Sega
is an
international video game software and
hardware developing company, and a former
home computer and
console manufacturer. The company has had success in both
arcades and the home console market, but in early 2001, they left the consumer console business and began concentrating on software development for multiple platforms.
Sega's main offices, as well as the main offices of its domestic division, Sega of Japan, are located in
Ota, Tokyo,
Japan. Sega's
European division, Sega of Europe, is headquartered in the
Chiswick area of
London,
England,
United Kingdom. Sega's
North American division, Sega of America, is headquartered in
San Francisco, California,
United States. The North American division is partially owned by
Viacom and moved from
Redwood City, California in 1999. Until
2000, Sega's official corporate name was
Sega Enterprises Ltd.1940-1988
Sega was originally founded in 1940 as
Standard Games (later
Service Games) in
Honolulu,
Hawaii [
1], by Martin Bromely, Irving Bromberg, and James Humpert to provide coin-operated amusements for American servicemen on military bases. Bromely suggested that the company move to
Tokyo,
Japan in 1951 and in May 1952 "
SErvice
GAmes of Japan" was registered.
In 1954, another American businessman
David Rosen fell in love with Tokyo and established his own company, Rosen Enterprises, Inc., in Japan to export art. When the company imported coin-operated instant photo booths, it stumbled on a surprise hit: The booths were very popular in Japan. Business was booming, and Rosen Enterprises expanded by importing coin-operated electro-mechanical games.
Rosen Enterprises and Service Games merged in 1965 to make Sega Enterprises. Within a year, the new company released a submarine-simulator game called "Periscope" that became a smash-hit worldwide.
In 1969,
Gulf+Western purchased Sega, and Rosen was allowed to remain
CEO of the Sega division. Under Rosen's leadership, Sega continued to grow and prosper. In the videogame arcades, Sega was known for producing
Frogger and creating
Zaxxon. Sega's revenues would hit $214 million by 1982 and in 1983, Sega would release their first video game console (the
SG-1000), the first 3D arcade video game (
Subroc 3D, which used a special periscope viewer to deliver individual images to each eye), and the first action-based
laserdisc arcade game (
Astron Belt).
In the same year, Sega was hit hard by the
video game crash. Hemorrhaging money, Gulf+Western sold the U.S. assets of Sega to
Bally Manufacturing Corporation (also known as the famous pinball manufactuer). The Japanese assets of Sega were purchased for $38 million by a group of investors led by Rosen and Hayao Nakayama, a Japanese businessman who owned a distribution company that had been acquired by Rosen in 1979. Nakayama became the new CEO of Sega, and Rosen became head of its subsidiary in the United States.
In 1984, the multi-billion dollar Japanese conglomerate
CSK bought Sega, renamed it to Sega Enterprises Ltd., headquarted it in Japan, and two years later, shares of its stock were being traded on the
Tokyo Stock Exchange. David Rosen's friend, Isao Okawa, the chairman of CSK, became chairman of Sega. In 1986, Sega of America was established to take advantage of the expanding video game market in the United States. Sega would also release the
Sega Master System and the first
Alex Kidd game, who would be their
mascot until 1991 when
Sonic the Hedgehog took over.
1989-2001
With the introduction of the
Sega Mega Drive in 1989, Sega launched itself internationally as the second-largest vendor of consumer video game products, behind their former main rival,
Nintendo. 1990 marked a change in Sega's market focus, changing to an older audience (mainly men in their 20's). The first generation of games would mostly feature adaptations of already successful arcade titles such as
Golden Axe and
Altered Beast. In addition Sega would use the reallocated
Sega Master System rights from
Tonka to help expand the size of it's game library. By reviving
8-bit titles, Sega was providing ready-to-go budget titles sold at half the price of 16-bit games. The
Power Base Converter allowed existing
Sega Master System owners to keep their library of games for the 16-bit era. Other additions include a first-party magazine called
Sega Visions.
To carry the momentum to the 2nd generation of games, Sega of America launched a direct anti-
Nintendo campaign with slogans such as "
Genesis does what Nintendon't". Sega also rebranded themselves with a new mascot, Sonic the Hedgehog and implied that Sonic (given his
attitude-focus and fluid gameplay) was cooler than
Mario, Nintendo's mascot. This shift led to a wider success for the
Mega Drive, or Genesis (as it is known in North America) and would eventually propel Sega to 65% of the market in North America. However, Sega's share of the market would plummet in 1994 to 35% after Nintendo released key franchise titles for the
Super Nintendo Entertainment System such as
Donkey Kong Country and
Super Metroid, as well as bad public reaction in Sega's eventual business decisions when releasing poorly sold add-on features to the console such as the
Sega 32X and the
Sega CD.
In 1994 Sega, in association with
TimeWarner, launched
The Sega Channel, a subscription-based cable network in the United States that provided video games to owners of the Sega Genesis. On July 20, 1994, Sega launched its second
theme park Joypolis in Yokohama with a complex measuring 12,000 square metres, over 8,250 of which is dedicated to amusements.
Sega also released the
Sega Saturn in Japan in 1994 and later in North America in 1995 (and also planned to release the
Sega Neptune). Although the Saturn performed well in Japan, it failed to captivate the North American audience and thus led to a long decline in the console market for Sega. With one last effort for Sega to redeem themselves from overwhelming debt they launched the
Sega Dreamcast in Japan in 1998 and in North America later on September 9, 1999 (with the marketing ploy 9/9/99). The Dreamcast at the time became the fastest-selling video game console until the 2000 launch of
Sony's
PlayStation 2 (which was one of the many reasons Sega discontinued the Dreamcast).
Although the Dreamcast had a relatively successful release, it failed to gather a foothold in the market against the Sony
PlayStation, the
Nintendo 64, and the release of the
PlayStation 2, which had the market to itself until
Microsoft and Nintendo entered the
sixth generation of video game consoles, although the PlayStation 2 would continue its market lead throughout the era.
In 2000,
Sega Enterprises, Ltd. was renamed
Sega Corporation. In
2001, Sega discontinued the
Dreamcast and ended its run as a
video game hardware manufacturer.
2001 and beyond
2001 would see a major shift in focus for Sega as they would move out of hardware manufacturing, at least in the home console market; the arcade
Sega NAOMI units are still being produced. The company has since evolved primarily into a platform-agnostic software company (known in some gamer circles as a "third-party publisher") that creates games that will work on a variety of game consoles produced by other companies, including
Nintendo's
GameCube,
Game Boy Advance, and
Nintendo DS,
Sony's
PlayStation 2 and
PlayStation Portable, and
Microsoft's
Xbox and
Xbox 360, and the soon-to-be-released
Playstation 3 and
Wii.
In 2003, Sega fell on extremely hard times, and after the death of CSK founder Isao Okawa in 2001, who spent over US$40 billion to help Sega, CSK put Sega on the auction block. The first suitor was Japan's
Sammy who discussed a merger, but plans fell through. Discussions also took place with
Namco,
Bandai,
Electronic Arts and
Microsoft. In August 2003, Sammy bought the outstanding 22% of shares that CSK had, and Sammy chairman Hajime Satomi became CEO of Sega. With the Sammy chairman at the helm of Sega, it has been stated that Sega's activity will focus on its profit-making arcade business rather than its loss-making home software development.
During the middle of 2004, Sammy bought a controlling share in Sega Corporation at a cost of $1.1 billion, creating the new company
Sega Sammy Holdings, one of the biggest games companies in the world.
Sega recently bought the rights to all output from
Sports Interactive, makers of
Football Manager (the old
Championship Manager).
On January 25, 2005, Sega sold
Visual Concepts, a
second-party developer known for many Sega Sports games including the
ESPN NFL Football series (formerly NFL2K) to
Take Two Interactive for $24 million. The sale also came with Visual Concept's wholly owned subsidiary
Kush Games. Take Two subsequently announced the start of the publishing label
2K Games because of this purchase.
On March 9, 2005 Sega acquired developer
Creative Assembly best known for their strategy games
Medieval: Total War and
Rome: Total War.
On September 12, 2005, It was announced that Sega would be working with
Petroglyph to create a Modern Military/Sci-fi
Real-time strategy game for PC[
2].
There have been rumors that Sega intends to release a new home system sometime in the near future, but this rumor seems to be largely discredited by the fact that Sega is actively working on
video games for the Xbox 360, PS3 and Nintendo Wii.
Early consoles
Sega entered the video game console market in 1983 with the introduction of the
SG-1000 in Japan after having test marketed it there since 1981. The SG-1000 was never released in
North America, however, it was released in
Australia,
New Zealand, and many European nations such as
Italy and
Spain.
In 1984, Sega released an updated version of the SG-1000 called the
SG-1000 Mark II and a computer version called the
SC-3000. Games for the SG-1000 Mark II were compatible with the SC-3000 and vice versa - provided the player also had the keyboard accessory that came with the SC-3000. The SG-1000 and the SG-1000 Mark II, while having some minor success were both overshadowed by
Nintendo's
Famicom, which was released in Japan in 1983.
Master System
In an attempt to compete with Nintendo's popular
Famicom, in 1985 Sega updated and released the
SG-1000 Mark III in Japan. The system would be redesigned and introduced in North America as the
Sega Master System. Although technically superior to the Nintendo Entertainment System (Famicom), the Master System never achieved the same popularity due in part to the overwhelming
third-party support Nintendo had. The Master System was also released two years after Nintendo's NES and had a hard uphill battle. The Master System was discontinued in 1992 in
Japan and
North America, having never achieving any real foothold on the console market in these regions; however, in
Europe, the Master System did exceptionally well, even having a larger market share than Nintendo's NES because it was marketed in countries that the NES wasn't. Due to its success in
Europe, Sega supported the Master System there until 1996.
Additionally, Sega also released the
Master System II and
Master System III, which were less-expensive and less-popular retooled successors to the Master System. The Master System II lacked the original's card port; while card games could still be played with the use of an adaptor, the Segascope 3D LCD shutter glasses, which required a separate card port, could not work with the newer system. The Master System III was only available in
Brazil.
Mega Drive/Genesis
In 1989, Sega released its most successful console worldwide, the
Sega Mega Drive also known as
Sega Genesis in North America. It was a
16-bit console created to rival the
TurboGrafx 16. In 1990, Nintendo released the
Super Famicom (or Super Nintendo Entertainment System—SNES), which was the machine's major rival throughout the 16-bit era. Even though it was released earlier than the SNES, Sega had a hard time overcoming Nintendo's dominating foothold on the video game console market, which in the late-1980s was 95% in
North America and 92% in
Japan. By 1992, Sega slashed Nintendo's market by garnering 55% (going as high as 65% in 1993) of the market in
North America. The Mega Drive also did well in
Brazil,
Europe, and
Australia; however, it failed to put a dent on Nintendo's market share in Japan.
In 1993, the machine was redesigned and released as the
Sega Mega Drive 2, or
Sega Genesis 2 in North America. By 1994, Nintendo had regained a lot of its lost market share by slashing Sega's share from 65% to 35%. In 1996, Sega discontinued support for its 16-bit machine. But in 1998,
Majesco released a budget version of the North American Genesis, called "Sega Genesis 3". Although this version was low-cost and much smaller than the previous Genesis models, it was incompatible with the Sega CD and 32X attachments, which often caused collectors to pass it over for the Genesis or Genesis 2 models. Similarly, the Mega Drive has been kept alive in Brazil by Brazilian company
TecToy as an ultra-low-end console to this day.
Throughout its lifetime, Sega developed and launched two unsuccessful well-known add-ons for the Genesis, the
Sega CD and the
Sega 32X. It also released a peripheral,
Sega Meganet, which was a
modem for the Mega Drive. It was only released in Japan and Brazil.
Saturn
On November 22, 1994, Sega released the CD-based
Saturn in Japan, followed by a surprise North American release on May 11, 1995 (nearly four months before its announced release date of September 2), and in Europe on July 8, 1995. Its main rivals were the
Sony PlayStation (also released in 1995) and the
Super Nintendo Entertainment System until the 1996 introduction of the
Nintendo 64.
In North America, the Saturn was a failure partly due to its initially high $400 price tag, (compared to $300 for the PS1 and $200 for the N64), and perhaps because of the poor support for previous Sega Mega Drive/Genesis add-ons, the Sega 32X and the Mega/Sega CD. Though some highly regarded games were released on the console, such as
Sonic Team's
NiGHTS into Dreams... and
Burning Rangers, the Saturn was never really a success in the West. Some of the system's high points were its numerous arcade ports from the
Model 2 hardware, the Sonic Team offerings,
Dragon Force, and the legendary
Panzer Dragoon and
Shining Force series. The Saturn never received a proper 32-bit platform game of the Sega mascot, Sonic the Hedgehog, since
Sonic Xtreme was cancelled after a long and troubled development process. Also, many strong titles were not released outside Japan. These reasons partially explain why the Saturn was successful in Japan, but less so in other markets.
Another popular explanation for the Saturn's poor performance in markets outside of Japan may have to do with the system's hardware architecture. Many programmers found the complex hardware (including dual Hitachi SH-2 central processors) difficult to master and instead opted to develop games for the PlayStation. Unlike Sega, Sony made programming libraries readily available to third-party developers. Thus, developers found the PlayStation a more attractive machine to develop for. In some cases, popular games like Tomb Raider looked better on the PlayStation and the Saturn gained a reputation as a graphically inferior machine. Though this is not true, one can conclude that each system is capable of doing some things better than the other. Either machine, in the right hands, was capable of impressive graphical feats for the time.
The general public may remember the Saturn as a console that failed because of poor business decisions and a changing market, but many "hardcore" gamers remain loyal to the console, considering it the absolute peak of 2D gaming, thanks to its extensive library of 2D fighters and "
shmups".
The following are some of the more notable, highly sought-after, and expensive games on the Saturn:
Radiant Silvergun,
Panzer Dragoon Saga (AKA AZEL: Panzer Dragoon RPG),
Street Fighter ZERO3,
NiGHTS into Dreams...,
Burning Rangers,
Super Vehicle 001: Metal Slug,
Shining Force 3,
Guardian Heroes,
Astal,
Saturn Bomberman,
Vampire Savior,
Christmas NiGHTS,
Fighters Megamix,
X-Men vs. Street Fighter,
Soukyugurentai, and
The House of the Dead.
Dreamcast
Sega's final video game system was to be the
Sega Dreamcast, released in
Japan in 1998 and in the
United States on September 9th, 1999. Considered to be "ahead of its time" by many, the 128-bit Dreamcast was technologically superior to the 32-bit Sony PlayStation and the 64-bit Nintendo 64. However, the Dreamcast failed to recapture the market share lost to Sony's
PlayStation and other "next-gen" systems including Nintendo's
N64. This was in part due to a lack of faith in the system after the 32X and Saturn systems.
The release of the Sega Dreamcast expanded on the PlayStation's popularisation of video games by offering the first out-of-the-box Internet service. For many people who only had game systems it was their first taste of the Internet, and Sega attempted to capitalize on the fact that it was the only Internet-capable console at the time by releasing games that could play over email including
Sega Swirl, playable online titles such as
ChuChu Rocket and
Phantasy Star Online (which is still a popular online series on multiple consoles) and offering online features for other games. As of mid-2005, the PlayStation 2 and Xbox both feature online gameplay for numerous games, however, the GameCube's only online games are Phantasy Star Online Episode I & II, III, and Plus.
The
Visual Memory Unit memory module used for saving game data also functioned as a portable gaming device playable away from the console. Some console games allowed the player to load a mini-game onto the VMU -
Skies of Arcadia's Pinta's Quest for example had the player collect items which they would receive when they went back to the full game. The screen is viewable from the controller and some games would use it in gameplay -
Virtua Tennis showed a low-resolution representation of the current play, and Skies of Arcadia would show a character and have the VMU beep to help the player find invisible items. The functionality also created the opportunity for making secret strategy in multiplayer games - for example changing strategy via the VMU screen in a football game. The complexity of the 1Mbit VMU meant that it was considered overpriced, and third-party modules without the screen but often offering larger capacity became common.
The Dreamcast was subsequently discontinued in North America in January 2001. Software support in Japan, however, continues into 2006, with the upcoming release of
Radilgy and
Under Defeat. SEGA shocked the game world by announcing the release of refurbished Dreamcasts in Japan to accompany this game.
Sega Game Gear
In response to Nintendo's
Game Boy release in 1989, Sega developed and released their first handheld to the market called
Game Gear. Initially released in 1990 in
Japan, it was later released to the
North American market in 1991 and subsequently to
Europe and
Australia in 1992. It was the first mainstream handheld system to be released with a color screen, something their main competitor, Nintendo, wouldn't do for its Game Boy line until the
Game Boy Color debuted in 1998. It also generated its own light without the need for attachments, which Nintendo did not do until the
Game Boy Light came out in Japan, but not until the
Game Boy Advance SP for the United States. Essentially the Game Gear was a portable Master System, although the color palette was larger and thus allowed for better looking graphics. Since the Master System and the Game Gear were both based on a similar
Z-80 architecture, a third party released a peripheral called the Gear Master Converter, which allowed the Game Gear to play Master System cartridges. Sega, impressed with the technology, purchased the rights to the adapter and marketed it as the Master Gear Converter.
Although technically superior and having better features than Nintendo's Game Boy, the Game Gear was plagued by a short battery life of approximately 6 hours. The required 6 AA batteries made the Game Gear enthusiast a rare one. Also, after a few years of playing, the control pad would start to wear out and make playing more difficult.
Overall, the Game Gear was an impressive piece of technology for the time. It was on the market for six years and had a respectable software library, which included versions of the popular
Sonic the Hedgehog series. Like the Genesis, Majesco Sales introduced a retooled, less-expensive version of the Game Gear after Sega officially stopped production.
Sega Mega Jet
Similar to the Game Gear the
Sega Mega Jet was released exclusively in Japan in 1992 for promotional use only. The handheld system could be rented on
Japan Airlines with a choice between four games to play, one being
Sonic the Hedgehog. The system had no screen as it connected to an LCD screen that was folded in the armrest.
Sega Nomad
The
Sega Nomad was released in 1995; Sega attempted to get back into the handheld market with the Sega Nomad, which was essentially a portable
Sega Genesis. It was released in North America only. Out of the box, the Nomad had the ability to play almost every Genesis game. It came equipped with a 3-inch Active Matrix LCD screen that was backlit and allowed for higher resolutions. Other features included six face buttons, an extra controller port and a video adapter, so the system could be played on a TV.
Like the
Game Gear before it, the Nomad had a very short playtime of about 3 hours before the batteries died. It was an expensive system compared to the Game Boy and it was not heavily marketed by Sega. In a time of many hardware launches, the Nomad was lost in the shuffle and was soon found in the discount bin. Recently it has garnered a reputation as a collector's item.
*
Sega Multi-Mega/Sega CDX - a semi-portable
Sega Mega Drive/Sega Genesis/
Sega Mega-CD/
Audio CD player console bearing the Multi-Mega name in the majority of the world and the CDX name in North America.
*
Sega Neptune - A Sega Mega Drive/32X hybrid. It never passed the prototype stage. Only two empty cases are known to exist.
*
Sega Pico - an educational computer.
*Sega PC - a division or label of Sega that produced
PC versions of Sega games.
In addition to home consoles and portable handhelds, Sega has been a major proponent of games and hardware in the
arcades.
Sega developed several well-known game franchises over the last fifteen years:
Panzer Dragoon - 3D linear shooting series (
rail shooter) similar to
Star Fox in gameplay.
Phantasy Star series - Role playing games, in single player and
MMORPG versions.
Sega Sports - Football, basketball, hockey, and tennis games (formerly published under the
ESPN label)
Sonic the Hedgehog - 2D and 3D platform games starring Sega's well-known mascot, Sonic.
Shinobi - Ninja action 2D and 3D platform games.
Virtua Fighter - One-on-one fighting games, released in arcades and at home. (brand name)
Shining Force - A Tactical RPG in the Steampunk style. Also has games in the same universe, all with the "Shining" prefix. (You can find info on Shining Force at
Xtremesega's website)
The House of the Dead - A 3D
light gun shooter with zombies.
Crazy Taxi - A mission-based driving game.
Sega Rally - An arcade oriented 3D driving game.
Alex Kidd - Sega's mascot before Sonic. Popular action games from the
1980s and
1990s.
Virtual On - A robot themed simulation/fighting arcade game series, with a unique control layout. Also has games on the Saturn, Dreamcast and PS2.
Super Monkey Ball - A puzzle and party game series that features monkeys in plastic balls.
OutRun - Ferrari Driving Series where you have to impress the girl with slick driving skills.
Internally, the company is made up of various research and development teams created throughout the 1980s, called the "AM" (Amusement Machine) teams. In 2000 Sega decided to turn their AM teams into
second-party developers that would focus on software development for the Sega Dreamcast video game console. Due to
AM2's popularity they chose to keep their original name. Additionally, after the first
Sonic the Hedgehog game was released, Sega AM8 changed its name to
Sonic Team and have since maintained this name.
| Original name | New name!Notable titles | | AM1 | Wow Entertainment | House of the Dead series, Sega Bass Fishing series, Die Hard Arcade, Dynamite Cop |
| AM2 | Sega-AM2 | Virtua Fighter series, Virtua Cop series, Daytona USA, Out Run series, Shenmue series, Space Harrier, After Burner, Ferrari F355 Challenge, Fighting Vipers |
| AM3 | Hitmaker | Crazy Taxi, Virtual On and Virtua Tennis series |
| AM4 | Amusement Vision, Ltd. | Super Monkey Ball series, Virtua Striker series, F-Zero GX/AX |
| AM5 | Sega Rosso | Initial D Arcade Stage racing game series |
| AM6 | Smilebit | Jet Set Radio series, Panzer Dragoon Orta |
| AM7 | Overworks | Streets of Rage series, Shinobi series, Skies of Arcadia, Phantasy Star series |
| AM8 | Sonic Team | Sonic the Hedgehog, NiGHTS Into Dreams, Burning Rangers, Chu Chu Rocket, Phantasy Star Online, Puyo Pop, Billy Hatcher, Samba de Amigo |
| AM9 | United Game Artists | Sega Rally Championship, Sega Rally 2, Space Channel 5 series, Rez |
| Digital Media | Wave Master | Concentration on music tools and sound design |
Although the teams were separate there was a healthy sense of competition between the various teams which had resulted in some of the most remarkable and innovative gaming events. In 2003
United Game Artists was merged with
Sonic Team.
2004 restructure
On July 1, 2004
Sammy merged the AM teams into three groups. The merge did not affect Sega-AM2 or Sonic Team.
Global Entertainment Software R&D, which is led by
Yuji Naka. "GE" currently focuses on developing video games for home consoles.
*Dept. #1, headed by Akinori Nishiyama
*Dept. #2, headed by Akira Nishino
*Dept. #3, headed by
Yuji Naka*Mobile Content R&D Dept, headed by Kazunari Tsukamoto
*Sega Studio U.S.A. R&D, headed by Takashi Iizuka
*Sega Studio China R&D, headed by Makoto Uchida
New Entertainment R&D, which is led by each department head. "NE" currently focus' on the development of new content for the arcade and home console markets.
*Dept. #1, headed by
Toshihiro Nagoshi*Dept. #2, headed by
Yu SuzukiAmusement Software R&D, which is led by Hiroshi Kataoka. "AM" currently focus' on the development of games for amusement machines.
*Dept. #1, headed by Atsushi Seimiya
*Dept. #2, headed by Hiroshi Kataoka
*Dept. #3, headed by Mie Kumagai
*Racing Games R&D Dept., headed by Kenji Arai
*Sports Design R&D Dept., headed by Takayuki Kawagoe
*Family Entertainment, headed by Hiroshi Uemura
Yu Suzuki - Previously the head of
AM2, and is attributed with being behind numerous arcade classics including
Hang-On,
Out Run,
Space Harrier,
After Burner II, and
Virtua Fighter, just to name a few. In 1999, his first ever console-specific title,
Shenmue, launched in Japan, and was the most expensive game ever produced. In 2003's internal restructure, he formed a new internal studio named Digitalrex, which was reintegrated into Sega before finishing any games.
Yuji Naka - The head of
Sonic Team and responsible for internal QA procedures. Naka made a name for himself in 1991 as lead programmer of
Sonic the Hedgehog (16-bit), though his previous work includes
Phantasy Star,
Space Harrier and
Fist of The North Star / Hokuto no Ken (released on
Sega Mark III in 1986) renamed
Last Battle on
Master System and re-released as Sega Ages 2500 Series Vol.11 on
Playstation2 in 2004. His titles since include
NiGHTS Into Dreams,
Phantasy Star Online and
Samba de Amigo. In 2004 his team was merged with
United Game Artists, giving the team control over Rez and Space Channel 5.
Toshihiro Nagoshi - Headed up
Amusement Vision and is head of the Sega Creative Control centre. Mainly famed for arcade titles, his credits include
Daytona USA,
Spikeout and
Super Monkey Ball. In 2003, he served as the producer for the
Nintendo and Sega collaborative
GameCube effort
F-Zero GX alongside
Shigeru Miyamoto. He has been a regular columnist for
Edge Magazine in the UK.
Tetsuya Mizuguchi - Headed
United Game Artists and created critically acclaimed games such as
Sega Rally Championship,
Space Channel 5, and
Rez. He first worked with
AM3 and during his time there, they released
Sega Rally and
Manx TT. In 1996, he left AM3 to create AM Annex (which would later be called AM9 and finally United Game Artists). AM9 created
Sega Touring Car Championship,
Sega Rally 2,
Space Channel 5 and Space Channel 5: Part 2, and
Rez. After the Sega-Sammy merge, he left Sega to head
Q Entertainment, which has now released
Meteos and
Lumines for the
Nintendo DS and the
PlayStation Portable, respectively.
Sega lost the Sega v.
Accolade case, which involved independently produced software for the
Sega Genesis console that copied a small amount of Sega's code. The verdict set a precedent that
copyrights do not extend to non-expressive content in software that is required by another system to be present in order for that system to run the software. The case in question stems from the nature of the console video game market. Hardware companies often sell their systems at or below cost, and rely on other revenue streams such as in this case, game licensing. Sega was attempting to "lock out" game companies from making Genesis games unless they paid Sega a fee (ostensibly to maintain a consistent level of quality of games for their system.) Their strategy was to make the hardware reject any cartridge that did not include a Sega trademark. If an unlicensed company included this trademark in their game, Sega could sue the company for trademark infringement. Though Sega lost this lawsuit, all later Sega systems seemed to incorporate a similar hardware requirement.
During its tenure as both a hardware and software manufacturer, Sega had developed a
Sega Seal of Quality, similar to the
Nintendo Seal of Quality to avoid the pitfalls that were often seen as the causes for the
Video Game Crash of 1983. Before a video game could be sold on any Sega system, it had to be reviewed by Sega to ensure that the game did not contain any bugs, and conformed to the company's censorship guidelines.
*Sega also owns the entertainment fun center,
GameWorks, which was founded in 1997.
Sega has had a long history of different slogans and ad campaigns.
*The Arcade Experts. (early 80's)
*The challenge will always be there.
*Now, there are no limits.
*Welcome To The Next Level.
*Genesis does what Nintendon't.
*The
"SEGA! scream". *Do me a favour, plug me into a Sega (talking TV). *To be this good takes AGES, To be this good takes SEGA. *Segata Sanshiro *Hot hits today! Hot hits on the way! *Sega, c'est plus fort que toi ! ('Sega, it's stronger than you!', cult French TV slogan, early 90's) *It's Thinking. (promotion for Dreamcast) *Up to 6 billion players. (Early Dreamcast tagline)*segasammy.co.jp - Sega financial report *Yahoo! Finance details for Sega Corporation *Yahoo! Finance details for Sega of America *Sega's entry into and growth in the American market is documented in Terry Sanders' film The Japan Project: Made in Japan.* Sega of America's official website * Sega Sammy Holdings official website * The wikiproject for Sega * The WikiPortal for Sega * Unofficial history of Sega * Retrospective of Sega Consoles: part 1, part 2 * Sega-16 - The complete online resource for everything Genesis/Mega Drive. * Sega.WS - Sega Website with various interviews with high-level Sega staff * Hacking CulT - a site for those, who have always dreamt of programming Sega consoles * The History of Sega * System 16 - The Arcade Museum (Sega section) * Segafiles - Unofficial Sega fansite community. * Sega Amusements Europe * The ultimate website for Sega
|