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History of Sega

The history of Sega, a Japanese multinational video game and entertainment company, has roots tracing back to Standard Games in 1940 and Service Games of Japan in the 1950s. The formation of the company known today as Sega is traced back to the founding of Nihon Goraku Bussan[a], which became known as Sega Enterprises, Ltd.[b] following the acquisition of Rosen Enterprises in 1965. Originally an importer of coin-operated arcade games to Japan and manufacturer of slot machines and jukeboxes, Sega began developing its own arcade games in 1966 with Periscope, which became a surprise success and led to more arcade machine development. In 1969, Gulf and Western Industries (then-owner of Paramount Pictures) bought Sega, which continued its arcade game business through the 1970s.

Sega's logo since 1976

In response to a downturn in the arcade-game market in the early 1980s, Sega began to develop video game consoles—starting with the SG-1000 and Master System—but struggled against competing products such as the Nintendo Entertainment System. Around the same time, Sega executives David Rosen and Hayao Nakayama executed a management buyout of the company from Gulf and Western, with backing from CSK Corporation. Sega released its next console, the Sega Genesis (known as the Mega Drive outside North America) in 1988. Although it initially struggled, the Genesis became a major success after the release of Sonic the Hedgehog in 1991. Sega's marketing strategy, particularly in North America, helped the Genesis outsell main competitor Nintendo and their Super Nintendo Entertainment System for four consecutive Christmas seasons in the early 1990s. While the Game Gear and Sega CD achieved less, Sega's arcade business was also successful into the mid 1990s.

Sega had commercial failures in the second half of the decade with the 32X, Saturn, and Dreamcast, as the company's market strategy changed and console newcomer Sony became dominant with the PlayStation, in addition to further competition from Nintendo. Sega's arcade business, on the other hand, continued to be successful with arcade revenues increasing during the late 1990s, despite the arcade industry struggling in the West as home consoles became more popular than arcades. A merger was attempted with toy company Bandai during this time, but failed (Bandai would later merge with Sega's rival, Namco, in 2005). Following five years of losses, Sega exited the console hardware market in 2001 and became a third-party developer and publisher. In 2001, Sega CEO and CSK chairman Isao Okawa died; his will forgave Sega's debts to him and returned his stock to the company, which helped Sega endure the transition financially.

In 2004, Sammy Corporation purchased a controlling interest in Sega through a takeover, establishing the holding company Sega Sammy Holdings. Chairman Hajime Satomi announced that Sega would focus on its then-recovering arcade business and less on console games, returning the company to better profits. Sega has since been restructured again, with the establishment of Sega Holdings Co., Ltd. and the separation of its divisions into separate companies. Recent years have seen the company achieving greater success in console games and parting with a number of its arcade divisions, though Sega continues to be prevalent in the sector through licence agreements and the remaining games that are still developed for Japan.

Company origins and arcade success (1940–1982) edit

 
Sega Diamond 3 Star

Service Games and Nihon Goraku Bussan edit

The businessman Irving Bromberg had been a major player in coin-op distribution since establishing the Irving Bromberg Company in New York in 1931.[1] His son Martin Bromley joined the business after graduating high school. They saw that the onset of World War II, and the consequent increase in the number of military personnel, would mean there would be demand for something for those stationed at military bases to do in their leisure time. In 1940, Bromberg, Bromley, and family friend James Humpert formed Standard Games in Honolulu, Hawaii, to provide coin-operated amusement machines to military bases. In May 1945, Bromberg, Bromley, and Humpert established a second Hawaiian coin-op distributor called "California Games", and they subsequently dissolved Standard Games that August. California Games was likewise terminated the next year, after which the trio established "Service Games" to replace it on September 1, 1946.[2] At the time, the United States Army ceased operating slot machines and sold its inventory to Bromley. Service Games then restored the machines and sold them.[3] In 1951 the Transportation of Gambling Devices Act outlawed slot machines in US territories, so Bromley sent two of his employees, Richard Stewart and Ray LeMaire, to Tokyo in Japan, in 1952 to establish a new distributor. Initially operating under a few different names such as "LeMaire and Stewart", the company provided coin-operated slot machines to U.S. bases in Japan and changed its name to "Service Games of Japan" by 1953.[3][4][5][6][7]

A year later, all five men established "Service Games Panama" to control its various entities. The company expanded over the next seven years to include distribution in South Korea, the Philippines, and South Vietnam. Service Games Panama was equally owned by all five men, and purchased coin-operated machines from Chicago-based Gottlieb and Bally Manufacturing for distribution.[3] The name "Sega", an abbreviation of "Service Games",[8] was first used in 1954 on the Diamond Star Machine, a slot machine. During 1954 Humpert sold his interest in Service Games back to Bromley and Bromberg at a price of US$50,000 each. Stewart and LeMaire later purchased shares from Bromley and Bromberg, resulting in an equal split among the four men for ownership of the company. Over the next seven years, Service Games continued to grow.[3]

As Service Games expanded, it began to attract attention from the US and Japanese governments. While the company had managed to get out of charges of bribery and tax evasion, between 1959 and 1960, Service Games was banned from US air bases in Japan and the Philippines. On May 31, 1960, Service Games of Japan was formally dissolved. A few days later, on June 3, two new companies were established to take over its business activities: Nihon Goraku Bussan and Nihon Kikai Seizō.[c][3][9] Kikai Seizō, doing business as Sega, Inc., focused on manufacturing slot machines, while Goraku Bussan, doing business under Stewart as Utamatic, Inc., served as a distributor and operator of coin-operated machines, particularly jukeboxes.[3][10][11] As part of the operations move, the two new companies purchased Service Games of Japan's assets. Bromberg and Bromley sold Service Games Hawaii in 1961 for a price of US$1.4 million, while retaining the name. Kikai Seizō and Goraku Bussan merged in 1964.[3]

Rosen Enterprises Ltd. edit

David Rosen, an American officer in the United States Air Force stationed in Japan, started Rosen Enterprises Ltd. after the Korean War. According to Rosen, he saw that the Japanese required photos for identification, rice ration cards, and employment. Because of this, he came up with an idea to import automated photo booths from the US to Japan and adapt them for use for these purposes.[12] Rosen's business began in Tokyo in 1954.[4] By 1957, Rosen recognized that there was disposable income available in the Japanese economy, as well as an increase in leisure time in the Japanese culture. He began importing coin-operated games to Japan, particularly focusing on hunting and shooting games.[12]

Rosen stated that he had to acquire a license from Japan's Ministry of Industrial Trade and Industry to import games, and that he had to pay a 200% duty on his imported machines, plus duties on the shipping. As a result, importing games cost three times the cost of the machine. Despite this, Rosen says his machines made enough to pay for their cost within two months of operation because of how many plays they were receiving. He also claims that at his company's height, not a single Japanese city did not have one of his arcades there, and that he had a virtual monopoly for approximately two years. Later, Rosen had competition in the form of Taito and Nihon Goraku Bussan.[12]

Merger and transition to manufacturer edit

In 1965, Nihon Goraku Bussan acquired Rosen's company to form Sega Enterprises, Ltd.,[13] although Rosen has called it a "merger".[12] Rosen was installed as the CEO and managing director of the new company.[13] According to Rosen, "Sega" was the brand name that Nihon Goraku Bussan was using, and that the decision was made to name the company with the most recognized name upon the merger, while the word "Enterprises" came from Rosen Enterprises.[12] Shortly afterward, Sega stopped its focus on slot machines and stopped leasing to military bases to focus on becoming a publicly traded company of coin-operated amusement machines.[13] Products imported included Rock-Ola jukeboxes and pinball games by Williams, as well as gun games by Midway Manufacturing.[14]

 
Sega Enterprises, Ltd.'s logo, used until 1976

Because Sega imported second-hand machines that frequently required maintenance, Sega began the transition from importer to manufacturer by constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to Sega developing their own games as well.[14] Sega's first release of their own manufactured electromechanical game was the submarine simulator game, Periscope. The game sported light and sound effects considered innovative for that time, eventually becoming quite successful in Japan. It was soon exported to both Europe and the United States and was placed in malls and department stores, becoming the first arcade game in the US to cost 25 cents per play. Sega was surprised by Periscope's success, and for the next two years, Sega produced between eight and ten games per year, exporting all of them.[15] Despite this, rampant piracy in the industry would eventually lead to Sega stepping away from exporting its games.[16] One such example occurred when Sega developed Jet Rocket. According to Rosen, after its American release in 1970, it was cloned by three Chicago manufacturers. This negatively affected the game's market performance.[12]

Ownership by Gulf and Western and public company status edit

To advance the company, Rosen had a goal to take the company public, and decided this would be easier to accomplish in the United States than in Japan. Rosen was advised that this would be most easily accomplished through Sega being acquired by a larger company. In 1969, Sega was sold to American conglomerate Gulf and Western Industries. Bromley and Stewart sold their shares, 80% of the company, for a total of US$10 million, while LeMaire retained his 20%. As a condition of the sale, Rosen was to remain CEO of the company until at least 1972.[16] According to Martin Bromley's daughter Lauran, her father—who was in his fifties at the time—and the other owners saw the sale as an opportunity to retire.[17] Six months later, with the deal done, Bromley joined with Stewart to form a company called Sega S.A. (also known as Segasa[16] and Sega/Sonic)[18] in Spain, which imported coin-operated machines to Europe.[16]

In 1970, Gulf & Western placed Rosen at the head of a new company called Gulf & Western Far East Pacific headquartered in Hong Kong. Sega Enterprises, Ltd. became a subsidiary of this new company, which Gulf & Western chairman Charles Bluhdorn hoped would become a powerful Asian conglomerate (though this hope would never come to fruition). Rosen, however, continued to develop his relationship with Bluhdorn, who took Sega Enterprises Ltd. public in the United States in 1974 by making it a subsidiary of an existing publicly traded corporation owned by Gulf & Western called the Polly Bergen Company. Rosen was appointed CEO of Polly Bergen, which was renamed Sega Enterprises, Inc. Sega Enterprises, Ltd. executive vice president Harry Kane took control of day-to-day operations at the Japanese subsidiary. In July 1975, Sega Enterprises, Inc. opened a new North American sales and manufacturing subsidiary called Sega of America in Redondo Beach, California. Kane took charge of this subsidiary in 1976 and was replaced in Japan by a new executive vice president named Dane Blough.[19]

Arcade expansion and success edit

At the end of 1970, Sega opened a 125-game arcade center in Sapporo. During the opening, Sega announced a partnership with Toho Films[20]—which had produced Godzilla[21]—for a joint venture of arcades, with a 70-game arcade to open in Nagasaki in January.[20] These "family fun centers" began a business of arcade operation in Japan which Sega has continued to the present.[21] During 1973, Sega would release Pong-Tron, its first video-based game.[16] In North America in 1975, Sega purchased a 50 percent stake in Kingdom of Oz, a company that operated arcades in California shopping malls. Sega took full control by March 1976 with all arcades becoming Sega Centers,[21] and announced more centers to open in California in June 1977.[22] Following the model set forth by Chuck E. Cheese, created by Atari founder Nolan Bushnell, Sega opened its first P.J. Pizzazz, a "family entertainment center", in West Covina, California in June 1980.[21]

Despite late competition from Taito's hit arcade game Space Invaders in 1978,[14] Sega profited heavily from the arcade gaming boom of the late 1970s, with revenues climbing to over US$100 million by 1979. During this period, Sega acquired Gremlin Industries, a manufacturer of microprocessor-based arcade games,[23] and operated as Sega/Gremlin after the acquisition.[24] In 1979, Sega also acquired Esco Boueki (Esco Trading), founded and owned by Hayao Nakayama. This brought Nakayama into Sega Enterprises, Ltd., where he was named executive vice president and shared leadership responsibilities with Dane Blough. Blough continued to run finance and administration, while Nakayama took charge of sales, marketing, and R&D.[25] Rosen later admitted that he mainly purchased Esco Trading for Nakayama's leadership.[26] In 1979, the company released Head On, which introduced the "eat the dots" gameplay Namco later used in Pac-Man.[27] In 1981, Sega licensed and released Frogger, its most successful game until then.[28] In 1982, Sega introduced the first game with isometric graphics, Zaxxon.[29] In the early 1980s, Sega was one of the top five arcade game manufacturers active in the United States, as company revenues rose to $214 million.[30] Around the end of 1981, Gulf + Western transferred Sega from the company's manufacturing division to motion picture studio Paramount Pictures, in an effort to get into the gaming business, and launched its home gaming division.[31]

Entry into the home console market and arcade resurgence (1982–1989) edit

Arcade industry crash and SG-1000 edit

 
The SG-1000, Sega's first home video game console

Despite Sega's successes, Rosen was cautiously optimistic about the future in a December 1981 interview for Cashbox. He stated that he felt the growth of the industry was slowing and that expansion options were becoming more limited. He also spoke of Sega's focus on their Convert-a-Pak program,[32] which allowed for new games to be installed in existing arcade cabinets in a matter of minutes. This was introduced on Sega's G80 arcade system board.[33] Rosen took further actions in concern, including pushing the Gulf and Western board to buy out the minority shareholders of Sega, himself included, and advising at a distributor meeting that the industry needed to make major changes.[24] Around the same time, Sega/Gremlin announced a name change to Sega Electronics, Inc.[34] As Rosen predicted,[24] a downturn in the arcade business starting in 1982 seriously hurt Sega, leading Gulf and Western to sell its North American arcade manufacturing organization and the licensing rights for its arcade games to Bally.[35][36] The company retained Sega's North American R&D operation, as well as its Japanese subsidiary, Sega Enterprises, Ltd.[37] Sega Centers were sold to the Time-Out arcade chain, and all of the P.J. Pizzazz locations were closed.[21]

With its arcade business in decline, Sega Enterprises, Ltd. president Nakayama advocated that the company leverage its hardware expertise to move into the home console market in Japan, which was in its infancy at the time.[38] Nakayama received permission to proceed, leading to the release of Sega's first home video game system, the SG-1000.[37] The first model to be developed was the SC-3000, a computer version with a built-in keyboard, but when Sega learned of Nintendo's plans to release a games-only console, they began developing the SG-1000 alongside the SC-3000.[39] The SG-1000 and SC-3000 were released in Japan on July 15, 1983,[37][40][41] on the same day as Nintendo launched the Family Computer (Famicom) in Japan.[37][42] Though Sega only released the SG-1000 in Japan, rebranded versions were released in several other markets worldwide.[37][39][42][43][44] Due in part to the SG-1000's steadier stream of releases, and in part to a recall on Famicom units necessitated by a faulty circuit, the SG-1000 chalked up 160,000 units in sales in 1983, far exceeding Sega's projection of 50,000 units. By 1984, the Famicom's success began to outpace the SG-1000, in part because Nintendo boosted its games library by courting third-party developers, whereas Sega was less than eager to collaborate with the same companies they were competing with in arcades.[39]

In November 1983, Rosen announced his intention to step down as president of Sega Enterprises, Inc. on January 1, 1984, though he would remain with the company in a consulting role. His statement to Sega's board of directors indicated a desire to pursue other interests and investments. Jeffrey Rochlis was announced as the new president and COO of Sega. Rosen cited Sega's new licensing deal with Bally as part of Sega "entering a new era".[45]

Management buyout and Master System edit

 
Sega released the SG-1000 II in 1984

Shortly after the launch of the SG-1000, Gulf and Western began to divest itself of its non-core businesses after the death of Bluhdorn.[46] At the time, Gulf and Western owned 91 percent of Sega Enterprises, Inc.[45] Nakayama and Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company.[17] The Japanese assets of Sega were purchased for $38 million by a group of investors led by Rosen and Nakayama. Isao Okawa, chairman of CSK, became the chairman of Sega,[47] while Nakayama was installed as CEO of Sega Enterprises, Ltd.[17] Following the buyout, Sega released another console, the SG-1000 II, on July 31, 1984.[41][48] The SG-1000 II replaced the hardwired joystick with two detachable joypads.[49]

 
The Master System, released in North America in 1986 and Europe in 1987

As a result of the lack of success of the SG-1000, Sega began working on the Mark III in Japan in 1985.[43] Engineered by the same internal Sega team that had created the SG-1000,[50] the Mark III was a redesigned iteration of the previous console.[51] For the console's North America release, Sega restyled and rebranded the Mark III under the name "Master System".[52] The futuristic final design for the Master System was intended to appeal to Western tastes.[50] The Sega Mark III was released in Japan in October 1985 at a price of ¥15,000.[53] Despite featuring technically more powerful hardware than its chief competition, the Famicom, the Mark III did not prove to be successful at its launch. Difficulties arose from Nintendo's licensing practices with third-party developers at the time, whereby Nintendo required that games for the Famicom not be published on other consoles. To overcome this, Sega developed its own games and obtained the rights to port games from other developers, but they did not sell well.[54]

By early 1992, Master System production ceased in North America. By the time of its discontinuation, Master System had sold between 1.5 million and 2 million units in the United States,[55][56] finishing behind both Nintendo and Atari, which controlled 80 percent and 12 percent of the market, respectively.[57] Sales in the United States were handicapped by ineffective marketing by Tonka, who marketed the console on behalf of Sega in the United States.[58] As late as 1993, the Master System's active installed user base in Europe was 6.25 million units.[59] The Master System has had continued success in Brazil, where new variations have continued to be released, long after the console was discontinued elsewhere, distributed by Sega's partner in the region, Tectoy.[60] By 2016, Tec Toy had sold a combined 8 million units of the original Master System and various emulation-based successors in Brazil.[61]

Opening of new worldwide divisions edit

During 1984, Sega opened its European division. While Sega was not initially considering expansion into Europe, the company reconsidered after being contacted by Victor Leslie, a coin-op seller in the United Kingdom. Leslie was placed in charge of a new Sega office in London, to be named Sega Europe Ltd. Sega Europe would be the company's marketing base on the continent.[62]

Sega re-entered the North American arcade market in 1985 with the establishment of another new division at the end of a deal with Bally. With Sega Electronics, Inc. no longer in existence, Rosen and Nakayama hired Gene Lipkin to head the new division, Sega Enterprises USA, based in San Jose, California. Lipkin had previously worked for Atari and Exidy. Lipkin's new sales team head, Tom Petit, had previously worked for Nintendo and Data East. The new subsidiary started with 22 employees, US$500,000 in start-up revenue, and operated out of Lipkin's old employer's facilities until Sega's new facility was ready in August 1985. The release of Hang-On in 1985 would prove successful in the region, becoming so popular that Sega struggled to keep up with demand for the game. In May 1986, Lipkin resigned for personal reasons; Petit eventually took control of the division. Sega Enterprises USA held a rivalry with Sega Europe, as the North American division quickly outgrew the European one.[63]

In 1986, Sega of America was established to manage the company's consumer products in North America. Rosen and Nakayama hired Bruce Lowry, Nintendo of America's vice president of sales. Lowry was persuaded to change companies because Sega would allow him to start his new office in San Francisco. He chose the name "Sega of America" for his division because he had worked for Nintendo of America and liked the combination of words. Initially, Sega of America was tasked with repackaging the Master System for a Western release, although distribution of the console would later be given to Tonka. During this time, much of Sega of America's new infrastructure was temporarily shut down.[64]

Success with arcade resurgence edit

In 1985, Sega released Hang-On, a motorcycle racing game programmed by Yu Suzuki under the Studio 128 development group. Offering advanced pseudo-3D "Super Scaler" graphics, the game was highly successful, to the extent that Sega struggled to keep up with resultant demand.[65] This was followed by 1986's similar OutRun, which expanded on the conventions set in place by Hang-On. Its arcade release received positive reviews and became one of the most popular arcade games of the year,[66][67] also winning the Golden Joystick Award for Game of the Year.[68]

 
Deluxe "taikan" cabinet of OutRun, released to arcades in 1986 by Sega (pictured in 2011)

Though both games were made available as stand-up cabinets, a significant part of their success was their bespoke deluxe forms, referred to by Sega officially as "Taikan games" (体感ゲーム).[14] Roughly translating to "bodily sensation" or "experience", the namesake referred to their eye-catching motion-based control scheme and hydraulic simulation movement, using rideable motorbike and car models. Former Sega arcade director Akira Nagai has credited Hang-On and OutRun as the releases that helped to bring arcades out of the 1982 downturn and created new genres of games.[14] In the following years, Sega would release multiple other successful games based on the taikan template, including Space Harrier and After Burner, as well as the first version of its popular UFO Catcher claw crane game.[69] In 1987, Sega sold over 40,000 arcade machines worldwide.[70]

As well as the rebound in arcade game profits caused by its creative uptick, Sega saw success in operating its own arcades in both Japan and the US during the mid 1980s.[21][14] In the former country, its first officially branded game centers opened under the "Hi-Tech Land" and "Hi-Tech Sega" chains.[21] The openings came after the creation of the fueiho law and the amusement industry's "3K Cleanup Campaign", which attempted to dispel the "kurai, kowai, and kitanai" (dark, scary and dirty) aspects of the venues.[14] Similarly, Sega's Time-Out chain of arcades established through the December 1986 acquisition of the Time-Out Family Amusement Inc. company in the US followed on from previous venues opened in the 1970s.[21]

Alongside similar branded chains by competitors like Taito, the venues in both countries followed the trajectory previously set in place to make amusement arcades cleaner and more socially acceptable, installing features such as toilets for both men and women, lighting systems, and smoking areas.[14] Sega's success in arcades kept the company afloat whilst its home consumer endeavours struggled, though the Time-Out chain in the US would later be sold during 1990 as a result of changing conditions in the amusement industry. [21]

Sega Genesis/Mega Drive and mainstream success (1989–1994) edit

 
Sega Genesis, second North American version

Sega released the Master System's successor, the Mega Drive, in Japan on October 29, 1988, though the launch was overshadowed by Nintendo's release of Super Mario Bros. 3 a week earlier. Positive coverage from magazines Famitsu and Beep! helped to establish a following, but Sega only managed to ship 400,000 units in the first year.[71] The Mega Drive was unable to overtake the venerable Famicom[72] and remained a distant third in Japan behind Nintendo's Super Famicom and NEC's PC Engine throughout the 16-bit era.[73] Sega announced a North American release date for the system on January 9, 1989.[74] At the time, Sega did not possess a North American sales and marketing organization for its consoles, but ultimately decided to launch the console through its own Sega of America subsidiary, which launched later that year.[75]

For the North American market, where the console was renamed "Sega Genesis", former Atari executive and new Sega of America CEO Michael Katz instituted a two-part approach to build sales in the region. The first part involved a marketing campaign to challenge Nintendo head-on and emphasize the more arcade-like experience available on the Genesis,[75][76] summarized by slogans including "Genesis does what Nintendon't".[71] Since Nintendo owned the console rights to most arcade games of the time, the second part involved creating a library of instantly recognizable games which used the names and likenesses of celebrities and athletes.[77][78] Nonetheless, it had a hard time overcoming Nintendo's ubiquitous presence in consumers' homes.[79] Tasked by Nakayama to sell one million units within the first year, Katz and Sega of America managed to sell only 500,000 units.[71]

Sonic the Hedgehog edit

 
Sonic the Hedgehog has been Sega's mascot since the character's introduction in 1991

While Sega was seeking a flagship series to compete with Nintendo's Mario series along with a character to serve as a company mascot, Naoto Ohshima designed "a teal hedgehog with red shoes."[80] This character won the contest and was renamed Sonic the Hedgehog, spawning one of the best-selling video game franchises in history.[81][82] The gameplay of Sonic the Hedgehog originated with a tech demo created by Yuji Naka, who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a dot matrix. Naka's original prototype was a platform game that involved a fast-moving character rolling in a ball through a long winding tube, and this concept was subsequently fleshed out with Ohshima's character design and levels conceived by designer Hirokazu Yasuhara.[83] Sonic's blue pigmentation was chosen to match Sega's cobalt blue logo, and his shoes were a concept evolved from a design inspired by Michael Jackson's boots with the addition of the color red, which was inspired by both Santa Claus and the contrast of those colors on Jackson's 1987 album Bad; his personality was based on Bill Clinton's "can do" attitude.[84][85][86]

Marketing strategy and success edit

In mid-1990, Nakayama hired Tom Kalinske to replace Katz as CEO of Sega of America. Although Kalinske initially knew little about the video game market, he surrounded himself with industry-savvy advisors. A believer in the razor and blades business model, he developed a four-point plan: cut the price of the console, create a U.S.-based team to develop games targeted at the American market, continue and expand the aggressive advertising campaigns, and replace the bundled game Altered Beast with a new game, Sonic the Hedgehog.[79] The Japanese board of directors initially disapproved of the plan, but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it."[71] Magazines praised Sonic as one of the greatest games yet made, and Sega's console finally became successful.[79] In large part due to the popularity of Sonic the Hedgehog, the Sega Genesis outsold its main competitor, Nintendo's SNES, in the United States nearly two to one during the 1991 holiday season. This success led to Sega having control of 65% of the 16-bit console market in January 1992, making it the first time Nintendo was not the console leader since December 1985.[87]

To compete with Nintendo, Sega was more open to new types of games than its rival, but still tightly controlled the approval process for third-party games and charged high prices for cartridge manufacturing.[88] Technicians from American third-party video game publisher Electronic Arts (EA) reverse engineered the Genesis in 1989,[89] following nearly one year of negotiations with Sega in which EA requested a more liberal licensing agreement than was standard in the industry before releasing its games for the system.[90] As a result, EA signed what founder Trip Hawkins described as "a very unusual and much more enlightened license agreement" with Sega in June 1990: "Among other things, we had the right to make as many titles as we wanted. We could approve our own titles ... the royalty rates were a lot more reasonable. We also had more direct control over manufacturing."[89] The first Genesis version of EA's John Madden Football arrived before the end of 1990,[89] and became what EA creative officer Bing Gordon called a "killer app" for the system.[90]

Another issue Sega had to deal with in marketing the Genesis in North America was Nintendo's dominance with retailers. Major retail stores such as Walmart, Target Corporation, and Kmart had all refused to carry the Genesis in their stores. To get Walmart to carry the system, Kalinske advertised the system heavily in Bentonville, Arkansas, where Walmart's home office is located. Tactics used in the area included renting billboards, radio advertisements, sports stadiums, and renting a store in the local mall. This resulted in Walmart relenting and choosing to carry the Genesis.[4]

Sega was able to outsell Nintendo four Christmas seasons in a row[91] due to the Genesis' head start, a lower price point, and a larger library of games when compared to the Super Nintendo at its release.[92] Sega's advertising positioned the Genesis as the cooler console,[92] and as its advertising evolved, the company coined the term "blast processing" to suggest that its processing capabilities were far greater than those of the SNES.[93][94] According to a 2004 study of NPD sales data, the Sega Genesis was able to maintain its lead over the Super NES in the American 16-bit console market.[95] However, according to a 2014 Wedbush Securities report based on revised NPD sales data, the SNES outsold the Genesis in the U.S. market.[96]

Sega v. Accolade edit

 
The screen displayed by the Trademark Security System (TMSS)

After the release of the Sega Genesis in 1989, video game publisher Accolade began exploring options to release some of their PC games on the console. At the time, Sega had a licensing deal in place for third-party developers that increased the costs to the developer. According to Accolade co-founder Alan Miller, "One pays them between $10 and $15 per cartridge on top of the real hardware manufacturing costs, so it about doubles the cost of goods to the independent publisher."[97] To get around licensing, Accolade chose to seek an alternative way to bring their games to the Genesis.[98][99] As a result of piracy in some countries and unlicensed development issues, Sega incorporated a technical protection mechanism into a new edition of the Genesis released in 1990, referred to as the Genesis III. This new variation of the Genesis included a code known as the Trademark Security System (TMSS).[98] Accolade successfully identified the TMSS file. It later added this file to the games HardBall!, Star Control, Mike Ditka Power Football, and Turrican.[99] In response to the creation of these unlicensed games, Sega filed suit against Accolade in the United States District Court for the Northern District of California, on charges of trademark infringement, unfair competition, and copyright infringement. In response, Accolade filed a counterclaim for falsifying the source of its games by displaying the Sega trademark when the game was powered up.[100][101] Despite winning an injunction in the initial district court case, as a result of Accolade's appeal, the Ninth Circuit overturned the district court's verdict and ruled that Accolade's decompilation of the Sega software constituted fair use.[102] Ultimately, Sega and Accolade settled the case on April 30, 1993. As a part of this settlement, Accolade became an official licensee of Sega, and later developed and released Barkley Shut Up and Jam! while under license.[103] The terms of the licensing, including whether or not any special arrangements or discounts were made to Accolade, were not released to the public.[104] The financial terms of the settlement were also not disclosed, although both companies agreed to pay their own legal costs.[105]

1993 United States congressional hearings edit

 
Ratings issued by Sega's Videogame Rating Council.

In 1993, the American media began to focus on the mature content of certain video games. Games such as Night Trap for the Sega CD, an add-on, received unprecedented scrutiny. Issues about Night Trap were brought up in the United Kingdom, with former Sega of Europe development director Mike Brogan noting that "Night Trap got Sega an awful lot of publicity ... it was also cited in UK Parliament for being classified as "15" due to its use of real actors."[106] This came at a time when Sega was capitalizing on its image as an edgy company with attitude, and this only reinforced that image.[72] By far the year's most controversial game was Midway's Mortal Kombat, ported to the Genesis and SNES by Acclaim. In response to public outcry over the game's graphic violence, Nintendo decided to replace the blood in the game with "sweat" and the arcade's gruesome "fatalities" with less violent finishing moves.[107] Sega took a different approach, instituting America's first video game ratings system, the Videogame Rating Council (VRC), for all its current systems. Ratings ranged from the family friendly GA rating to the more mature rating of MA-13, and the adults-only rating of MA-17.[107] With the rating system in place, Sega released its version of Mortal Kombat, appearing to have removed all the blood and sweat effects and toning down the finishing moves even more than in the SNES version. However, all the arcade's blood and uncensored finishing moves could be enabled by entering a "Blood Code". This technicality allowed Sega to release the game with a relatively low MA-13 rating.[108] Meanwhile, the tamer SNES version shipped without a rating.[108] The Genesis version of Mortal Kombat was well received by gaming press, as well as fans, outselling the SNES version three- or four-to-one,[107][109][110] while Nintendo was criticized for censoring the SNES version of the game.[108] Executive vice president of Nintendo of America Howard Lincoln was quick to point out in United States congressional hearings in 1993 that Night Trap had no such rating. In response, Sega of America vice president Bill White showed a videotape of violent video games on the SNES and stressed the importance of rating video games. At the end of the hearing, Senator Joe Lieberman called for another hearing in February 1994 to check on progress toward a rating system for video game violence.[107] Although experiencing increased sales, Sega decided to recall Night Trap and re-release it with revisions in 1994 due to the Congressional hearings.[111] After the close of these hearings, video game manufacturers came together to establish the rating system that Lieberman had called for. Initially, Sega proposed the universal adoption of its system, but after objections by Nintendo and others, Sega took a role in forming a new one. This became the Entertainment Software Rating Board, an independent organization that received praise from Lieberman.[107]

Game Gear and Sega CD edit

 
Sega's Game Gear struggled to compete against Nintendo's Game Boy.

In 1990, Sega launched the Game Gear to compete against Nintendo's Game Boy. The console had been designed as a portable version of the Master System, and featured more powerful systems than the Game Boy, including a full-color screen, in contrast to the monochromatic screen of its rival.[112] Due to issues with its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling approximately 11 million units.[113]

By 1991, compact discs (CDs) had gained in popularity as a data storage device for music and software. PCs and video game companies had started to make use of this technology. NEC had been the first to include CD technology in a game console with the release of the TurboGrafx-CD add-on, and Nintendo was making plans to develop its own CD peripheral as well. Seeing the opportunity to gain an advantage over its rivals, Sega partnered with JVC to develop a CD-ROM add-on for the Genesis.[114][115][116] Sega launched the Mega-CD in Japan[114] on December 1, 1991, initially retailing at JP¥49,800.[117] The CD add-on was launched in North America on October 15, 1992, as the Sega CD, with a retail price of US$299;[114] it was released in Europe as the Mega-CD in 1993.[117] In addition to greatly expanding the potential size of its games, this add-on unit upgraded the graphics and sound capabilities by adding a second, more powerful processor, more system memory, and hardware-based scaling and rotation similar to that found in Sega's arcade games.[114][118] The Mega-CD sold only 100,000 units during its first year in Japan, falling well below expectations. Although many consumers blamed the add-on's high launch price, it also suffered from a small software library; only two games were available at launch. This was due in part to the long delay before Sega made its software development kit available to third-party developers.[117] Sales were more successful in North America and Europe, although the novelty of full motion video (FMV) and CD-enhanced games quickly wore off as many of the Sega CD's later games were met with lukewarm or negative reviews.[119]

Continued arcade success edit

Sega experienced success with arcades during the years it was supporting the Genesis, making it one of the most recognised brands in both the home and out-of-home sectors of gaming in the early 1990s. In arcade game development, Sega focused on releasing games to appeal to diverse tastes, including racing games and side-scrollers.[120] It developed over 40 games for its System 16 arcade system board,[121] and saw success in Japan with its line of medal games. Some time after the release of Power Drift, Sega realigned its arcade development divisions into the Amusement Machine Research and Development teams, or AM teams, which were strictly segregated and often had rivalries with each other and with the consumer development divisions.[122] During this time, the AM5 division was formed to create larger amusement equipment, with its first projects including the "Waku Waku" line of children's rides.[123] Sega's advanced know-how garnered from the "taikan" experience games in the 1980s led to more complex machines; its AS-1 and R360 simulators offered unparalleled but highly expensive immersion.

 
Virtua Formula installation at the Sega VirtuaLand arcade in the Luxor Las Vegas hotel in 1993

In 1992 and 1993, the new Model 1 arcade system board ran Sega AM2's Virtua Racing and Virtua Fighter (the first 3D fighting game), which played crucial roles in popularizing 3D polygonal graphics and took the place of Sega's line of sprite-based "Super Scaler" games.[124][125][126] Virtua Fighter was praised for its simple three-button control scheme, with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two-dimensional competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—Virtua Fighter's fluid animation and relatively realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites.[127][128][129] The Model 1 was exceedingly expensive and advanced, bringing arcade gaming technology further in front of home consoles; Sega's difficulties in porting Virtua Racing to the Genesis reflected this.[130]

Sega also saw success in operating amusement arcades during this period. During the late 1980s and early 1990s, Sega's Japanese amusement operations division began opening progressively larger amusement centers targeted at a wider range of demographics, establishing its "En-Joint" concept in 1990.[131] Over 150 venues were opened in the country during this period, with the prolific family-oriented Sega World chain and popular over-18s "GiGO" facilities in Roppongi and Ikebukuro among them.[132] After creating new regional arcade divisions through buyouts of existing distributors like Deith Leisure, Sega took this successful formula and retooled it for overseas territories, beginning in 1992 with a number of small test locations in the United Kingdom, Taiwan, France, and Spain.[21] Alongside a return to operations in the United States with the "Game City" arcade in Dallas, Texas, the four countries would receive a number of larger venues thereafter. In 1993, notable openings included the large Sega VirtuaLand in the Luxor Las Vegas, containing the high-end Virtua Formula, AS-1, and R360 simulators.[21]

Sega Saturn, falling console sales, and continued arcade success (1994–1999) edit

Development on Sega's next video game console, the Sega Saturn, started over two years before the system was showcased at the Tokyo Toy Show in June 1994. The name "Saturn" was the system's codename during development in Japan, but was chosen as the official product name.[133] According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time".[134] Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal.[77][135][136] Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64.[77][137] Kalinske, Sony Electronic Publishing's Olaf Olafsson, and Sony America's Micky Schulhof had discussed development of a joint "Sega/Sony hardware system", which never came to fruition due to Sega's desire to create hardware that could accommodate both 2D and 3D visuals and Sony's competing notion of focusing on 3D technology.[135][138][139] Publicly, Kalinske defended the Saturn's design: "Our people feel that they need the multiprocessing to be able to bring to the home what we're doing next year in the arcades."[140] In 1993, Sega restructured its internal studios in preparation for the Saturn's launch. To ensure high-quality 3D games would be available early in the Saturn's life, and to create a more energetic working environment, developers from Sega's arcade division were asked to create console games. New teams, such as Panzer Dragoon developer Team Andromeda, were formed during this time.[141]

In mid-1994, MGM and Sega of America made a development deal for motion pictures, television shows and video games.[142][143]

32X edit

 
Sega Genesis with a 32X and Sega CD attached

In January 1994, Sega began to develop an add-on for the Genesis, the 32X, which would serve as a less expensive entry into the 32-bit era. The decision to create the add-on was made by Nakayama and widely supported by Sega of America employees.[144] According to former Sega of America producer Scot Bayless, Nakayama was worried that the Saturn would not be available until after 1994 and that the recently released Atari Jaguar would reduce Sega's hardware sales. As a result, Nakayama ordered his engineers to have the system ready for launch by the end of the year.[144] The 32X would not be compatible with the Saturn, but Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis games, and had the same system architecture as the Saturn.[145] This was justified by Sega's statement that both platforms would run at the same time, and that the 32X would be aimed at players who could not afford the more expensive Saturn.[144][146] Because both machines shared many of the same parts and were preparing to launch around the same time, tensions emerged between Sega of America and Sega of Japan when the Saturn was given priority.[144] Sega released the 32X on November 21, 1994, in North America, December 3, 1994, in Japan, and January 1995 in PAL territories, and was sold at less than half of the Saturn's launch price.[147][148] After the holiday season, however, interest in the 32X rapidly declined.[144][146]

Saturn launch edit

 
Japanese Sega Saturn, released in November 1994

Sega released the Saturn in Japan on November 22, 1994, at a price of ¥44,800.[149] Virtua Fighter, a faithful port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn console at launch and was crucial to the system's early success in Japan.[128][129][150] Fueled by the popularity of Virtua Fighter, Sega's initial shipment of 200,000 Saturn units sold out on the first day,[77][150][151] and was more popular than the PlayStation in Japan.[150][152] In March 1995, Sega of America CEO Tom Kalinske announced that the Saturn would be released in the U.S. on "Saturnday" (Saturday) September 2, 1995.[153][154] However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation.[155] At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske gave a keynote presentation in which he revealed the release price of US$399 (including a copy of Virtua Fighter[156]), and described the features of the console. Kalinske also revealed that, due to "high consumer demand",[157] Sega had already shipped 30,000 Saturns to Toys "R" Us, Babbage's, Electronics Boutique, and Software Etc. for immediate release.[153] The announcement upset retailers who were not informed of the surprise release, including Best Buy and Walmart;[135][158][159] KB Toys responded by dropping Sega from its lineup.[153] The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995, at a price of £399.99.[130] European retailers and press did not have time to promote the system or its games, harming sales.[160] The Saturn's U.S. launch was accompanied by a reported $50 million advertising campaign that included coverage in publications such as Wired and Playboy.[161][162][163] Early advertising for the system was targeted at a more mature, adult audience than the Sega Genesis ads.[164][165] Because of the early launch, the Saturn had only six games (all published by Sega) available to start as most third-party games were slated to be released around the original launch date.[156][166][167] Virtua Fighter's relative lack of popularity in the West, combined with a release schedule of only two games between the surprise launch and September 1995, prevented Sega from capitalizing on the Saturn's early timing.[77][134][168]

Within two days of its September 9, 1995, launch in North America, the PlayStation sold more units than the Saturn had in the five months following its surprise launch, with almost all of the initial shipment of 100,000 units being sold in advance, and the rest selling out across the U.S.[169][170] On October 2, 1995, Sega announced a Saturn price reduction to $299.[171] Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, new games were not enough to reverse the PlayStation's decisive lead.[172][173] By 1996, the PlayStation had a considerably larger library than the Saturn, although Sega hoped to generate interest with upcoming exclusives such as Nights into Dreams.[168] Within its first year, the PlayStation secured over 20% of the entire U.S. video game market.[174] On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199,[169] a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199.[175] On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture.[176][177]

In spite of the launch of the PlayStation and the Saturn, sales of 16-bit hardware/software continued to account for 64% of the video game market in 1995.[178][179] Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand for the product.[173][178] Sega was able to capture 43% of the dollar share of the U.S. video game market and sell more than 2 million Genesis units in 1995, but Kalinske estimated that "we could have sold another 300,000 Genesis systems in the November/December timeframe."[180] Nakayama's decision to focus on the Saturn over the Genesis, based on the systems' relative performance in Japan, has been cited as the major contributing factor in this miscalculation.[181] According to Sega Technical Institute head Roger Hector, after Sony's release of the PlayStation, the atmosphere at Sega became political, with "lots of finger-pointing".[182]

Changes in management edit

Due to long-standing disagreements with Sega of Japan,[77][135] Kalinske lost most of his interest in his work as CEO of Sega of America.[183] On July 16, 1996, Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America, while Kalinske would be leaving Sega after September 30 of that year.[184][185] A former Honda executive,[186][187] Irimajiri had been actively involved with Sega of America since joining Sega in 1993.[184][188] Sega also announced that David Rosen and Nakayama had resigned from their positions as chairman and co-chairman of Sega of America, though both men remained with the company.[184][189] Bernie Stolar, a former executive at Sony Computer Entertainment of America,[190][191] was named Sega of America's executive vice president in charge of product development and third-party relations.[184][185] Stolar, who had arranged a six-month PlayStation exclusivity deal for Mortal Kombat 3[192] and helped build close relations with Electronic Arts[77] while at Sony, was perceived as a major asset by Sega officials.[185] Finally, Sega of America made plans to expand its PC software business.[184][187]

Stolar was not supportive of the Saturn due to his belief that the hardware was poorly designed, and publicly announced at E3 1997 that "The Saturn is not our future."[77] While Stolar had "no interest in lying to people" about the Saturn's prospects, he continued to emphasize quality games for the system,[77] and subsequently reflected that "we tried to wind it down as cleanly as we could for the consumer."[191] At Sony, Stolar opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America, and advocated a similar policy for the Saturn during his time at Sega, although he later sought to distance himself from this perception.[77][192][193] These changes were accompanied by a softer image that Sega was beginning to portray in its advertising, including removing the "Sega!" scream and holding press events for the education industry.[168]

Continued arcade success edit

While Sega struggled greatly with its consumer division during the Saturn years, its arcade divisions remained profitable, with annual arcade revenues increasing year-on-year throughout the late 1990s.[194] This was despite a market slump in the late 1990s, caused by the increased popularity of home video game consoles.[195]

Sega had partnered with GE to develop the Sega Model 2 arcade system board, building on 3D technology in the arcade industry at the time. The board ran numerous successful arcade games, including Daytona USA, Virtua Cop, and Virtua Fighter 2.[196] The Model 2 was equipped with better hardware than any home video game consoles at the time,[195] and was licensed to other developers.[197] There was also a technological arms race between Sega and Namco during this period, driving the growth of 3D gaming.[198] By 1996, Virtua Fighter for the Model 1 had sold over 40,000 arcade units[199] and the Model 2 had sold over 130,000 systems.[200] Virtua Fighter and Virtua Fighter 2 became Sega's best-selling arcade games of all time, surpassing their previous record holder Out Run.[201] In 1996, Sega partnered with Lockheed Martin to develop the Sega Model 3, which when released was the most powerful arcade system in existence.[202][203] By 2000, Sega had sold more than 200,000 Model 2 and 3 systems.[204]

In 1995, Sega partnered with Atlus to launch Print Club (Purikura),[205] an arcade photo sticker machine that produces selfie photos.[206][207] Atlus and Sega introduced Purikura in February 1995, initially at game arcades, before expanding to other popular culture locations such as fast food shops, train stations, karaoke establishments and bowling alleys.[208] Purikura became a popular form of entertainment among youths across East Asia, laying the foundations for modern selfie culture.[206][207] By 1997, about 47,000 Purikura machines had been sold, earning Sega an estimated ¥25 billion (£173 million) or $283,000,000 (equivalent to $516,000,000 in 2022) annually from Purikura sales that year. Various other similar purikira machines appeared from other manufacturers, with Sega controlling about half of the market in 1997.[209] Despite the arcade market stagnating towards the end of the decade, Sega's arcade revenues increased as a result of the Sega Model 2 and 3 arcade systems, the Print Club machines, and Sega's Japanese arcade centers.[194] Print Club alone generated over $1 billion in sales for Atlus and Sega.[210]

Failed merger with Bandai edit

In January 1997, Sega announced its intentions to merge with Bandai, a Japanese toy maker that was Japan's largest and the world's third largest at the time. The merger, planned as a $1 billion stock swap whereby Sega would wholly acquire Bandai, was set to form a planned company known as Sega Bandai, Ltd.[211][212][213] Plans for the merger were necessitated by the struggling financial state of both Sega and Bandai, with Bandai announcing their anticipated loss for the fiscal year and Sega announcing a lower than expected profit. Sega Bandai was planned to be an entertainment conglomerate, with an estimated $6 billion in revenue. Some financial analysts expressed doubt about this strategy; according to SBC Warburg Securities analyst Reinier Dobbelmann, "both companies have big ideas, but they don't carry them out."[212]

Initially planned to be finalized in October of that year, the merger was called off in May 1997. Opposition to the merger had grown in the ranks of Bandai's midlevel executives, with reasons cited including cultural differences with Sega's corporate culture colliding with Bandai's family-run business. This opposition had become so great that Bandai's board of directors called a meeting to discuss the situation and decided to cancel the merger, although they did agree to a business alliance with Sega.[214] The following day, Bandai president Makoto Yamashina resigned his position,[211] taking responsibility for the failed merger and apologizing publicly for his inability to get the merger completed. In a separate press conference, Nakayama elaborated on his reason for agreeing to cancel the acquisition of Bandai, stating, "We will not be successful working together if Bandai's management cannot take hold of people's hearts."[215]

As a result of the company's deteriorating financial situation, Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri.[186] It has been speculated that Nakayama's resignation was in part due to the failure of the Sega Bandai merger, as well as Sega's 1997 performance.[216] Stolar would subsequently accede to become CEO and president of Sega of America.[191][217]

Struggles in other divisions edit

 
Entrance to Tokyo Joypolis, the flagship Sega indoor theme park, in 1999

Aside from the Saturn, Sega made forays in the consumer PC market with the 1995 establishment of SegaSoft, which was tasked with creating original Saturn and PC games.[218][219] The mid-1990s also saw Sega making efforts to expand beyond its image as a strictly kids-oriented, family entertainment company, by publishing a number of games with extreme violence and sexual themes, and introducing the "Deep Water" label to mark games with mature content.[220] From 1994 to 1999, Sega participated in the pinball market when it took over Data East's pinball division.[221] In December 1997, Sega and CSK jointly purchased an ¥11 million stake in ASCII Corporation, a Japanese company best known for co-creating the MSX computer.[222]

Beginning in 1994, Sega launched numerous indoor theme parks in Japan, including several Joypolis parks in locations like Yokohama and Odaiba, under a concept officially dubbed "Amusement Theme Park".[223] Populating them were a number of interactive "mid-size" attractions that had been developed in-house, such as the VR-1 virtual reality motion simulator made in conjunction with Virtuality Group.[224][225] Sega intended to create 100 "ATP" venues across the world by the start of the 2000s,[47] however the only overseas locations to materialise were SegaWorld London in September 1996 and Sega World Sydney in March 1997.[226][227] In March 1997, Sega also launched its GameWorks urban entertainment centers in the US in a joint venture with Universal Studios and DreamWorks SKG.[228] Some of these flagship venues exceeded projected numbers in their first years, however others, including the SegaWorld in London, faced managerial problems and poor reviews.[224]

Financial decline edit

The Saturn failed to take the lead in the market as its predecessor had. After the launch of the Nintendo 64 in 1996, sales of the Saturn and its games were sharply reduced,[191] while the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997.[174] As of August 1997, Sony controlled 47% of the console market, Nintendo 40%, and Sega only 12%. Neither price cuts nor high-profile game releases proved helpful.[191] After several years of declining profits,[194] Sega had a slight increase in the fiscal year ended March 1997, partly driven by increasing arcade revenue,[194] while outperforming Nintendo during the mid-term period.[229] However, in the fiscal year ending March 1998, Sega suffered its first financial loss since its 1988 listing on the Tokyo Stock Exchange.[230] Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a net loss of ¥43.3 billion (US$327.8 million) and a consolidated net loss of ¥35.6 billion (US$269.8 million).[194] Shortly before announcing its financial losses, Sega announced that it was discontinuing the Saturn in North America to prepare for the launch of its successor.[186][191] The Saturn would last longer in Japan and Europe.[187] The decision to abandon the Saturn effectively left the Western market without Sega games for over one year.[231] Sega suffered an additional ¥42.881 billion consolidated net loss in the fiscal year ending March 1999, and announced plans to eliminate 1,000 jobs, nearly a quarter of its workforce.[232][233] With lifetime sales of 9.26 million units,[234] the Saturn is considered a commercial failure,[235] although its install base in Japan surpassed the Nintendo 64's 5.54 million.[236] Lack of distribution has been cited as a significant factor contributing to the Saturn's failure, as the system's surprise launch damaged Sega's reputation with key retailers.[158] Conversely, Nintendo's long delay in releasing a 3D console and damage caused to Sega's reputation by poorly supported add-ons for the Genesis are considered major factors allowing Sony to gain a foothold in the market.[174][237]

In contrast to Sega's declining home consumer video game revenues, Sega's arcade revenues were increasing year-on-year during the late 1990s. Despite the arcade market stagnating towards the end of the decade, Sega's arcade revenues increased as a result of the Sega Model 2 and 3 arcade systems, the Atlus-developed Print Club (Purikura) photo sticker machines, and Sega's Japanese arcade centers. But it was not enough to offset the significant decline in consumer product sales, leading to overall declines in total revenues and profits. In the fiscal year ended March 1997, Sega had a slight increase in total revenue and profit, as a result of its growing arcade revenue. However, Sega later had its first financial loss in the fiscal year ended March 1998, as the result of a significant drop in consumer product sales.[194]

Sega financial results (April 1992 to March 1998)[194]
Fiscal year Annual net sales (revenue) Annual net income (profit)
Arcade Consumer Total
April 1992 to March 1993 ¥116.472 billion ¥230.465 billion ¥346.937 billion ($3.12 billion) ¥28.017 billion
April 1993 to March 1994 ¥113.878 billion ¥240.154 billion ¥354.032 billion ($3.46 billion) ¥23.223 billion
April 1994 to March 1995 ¥135.604 billion ¥197.719 billion ¥333.323 billion ($3.54 billion) ¥14.085 billion
April 1995 to March 1996 ¥167.112 billion ¥179.07 billion ¥346.182 billion ($3.18 billion) ¥5.304 billion
April 1996 to March 1997 ¥186.432 billion ¥173.498 billion ¥359.93 billion ($3.31 billion) ¥5.572 billion
April 1997 to March 1998 ¥192.848 billion ¥78.627 billion ¥271.475 billion ($2.06 billion) ¥43.3 billion (loss)

Dreamcast and continuing struggles (1999–2001) edit

 
Sega's Dreamcast was the company's last video game console

Despite taking massive losses on the Saturn, including a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders.[238] Sega announced that Sonic Adventure, the next game starring company mascot Sonic the Hedgehog, would arrive in time for the Dreamcast's launch and promoted the game with a large-scale public demonstration at the Tokyo Kokusai Forum Hall.[239][240][241] However, Sega could not achieve its shipping goals for the Dreamcast's Japanese launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process.[238][242] As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998, the Dreamcast launched in Japan at a price of JP¥29,000, and the entire stock sold out by the end of the day. However, of the four games available at launch, only one—a port of Virtua Fighter 3, the most successful arcade game Sega ever released in Japan—sold well.[243] Sega estimated that an additional 200,000–300,000 Dreamcast units could have been sold with sufficient supply.[243] Irimajiri hoped to sell over 1 million Dreamcast units in Japan by February 1999, but less than 900,000 were sold, undermining Sega's attempts to build up a sufficient installed base to ensure the Dreamcast's survival after the arrival of competition from other manufacturers.[244] Prior to the Western launch, Sega reduced the price of the Dreamcast to JP¥19,900, effectively making the hardware unprofitable but increasing sales.[238]

In America, Sega of America's senior vice president of marketing[245] Peter Moore, a fan of the attitude previously associated with Sega's brand, worked with Foote, Cone & Belding and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power.[246][247][248] According to Moore, "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke [sic] all the things we loved about Sega, primarily from the Genesis days."[246] On August 11, Sega of America confirmed[249] that Stolar had been fired, leaving Moore to direct the launch.[250][251][252] Prior to the Dreamcast's release, Sega was dealt a blow when EA—the largest third-party video game publisher—announced it would not develop games for the system. EA executive Bing Gordon claimed "[Sega] couldn't afford to give us [EA] the same kind of license that EA has had over the last five years", but Stolar recounted that EA president Larry Probst wanted "exclusive rights to be the only sports brand on Dreamcast", which Stolar could not accept due to Sega's recent $10 million purchase of sports game developer Visual Concepts.[77][246] While the Dreamcast would have none of EA's popular sports games, "Sega Sports" games developed mainly by Visual Concepts[253] helped to fill that void.[246]

Western launch edit

The Dreamcast launched in North America on September 9, 1999, at a price of $199—which Sega's marketing dubbed "9/9/99 for $199".[231][244][247] Eighteen launch games were available for the Dreamcast in the U.S.[247][254][255] Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning the company $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history".[246] Within two weeks, U.S. Dreamcast sales exceeded 500,000.[246] By Christmas, Sega held 31 percent of the North American video game marketshare.[256] On November 4, Sega announced it had sold over one million Dreamcast units.[257] Nevertheless, the launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs.[258] Sega released the Dreamcast in Europe on October 14, 1999,[257] at a price of GB£200.[238] While Sega sold 500,000 units in Europe by Christmas 1999,[238] sales did not continue at this pace, and by October 2000, Sega had sold only about 1 million units in Europe.[259]

Though the Dreamcast launch had been successful, Sony still held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999.[257] On March 2, 1999, in what one report called a "highly publicized, vaporware-like announcement"[260] Sony revealed the first details of its "next generation PlayStation", which Ken Kutaragi claimed would allow video games to convey unprecedented emotions.[261][262] The same year, Nintendo announced that its next generation console would meet or exceed anything on the market, and Microsoft began development of its own console.[263][264][265]

Development studio restructure edit

In what has been called "a brief moment of remarkable creativity",[266] in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.[267][247] Studios included United Game Artists, Hitmaker, Smilebit, Overworks, Sega AM2, Sonic Team, WOW Entertainment, Amusement Vision, and Sega Rosso.[268] Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process.[269] This resulted in games such as Rez,[270][271][272]The Typing of the Dead,[273][274] Seaman,[275] and Segagaga.[276] Sega also revived franchises from the Genesis era, such as Ecco the Dolphin.[246] AM2 developed what Sega hoped would be the Dreamcast's killer app, Shenmue, a "revenge epic in the tradition of Chinese cinema."[267][277] Incorporating a simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing the Quick-time event in its modern form[278][279]), Shenmue went over budget and was rumored[280] to have cost Sega over $50 million.[281] As the first fully 3D platforming game starring Sega's mascot, Sonic the Hedgehog, Sonic Team's Sonic Adventure was considered "the centerpiece of the [Dreamcast] launch".[266] Adventure garnered criticism for technical problems including erratic camera angles and glitches,[282][283] but was praised for its "luscious"[284] visuals, "vast, twisting environments" and iconic set pieces. It has been described as the Sonic series' creative apex.[285][282][286] However, it failed "to catch on with players in nearly the way that [Nintendo's] Mario 64 had done", perhaps due to a perceived lack of gameplay depth.[283][287][288] In sports, Visual Concepts' NFL 2K football series and its NBA 2K basketball series were critically acclaimed.[289] Additionally, with the release of Sega's NAOMI arcade system board, the focus of the arcade divisions shifted to produce games that could easily be ported to the Dreamcast.[290]

Continued financial losses edit

Sega's initial momentum proved fleeting as U.S. Dreamcast sales—which exceeded 1.5 million by the end of 1999[291]—began to decline as early as January 2000.[292] Poor Japanese sales contributed to Sega's ¥42.88 billion ($404 million) consolidated net loss in the fiscal year ending March 2000, which followed a similar loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss.[293][294] Although Sega's overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded the company's expectations, this increase in sales coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan.[293]

At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting the company to close 246 of its 870 locations.[293][295] Arcade sales in 2000 dropped 16% in Japan, and 15% overseas, despite downsizing by competitors.[290] In the face of a worldwide decline in the arcade industry, Sega cut down the majority of its overseas operations, closing the flagship Sega World indoor theme parks in London and Sydney.[21] In Japan, novel new venues, including Club Segas in Shibuya and Yokohama,[21] as well as the popular Derby Owners Club, kept Sega's arcade business afloat, however with the exception of the successful Samba De Amigo,[296] no arcade rhythm game releases by the company capitalised on the genre's first boom in popularity.[citation needed]

Moore became the president and chief operating officer of Sega of America on 8 May 2000.[297] He said that the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 to remain a viable platform, but Sega ultimately fell short of this goal with some 3 million units sold.[256][298] Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses.[299] Instead of an expected profit, for the six months ending September 2000, Sega posted a ¥17.98 billion ($163.11 million) loss, with the company projecting a year-end loss of ¥23.6 billion.[300] This estimate was more than doubled to ¥58.3 billion,[301] and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million).[302]

Although the PS2's October 26 U.S. launch was marred by shortages, many disappointed consumers continued to wait for a PS2—while the PSone, a remodelled PlayStation, was the best-selling console in the U.S. at the start of the 2000 holiday season.[256][303][304] According to Moore, "the PlayStation 2 effect that we were relying upon did not work for us ... people will hang on for as long as possible ... What effectively happened is the PlayStation 2 lack of availability froze the marketplace".[305] Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, respectively, while Sega held only 15 percent.[238] According to former Sega of America vice president of communications Charles Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but this ratio "on a small install base didn't give us the revenue ... to keep this platform viable in the medium to long term."[246][306]

Shift to third-party software development (2001–2003) edit

 
Sega's financial trouble in the 1998–2002 period[307][308][309][310]

In 2000, Sega and CSK Corporation chairman Isao Okawa replaced Irimajiri as president of Sega.[311] Irimajiri had been replaced as a result of Sega's financial losses.[312][313] Okawa had long advocated that Sega abandon the console business.[314] His sentiments were not unique; Sega co-founder David Rosen had "always felt it was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had previously suggested that Sega should have sold their company to Microsoft.[77][315] In September 2000, in a meeting with Sega's Japanese executives and the heads of the company's major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software—prompting the studio heads to walk out.[246] On November 1, 2000, Sega changed its company name from Sega Enterprises to Sega Corporation.[316] In December 2000, The New York Times reported that Nintendo and Sega were holding discussions regarding a potential US$2 billion buyout, though the two companies denied this; a Sega spokesman called the report "absolutely outrageous".[317] Okawa talked to Microsoft about a sale or merger with their Xbox division, but those talks failed.[318] Forbes has speculated that the Nintendo buyout discussions could have been to put pressure on Microsoft to acquire Sega.[319]

On January 23, 2001, a story ran in Nihon Keizai Shimbun claiming that Sega would cease production of the Dreamcast and develop software for other platforms.[320] After initial denial, Sega of Japan put out a press release confirming they were considering producing software for the PlayStation 2 and Game Boy Advance as part of their "new management policy".[321] On January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a "platform-agnostic" third-party developer.[322][323] Sega also announced a Dreamcast price reduction to $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001.[324][325] After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95.[326][327] The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega's internal game development studios as well as the heads of Visual Concepts and Wave Master and given away with 55 first-party Dreamcast games through a competition organized by GamePro magazine.[328] Okawa, who had previously loaned Sega $500 million in the summer of 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his $695 million worth of Sega and CSK stock, helping the company survive the third-party transition.[329][330][331] As part of this restructuring, nearly one-third of Sega's Tokyo workforce was laid off in 2001.[332] By March 31, 2002, Sega had five consecutive fiscal years of net losses.[333] A business alliance with Microsoft was announced where Sega would develop 11 games for the new Xbox console.[334]

After Okawa's death, Hideki Sato became president of Sega. Sato, a 30-year veteran of Sega, had previously developed Sega's video game consoles. Because of poor sales in 2002, Sega was forced to cut its profit forecast by 90% for 2003. As a result, Sega began to look at opportunities for a merger to fix its financial situation. In 2003, Sega began talks with Sammy Corporation and Namco. Sato stated that he would select the partner that fit the business best. Sega made an announcement on February 13, 2003, of its decision to merge with Sammy. However, as late as April 17 of the same year, Sega was still in talks with Namco, which was attempting to overturn the merger and went public with its offer to be acquired. Sega's consideration of Namco's offer upset executives of Sammy. However, the day after Sega announced it was no longer planning to merge with Sammy, Namco withdrew its offer. Though Namco expressed that it would be willing to work with Sega on a future deal, Sega expressed it was not interested.[335] Due to the failure to complete a merger, Sato was forced to step down.[335] In 2003, he and COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi, the head of Hitmaker. As part of Oguchi's restructuring plan, he announced his intention to consolidate Sega's studios into "four or five core operations."[336] Sega's studios were consolidated and reintegrated into Sega as its R&D division, no longer existing as independent companies.[335] Peter Moore left Sega of America in January 2003. The reason for leaving was a frustrating meeting with Sega of Japan refusing to adapt to the changing gaming landscape due to mature games like Grand Theft Auto III.[337] Hideaki Irie became the new president and COO of Sega of America in October 2003. Irie previously worked at Agetec and ASCII.[338]

Sammy takeover and business expansion (2003–2015) edit

Although talks of a merger had soured earlier, Sega and Sammy were able to resume discussions.[335] In August 2003, Sammy bought the outstanding 22% of shares that CSK had,[339] becoming Sega's largest shareholder in the process.[335] In the same year, Hajime Satomi, primary owner and president and CEO of Sammy, stated that Sega's activity will focus on their profitable arcade business as opposed to their loss-incurring home software development sector.[340] Satomi was determined to push this strategy, stating, "if [Sammy's] vision does not agree with that of Sega then we might have to consider taking more shares."[335] Satomi had a history with Sega, as he was mentored by Isao Okawa and was previously asked to be CEO of Sega.[341]

After the decline of the global arcade industry around the 21st century, Sega introduced several novel concepts tailored to the Japanese market. Derby Owners Club was an arcade machine with memory cards for data storage, designed to take over half an hour to complete and costing JP¥500 to play. Testing of Derby Owners Club in an arcade in Chicago showed that it became the most popular machine in the arcade, with a 92% replay rate. While the eight-player Japanese version of the game was released in 1999, due to size issues, the game was reduced to a smaller four player version and released in North America in 2003.[342] Trading card game machines were introduced, with games such as World Club Champion Football for general audiences and Mushiking: The King of Beetles for young children. Sega also introduced internet functionality in arcades with Virtua Fighter 4 in 2001, and further enhanced it with ALL.Net, introduced in 2004.[343] In 2003, Sega had plans of partnering with John Woo on development of video games by his Tiger Hill Entertainment studio,[344] but plans fell through.[345]

During mid-2004, Sammy bought a controlling share in Sega Corporation at a cost of $1.1 billion, creating the new company Sega Sammy Holdings, an entertainment conglomerate. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged. According to Satomi, Sega had been operating at a loss for nearly 10 years[346] and lacked a clear financial base. Sammy feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business, and wanted to divesify its business in new fields using Sega's broader range of involvement in different entertainment fields.[347] Sega Sammy Holdings was structured into four parts, three of which were Sega: Consumer Business (video games), Amusement Machine Business (arcade games), Amusement Center Business (Sega's theme parks and arcades) and Pachislot and Pachinko Business (Sammy's pachinko and pachislot business).[348] Satomi did state that not all Sega executives were in favor of the takeover. While it is unclear for his reasons, head of Wow Entertainment (previously Sega AM1) Rikiya Nakagawa resigned a week after the merger.[332] Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions.[335]

To drive growth in western markets, Sega announced new leadership for Sega of America and Sega Europe in 2005. Simon Jeffery became president and COO of Sega of America, and Mike Hayes president and COO for Sega Europe.[349] In 2009, Mike Hayes became president of the combined outfit of Sega West which includes both Sega of America and Sega Europe, due to Simon Jeffery leaving.[350] Mike Hayes is credited for re-inventing Sega's software strategy, taking it from failing to $500 million in revenue, focusing on PC with franchises like Total War and Football Manager, selling Mario & Sonic at the Olympic Games and at one point being one of the top 3 customers on Steam.[351]

Development studio dealings and new intellectual properties edit

In 2005, Sega sold Visual Concepts to Take-Two Interactive,[352] and purchased UK-based developer Creative Assembly, known for its Total War series.[353] In the same year, Sega Racing Studio was also formed by former Codemasters employees.[354] In 2006, Sega Europe purchased Sports Interactive, known for its Football Manager series.[355] Sega of America purchased Secret Level in 2006, which was renamed to Sega Studios San Francisco in 2008. In early 2008, Sega announced that they would re-establish an Australian presence, as a subsidiary of Sega of Europe, with a development studio branded as Sega Studios Australia. In the same year, Sega launched a subscription based flash website called "PlaySEGA" which played emulated versions of Sega Genesis as well original web-based flash games.[356] It was subsequently shut down due to low subscription numbers. In 2013, following THQ's bankruptcy, Sega bought Relic Entertainment, known for its Company of Heroes series.[357] In 2008, Sega announced the closure of Sega Racing Studio, although the studio was later acquired by Codemasters.[354] Closures of Sega Studios San Francisco and Sega Studios Australia followed in 2010 and 2013, respectively.[358][359]

In 2007, Sega and Nintendo collaborated using Sega's acquired Olympic Games license to create the Mario and Sonic at the Olympic Games series, which has sold over 20 million in total. In the console and handheld business, Sega found success in Japan with the Yakuza and Hatsune Miku: Project DIVA series of games, amongst others primarily aimed at the Japanese market. In Japan, Sega distributes games from smaller Japanese game developers and localizations of Western games.[360][361] 2009 also saw Sega's introduction of the Sega Vision, a portable media player and the company's first consumer hardware since the cancellation of the Dreamcast in 2001, released as a prize in Sega's UFO Catcher machines.[362] For amusement arcades, Sega's most successful games continued to be based on network and card systems. Games of this type include Sangokushi Taisen and Border Break. Arcade machine sales incurred higher profits than their console, portable, and PC games on a year-to-year basis until 2010s.[363]

In 2004, the GameWorks chain of arcades became owned by Sega, until the chain was sold off in 2011. Sega Republic, an indoor theme park in Dubai, opened to the public in 2009, while the following year, Sega began providing the 3D imaging for Hatsune Miku's holographic concerts.[364] In 2013, in co-operation with BBC Earth, Sega opened the first interactive nature simulation museum, Orbi Yokohama in Yokohama, Japan.[365] Also in 2013, Index Corporation was purchased by Sega Sammy after going bankrupt.[366] After the buyout, Sega implemented a corporate spin-off with Index, and re-branded the video game assets of the company as Atlus, a wholly owned subsidiary of Sega.[367]

Changes to business structure edit

Due to the decline of packaged game sales both domestically and outside Japan in the 2010s,[368] Sega began layoffs and reduction of their Western businesses, such as Sega shutting down five offices based in Europe and Australia on July 1, 2012.[369] This was done to focus on the digital game market, such as PC and mobile devices.[370][371] Strong performers for Sega on these platforms include Phantasy Star Online 2 and Chain Chronicle.[372] Mike Hayes left Sega Europe in 2012[373] and was replaced by Jurgen Post.[374] John Cheng also began serving as president and COO of Sega of America in 2012.[375] The amount of SKU gradually shrunk from 84 in 2005 to 32 in 2014. Because of the shrinking arcade business in Japan,[376] development personnel would also be relocated to the digital game area.[377] Sega gradually reduced its arcade centers from 450 facilities in 2005,[378] to around 200 in 2015.[379] In the mobile market, Sega released its first app on the iTunes Store with a version of Super Monkey Ball in 2008. Since then, the strategies for Asian and Western markets have become independent. The Western line-up consisted of emulations of games and pay-to-play apps, which were eventually overshadowed by more social and free-to-play games, eventually leading to 19 of the older mobile games being pulled due to quality concerns in May 2015.[380][381] Beginning in 2012, Sega also began acquiring studios for mobile development, with studios such as Hardlight, Three Rings Design, and Demiurge Studios becoming fully owned subsidiaries.[382][383][384]

In the 2010s, Sega established operational firms for each of their businesses, to streamline operations. In 2012, Sega established Sega Networks for its mobile games; and although separate at first, it merged with Sega Corporation in 2015. Sega Games was structured as a "Consumer Online Company", while Sega Networks focused on developing games for mobile devices.[385] GameWorks was sold in 2011.[21] In 2012, Sega Entertainment was established for Sega's amusement facility business, and in 2015, Sega Interactive was established for the arcade game business.[386] In January 2015, Sega of America announced their relocation from San Francisco to Atlus USA's headquarters in Irvine, California, which was completed later that year.[387]

Over the course of the existence of Sega Sammy Holdings to 2015, Sega's operating income generally saw improvements compared to Sega's past financial difficulties, but was not profitable every year of operation.[388]

Sega operating income 2005–2015, Japanese yen in millions
Business year 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Amusement Machine Sales[388] 7,423 12,176 11,682 7,152 6,890 7,094 7,317 7,415 1,902 −1,264 −2,356
Amusement Center Operations[388] 5,472 9,244 132 −9,807 −7,520 −1,338 342 355 1,194 60 −946
Consumer Business[388] −8,809 9,244 1,748 −5,989 −941 6,332 1,969 −15,182 −732 2,089 4033

Sega Group restructuring (2015–present) edit

 
Club Sega game center in Akihabara, Tokyo

In April 2015, Sega Corporation was reorganized into Sega Group, one of three groups of Sega Sammy Holdings. Sega Holdings Co., Ltd. was established, with four business sectors under its organization. Haruki Satomi, son of Hajime Satomi, took office as president and CEO of the company in April 2015.[389][390]

Sega announced at the Tokyo Game Show in September 2016 that they acquired the intellectual property and development rights to the games developed and published by Technosoft.[391][392] Factors that influenced the acquisition included the former Technosoft president stating that they did not want the Technosoft brand to desist, and so handing over the intellectual properties to Sega was the only other option. Sega and Technosoft also had an established collaboration during the Genesis/Mega Drive era and so this pre-established relationship was also a factor when acquiring the brand rights to Technosoft games.[393]

In April 2017, Sega Sammy Holdings announced a relocation of head office functions of the Sega Sammy Group and its major domestic subsidiaries located in the Tokyo metropolitan area to Shinagawa-ku by January 2018. Their stated reasoning was to promote cooperation among companies and creation of more active interaction of personnel, while pursuing efficient group management by consolidating scattered head office functions of the group, including Sega Sammy Holdings, Sammy Corporation, Sega Holdings, Sega Games, Atlus, Sammy Network, and Dartslive.[394] In October 2017, Sega of America announced its own online store, known as the Sega Shop.[395]

In June 2017, Chris Bergstresser replaced Jurgen Post as president and COO of Sega Europe.[396] In June 2018, Gary Dale, formerly of Rockstar Games and Take-Two Interactive, replaced Chris Bergstresser as president and COO of Sega Europe.[397] A few months later, Ian Curran, a former executive at THQ and Acclaim Entertainment, replaced John Cheng as president and COO of Sega of America in August 2018.[398] In October 2018, Sega reported favorable western sales results from games such as Yakuza 6 and Persona 5, due to the localization work of Atlus USA.[399]

Following a 70% fall in profits for the 2018 fiscal year in comparison to the previous year, despite a 35% increase in the sale of console games and success in its PC game business, Sega announced that it would focus on releases for its existing intellectual property instead of new ones. Sega blamed the loss on miscalculations of the market and having too many games being developed. Projects in development at Sega include a new game in the Yakuza series, Sakura Wars, the Sonic the Hedgehog film, and the Sega Genesis Mini.[400] In 2019, Sega acquired Two Point Studios, known for Two Point Hospital.[401][402]

Notes edit

  1. ^ Japanese: 日本娯楽物産株式会社, Hepburn: Nihon goraku bussan kabushiki gaisha, Japanese Amusement Products Co., Ltd.
  2. ^ Japanese: 株式会社セガ・エンタープライゼズ, Hepburn: Kabushiki gaisha Sega Entapuraizezu
  3. ^ Japanese: 日本機械製造株式会社, Hepburn: Nihon kikai seizō kabushiki gaisha, Japanese Machine Manufacturers Co., Ltd.

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history, sega, history, sega, japanese, multinational, video, game, entertainment, company, roots, tracing, back, standard, games, 1940, service, games, japan, 1950s, formation, company, known, today, sega, traced, back, founding, nihon, goraku, bussan, which,. The history of Sega a Japanese multinational video game and entertainment company has roots tracing back to Standard Games in 1940 and Service Games of Japan in the 1950s The formation of the company known today as Sega is traced back to the founding of Nihon Goraku Bussan a which became known as Sega Enterprises Ltd b following the acquisition of Rosen Enterprises in 1965 Originally an importer of coin operated arcade games to Japan and manufacturer of slot machines and jukeboxes Sega began developing its own arcade games in 1966 with Periscope which became a surprise success and led to more arcade machine development In 1969 Gulf and Western Industries then owner of Paramount Pictures bought Sega which continued its arcade game business through the 1970s Sega s logo since 1976In response to a downturn in the arcade game market in the early 1980s Sega began to develop video game consoles starting with the SG 1000 and Master System but struggled against competing products such as the Nintendo Entertainment System Around the same time Sega executives David Rosen and Hayao Nakayama executed a management buyout of the company from Gulf and Western with backing from CSK Corporation Sega released its next console the Sega Genesis known as the Mega Drive outside North America in 1988 Although it initially struggled the Genesis became a major success after the release of Sonic the Hedgehog in 1991 Sega s marketing strategy particularly in North America helped the Genesis outsell main competitor Nintendo and their Super Nintendo Entertainment System for four consecutive Christmas seasons in the early 1990s While the Game Gear and Sega CD achieved less Sega s arcade business was also successful into the mid 1990s Sega had commercial failures in the second half of the decade with the 32X Saturn and Dreamcast as the company s market strategy changed and console newcomer Sony became dominant with the PlayStation in addition to further competition from Nintendo Sega s arcade business on the other hand continued to be successful with arcade revenues increasing during the late 1990s despite the arcade industry struggling in the West as home consoles became more popular than arcades A merger was attempted with toy company Bandai during this time but failed Bandai would later merge with Sega s rival Namco in 2005 Following five years of losses Sega exited the console hardware market in 2001 and became a third party developer and publisher In 2001 Sega CEO and CSK chairman Isao Okawa died his will forgave Sega s debts to him and returned his stock to the company which helped Sega endure the transition financially In 2004 Sammy Corporation purchased a controlling interest in Sega through a takeover establishing the holding company Sega Sammy Holdings Chairman Hajime Satomi announced that Sega would focus on its then recovering arcade business and less on console games returning the company to better profits Sega has since been restructured again with the establishment of Sega Holdings Co Ltd and the separation of its divisions into separate companies Recent years have seen the company achieving greater success in console games and parting with a number of its arcade divisions though Sega continues to be prevalent in the sector through licence agreements and the remaining games that are still developed for Japan Contents 1 Company origins and arcade success 1940 1982 1 1 Service Games and Nihon Goraku Bussan 1 2 Rosen Enterprises Ltd 1 3 Merger and transition to manufacturer 1 4 Ownership by Gulf and Western and public company status 1 5 Arcade expansion and success 2 Entry into the home console market and arcade resurgence 1982 1989 2 1 Arcade industry crash and SG 1000 2 2 Management buyout and Master System 2 3 Opening of new worldwide divisions 2 4 Success with arcade resurgence 3 Sega Genesis Mega Drive and mainstream success 1989 1994 3 1 Sonic the Hedgehog 3 2 Marketing strategy and success 3 3 Sega v Accolade 3 4 1993 United States congressional hearings 3 5 Game Gear and Sega CD 3 6 Continued arcade success 4 Sega Saturn falling console sales and continued arcade success 1994 1999 4 1 32X 4 2 Saturn launch 4 3 Changes in management 4 4 Continued arcade success 4 5 Failed merger with Bandai 4 6 Struggles in other divisions 4 7 Financial decline 5 Dreamcast and continuing struggles 1999 2001 5 1 Western launch 5 2 Development studio restructure 5 3 Continued financial losses 6 Shift to third party software development 2001 2003 7 Sammy takeover and business expansion 2003 2015 7 1 Development studio dealings and new intellectual properties 7 2 Changes to business structure 8 Sega Group restructuring 2015 present 9 Notes 10 References 11 External linksCompany origins and arcade success 1940 1982 edit nbsp Sega Diamond 3 StarService Games and Nihon Goraku Bussan edit The businessman Irving Bromberg had been a major player in coin op distribution since establishing the Irving Bromberg Company in New York in 1931 1 His son Martin Bromley joined the business after graduating high school They saw that the onset of World War II and the consequent increase in the number of military personnel would mean there would be demand for something for those stationed at military bases to do in their leisure time In 1940 Bromberg Bromley and family friend James Humpert formed Standard Games in Honolulu Hawaii to provide coin operated amusement machines to military bases In May 1945 Bromberg Bromley and Humpert established a second Hawaiian coin op distributor called California Games and they subsequently dissolved Standard Games that August California Games was likewise terminated the next year after which the trio established Service Games to replace it on September 1 1946 2 At the time the United States Army ceased operating slot machines and sold its inventory to Bromley Service Games then restored the machines and sold them 3 In 1951 the Transportation of Gambling Devices Act outlawed slot machines in US territories so Bromley sent two of his employees Richard Stewart and Ray LeMaire to Tokyo in Japan in 1952 to establish a new distributor Initially operating under a few different names such as LeMaire and Stewart the company provided coin operated slot machines to U S bases in Japan and changed its name to Service Games of Japan by 1953 3 4 5 6 7 A year later all five men established Service Games Panama to control its various entities The company expanded over the next seven years to include distribution in South Korea the Philippines and South Vietnam Service Games Panama was equally owned by all five men and purchased coin operated machines from Chicago based Gottlieb and Bally Manufacturing for distribution 3 The name Sega an abbreviation of Service Games 8 was first used in 1954 on the Diamond Star Machine a slot machine During 1954 Humpert sold his interest in Service Games back to Bromley and Bromberg at a price of US 50 000 each Stewart and LeMaire later purchased shares from Bromley and Bromberg resulting in an equal split among the four men for ownership of the company Over the next seven years Service Games continued to grow 3 As Service Games expanded it began to attract attention from the US and Japanese governments While the company had managed to get out of charges of bribery and tax evasion between 1959 and 1960 Service Games was banned from US air bases in Japan and the Philippines On May 31 1960 Service Games of Japan was formally dissolved A few days later on June 3 two new companies were established to take over its business activities Nihon Goraku Bussan and Nihon Kikai Seizō c 3 9 Kikai Seizō doing business as Sega Inc focused on manufacturing slot machines while Goraku Bussan doing business under Stewart as Utamatic Inc served as a distributor and operator of coin operated machines particularly jukeboxes 3 10 11 As part of the operations move the two new companies purchased Service Games of Japan s assets Bromberg and Bromley sold Service Games Hawaii in 1961 for a price of US 1 4 million while retaining the name Kikai Seizō and Goraku Bussan merged in 1964 3 Rosen Enterprises Ltd edit David Rosen an American officer in the United States Air Force stationed in Japan started Rosen Enterprises Ltd after the Korean War According to Rosen he saw that the Japanese required photos for identification rice ration cards and employment Because of this he came up with an idea to import automated photo booths from the US to Japan and adapt them for use for these purposes 12 Rosen s business began in Tokyo in 1954 4 By 1957 Rosen recognized that there was disposable income available in the Japanese economy as well as an increase in leisure time in the Japanese culture He began importing coin operated games to Japan particularly focusing on hunting and shooting games 12 Rosen stated that he had to acquire a license from Japan s Ministry of Industrial Trade and Industry to import games and that he had to pay a 200 duty on his imported machines plus duties on the shipping As a result importing games cost three times the cost of the machine Despite this Rosen says his machines made enough to pay for their cost within two months of operation because of how many plays they were receiving He also claims that at his company s height not a single Japanese city did not have one of his arcades there and that he had a virtual monopoly for approximately two years Later Rosen had competition in the form of Taito and Nihon Goraku Bussan 12 Merger and transition to manufacturer edit In 1965 Nihon Goraku Bussan acquired Rosen s company to form Sega Enterprises Ltd 13 although Rosen has called it a merger 12 Rosen was installed as the CEO and managing director of the new company 13 According to Rosen Sega was the brand name that Nihon Goraku Bussan was using and that the decision was made to name the company with the most recognized name upon the merger while the word Enterprises came from Rosen Enterprises 12 Shortly afterward Sega stopped its focus on slot machines and stopped leasing to military bases to focus on becoming a publicly traded company of coin operated amusement machines 13 Products imported included Rock Ola jukeboxes and pinball games by Williams as well as gun games by Midway Manufacturing 14 nbsp Sega Enterprises Ltd s logo used until 1976Because Sega imported second hand machines that frequently required maintenance Sega began the transition from importer to manufacturer by constructing replacement guns and flippers for its imported games According to former Sega director Akira Nagai this led to Sega developing their own games as well 14 Sega s first release of their own manufactured electromechanical game was the submarine simulator game Periscope The game sported light and sound effects considered innovative for that time eventually becoming quite successful in Japan It was soon exported to both Europe and the United States and was placed in malls and department stores becoming the first arcade game in the US to cost 25 cents per play Sega was surprised by Periscope s success and for the next two years Sega produced between eight and ten games per year exporting all of them 15 Despite this rampant piracy in the industry would eventually lead to Sega stepping away from exporting its games 16 One such example occurred when Sega developed Jet Rocket According to Rosen after its American release in 1970 it was cloned by three Chicago manufacturers This negatively affected the game s market performance 12 Ownership by Gulf and Western and public company status edit To advance the company Rosen had a goal to take the company public and decided this would be easier to accomplish in the United States than in Japan Rosen was advised that this would be most easily accomplished through Sega being acquired by a larger company In 1969 Sega was sold to American conglomerate Gulf and Western Industries Bromley and Stewart sold their shares 80 of the company for a total of US 10 million while LeMaire retained his 20 As a condition of the sale Rosen was to remain CEO of the company until at least 1972 16 According to Martin Bromley s daughter Lauran her father who was in his fifties at the time and the other owners saw the sale as an opportunity to retire 17 Six months later with the deal done Bromley joined with Stewart to form a company called Sega S A also known as Segasa 16 and Sega Sonic 18 in Spain which imported coin operated machines to Europe 16 In 1970 Gulf amp Western placed Rosen at the head of a new company called Gulf amp Western Far East Pacific headquartered in Hong Kong Sega Enterprises Ltd became a subsidiary of this new company which Gulf amp Western chairman Charles Bluhdorn hoped would become a powerful Asian conglomerate though this hope would never come to fruition Rosen however continued to develop his relationship with Bluhdorn who took Sega Enterprises Ltd public in the United States in 1974 by making it a subsidiary of an existing publicly traded corporation owned by Gulf amp Western called the Polly Bergen Company Rosen was appointed CEO of Polly Bergen which was renamed Sega Enterprises Inc Sega Enterprises Ltd executive vice president Harry Kane took control of day to day operations at the Japanese subsidiary In July 1975 Sega Enterprises Inc opened a new North American sales and manufacturing subsidiary called Sega of America in Redondo Beach California Kane took charge of this subsidiary in 1976 and was replaced in Japan by a new executive vice president named Dane Blough 19 Arcade expansion and success edit At the end of 1970 Sega opened a 125 game arcade center in Sapporo During the opening Sega announced a partnership with Toho Films 20 which had produced Godzilla 21 for a joint venture of arcades with a 70 game arcade to open in Nagasaki in January 20 These family fun centers began a business of arcade operation in Japan which Sega has continued to the present 21 During 1973 Sega would release Pong Tron its first video based game 16 In North America in 1975 Sega purchased a 50 percent stake in Kingdom of Oz a company that operated arcades in California shopping malls Sega took full control by March 1976 with all arcades becoming Sega Centers 21 and announced more centers to open in California in June 1977 22 Following the model set forth by Chuck E Cheese created by Atari founder Nolan Bushnell Sega opened its first P J Pizzazz a family entertainment center in West Covina California in June 1980 21 Despite late competition from Taito s hit arcade game Space Invaders in 1978 14 Sega profited heavily from the arcade gaming boom of the late 1970s with revenues climbing to over US 100 million by 1979 During this period Sega acquired Gremlin Industries a manufacturer of microprocessor based arcade games 23 and operated as Sega Gremlin after the acquisition 24 In 1979 Sega also acquired Esco Boueki Esco Trading founded and owned by Hayao Nakayama This brought Nakayama into Sega Enterprises Ltd where he was named executive vice president and shared leadership responsibilities with Dane Blough Blough continued to run finance and administration while Nakayama took charge of sales marketing and R amp D 25 Rosen later admitted that he mainly purchased Esco Trading for Nakayama s leadership 26 In 1979 the company released Head On which introduced the eat the dots gameplay Namco later used in Pac Man 27 In 1981 Sega licensed and released Frogger its most successful game until then 28 In 1982 Sega introduced the first game with isometric graphics Zaxxon 29 In the early 1980s Sega was one of the top five arcade game manufacturers active in the United States as company revenues rose to 214 million 30 Around the end of 1981 Gulf Western transferred Sega from the company s manufacturing division to motion picture studio Paramount Pictures in an effort to get into the gaming business and launched its home gaming division 31 Entry into the home console market and arcade resurgence 1982 1989 editArcade industry crash and SG 1000 edit See also Video game crash of 1983 and SG 1000 nbsp The SG 1000 Sega s first home video game consoleDespite Sega s successes Rosen was cautiously optimistic about the future in a December 1981 interview for Cashbox He stated that he felt the growth of the industry was slowing and that expansion options were becoming more limited He also spoke of Sega s focus on their Convert a Pak program 32 which allowed for new games to be installed in existing arcade cabinets in a matter of minutes This was introduced on Sega s G80 arcade system board 33 Rosen took further actions in concern including pushing the Gulf and Western board to buy out the minority shareholders of Sega himself included and advising at a distributor meeting that the industry needed to make major changes 24 Around the same time Sega Gremlin announced a name change to Sega Electronics Inc 34 As Rosen predicted 24 a downturn in the arcade business starting in 1982 seriously hurt Sega leading Gulf and Western to sell its North American arcade manufacturing organization and the licensing rights for its arcade games to Bally 35 36 The company retained Sega s North American R amp D operation as well as its Japanese subsidiary Sega Enterprises Ltd 37 Sega Centers were sold to the Time Out arcade chain and all of the P J Pizzazz locations were closed 21 With its arcade business in decline Sega Enterprises Ltd president Nakayama advocated that the company leverage its hardware expertise to move into the home console market in Japan which was in its infancy at the time 38 Nakayama received permission to proceed leading to the release of Sega s first home video game system the SG 1000 37 The first model to be developed was the SC 3000 a computer version with a built in keyboard but when Sega learned of Nintendo s plans to release a games only console they began developing the SG 1000 alongside the SC 3000 39 The SG 1000 and SC 3000 were released in Japan on July 15 1983 37 40 41 on the same day as Nintendo launched the Family Computer Famicom in Japan 37 42 Though Sega only released the SG 1000 in Japan rebranded versions were released in several other markets worldwide 37 39 42 43 44 Due in part to the SG 1000 s steadier stream of releases and in part to a recall on Famicom units necessitated by a faulty circuit the SG 1000 chalked up 160 000 units in sales in 1983 far exceeding Sega s projection of 50 000 units By 1984 the Famicom s success began to outpace the SG 1000 in part because Nintendo boosted its games library by courting third party developers whereas Sega was less than eager to collaborate with the same companies they were competing with in arcades 39 In November 1983 Rosen announced his intention to step down as president of Sega Enterprises Inc on January 1 1984 though he would remain with the company in a consulting role His statement to Sega s board of directors indicated a desire to pursue other interests and investments Jeffrey Rochlis was announced as the new president and COO of Sega Rosen cited Sega s new licensing deal with Bally as part of Sega entering a new era 45 Management buyout and Master System edit Main article Master System nbsp Sega released the SG 1000 II in 1984Shortly after the launch of the SG 1000 Gulf and Western began to divest itself of its non core businesses after the death of Bluhdorn 46 At the time Gulf and Western owned 91 percent of Sega Enterprises Inc 45 Nakayama and Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation a prominent Japanese software company 17 The Japanese assets of Sega were purchased for 38 million by a group of investors led by Rosen and Nakayama Isao Okawa chairman of CSK became the chairman of Sega 47 while Nakayama was installed as CEO of Sega Enterprises Ltd 17 Following the buyout Sega released another console the SG 1000 II on July 31 1984 41 48 The SG 1000 II replaced the hardwired joystick with two detachable joypads 49 nbsp The Master System released in North America in 1986 and Europe in 1987As a result of the lack of success of the SG 1000 Sega began working on the Mark III in Japan in 1985 43 Engineered by the same internal Sega team that had created the SG 1000 50 the Mark III was a redesigned iteration of the previous console 51 For the console s North America release Sega restyled and rebranded the Mark III under the name Master System 52 The futuristic final design for the Master System was intended to appeal to Western tastes 50 The Sega Mark III was released in Japan in October 1985 at a price of 15 000 53 Despite featuring technically more powerful hardware than its chief competition the Famicom the Mark III did not prove to be successful at its launch Difficulties arose from Nintendo s licensing practices with third party developers at the time whereby Nintendo required that games for the Famicom not be published on other consoles To overcome this Sega developed its own games and obtained the rights to port games from other developers but they did not sell well 54 By early 1992 Master System production ceased in North America By the time of its discontinuation Master System had sold between 1 5 million and 2 million units in the United States 55 56 finishing behind both Nintendo and Atari which controlled 80 percent and 12 percent of the market respectively 57 Sales in the United States were handicapped by ineffective marketing by Tonka who marketed the console on behalf of Sega in the United States 58 As late as 1993 the Master System s active installed user base in Europe was 6 25 million units 59 The Master System has had continued success in Brazil where new variations have continued to be released long after the console was discontinued elsewhere distributed by Sega s partner in the region Tectoy 60 By 2016 Tec Toy had sold a combined 8 million units of the original Master System and various emulation based successors in Brazil 61 Opening of new worldwide divisions edit During 1984 Sega opened its European division While Sega was not initially considering expansion into Europe the company reconsidered after being contacted by Victor Leslie a coin op seller in the United Kingdom Leslie was placed in charge of a new Sega office in London to be named Sega Europe Ltd Sega Europe would be the company s marketing base on the continent 62 Sega re entered the North American arcade market in 1985 with the establishment of another new division at the end of a deal with Bally With Sega Electronics Inc no longer in existence Rosen and Nakayama hired Gene Lipkin to head the new division Sega Enterprises USA based in San Jose California Lipkin had previously worked for Atari and Exidy Lipkin s new sales team head Tom Petit had previously worked for Nintendo and Data East The new subsidiary started with 22 employees US 500 000 in start up revenue and operated out of Lipkin s old employer s facilities until Sega s new facility was ready in August 1985 The release of Hang On in 1985 would prove successful in the region becoming so popular that Sega struggled to keep up with demand for the game In May 1986 Lipkin resigned for personal reasons Petit eventually took control of the division Sega Enterprises USA held a rivalry with Sega Europe as the North American division quickly outgrew the European one 63 In 1986 Sega of America was established to manage the company s consumer products in North America Rosen and Nakayama hired Bruce Lowry Nintendo of America s vice president of sales Lowry was persuaded to change companies because Sega would allow him to start his new office in San Francisco He chose the name Sega of America for his division because he had worked for Nintendo of America and liked the combination of words Initially Sega of America was tasked with repackaging the Master System for a Western release although distribution of the console would later be given to Tonka During this time much of Sega of America s new infrastructure was temporarily shut down 64 Success with arcade resurgence edit In 1985 Sega released Hang On a motorcycle racing game programmed by Yu Suzuki under the Studio 128 development group Offering advanced pseudo 3D Super Scaler graphics the game was highly successful to the extent that Sega struggled to keep up with resultant demand 65 This was followed by 1986 s similar OutRun which expanded on the conventions set in place by Hang On Its arcade release received positive reviews and became one of the most popular arcade games of the year 66 67 also winning the Golden Joystick Award for Game of the Year 68 nbsp Deluxe taikan cabinet of OutRun released to arcades in 1986 by Sega pictured in 2011 Though both games were made available as stand up cabinets a significant part of their success was their bespoke deluxe forms referred to by Sega officially as Taikan games 体感ゲーム 14 Roughly translating to bodily sensation or experience the namesake referred to their eye catching motion based control scheme and hydraulic simulation movement using rideable motorbike and car models Former Sega arcade director Akira Nagai has credited Hang On and OutRun as the releases that helped to bring arcades out of the 1982 downturn and created new genres of games 14 In the following years Sega would release multiple other successful games based on the taikan template including Space Harrier and After Burner as well as the first version of its popular UFO Catcher claw crane game 69 In 1987 Sega sold over 40 000 arcade machines worldwide 70 As well as the rebound in arcade game profits caused by its creative uptick Sega saw success in operating its own arcades in both Japan and the US during the mid 1980s 21 14 In the former country its first officially branded game centers opened under the Hi Tech Land and Hi Tech Sega chains 21 The openings came after the creation of the fueiho law and the amusement industry s 3K Cleanup Campaign which attempted to dispel the kurai kowai and kitanai dark scary and dirty aspects of the venues 14 Similarly Sega s Time Out chain of arcades established through the December 1986 acquisition of the Time Out Family Amusement Inc company in the US followed on from previous venues opened in the 1970s 21 Alongside similar branded chains by competitors like Taito the venues in both countries followed the trajectory previously set in place to make amusement arcades cleaner and more socially acceptable installing features such as toilets for both men and women lighting systems and smoking areas 14 Sega s success in arcades kept the company afloat whilst its home consumer endeavours struggled though the Time Out chain in the US would later be sold during 1990 as a result of changing conditions in the amusement industry 21 Sega Genesis Mega Drive and mainstream success 1989 1994 editFurther information Sega Genesis nbsp Sega Genesis second North American versionSega released the Master System s successor the Mega Drive in Japan on October 29 1988 though the launch was overshadowed by Nintendo s release of Super Mario Bros 3 a week earlier Positive coverage from magazines Famitsu and Beep helped to establish a following but Sega only managed to ship 400 000 units in the first year 71 The Mega Drive was unable to overtake the venerable Famicom 72 and remained a distant third in Japan behind Nintendo s Super Famicom and NEC s PC Engine throughout the 16 bit era 73 Sega announced a North American release date for the system on January 9 1989 74 At the time Sega did not possess a North American sales and marketing organization for its consoles but ultimately decided to launch the console through its own Sega of America subsidiary which launched later that year 75 For the North American market where the console was renamed Sega Genesis former Atari executive and new Sega of America CEO Michael Katz instituted a two part approach to build sales in the region The first part involved a marketing campaign to challenge Nintendo head on and emphasize the more arcade like experience available on the Genesis 75 76 summarized by slogans including Genesis does what Nintendon t 71 Since Nintendo owned the console rights to most arcade games of the time the second part involved creating a library of instantly recognizable games which used the names and likenesses of celebrities and athletes 77 78 Nonetheless it had a hard time overcoming Nintendo s ubiquitous presence in consumers homes 79 Tasked by Nakayama to sell one million units within the first year Katz and Sega of America managed to sell only 500 000 units 71 Sonic the Hedgehog edit Main article Sonic the Hedgehog character nbsp Sonic the Hedgehog has been Sega s mascot since the character s introduction in 1991While Sega was seeking a flagship series to compete with Nintendo s Mario series along with a character to serve as a company mascot Naoto Ohshima designed a teal hedgehog with red shoes 80 This character won the contest and was renamed Sonic the Hedgehog spawning one of the best selling video game franchises in history 81 82 The gameplay of Sonic the Hedgehog originated with a tech demo created by Yuji Naka who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a dot matrix Naka s original prototype was a platform game that involved a fast moving character rolling in a ball through a long winding tube and this concept was subsequently fleshed out with Ohshima s character design and levels conceived by designer Hirokazu Yasuhara 83 Sonic s blue pigmentation was chosen to match Sega s cobalt blue logo and his shoes were a concept evolved from a design inspired by Michael Jackson s boots with the addition of the color red which was inspired by both Santa Claus and the contrast of those colors on Jackson s 1987 album Bad his personality was based on Bill Clinton s can do attitude 84 85 86 Marketing strategy and success edit In mid 1990 Nakayama hired Tom Kalinske to replace Katz as CEO of Sega of America Although Kalinske initially knew little about the video game market he surrounded himself with industry savvy advisors A believer in the razor and blades business model he developed a four point plan cut the price of the console create a U S based team to develop games targeted at the American market continue and expand the aggressive advertising campaigns and replace the bundled game Altered Beast with a new game Sonic the Hedgehog 79 The Japanese board of directors initially disapproved of the plan but all four points were approved by Nakayama who told Kalinske I hired you to make the decisions for Europe and the Americas so go ahead and do it 71 Magazines praised Sonic as one of the greatest games yet made and Sega s console finally became successful 79 In large part due to the popularity of Sonic the Hedgehog the Sega Genesis outsold its main competitor Nintendo s SNES in the United States nearly two to one during the 1991 holiday season This success led to Sega having control of 65 of the 16 bit console market in January 1992 making it the first time Nintendo was not the console leader since December 1985 87 To compete with Nintendo Sega was more open to new types of games than its rival but still tightly controlled the approval process for third party games and charged high prices for cartridge manufacturing 88 Technicians from American third party video game publisher Electronic Arts EA reverse engineered the Genesis in 1989 89 following nearly one year of negotiations with Sega in which EA requested a more liberal licensing agreement than was standard in the industry before releasing its games for the system 90 As a result EA signed what founder Trip Hawkins described as a very unusual and much more enlightened license agreement with Sega in June 1990 Among other things we had the right to make as many titles as we wanted We could approve our own titles the royalty rates were a lot more reasonable We also had more direct control over manufacturing 89 The first Genesis version of EA s John Madden Football arrived before the end of 1990 89 and became what EA creative officer Bing Gordon called a killer app for the system 90 Another issue Sega had to deal with in marketing the Genesis in North America was Nintendo s dominance with retailers Major retail stores such as Walmart Target Corporation and Kmart had all refused to carry the Genesis in their stores To get Walmart to carry the system Kalinske advertised the system heavily in Bentonville Arkansas where Walmart s home office is located Tactics used in the area included renting billboards radio advertisements sports stadiums and renting a store in the local mall This resulted in Walmart relenting and choosing to carry the Genesis 4 Sega was able to outsell Nintendo four Christmas seasons in a row 91 due to the Genesis head start a lower price point and a larger library of games when compared to the Super Nintendo at its release 92 Sega s advertising positioned the Genesis as the cooler console 92 and as its advertising evolved the company coined the term blast processing to suggest that its processing capabilities were far greater than those of the SNES 93 94 According to a 2004 study of NPD sales data the Sega Genesis was able to maintain its lead over the Super NES in the American 16 bit console market 95 However according to a 2014 Wedbush Securities report based on revised NPD sales data the SNES outsold the Genesis in the U S market 96 Sega v Accolade edit Main article Sega v Accolade nbsp The screen displayed by the Trademark Security System TMSS After the release of the Sega Genesis in 1989 video game publisher Accolade began exploring options to release some of their PC games on the console At the time Sega had a licensing deal in place for third party developers that increased the costs to the developer According to Accolade co founder Alan Miller One pays them between 10 and 15 per cartridge on top of the real hardware manufacturing costs so it about doubles the cost of goods to the independent publisher 97 To get around licensing Accolade chose to seek an alternative way to bring their games to the Genesis 98 99 As a result of piracy in some countries and unlicensed development issues Sega incorporated a technical protection mechanism into a new edition of the Genesis released in 1990 referred to as the Genesis III This new variation of the Genesis included a code known as the Trademark Security System TMSS 98 Accolade successfully identified the TMSS file It later added this file to the games HardBall Star Control Mike Ditka Power Football and Turrican 99 In response to the creation of these unlicensed games Sega filed suit against Accolade in the United States District Court for the Northern District of California on charges of trademark infringement unfair competition and copyright infringement In response Accolade filed a counterclaim for falsifying the source of its games by displaying the Sega trademark when the game was powered up 100 101 Despite winning an injunction in the initial district court case as a result of Accolade s appeal the Ninth Circuit overturned the district court s verdict and ruled that Accolade s decompilation of the Sega software constituted fair use 102 Ultimately Sega and Accolade settled the case on April 30 1993 As a part of this settlement Accolade became an official licensee of Sega and later developed and released Barkley Shut Up and Jam while under license 103 The terms of the licensing including whether or not any special arrangements or discounts were made to Accolade were not released to the public 104 The financial terms of the settlement were also not disclosed although both companies agreed to pay their own legal costs 105 1993 United States congressional hearings edit Main article 1993 United States Senate hearings on video games nbsp Ratings issued by Sega s Videogame Rating Council In 1993 the American media began to focus on the mature content of certain video games Games such as Night Trap for the Sega CD an add on received unprecedented scrutiny Issues about Night Trap were brought up in the United Kingdom with former Sega of Europe development director Mike Brogan noting that Night Trap got Sega an awful lot of publicity it was also cited in UK Parliament for being classified as 15 due to its use of real actors 106 This came at a time when Sega was capitalizing on its image as an edgy company with attitude and this only reinforced that image 72 By far the year s most controversial game was Midway s Mortal Kombat ported to the Genesis and SNES by Acclaim In response to public outcry over the game s graphic violence Nintendo decided to replace the blood in the game with sweat and the arcade s gruesome fatalities with less violent finishing moves 107 Sega took a different approach instituting America s first video game ratings system the Videogame Rating Council VRC for all its current systems Ratings ranged from the family friendly GA rating to the more mature rating of MA 13 and the adults only rating of MA 17 107 With the rating system in place Sega released its version of Mortal Kombat appearing to have removed all the blood and sweat effects and toning down the finishing moves even more than in the SNES version However all the arcade s blood and uncensored finishing moves could be enabled by entering a Blood Code This technicality allowed Sega to release the game with a relatively low MA 13 rating 108 Meanwhile the tamer SNES version shipped without a rating 108 The Genesis version of Mortal Kombat was well received by gaming press as well as fans outselling the SNES version three or four to one 107 109 110 while Nintendo was criticized for censoring the SNES version of the game 108 Executive vice president of Nintendo of America Howard Lincoln was quick to point out in United States congressional hearings in 1993 that Night Trap had no such rating In response Sega of America vice president Bill White showed a videotape of violent video games on the SNES and stressed the importance of rating video games At the end of the hearing Senator Joe Lieberman called for another hearing in February 1994 to check on progress toward a rating system for video game violence 107 Although experiencing increased sales Sega decided to recall Night Trap and re release it with revisions in 1994 due to the Congressional hearings 111 After the close of these hearings video game manufacturers came together to establish the rating system that Lieberman had called for Initially Sega proposed the universal adoption of its system but after objections by Nintendo and others Sega took a role in forming a new one This became the Entertainment Software Rating Board an independent organization that received praise from Lieberman 107 Game Gear and Sega CD edit Main articles Game Gear and Sega CD nbsp Sega s Game Gear struggled to compete against Nintendo s Game Boy In 1990 Sega launched the Game Gear to compete against Nintendo s Game Boy The console had been designed as a portable version of the Master System and featured more powerful systems than the Game Boy including a full color screen in contrast to the monochromatic screen of its rival 112 Due to issues with its short battery life lack of original games and weak support from Sega the Game Gear was unable to surpass the Game Boy selling approximately 11 million units 113 By 1991 compact discs CDs had gained in popularity as a data storage device for music and software PCs and video game companies had started to make use of this technology NEC had been the first to include CD technology in a game console with the release of the TurboGrafx CD add on and Nintendo was making plans to develop its own CD peripheral as well Seeing the opportunity to gain an advantage over its rivals Sega partnered with JVC to develop a CD ROM add on for the Genesis 114 115 116 Sega launched the Mega CD in Japan 114 on December 1 1991 initially retailing at JP 49 800 117 The CD add on was launched in North America on October 15 1992 as the Sega CD with a retail price of US 299 114 it was released in Europe as the Mega CD in 1993 117 In addition to greatly expanding the potential size of its games this add on unit upgraded the graphics and sound capabilities by adding a second more powerful processor more system memory and hardware based scaling and rotation similar to that found in Sega s arcade games 114 118 The Mega CD sold only 100 000 units during its first year in Japan falling well below expectations Although many consumers blamed the add on s high launch price it also suffered from a small software library only two games were available at launch This was due in part to the long delay before Sega made its software development kit available to third party developers 117 Sales were more successful in North America and Europe although the novelty of full motion video FMV and CD enhanced games quickly wore off as many of the Sega CD s later games were met with lukewarm or negative reviews 119 Continued arcade success edit Sega experienced success with arcades during the years it was supporting the Genesis making it one of the most recognised brands in both the home and out of home sectors of gaming in the early 1990s In arcade game development Sega focused on releasing games to appeal to diverse tastes including racing games and side scrollers 120 It developed over 40 games for its System 16 arcade system board 121 and saw success in Japan with its line of medal games Some time after the release of Power Drift Sega realigned its arcade development divisions into the Amusement Machine Research and Development teams or AM teams which were strictly segregated and often had rivalries with each other and with the consumer development divisions 122 During this time the AM5 division was formed to create larger amusement equipment with its first projects including the Waku Waku line of children s rides 123 Sega s advanced know how garnered from the taikan experience games in the 1980s led to more complex machines its AS 1 and R360 simulators offered unparalleled but highly expensive immersion nbsp Virtua Formula installation at the Sega VirtuaLand arcade in the Luxor Las Vegas hotel in 1993In 1992 and 1993 the new Model 1 arcade system board ran Sega AM2 s Virtua Racing and Virtua Fighter the first 3D fighting game which played crucial roles in popularizing 3D polygonal graphics and took the place of Sega s line of sprite based Super Scaler games 124 125 126 Virtua Fighter was praised for its simple three button control scheme with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two dimensional competitors Despite its crude visuals with characters composed of fewer than 1 200 polygons Virtua Fighter s fluid animation and relatively realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites 127 128 129 The Model 1 was exceedingly expensive and advanced bringing arcade gaming technology further in front of home consoles Sega s difficulties in porting Virtua Racing to the Genesis reflected this 130 Sega also saw success in operating amusement arcades during this period During the late 1980s and early 1990s Sega s Japanese amusement operations division began opening progressively larger amusement centers targeted at a wider range of demographics establishing its En Joint concept in 1990 131 Over 150 venues were opened in the country during this period with the prolific family oriented Sega World chain and popular over 18s GiGO facilities in Roppongi and Ikebukuro among them 132 After creating new regional arcade divisions through buyouts of existing distributors like Deith Leisure Sega took this successful formula and retooled it for overseas territories beginning in 1992 with a number of small test locations in the United Kingdom Taiwan France and Spain 21 Alongside a return to operations in the United States with the Game City arcade in Dallas Texas the four countries would receive a number of larger venues thereafter In 1993 notable openings included the large Sega VirtuaLand in the Luxor Las Vegas containing the high end Virtua Formula AS 1 and R360 simulators 21 Sega Saturn falling console sales and continued arcade success 1994 1999 editFurther information Sega Saturn Development on Sega s next video game console the Sega Saturn started over two years before the system was showcased at the Tokyo Toy Show in June 1994 The name Saturn was the system s codename during development in Japan but was chosen as the official product name 133 According to Kalinske Sega of America fought against the architecture of Saturn for quite some time 134 Seeking an alternative graphics chip for the Saturn Kalinske attempted to broker a deal with Silicon Graphics but Sega of Japan rejected the proposal 77 135 136 Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64 77 137 Kalinske Sony Electronic Publishing s Olaf Olafsson and Sony America s Micky Schulhof had discussed development of a joint Sega Sony hardware system which never came to fruition due to Sega s desire to create hardware that could accommodate both 2D and 3D visuals and Sony s competing notion of focusing on 3D technology 135 138 139 Publicly Kalinske defended the Saturn s design Our people feel that they need the multiprocessing to be able to bring to the home what we re doing next year in the arcades 140 In 1993 Sega restructured its internal studios in preparation for the Saturn s launch To ensure high quality 3D games would be available early in the Saturn s life and to create a more energetic working environment developers from Sega s arcade division were asked to create console games New teams such as Panzer Dragoon developer Team Andromeda were formed during this time 141 In mid 1994 MGM and Sega of America made a development deal for motion pictures television shows and video games 142 143 32X edit Main article 32X nbsp Sega Genesis with a 32X and Sega CD attachedIn January 1994 Sega began to develop an add on for the Genesis the 32X which would serve as a less expensive entry into the 32 bit era The decision to create the add on was made by Nakayama and widely supported by Sega of America employees 144 According to former Sega of America producer Scot Bayless Nakayama was worried that the Saturn would not be available until after 1994 and that the recently released Atari Jaguar would reduce Sega s hardware sales As a result Nakayama ordered his engineers to have the system ready for launch by the end of the year 144 The 32X would not be compatible with the Saturn but Sega executive Richard Brudvik Lindner pointed out that the 32X would play Genesis games and had the same system architecture as the Saturn 145 This was justified by Sega s statement that both platforms would run at the same time and that the 32X would be aimed at players who could not afford the more expensive Saturn 144 146 Because both machines shared many of the same parts and were preparing to launch around the same time tensions emerged between Sega of America and Sega of Japan when the Saturn was given priority 144 Sega released the 32X on November 21 1994 in North America December 3 1994 in Japan and January 1995 in PAL territories and was sold at less than half of the Saturn s launch price 147 148 After the holiday season however interest in the 32X rapidly declined 144 146 Saturn launch edit nbsp Japanese Sega Saturn released in November 1994Sega released the Saturn in Japan on November 22 1994 at a price of 44 800 149 Virtua Fighter a faithful port of the popular arcade game sold at a nearly one to one ratio with the Saturn console at launch and was crucial to the system s early success in Japan 128 129 150 Fueled by the popularity of Virtua Fighter Sega s initial shipment of 200 000 Saturn units sold out on the first day 77 150 151 and was more popular than the PlayStation in Japan 150 152 In March 1995 Sega of America CEO Tom Kalinske announced that the Saturn would be released in the U S on Saturnday Saturday September 2 1995 153 154 However Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation 155 At the first Electronic Entertainment Expo E3 in Los Angeles on May 11 1995 Kalinske gave a keynote presentation in which he revealed the release price of US 399 including a copy of Virtua Fighter 156 and described the features of the console Kalinske also revealed that due to high consumer demand 157 Sega had already shipped 30 000 Saturns to Toys R Us Babbage s Electronics Boutique and Software Etc for immediate release 153 The announcement upset retailers who were not informed of the surprise release including Best Buy and Walmart 135 158 159 KB Toys responded by dropping Sega from its lineup 153 The Saturn s release in Europe also came before the previously announced North American date on July 8 1995 at a price of 399 99 130 European retailers and press did not have time to promote the system or its games harming sales 160 The Saturn s U S launch was accompanied by a reported 50 million advertising campaign that included coverage in publications such as Wired and Playboy 161 162 163 Early advertising for the system was targeted at a more mature adult audience than the Sega Genesis ads 164 165 Because of the early launch the Saturn had only six games all published by Sega available to start as most third party games were slated to be released around the original launch date 156 166 167 Virtua Fighter s relative lack of popularity in the West combined with a release schedule of only two games between the surprise launch and September 1995 prevented Sega from capitalizing on the Saturn s early timing 77 134 168 Within two days of its September 9 1995 launch in North America the PlayStation sold more units than the Saturn had in the five months following its surprise launch with almost all of the initial shipment of 100 000 units being sold in advance and the rest selling out across the U S 169 170 On October 2 1995 Sega announced a Saturn price reduction to 299 171 Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season new games were not enough to reverse the PlayStation s decisive lead 172 173 By 1996 the PlayStation had a considerably larger library than the Saturn although Sega hoped to generate interest with upcoming exclusives such as Nights into Dreams 168 Within its first year the PlayStation secured over 20 of the entire U S video game market 174 On the first day of the May 1996 E3 show Sony announced a PlayStation price reduction to 199 169 a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to 199 175 On the second day Sega announced it would match this price though Saturn hardware was more expensive to manufacture 176 177 In spite of the launch of the PlayStation and the Saturn sales of 16 bit hardware software continued to account for 64 of the video game market in 1995 178 179 Sega underestimated the continued popularity of the Genesis and did not have the inventory to meet demand for the product 173 178 Sega was able to capture 43 of the dollar share of the U S video game market and sell more than 2 million Genesis units in 1995 but Kalinske estimated that we could have sold another 300 000 Genesis systems in the November December timeframe 180 Nakayama s decision to focus on the Saturn over the Genesis based on the systems relative performance in Japan has been cited as the major contributing factor in this miscalculation 181 According to Sega Technical Institute head Roger Hector after Sony s release of the PlayStation the atmosphere at Sega became political with lots of finger pointing 182 Changes in management edit Due to long standing disagreements with Sega of Japan 77 135 Kalinske lost most of his interest in his work as CEO of Sega of America 183 On July 16 1996 Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America while Kalinske would be leaving Sega after September 30 of that year 184 185 A former Honda executive 186 187 Irimajiri had been actively involved with Sega of America since joining Sega in 1993 184 188 Sega also announced that David Rosen and Nakayama had resigned from their positions as chairman and co chairman of Sega of America though both men remained with the company 184 189 Bernie Stolar a former executive at Sony Computer Entertainment of America 190 191 was named Sega of America s executive vice president in charge of product development and third party relations 184 185 Stolar who had arranged a six month PlayStation exclusivity deal for Mortal Kombat 3 192 and helped build close relations with Electronic Arts 77 while at Sony was perceived as a major asset by Sega officials 185 Finally Sega of America made plans to expand its PC software business 184 187 Stolar was not supportive of the Saturn due to his belief that the hardware was poorly designed and publicly announced at E3 1997 that The Saturn is not our future 77 While Stolar had no interest in lying to people about the Saturn s prospects he continued to emphasize quality games for the system 77 and subsequently reflected that we tried to wind it down as cleanly as we could for the consumer 191 At Sony Stolar opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America and advocated a similar policy for the Saturn during his time at Sega although he later sought to distance himself from this perception 77 192 193 These changes were accompanied by a softer image that Sega was beginning to portray in its advertising including removing the Sega scream and holding press events for the education industry 168 Continued arcade success edit While Sega struggled greatly with its consumer division during the Saturn years its arcade divisions remained profitable with annual arcade revenues increasing year on year throughout the late 1990s 194 This was despite a market slump in the late 1990s caused by the increased popularity of home video game consoles 195 Sega had partnered with GE to develop the Sega Model 2 arcade system board building on 3D technology in the arcade industry at the time The board ran numerous successful arcade games including Daytona USA Virtua Cop and Virtua Fighter 2 196 The Model 2 was equipped with better hardware than any home video game consoles at the time 195 and was licensed to other developers 197 There was also a technological arms race between Sega and Namco during this period driving the growth of 3D gaming 198 By 1996 Virtua Fighter for the Model 1 had sold over 40 000 arcade units 199 and the Model 2 had sold over 130 000 systems 200 Virtua Fighter and Virtua Fighter 2 became Sega s best selling arcade games of all time surpassing their previous record holder Out Run 201 In 1996 Sega partnered with Lockheed Martin to develop the Sega Model 3 which when released was the most powerful arcade system in existence 202 203 By 2000 Sega had sold more than 200 000 Model 2 and 3 systems 204 In 1995 Sega partnered with Atlus to launch Print Club Purikura 205 an arcade photo sticker machine that produces selfie photos 206 207 Atlus and Sega introduced Purikura in February 1995 initially at game arcades before expanding to other popular culture locations such as fast food shops train stations karaoke establishments and bowling alleys 208 Purikura became a popular form of entertainment among youths across East Asia laying the foundations for modern selfie culture 206 207 By 1997 about 47 000 Purikura machines had been sold earning Sega an estimated 25 billion 173 million or 283 000 000 equivalent to 516 000 000 in 2022 annually from Purikura sales that year Various other similar purikira machines appeared from other manufacturers with Sega controlling about half of the market in 1997 209 Despite the arcade market stagnating towards the end of the decade Sega s arcade revenues increased as a result of the Sega Model 2 and 3 arcade systems the Print Club machines and Sega s Japanese arcade centers 194 Print Club alone generated over 1 billion in sales for Atlus and Sega 210 Failed merger with Bandai edit In January 1997 Sega announced its intentions to merge with Bandai a Japanese toy maker that was Japan s largest and the world s third largest at the time The merger planned as a 1 billion stock swap whereby Sega would wholly acquire Bandai was set to form a planned company known as Sega Bandai Ltd 211 212 213 Plans for the merger were necessitated by the struggling financial state of both Sega and Bandai with Bandai announcing their anticipated loss for the fiscal year and Sega announcing a lower than expected profit Sega Bandai was planned to be an entertainment conglomerate with an estimated 6 billion in revenue Some financial analysts expressed doubt about this strategy according to SBC Warburg Securities analyst Reinier Dobbelmann both companies have big ideas but they don t carry them out 212 Initially planned to be finalized in October of that year the merger was called off in May 1997 Opposition to the merger had grown in the ranks of Bandai s midlevel executives with reasons cited including cultural differences with Sega s corporate culture colliding with Bandai s family run business This opposition had become so great that Bandai s board of directors called a meeting to discuss the situation and decided to cancel the merger although they did agree to a business alliance with Sega 214 The following day Bandai president Makoto Yamashina resigned his position 211 taking responsibility for the failed merger and apologizing publicly for his inability to get the merger completed In a separate press conference Nakayama elaborated on his reason for agreeing to cancel the acquisition of Bandai stating We will not be successful working together if Bandai s management cannot take hold of people s hearts 215 As a result of the company s deteriorating financial situation Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri 186 It has been speculated that Nakayama s resignation was in part due to the failure of the Sega Bandai merger as well as Sega s 1997 performance 216 Stolar would subsequently accede to become CEO and president of Sega of America 191 217 Struggles in other divisions edit nbsp Entrance to Tokyo Joypolis the flagship Sega indoor theme park in 1999Aside from the Saturn Sega made forays in the consumer PC market with the 1995 establishment of SegaSoft which was tasked with creating original Saturn and PC games 218 219 The mid 1990s also saw Sega making efforts to expand beyond its image as a strictly kids oriented family entertainment company by publishing a number of games with extreme violence and sexual themes and introducing the Deep Water label to mark games with mature content 220 From 1994 to 1999 Sega participated in the pinball market when it took over Data East s pinball division 221 In December 1997 Sega and CSK jointly purchased an 11 million stake in ASCII Corporation a Japanese company best known for co creating the MSX computer 222 Beginning in 1994 Sega launched numerous indoor theme parks in Japan including several Joypolis parks in locations like Yokohama and Odaiba under a concept officially dubbed Amusement Theme Park 223 Populating them were a number of interactive mid size attractions that had been developed in house such as the VR 1 virtual reality motion simulator made in conjunction with Virtuality Group 224 225 Sega intended to create 100 ATP venues across the world by the start of the 2000s 47 however the only overseas locations to materialise were SegaWorld London in September 1996 and Sega World Sydney in March 1997 226 227 In March 1997 Sega also launched its GameWorks urban entertainment centers in the US in a joint venture with Universal Studios and DreamWorks SKG 228 Some of these flagship venues exceeded projected numbers in their first years however others including the SegaWorld in London faced managerial problems and poor reviews 224 Financial decline edit The Saturn failed to take the lead in the market as its predecessor had After the launch of the Nintendo 64 in 1996 sales of the Saturn and its games were sharply reduced 191 while the PlayStation outsold the Saturn by three to one in the U S in 1997 174 As of August 1997 Sony controlled 47 of the console market Nintendo 40 and Sega only 12 Neither price cuts nor high profile game releases proved helpful 191 After several years of declining profits 194 Sega had a slight increase in the fiscal year ended March 1997 partly driven by increasing arcade revenue 194 while outperforming Nintendo during the mid term period 229 However in the fiscal year ending March 1998 Sega suffered its first financial loss since its 1988 listing on the Tokyo Stock Exchange 230 Due to a 54 8 decline in consumer product sales including a 75 4 decline overseas the company reported a net loss of 43 3 billion US 327 8 million and a consolidated net loss of 35 6 billion US 269 8 million 194 Shortly before announcing its financial losses Sega announced that it was discontinuing the Saturn in North America to prepare for the launch of its successor 186 191 The Saturn would last longer in Japan and Europe 187 The decision to abandon the Saturn effectively left the Western market without Sega games for over one year 231 Sega suffered an additional 42 881 billion consolidated net loss in the fiscal year ending March 1999 and announced plans to eliminate 1 000 jobs nearly a quarter of its workforce 232 233 With lifetime sales of 9 26 million units 234 the Saturn is considered a commercial failure 235 although its install base in Japan surpassed the Nintendo 64 s 5 54 million 236 Lack of distribution has been cited as a significant factor contributing to the Saturn s failure as the system s surprise launch damaged Sega s reputation with key retailers 158 Conversely Nintendo s long delay in releasing a 3D console and damage caused to Sega s reputation by poorly supported add ons for the Genesis are considered major factors allowing Sony to gain a foothold in the market 174 237 In contrast to Sega s declining home consumer video game revenues Sega s arcade revenues were increasing year on year during the late 1990s Despite the arcade market stagnating towards the end of the decade Sega s arcade revenues increased as a result of the Sega Model 2 and 3 arcade systems the Atlus developed Print Club Purikura photo sticker machines and Sega s Japanese arcade centers But it was not enough to offset the significant decline in consumer product sales leading to overall declines in total revenues and profits In the fiscal year ended March 1997 Sega had a slight increase in total revenue and profit as a result of its growing arcade revenue However Sega later had its first financial loss in the fiscal year ended March 1998 as the result of a significant drop in consumer product sales 194 Sega financial results April 1992 to March 1998 194 Fiscal year Annual net sales revenue Annual net income profit Arcade Consumer TotalApril 1992 to March 1993 116 472 billion 230 465 billion 346 937 billion 3 12 billion 28 017 billionApril 1993 to March 1994 113 878 billion 240 154 billion 354 032 billion 3 46 billion 23 223 billionApril 1994 to March 1995 135 604 billion 197 719 billion 333 323 billion 3 54 billion 14 085 billionApril 1995 to March 1996 167 112 billion 179 07 billion 346 182 billion 3 18 billion 5 304 billionApril 1996 to March 1997 186 432 billion 173 498 billion 359 93 billion 3 31 billion 5 572 billionApril 1997 to March 1998 192 848 billion 78 627 billion 271 475 billion 2 06 billion 43 3 billion loss Dreamcast and continuing struggles 1999 2001 editFurther information Dreamcast nbsp Sega s Dreamcast was the company s last video game consoleDespite taking massive losses on the Saturn including a 75 percent drop in half year profits just before the Japanese launch of the Dreamcast Sega felt confident about its new system The Dreamcast attracted significant interest and drew many pre orders 238 Sega announced that Sonic Adventure the next game starring company mascot Sonic the Hedgehog would arrive in time for the Dreamcast s launch and promoted the game with a large scale public demonstration at the Tokyo Kokusai Forum Hall 239 240 241 However Sega could not achieve its shipping goals for the Dreamcast s Japanese launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process 238 242 As more than half of its limited stock had been pre ordered Sega stopped pre orders in Japan On November 27 1998 the Dreamcast launched in Japan at a price of JP 29 000 and the entire stock sold out by the end of the day However of the four games available at launch only one a port of Virtua Fighter 3 the most successful arcade game Sega ever released in Japan sold well 243 Sega estimated that an additional 200 000 300 000 Dreamcast units could have been sold with sufficient supply 243 Irimajiri hoped to sell over 1 million Dreamcast units in Japan by February 1999 but less than 900 000 were sold undermining Sega s attempts to build up a sufficient installed base to ensure the Dreamcast s survival after the arrival of competition from other manufacturers 244 Prior to the Western launch Sega reduced the price of the Dreamcast to JP 19 900 effectively making the hardware unprofitable but increasing sales 238 In America Sega of America s senior vice president of marketing 245 Peter Moore a fan of the attitude previously associated with Sega s brand worked with Foote Cone amp Belding and Access Communications to develop the It s Thinking campaign of 15 second television commercials which emphasized the Dreamcast s hardware power 246 247 248 According to Moore We needed to create something that would really intrigue consumers somewhat apologize for the past but invoke sic all the things we loved about Sega primarily from the Genesis days 246 On August 11 Sega of America confirmed 249 that Stolar had been fired leaving Moore to direct the launch 250 251 252 Prior to the Dreamcast s release Sega was dealt a blow when EA the largest third party video game publisher announced it would not develop games for the system EA executive Bing Gordon claimed Sega couldn t afford to give us EA the same kind of license that EA has had over the last five years but Stolar recounted that EA president Larry Probst wanted exclusive rights to be the only sports brand on Dreamcast which Stolar could not accept due to Sega s recent 10 million purchase of sports game developer Visual Concepts 77 246 While the Dreamcast would have none of EA s popular sports games Sega Sports games developed mainly by Visual Concepts 253 helped to fill that void 246 Western launch edit The Dreamcast launched in North America on September 9 1999 at a price of 199 which Sega s marketing dubbed 9 9 99 for 199 231 244 247 Eighteen launch games were available for the Dreamcast in the U S 247 254 255 Sega set a new sales record by selling more than 225 132 Dreamcast units in 24 hours earning the company 98 4 million in what Moore called the biggest 24 hours in entertainment retail history 246 Within two weeks U S Dreamcast sales exceeded 500 000 246 By Christmas Sega held 31 percent of the North American video game marketshare 256 On November 4 Sega announced it had sold over one million Dreamcast units 257 Nevertheless the launch was marred by a glitch at one of Sega s manufacturing plants which produced defective GD ROMs 258 Sega released the Dreamcast in Europe on October 14 1999 257 at a price of GB 200 238 While Sega sold 500 000 units in Europe by Christmas 1999 238 sales did not continue at this pace and by October 2000 Sega had sold only about 1 million units in Europe 259 Though the Dreamcast launch had been successful Sony still held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999 257 On March 2 1999 in what one report called a highly publicized vaporware like announcement 260 Sony revealed the first details of its next generation PlayStation which Ken Kutaragi claimed would allow video games to convey unprecedented emotions 261 262 The same year Nintendo announced that its next generation console would meet or exceed anything on the market and Microsoft began development of its own console 263 264 265 Development studio restructure edit In what has been called a brief moment of remarkable creativity 266 in 2000 Sega restructured its arcade and console development teams into nine semi autonomous studios headed by the company s top designers 267 247 Studios included United Game Artists Hitmaker Smilebit Overworks Sega AM2 Sonic Team WOW Entertainment Amusement Vision and Sega Rosso 268 Sega s design houses were encouraged to experiment and benefited from a relatively lax approval process 269 This resulted in games such as Rez 270 271 272 The Typing of the Dead 273 274 Seaman 275 and Segagaga 276 Sega also revived franchises from the Genesis era such as Ecco the Dolphin 246 AM2 developed what Sega hoped would be the Dreamcast s killer app Shenmue a revenge epic in the tradition of Chinese cinema 267 277 Incorporating a simulated day night cycle with variable weather non player characters with regular schedules and the ability to pick up and examine detailed objects also introducing the Quick time event in its modern form 278 279 Shenmue went over budget and was rumored 280 to have cost Sega over 50 million 281 As the first fully 3D platforming game starring Sega s mascot Sonic the Hedgehog Sonic Team s Sonic Adventure was considered the centerpiece of the Dreamcast launch 266 Adventure garnered criticism for technical problems including erratic camera angles and glitches 282 283 but was praised for its luscious 284 visuals vast twisting environments and iconic set pieces It has been described as the Sonic series creative apex 285 282 286 However it failed to catch on with players in nearly the way that Nintendo s Mario 64 had done perhaps due to a perceived lack of gameplay depth 283 287 288 In sports Visual Concepts NFL 2K football series and its NBA 2K basketball series were critically acclaimed 289 Additionally with the release of Sega s NAOMI arcade system board the focus of the arcade divisions shifted to produce games that could easily be ported to the Dreamcast 290 Continued financial losses edit Sega s initial momentum proved fleeting as U S Dreamcast sales which exceeded 1 5 million by the end of 1999 291 began to decline as early as January 2000 292 Poor Japanese sales contributed to Sega s 42 88 billion 404 million consolidated net loss in the fiscal year ending March 2000 which followed a similar loss of 42 881 billion the previous year and marked Sega s third consecutive annual loss 293 294 Although Sega s overall sales for the term increased 27 4 and Dreamcast sales in North America and Europe greatly exceeded the company s expectations this increase in sales coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan 293 At the same time increasingly poor market conditions reduced the profitability of Sega s Japanese arcade business prompting the company to close 246 of its 870 locations 293 295 Arcade sales in 2000 dropped 16 in Japan and 15 overseas despite downsizing by competitors 290 In the face of a worldwide decline in the arcade industry Sega cut down the majority of its overseas operations closing the flagship Sega World indoor theme parks in London and Sydney 21 In Japan novel new venues including Club Segas in Shibuya and Yokohama 21 as well as the popular Derby Owners Club kept Sega s arcade business afloat however with the exception of the successful Samba De Amigo 296 no arcade rhythm game releases by the company capitalised on the genre s first boom in popularity citation needed Moore became the president and chief operating officer of Sega of America on 8 May 2000 297 He said that the Dreamcast would need to sell 5 million units in the U S by the end of 2000 to remain a viable platform but Sega ultimately fell short of this goal with some 3 million units sold 256 298 Moreover Sega s attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses 299 Instead of an expected profit for the six months ending September 2000 Sega posted a 17 98 billion 163 11 million loss with the company projecting a year end loss of 23 6 billion 300 This estimate was more than doubled to 58 3 billion 301 and in March 2001 Sega posted a consolidated net loss of 51 7 billion 417 5 million 302 Although the PS2 s October 26 U S launch was marred by shortages many disappointed consumers continued to wait for a PS2 while the PSone a remodelled PlayStation was the best selling console in the U S at the start of the 2000 holiday season 256 303 304 According to Moore the PlayStation 2 effect that we were relying upon did not work for us people will hang on for as long as possible What effectively happened is the PlayStation 2 lack of availability froze the marketplace 305 Eventually Sony and Nintendo held 50 and 35 percent of the US video game market respectively while Sega held only 15 percent 238 According to former Sega of America vice president of communications Charles Bellfield Dreamcast software sold at an 8 to 1 ratio with the hardware but this ratio on a small install base didn t give us the revenue to keep this platform viable in the medium to long term 246 306 Shift to third party software development 2001 2003 edit nbsp Sega s financial trouble in the 1998 2002 period 307 308 309 310 In 2000 Sega and CSK Corporation chairman Isao Okawa replaced Irimajiri as president of Sega 311 Irimajiri had been replaced as a result of Sega s financial losses 312 313 Okawa had long advocated that Sega abandon the console business 314 His sentiments were not unique Sega co founder David Rosen had always felt it was a bit of a folly for them to be limiting their potential to Sega hardware and Stolar had previously suggested that Sega should have sold their company to Microsoft 77 315 In September 2000 in a meeting with Sega s Japanese executives and the heads of the company s major Japanese game development studios Moore and Bellfield recommended that Sega abandon its console business and focus on software prompting the studio heads to walk out 246 On November 1 2000 Sega changed its company name from Sega Enterprises to Sega Corporation 316 In December 2000 The New York Times reported that Nintendo and Sega were holding discussions regarding a potential US 2 billion buyout though the two companies denied this a Sega spokesman called the report absolutely outrageous 317 Okawa talked to Microsoft about a sale or merger with their Xbox division but those talks failed 318 Forbes has speculated that the Nintendo buyout discussions could have been to put pressure on Microsoft to acquire Sega 319 On January 23 2001 a story ran in Nihon Keizai Shimbun claiming that Sega would cease production of the Dreamcast and develop software for other platforms 320 After initial denial Sega of Japan put out a press release confirming they were considering producing software for the PlayStation 2 and Game Boy Advance as part of their new management policy 321 On January 31 2001 Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a platform agnostic third party developer 322 323 Sega also announced a Dreamcast price reduction to 99 to eliminate its unsold inventory which was estimated at 930 000 units as of April 2001 324 325 After a further reduction to 79 the Dreamcast was cleared out of stores at 49 95 326 327 The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega s internal game development studios as well as the heads of Visual Concepts and Wave Master and given away with 55 first party Dreamcast games through a competition organized by GamePro magazine 328 Okawa who had previously loaned Sega 500 million in the summer of 1999 died on March 16 2001 shortly before his death he forgave Sega s debts to him and returned his 695 million worth of Sega and CSK stock helping the company survive the third party transition 329 330 331 As part of this restructuring nearly one third of Sega s Tokyo workforce was laid off in 2001 332 By March 31 2002 Sega had five consecutive fiscal years of net losses 333 A business alliance with Microsoft was announced where Sega would develop 11 games for the new Xbox console 334 After Okawa s death Hideki Sato became president of Sega Sato a 30 year veteran of Sega had previously developed Sega s video game consoles Because of poor sales in 2002 Sega was forced to cut its profit forecast by 90 for 2003 As a result Sega began to look at opportunities for a merger to fix its financial situation In 2003 Sega began talks with Sammy Corporation and Namco Sato stated that he would select the partner that fit the business best Sega made an announcement on February 13 2003 of its decision to merge with Sammy However as late as April 17 of the same year Sega was still in talks with Namco which was attempting to overturn the merger and went public with its offer to be acquired Sega s consideration of Namco s offer upset executives of Sammy However the day after Sega announced it was no longer planning to merge with Sammy Namco withdrew its offer Though Namco expressed that it would be willing to work with Sega on a future deal Sega expressed it was not interested 335 Due to the failure to complete a merger Sato was forced to step down 335 In 2003 he and COO Tetsu Kamaya announced they were stepping down from their roles with Sato being replaced by Hisao Oguchi the head of Hitmaker As part of Oguchi s restructuring plan he announced his intention to consolidate Sega s studios into four or five core operations 336 Sega s studios were consolidated and reintegrated into Sega as its R amp D division no longer existing as independent companies 335 Peter Moore left Sega of America in January 2003 The reason for leaving was a frustrating meeting with Sega of Japan refusing to adapt to the changing gaming landscape due to mature games like Grand Theft Auto III 337 Hideaki Irie became the new president and COO of Sega of America in October 2003 Irie previously worked at Agetec and ASCII 338 Sammy takeover and business expansion 2003 2015 editAlthough talks of a merger had soured earlier Sega and Sammy were able to resume discussions 335 In August 2003 Sammy bought the outstanding 22 of shares that CSK had 339 becoming Sega s largest shareholder in the process 335 In the same year Hajime Satomi primary owner and president and CEO of Sammy stated that Sega s activity will focus on their profitable arcade business as opposed to their loss incurring home software development sector 340 Satomi was determined to push this strategy stating if Sammy s vision does not agree with that of Sega then we might have to consider taking more shares 335 Satomi had a history with Sega as he was mentored by Isao Okawa and was previously asked to be CEO of Sega 341 After the decline of the global arcade industry around the 21st century Sega introduced several novel concepts tailored to the Japanese market Derby Owners Club was an arcade machine with memory cards for data storage designed to take over half an hour to complete and costing JP 500 to play Testing of Derby Owners Club in an arcade in Chicago showed that it became the most popular machine in the arcade with a 92 replay rate While the eight player Japanese version of the game was released in 1999 due to size issues the game was reduced to a smaller four player version and released in North America in 2003 342 Trading card game machines were introduced with games such as World Club Champion Football for general audiences and Mushiking The King of Beetles for young children Sega also introduced internet functionality in arcades with Virtua Fighter 4 in 2001 and further enhanced it with ALL Net introduced in 2004 343 In 2003 Sega had plans of partnering with John Woo on development of video games by his Tiger Hill Entertainment studio 344 but plans fell through 345 During mid 2004 Sammy bought a controlling share in Sega Corporation at a cost of 1 1 billion creating the new company Sega Sammy Holdings an entertainment conglomerate Since then Sega and Sammy became subsidiaries of the aforementioned holding company with both companies operating independently while the executive departments merged According to Satomi Sega had been operating at a loss for nearly 10 years 346 and lacked a clear financial base Sammy feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business and wanted to divesify its business in new fields using Sega s broader range of involvement in different entertainment fields 347 Sega Sammy Holdings was structured into four parts three of which were Sega Consumer Business video games Amusement Machine Business arcade games Amusement Center Business Sega s theme parks and arcades and Pachislot and Pachinko Business Sammy s pachinko and pachislot business 348 Satomi did state that not all Sega executives were in favor of the takeover While it is unclear for his reasons head of Wow Entertainment previously Sega AM1 Rikiya Nakagawa resigned a week after the merger 332 Sega would also restructure the development studios again consolidating the divisions further into the Global Entertainment Amusement Software and New Entertainment R amp D divisions 335 To drive growth in western markets Sega announced new leadership for Sega of America and Sega Europe in 2005 Simon Jeffery became president and COO of Sega of America and Mike Hayes president and COO for Sega Europe 349 In 2009 Mike Hayes became president of the combined outfit of Sega West which includes both Sega of America and Sega Europe due to Simon Jeffery leaving 350 Mike Hayes is credited for re inventing Sega s software strategy taking it from failing to 500 million in revenue focusing on PC with franchises like Total War and Football Manager selling Mario amp Sonic at the Olympic Games and at one point being one of the top 3 customers on Steam 351 Development studio dealings and new intellectual properties edit In 2005 Sega sold Visual Concepts to Take Two Interactive 352 and purchased UK based developer Creative Assembly known for its Total War series 353 In the same year Sega Racing Studio was also formed by former Codemasters employees 354 In 2006 Sega Europe purchased Sports Interactive known for its Football Manager series 355 Sega of America purchased Secret Level in 2006 which was renamed to Sega Studios San Francisco in 2008 In early 2008 Sega announced that they would re establish an Australian presence as a subsidiary of Sega of Europe with a development studio branded as Sega Studios Australia In the same year Sega launched a subscription based flash website called PlaySEGA which played emulated versions of Sega Genesis as well original web based flash games 356 It was subsequently shut down due to low subscription numbers In 2013 following THQ s bankruptcy Sega bought Relic Entertainment known for its Company of Heroes series 357 In 2008 Sega announced the closure of Sega Racing Studio although the studio was later acquired by Codemasters 354 Closures of Sega Studios San Francisco and Sega Studios Australia followed in 2010 and 2013 respectively 358 359 In 2007 Sega and Nintendo collaborated using Sega s acquired Olympic Games license to create the Mario and Sonic at the Olympic Games series which has sold over 20 million in total In the console and handheld business Sega found success in Japan with the Yakuza and Hatsune Miku Project DIVA series of games amongst others primarily aimed at the Japanese market In Japan Sega distributes games from smaller Japanese game developers and localizations of Western games 360 361 2009 also saw Sega s introduction of the Sega Vision a portable media player and the company s first consumer hardware since the cancellation of the Dreamcast in 2001 released as a prize in Sega s UFO Catcher machines 362 For amusement arcades Sega s most successful games continued to be based on network and card systems Games of this type include Sangokushi Taisen and Border Break Arcade machine sales incurred higher profits than their console portable and PC games on a year to year basis until 2010s 363 In 2004 the GameWorks chain of arcades became owned by Sega until the chain was sold off in 2011 Sega Republic an indoor theme park in Dubai opened to the public in 2009 while the following year Sega began providing the 3D imaging for Hatsune Miku s holographic concerts 364 In 2013 in co operation with BBC Earth Sega opened the first interactive nature simulation museum Orbi Yokohama in Yokohama Japan 365 Also in 2013 Index Corporation was purchased by Sega Sammy after going bankrupt 366 After the buyout Sega implemented a corporate spin off with Index and re branded the video game assets of the company as Atlus a wholly owned subsidiary of Sega 367 Changes to business structure edit Due to the decline of packaged game sales both domestically and outside Japan in the 2010s 368 Sega began layoffs and reduction of their Western businesses such as Sega shutting down five offices based in Europe and Australia on July 1 2012 369 This was done to focus on the digital game market such as PC and mobile devices 370 371 Strong performers for Sega on these platforms include Phantasy Star Online 2 and Chain Chronicle 372 Mike Hayes left Sega Europe in 2012 373 and was replaced by Jurgen Post 374 John Cheng also began serving as president and COO of Sega of America in 2012 375 The amount of SKU gradually shrunk from 84 in 2005 to 32 in 2014 Because of the shrinking arcade business in Japan 376 development personnel would also be relocated to the digital game area 377 Sega gradually reduced its arcade centers from 450 facilities in 2005 378 to around 200 in 2015 379 In the mobile market Sega released its first app on the iTunes Store with a version of Super Monkey Ball in 2008 Since then the strategies for Asian and Western markets have become independent The Western line up consisted of emulations of games and pay to play apps which were eventually overshadowed by more social and free to play games eventually leading to 19 of the older mobile games being pulled due to quality concerns in May 2015 380 381 Beginning in 2012 Sega also began acquiring studios for mobile development with studios such as Hardlight Three Rings Design and Demiurge Studios becoming fully owned subsidiaries 382 383 384 In the 2010s Sega established operational firms for each of their businesses to streamline operations In 2012 Sega established Sega Networks for its mobile games and although separate at first it merged with Sega Corporation in 2015 Sega Games was structured as a Consumer Online Company while Sega Networks focused on developing games for mobile devices 385 GameWorks was sold in 2011 21 In 2012 Sega Entertainment was established for Sega s amusement facility business and in 2015 Sega Interactive was established for the arcade game business 386 In January 2015 Sega of America announced their relocation from San Francisco to Atlus USA s headquarters in Irvine California which was completed later that year 387 Over the course of the existence of Sega Sammy Holdings to 2015 Sega s operating income generally saw improvements compared to Sega s past financial difficulties but was not profitable every year of operation 388 Sega operating income 2005 2015 Japanese yen in millions Business year 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015Amusement Machine Sales 388 7 423 12 176 11 682 7 152 6 890 7 094 7 317 7 415 1 902 1 264 2 356Amusement Center Operations 388 5 472 9 244 132 9 807 7 520 1 338 342 355 1 194 60 946Consumer Business 388 8 809 9 244 1 748 5 989 941 6 332 1 969 15 182 732 2 089 4033Sega Group restructuring 2015 present edit nbsp Club Sega game center in Akihabara TokyoIn April 2015 Sega Corporation was reorganized into Sega Group one of three groups of Sega Sammy Holdings Sega Holdings Co Ltd was established with four business sectors under its organization Haruki Satomi son of Hajime Satomi took office as president and CEO of the company in April 2015 389 390 Sega announced at the Tokyo Game Show in September 2016 that they acquired the intellectual property and development rights to the games developed and published by Technosoft 391 392 Factors that influenced the acquisition included the former Technosoft president stating that they did not want the Technosoft brand to desist and so handing over the intellectual properties to Sega was the only other option Sega and Technosoft also had an established collaboration during the Genesis Mega Drive era and so this pre established relationship was also a factor when acquiring the brand rights to Technosoft games 393 In April 2017 Sega Sammy Holdings announced a relocation of head office functions of the Sega Sammy Group and its major domestic subsidiaries located in the Tokyo metropolitan area to Shinagawa ku by January 2018 Their stated reasoning was to promote cooperation among companies and creation of more active interaction of personnel while pursuing efficient group management by consolidating scattered head office functions of the group including Sega Sammy Holdings Sammy Corporation Sega Holdings Sega Games Atlus Sammy Network and Dartslive 394 In October 2017 Sega of America announced its own online store known as the Sega Shop 395 In June 2017 Chris Bergstresser replaced Jurgen Post as president and COO of Sega Europe 396 In June 2018 Gary Dale formerly of Rockstar Games and Take Two Interactive replaced Chris Bergstresser as president and COO of Sega Europe 397 A few months later Ian Curran a former executive at THQ and Acclaim Entertainment replaced John Cheng as president and COO of Sega of America in August 2018 398 In October 2018 Sega reported favorable western sales results from games such as Yakuza 6 and Persona 5 due to the localization work of Atlus USA 399 Following a 70 fall in profits for the 2018 fiscal year in comparison to the previous year despite a 35 increase in the sale of console games and success in its PC game business Sega announced that it would focus on releases for its existing intellectual property instead of new ones Sega blamed the loss on miscalculations of the market and having too many games being developed Projects in development at Sega include a new game in the Yakuza series Sakura Wars the Sonic the Hedgehog film and the Sega Genesis Mini 400 In 2019 Sega acquired Two Point Studios known for Two Point Hospital 401 402 Notes edit Japanese 日本娯楽物産株式会社 Hepburn Nihon goraku bussan kabushiki gaisha Japanese Amusement Products Co Ltd Japanese 株式会社セガ エンタープライゼズ Hepburn Kabushiki gaisha Sega Entapuraizezu Japanese 日本機械製造株式会社 Hepburn Nihon kikai seizō kabushiki gaisha Japanese Machine Manufacturers Co Ltd References edit Smith Alexander 2019 They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Volume I CRC Press pp 101 102 ISBN 9781138389908 Smith 2019 pp 105 a b c d e f g Horowitz Ken 2018 The Sega Arcade Revolution A History in 62 Games McFarland amp Company pp 3 6 ISBN 9781476631967 a b c Fahs Travis April 21 2009 IGN Presents the History of SEGA IGN Ziff Davis Archived from the original on August 24 2012 Retrieved July 29 2015 Plunkett Luke April 4 2011 Meet the four Americans who built Sega Kotaku Gawker Media Archived from the original on July 26 2015 Retrieved August 1 2015 IBM turns 100 other surprisingly ancient technology companies The Daily Telegraph June 16 2011 Archived from the original on September 26 2015 Retrieved August 1 2015 Sanchez Crespo Delmau Daniel 2004 Core Techniques and Algorithms in Game Programming San Francisco New Riders Press p 3 ISBN 9780131020092 Archived from the original on November 23 2015 Retrieved October 18 2018 Kent Steven L 2001 The Ultimate History of Video Games The Story Behind the Craze that Touched our Lives and Changed the World Roseville California Prima Publishing p 331 ISBN 0 7615 3643 4 Sammy Corporation and SEGA Corporation Announce Business Combination SEGA SAMMY HOLDINGS INC Business Wire Business Wire Berkshire Hathaway May 19 2004 Archived from 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original on July 16 2015 Retrieved February 15 2012 The original Nights was chiefly made with the Japanese and European audiences in mind Sonic meanwhile was squarely aimed at the U S market Sonic is a character that I think is suited to America or at least the image I had of America at the time Well he s blue because that s Sega s more or less official company color His shoes were inspired by the cover to Michael Jackson s Bad which contrasted heavily between white and red that Santa Claus type color I also thought that red went well for a character who can run really fast when his legs are spinning Ashcraft Brian December 7 2009 Sonic s Shoes Inspired by Michael Jackson Kotaku Archived from the original on October 30 2015 Retrieved December 13 2009 This Month in Gaming History Game Informer Vol 12 no 105 GameStop January 2002 p 117 Reeder Sara November 1992 Why Edutainment Doesn t Make It In A Videogame World Computer Gaming World p 128 Archived from the original on July 2 2014 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2014 Ryoji Akagawa If it wasn t for Virtua Fighter the PlayStation probably would have had a completely different hardware concept cf Thomason Steve July 2006 The Man Behind the Legend Nintendo Power Vol 19 no 205 p 72 Toby Gard It became clear to me watching people play Virtua Fighter which was kind of the first big 3D character console game that even though there were only two female characters in the lineup in almost every game I saw being played someone was picking one of the two females Leone Matt 2010 The Essential 50 Part 35 Virtua Fighter 1UP com Archived from the original on July 19 2012 Retrieved December 10 2016 Donovan Tristan 2010 Replay The History of Video Games Yellow Ant p 267 ISBN 978 0956507204 One of the key objections to 3D graphics that developers had been raising with Sony was that while polygons worked fine for inanimate objects such as racing cars 2D images were superior when it came to animating people or other characters Virtua Fighter Suzuki s follow up to Virtua Racing was a direct riposte to such thinking The characters may have resembled artists mannequins but their lifelike movement turned Suzuki s game into a huge success that exploded claims that game characters couldn t be done successfully in 3D Teruhisa Tokunaka chief executive officer of Sony Computer Entertainment even went so far as to thank Sega for creating Virtua Fighter and transforming developers attitudes Mott Tony 2013 1001 Video Games You Must Play Before You Die New York Universe Publishing pp 226 250 ISBN 978 0 7893 2090 2 a b Kent 2001 pp 501 502 a b Virtua Fighter Review Edge December 22 1994 Archived from the original on December 10 2014 Retrieved March 5 2015 Virtua Fighter s 3D characters have a presence that 2D sprites just can t match The characters really do seem alive whether they re throwing a punch unleashing a special move or reeling from a blow The Saturn version of Virtua Fighter is an exceptional game in many respects It is arguably the first true next generation console game fusing the best aspects of combat gameplay with groundbreaking animation and gorgeous sound CD music and clear samples In the arcades Virtua Fighter made people stop and look On the Saturn it will make many people stop look at their bank balance and then fork out for Sega s new machine Over to you Sony a b McFerran Damien Retroinspection Sega Saturn Retro Gamer 34 44 49 Sega Enterprises March 3 2021 Sega En Joint PDF Sega Retro むかしセガ エンタープライゼスという会社があった 3 Once upon a time there was a company called Sega Enterprises 3 in Japanese April 26 2020 Retrieved June 3 2021 EGM Interviews SEGA SATURN Product Manager HIDEKI OKAMURA EGM2 1 1 114 July 1994 Hideki Okamura Saturn was just a development code name for hardware that was adopted by the Japanese development staff The name has become common knowledge and it has a nice ring to it a b Sewart Greg August 5 2005 Sega Saturn The Pleasure And The Pain 1UP com Archived from the original on March 17 2014 Retrieved 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curve so we would have benefited much more greatly I felt that we were rushing Saturn We didn t have the software right and we didn t have the pricing right so I felt we should have stayed with Genesis for another year Harris 2014 p 452 Kent 2001 p 509 The Making Of Panzer Dragoon Saga Part 1 Now Gamer December 17 2008 Archived from the original on July 24 2014 Retrieved March 20 2014 Kentaro Yoshida We thought we d have no problem making games that were superior to PlayStation games MGM and Sega to sign pact UPI Archives UPI Retrieved September 20 2023 COMPANY NEWS MGM AND SEGA OF AMERICA IN DEVELOPMENT VENTURE The New York Times Associated Press April 28 1994 ISSN 0362 4331 Retrieved September 20 2023 a b c d e McFerran Damien 2010 Retroinspection Sega 32X Retro Gamer 77 44 49 Scot Bayless The 32X call was made in early January 1994 There s a part of me that wishes the Saturn had adopted the 32X graphics strategy but that ship had sailed long before the greenlight call from Nakayama 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processors handling the drive the SH 1 in the Saturn s case negligible access times are possible Harris 2014 p 536 gives a lower figure of 170 000 Kent 2001 p 502 a b c Kent 2001 p 516 Let the games begin Sega Saturn hits retail shelves across the nation Sept 2 Japanese sales already put Sega on top of the charts Business Wire March 9 1995 Archived from the original on October 25 2014 Retrieved December 24 2014 Harris 2014 p 536 a b Sega Saturn launch takes consumers and retailers by storm retailers struggling to keep up with consumer demand Business Wire May 19 1995 Archived from the original on October 25 2016 Retrieved October 24 2016 Cifaldi Frank May 11 2010 This Day in History Sega Announces Surprise Saturn Launch 1UP com Archived from the original on June 29 2013 Retrieved December 10 2016 a b Schilling Mellissa A Spring 2003 Technological Leapfrogging Lessons From the U S Video Game Console Industry California Management Review 45 3 12 23 doi 10 2307 41166174 JSTOR 41166174 S2CID 114838931 Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base Sega had limited distribution for its Saturn launch which may have slowed the building of its installed base both directly because consumers had limited access to the product and indirectly because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted Nintendo by contrast had unlimited distribution for its Nintendo 64 launch and Sony not only had unlimited distribution but had extensive experience with negotiating with retailing giants such as Wal Mart for its consumer electronics products cf Is War hell for Sega Next Generation 2 13 7 January 1996 Tom Kalinske We needed to do something shocking because we were 100 more than the other guy I still think the surprise launch was a good idea If I had it to do over again would I do it a little differently Yeah definitely I wouldn t take the risk of annoying retailers the way we did I would clue them in and do an early launch in a region or three regions or something so we could include everybody Dear Saturn Mag I ve Heard the Saturn Couldn t Handle Alex Kidd Is This True Sega Saturn Magazine Vol 1 no 2 December 1995 p 51 Sega Saturn You ve Watched the TV Commercials Now Read the Facts Next Generation 1 8 26 32 August 1995 Sega Saturn gets astronomical send off with landmark marketing campaign Sega breaks 50 million marketing campaign to support surprise launch at E3 Business Wire May 11 1995 Archived from the original on February 18 2015 Retrieved February 18 2015 Finn Mark 2002 Console Games in the Age of Convergence In Mayra Frans ed Computer Games and Digital Cultures Conference Proceedings Proceedings of the Computer Games and Digital Cultures Conference June 6 8 2002 Tampere Finland Tampere University Press pp 45 58 ISBN 9789514453717 Sega Who Do they Think you Are Next Generation No 14 Imagine Media February 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Innovation and Competition in Standard Based Industries A Historical Analysis of the U S Home Video Game Market IEEE Transactions on Engineering Management 49 1 67 82 doi 10 1109 17 985749 Sega captures dollar share of videogame market again diverse product strategy yields market growth Sega charts path for 1996 Business Wire January 10 1996 Archived from the original on May 2 2014 Retrieved December 24 2014 Estimated dollar share for Sega branded interactive entertainment hardware and software in 1995 was 43 percent compared with Nintendo at 42 percent Sony at 13 percent and The 3DO Co at 2 percent Sega estimates the North American videogame market will total more than 3 9 billion for 1995 Kent 2001 p 508 Horowitz Ken June 11 2007 Developer s Den Sega Technical Institute Sega 16 Ken Horowitz Archived from the original on April 8 2016 Retrieved April 16 2014 Kent 2001 p 535 Michael Latham Tom would fall asleep on occasion in meetings That is true These were nine hour meetings Sega had a thing for meetings You d get there at 8 00 A M and then you d get out of the meeting at like 4 00 pm so he wasn t the only person It wasn t the failure of the Saturn that made him lose interest it was the inability to do something about it He was not allowed to do anything The U S side was basically no longer in control a b c d e Sega of America appoints Shoichiro Irimajiri chairman chief executive officer M2PressWIRE July 16 1996 Archived from the original on October 18 2014 Retrieved December 24 2014 Sega of America Inc SOA Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer Sega also announced that Bernard Stolar previously of Sony Computer Entertainment America has joined the company as executive vice president responsible for product development and third party business Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co chairman of Sega of America respectively nbsp Subscription required a b c 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Template Cite book html title Template Cite book cite book a work ignored help Translation by Shmuplations Archived August 7 2020 at the Wayback Machine US defense corp holds key to Sega s plans Next Generation No 11 November 1995 pp 12 14 News Virtua Fighter 3 Computer and Video Games 174 10 1 May 1996 Lenoir Tim 2000 All but War Is Simulation The Military Entertainment Complex PDF Configurations 8 3 289 335 317 doi 10 1353 con 2000 0022 S2CID 41176420 History of SEGA SAMMY Group SEGA before Business Integration SEGA SAMMY Group SEGA SAMMY HOLDINGS Segasammy co jp Archived from the original on December 20 2016 Retrieved December 11 2016 a b Pan Lu 2015 Aestheticizing Public Space Street Visual Politics in East Asian Cities Intellect Books p 107 ISBN 9781783204533 a b Miller Laura 2018 10 Purikura Expressive Energy in Female Self Photography Introducing Japanese Popular Culture Routledge ISBN 9781317528937 Edwards Elizabeth F Hart Janice 2004 Photographs Objects Histories On the 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