators Virtuality, and would be used in the VR-1 theme park ride and the Dennou Senki Net Merc arcade game. The similarly titled VR-1 is not to be confused with the Sega VR. Features The Sega VR's design was based on an IDEO virtual reality head-mounted display containing LCD screens in the visor and stereo headphones. Inertial sensors in the headset allow the system to track and react to the movements of the user's head. Development Sega of America, flush with funds from the success of its Mega Drive/Genesis, announced the peripheral in 1991. It was later seen in early 1993, at the Winter Consumer Electronics Show (CES). The magazine stated that the headset was planned to use the Genesis hardware and would be released in late 1993 at with four launch games, including a port of arcade game Virtua Racing. Sega later announced its release schedule for early 1994, according to Electronic Games. Because of development difficulties, the Sega VR headset remained only a prototype and was never released to the general public. Then-CEO Tom Kalinske stated that the system would not be released due to it inducing motion sickness and severe headaches in users. It was last seen at the 1993 Summer CES, where it was demonstrated by Alan Hunter. It vanished from release schedules in 1994. Four games were apparently developed for the system, each using 16 MB cartridges that were to be bundled with the headset. The company claimed to have terminated the project because the virtual reality effect was too realistic, so users might move while wearing the headset and injure themselves. The limited processing power of the system and apparent difficulties faced in converting it for use in PAL territories make this claim unlikely, although there were reports of testers developing headaches and