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------------------------------------------------------------------------------ Sega's failure or ------------------------------------------------------------------------------ Why Sega finally decided to stay out of the hardware business Sega has been around for quite a while. When Atari was hot, people already knew Space Fury, Congo Bongo or the smash hit Zaxxon. When Atari's video games were fading away and Atari's computers were hot, everyone knew Space Harrier, Afterburner or Shinobi. And when Atari died, everyone knew Sonic, the hedgehog, Monaco GP and Virtua Racer. Now all of a sudden, Sega decides to pull out of the hardware business and produce games for the former arch enemies such as Sony, Nintendo and Micro$oft. Surprised ? Not really, over the past 10 years Sega had to recover from one failed project over the other. This little article is just to show that this final step by Sega is in no way surprising, but their only last chance to survive. 1987 - Not really a flop, not really a hit - the Master System ---- Introduced in 1986 in Japan as Mark III, in 1987 in America and Europe as Master System, Sega's first real console concept, available worldwide now, established itself and re-introduced the video game market after its total breakdown in 1984. But Sega only lead the world charts shortly with this one. Good games like Alex Kidd or Shinobi pushed the sales for a short time, but Sega never managed to establish one great mascot like Nintendo did with Mario. Technically spoken the Master System could keep up with the Nintendo Entertainment system, but Sega's approach was different. The Sega arcade machines were always technically stunning and did not look too good on the Master System's 8-bit hardware, while Nintendo focussed on games with intelligent and terrific gameplay that never relied on technical gadgets too much. The Master System succeeded in establishing Sega in the video game market worldwide, but it always was second place. 1988 - The only real winner by Sega - The MegaDrive ---- Finally, in 1988 in Japan and in 1989 in Europe and America (where it was called Genesis), Sega managed to introduce a system that was capable of beating both the NEC PC Engine and the Nintendo NES technically and this time, Sega managed to produce visually stunning games on it that looked as good as they played. And this time, third party developers were attracted by the simple to program, yet very powerful hardware of this 16-bit system as well. The MegaDrive also introduced Sonic, the Hedgehog, the only real and successful mascot that Sega lacked for the whole 8-bit era. The MegaDrive/Genesis was the only real successful Video Game System Sega had until then - and it will stay Sega's only real hit. 1992 - Mass storage media at last - The MegaCD ---- In 1992 and 1993, the MegaCD (SegaCD in America) as presented to the world, giving the MegaDrive a 600 MB power-up for real full motion video, music and more gameplay you ever wanted. To keep up with the technical developments of this time, the MegaCD was even given additional customchips along with an 68000 CPU. But the MegaCD had 2 major disadvantages : The customchips increased the price, yet the games suffered from the low data transfer rate of the drive so that the full potential of this system was hardly visible. Yet Sega clinged to it for quite a while, even though it was not very well supported by third party developers. Trying to redesign both the MegaDrive and the MegaCD to decrease costs lead to the MegaDrive 2 and the MegaCD 2. Still, this system flopped in comparison to the sales of the MegaDrive in general. 1992 - Portable Problems - The Game Gear ---- Also in 1992, Sega finally presented their answer to Nintendo's extremely successful Game Boy, the Game Gear. Resembling the Lynx in size, design and weight rather than the Game Boy, the Game Gear could never compete in any aspect with the Lynx hardware-wise. The Game Gear was very similar to the Master System with the only exception being the revamped graphics chip, capable of displaying 4096 colours and more sprites. Yet, the Game Gear was too heavy, consumed far too much power so batteries lasted below one hour usually and a rather washed up display, Sega soon had to see that the games produced for the Game Gear also looked behind times - they were usually just improved Master System Versions. Sega decided to give the Game Gear a TV adapter so you could watch TV using your Game Gear - but please, no shows that are longer than 40 minutes, otherwise batteries are bound to fail. Then, as a last step, they introduced the Master System Adapter that finally let you play Master System games on your Game Gear - but instead of boasting Game Gear sales, it slaughtered game development on the Game Gear. 1993 - Piggy Back Powerup - The Sega 32X ---- The early nineties were quite shaky for the whole video game industry. Atari announced the return with a bang - The Atari Jaguar, a 64-bit system powerful enough to slaughter anything on the market currently, produced by IBM for minimum retail price and maximum quality. Sony and Panasonic announced the 3DO, the first fully CD-based video game system - And Sega's most succesful console ever, the MegaDrive, was slowly, but surely, falling behind times. Sega decided to approach this problem in 2 steps. First, release a "power-up" for the MegaDrive to keep it up to date, second, announce the Saturn, a full answer to both 3DO and Jaguar. But the 32X failed badly. Reasons for this are numerous. For the customer, the 32X was only attractive if you already had a MegaDrive, otherwise, the entry price for a MegaDrive PLUS a 32X was quite high. For the developer, the combination MegaDrive and 32X - even worse, MegaDrive, 32X and MegaCD - was quite a bunch of hardware to handle, a SuperH RISC CPU in the 32X, 2 68000 plus Z80, and all that connected over a bus-system that needed to shuffle quite a lot of data per second. Even Sega didn't really know what games to produce for the 32X. Top titles such as Virtua Racing Deluxe and Virtua Fighter were the exepctions, expensive, but not very hot games like the Star Wars license games or Sega's remixes of 80s games such as Space Harrier and Afterburner did not attract many customers. Additionally, there was basically no 3rd party development at all for the 32X. 1993 - Portable Problems continued - The CDX ---- The MegaCD might have flopped, but the CD did succeed in ruling this planet as a storage device. Sega decided to re-cycle the MegaCD once again and packed it all together in a very slim case that resembled the size and design of a portable CD player but also included a fully fledged Mega Drive. Yet again, it did not work out. First, the system was small, but a bit fragile and very expensive. MegaCD games were rare and most titles not very hot and for just playing MegaDrive cartridge games, this was the most expensive solution you could get. The CDX was also known as MegaCD portable, but it did not sell well. 1994 - Portable Problems final - The Nomad ---- So Nintendo took the whole portable market by storm and neither Game Gear by Sega nor the Atari Lynx could do anything against that. But Sega tried again, with a portable MegaDrive. Pardon me, with a portable Genesis. The Nomad has an internal LC Display, but can also be hooked up to a TV set, it has an internal joypad, but can also connect 2 external joypad - hence it's a full Genesis that can also be used as a fully functional portable - and a highly compatible one, too, that plays really any Genesis game. Funny enough, the Nomad could not establish itself either. Even though the power consumption was bearable this time, even though it offered to be used as a full Genesis, even though it was compatible to any Genesis game, it did not make it. Fragility, lack of international support and advertisement, high price and loss of interest by the public lead to the Nomad being a dead project, too. 1995 - Sony's entrance, Sega's leave - The Saturn ---- Sony just announced to enter the video game market with a project called the "Playstation", and 3DO threatened to release a successor to the 3DO, the Jaguar was (kind of) still there, too and the 32X was a failure - time to really do something for Sega. So the Saturn was finished and most probably finished in a hurry. Though technically comparable to the Playstation the Saturn suffered from badly organised hardware, lack of good developer kits, lack of support from Sega. The first series of games for the Saturn could easily compete with the first series of Playstation games but while all involved companies contracted to continuosly support the Playstation, the Saturn never saw the sequels of Tomb Raider or Command & Conquer. Then again, Sega's own games on the Saturn did not really compete with the massive development of games that Sony pushed for the Playstation. As a reason, in 1997, Sega cancelled the Saturn. It was the first time, a video game company the size of Sega cancelled the support for its own console without either being sold, dying or being bankrupt. 1999 - Sega's final chapter - The Dreamcast ---- In 1999, the Dreamcast, the next-next generation video game, was introduced and according to inside sources, Sega did it all right this time. Well, almost. The hardware is powerful enough to even compete with the younger PS2 and GameCube on a decent level. This time, Sega even put great emphasis on the developer support by producing decent developer kits and supplying reliable developer support. As an additional goody, Sega even gave the Dreamcast a modem, making the Dreamcast either a WWW-settop box for your TV set or your terminal station for online gaming. But Sega failed again and most probably due to their advertisement campaign. The Dreamcast was either advertised as "6-billion player console" without even mentioning the superior hardware of the Dreamcast or not at all. The Dreamcast sported a huge amount of top-notch games such as Metropolis Street Racer, Jet Set Radio, Ecco the Dolphin, Quake III, Sonic Adventure or Crazy Taxi, just the public was never told - at least not by Sega. And thus ends the day of Sega's hardware development. You will have to agree that, after this list of failed projects, withdrawing from the hardware business is Sega's only sensible solution. Well, Sega will live on in Sega games - You will just have to buy different hardware to play Sega games now. ------------------------------------------------------------------------------ The Paranoid of Paranoia from the Lunatic Asylum ------------------------------------------------------------------------------ |
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