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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.

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: The Japanese board of directors initially disapproved of the plan, [48] 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.

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.

In and , the new Sega Model 1 arcade system board showcased Sega AM2 's Virtua Racing and Virtua Fighter the first 3D fighting game , which played a crucial role in popularizing 3D polygonal graphics.

In January , Sega began to develop an add-on for the Genesis, the 32X , which would serve as a less expensive entry into the bit era. The decision to create the add-on was made by Nakayama and widely supported by Sega of America employees.

The Saturn failed to take the lead in the market as its predecessor had. After the launch of the Nintendo 64 in , sales of the Saturn and its games were sharply reduced, [98] while the PlayStation outsold the Saturn by three-to-one in the U.

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. On August 11, Sega of America confirmed [] that Stolar had been fired, leaving Moore to direct the launch.

Dreamcast sales exceeded , 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 Dreamcast sales—which exceeded 1.

Moore stated that the Dreamcast would need to sell 5 million units in the U. In late , Sega Enterprises chairman Isao Okawa spoke at an Okawa Foundation meeting, saying that Sega's focus in the future would shift from hardware to software, but adding that they were still fully behind the Dreamcast.

On May 22, , Okawa replaced Irimajiri as president of Sega. On January 23, , a story ran in Nihon Keizai Shimbun claiming that Sega would cease production of the Dreamcast and develop software for other platforms.

In August , Sammy , one of the biggest pachinko and pachislot manufacturing companies, bought In the same year, Satomi stated that Sega's activity will focus on their profitable arcade business as opposed to their loss-incurring home software development sector.

Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged.

According to the first Sega Sammy Annual Report , the merger of the two companies happened due to the companies facing difficulties.

Satomi stated that Sega had been operating at a loss for nearly 10 years, [] while Sammy feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business, and wanted to diversify its business in new fields.

In Japan, Sega distributes games from smaller Japanese game developers and localizations of Western games. 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 s. In , Sega Republic , an indoor theme park in Dubai , opened to the public.

In , Sega began providing the 3D imaging for Hatsune Miku 's holographic concerts. Due to the decline of packaged game sales both domestically and outside Japan in the s, [] Sega began layoffs and reduction of their Western businesses, such as Sega shutting down five offices based in Europe and Australia on July 1, Because of the shrinking arcade business in Japan, [] development personnel would also be relocated to the digital game area.

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 In the s, Sega established operational firms for each of their businesses, in order to streamline operations.

In , Sega established Sega Networks for its mobile games; and although separate at first, it merged with Sega Corporation in Sega Games was structured as a "Consumer Online Company" , while Sega Networks focused on developing games for mobile devices.

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

Sega announced at the Tokyo Game Show in September that they acquired the intellectual property and development rights to all the games developed and published by Technosoft from Kazue Matsuoka.

In April , 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 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.

Sega's main headquarters is located in Shinagawa-ku, Tokyo, Japan, and the group operating from its headquarters is referred to as Sega of Japan.

Relations between the different regional offices of Sega have not always been smooth. A lot of the Japanese executives were maybe a little jealous, and I think some of that played into the decisions that were made.

Kent wrote that Nakayama bullied American executives and that Nakayama believed the Japanese executives made the best decisions.

In any market, through competition, the hardware eventually becomes a commodity. The future is in software. Sega's fault was to think that its core business was selling consoles, but consoles tend to be a one-time buy for most consumers, until the next version comes along.

Software is a repeat purchase, so there's far more profit in it. If a company has to sell hardware then it should only be to leverage software, even if that means taking a hit on the hardware.

I think some of the senior people in Sega never really understood that. Sega Toys have created toys for children's franchises such as Oshare Majo: Love and Berry , Mushiking: Sega Toys also inherited the Sega Pico handheld system and produced software for the console.

The company's DartsLive subsidiary is involved with the manufacture of electronic darts games, while Sega Logistics Service is focused on the distribution and repair of arcade games.

Stories LLC has exclusive licensing rights to adapt Sega properties into film and television. As a games publisher, Sega has produced a high number of games through its research and development teams.

The Sonic the Hedgehog franchise, maintained through Sega's Sonic Team division, has become one of the best-selling franchises in the history of video games.

As the market increased for home video game consoles, Sega expanded with three Consumer Development CS divisions, while after October of , arcade development expanded to three teams: Sega DD 1, 2, and 3.

Each of the arcade divisions was segregated from one another, and a rivalry existed between the arcade and consumer development divisions.

As part of Oguchi's plan, he announced his intention to consolidate Sega's studios into "four or five core operations.

Of Sega's consoles and games, the Sega Genesis has often ranked among the best video game consoles. Some criticism has been given to Sega for their decision making and changes in game development since the Sammy takeover.

Writing for Eurogamer , Damien McFerran called Sega's decision making in the later s "a tragic spectacle of overconfidence and woefully misguided business practice.

Fahs also pointed out that Sega's arcade operations had also been significantly reduced. Of Sega's future, Fahs stated in that "not all stories have a happy ending", and that "either way, we know it will never be the same.

Whatever we have to look forward to, it will be different than what it was. Horowitz did note, however that "as of this writing, Sega is in its best financial shape of the past two decades.

The company has endured. In , Sega Games Co. Satomi acknowledged that, in the ten years previous, some of Sega's games had "partially betrayed" the trust of Sega's older fans and that he hoped to re-establish Sega as a "brand", whereas he felt the loss of trust with fans had left Sega only with "reputation".

From Wikipedia, the free encyclopedia. For other uses, see Sega disambiguation. Arcade games Arcade systems Video game consoles Mobile games.

SG and Master System. Sega Saturn and 32X. Archived from the original on Retrieved July 29, Archived from the original on July 26, Retrieved August 1, Archived from the original on September 26, Core Techniques and Algorithms in Game Programming.

Archived from the original on April 26, Retrieved April 12, Archived from the original on September 11, Retrieved September 11, — via Shmuplations.

Archived from the original on December 3, Retrieved October 10, Archived from the original on December 19, Retrieved November 27, Archived from the original on November 10, Sega's Plans for World Domination".

Archived from the original on May 2, Retrieved October 9, The New York Times. The New York Times Company. Archived from the original on May 26, Retrieved May 7, Wired Magazine's online site.

Archived from the original on January 1, Retrieved October 5, Archived from the original on March 6, Retrieved March 3, The Ultimate History of Video Games: Archived from the original on June 5, Retrieved September 13, Archived from the original on September 15, Retrieved September 14, Archived from the original on July 16, Retrieved March 31, Game Over 1st ed.

New York, New York: Retrieved January 16, Retrieved April 7, Archived from the original on October 23, Retrieved September 19, Archived from the original on May 22, Active installed base estimates".

Active installed base estimates. Archived from the original on June 21, Retrieved December 11, Universo Online in Portuguese.

Archived from the original on May 14, Retrieved May 13, Archived from the original on November 6, Retrieved November 30, Archived from the original on September 24, — via Sega Archived from the original on February 16, Archived from the original on May 9, Sega, Nintendo, and the Battle that Defined a Generation.

Archived from the original on November 17, Retrieved November 17, To date, the combined series has sold over 80 million units.

Archived PDF from the original on September 24, Retrieved November 9, North, Dale June 8, Archived from the original on November 27, Sega confirmed today that its mobile runner Sonic Dash has zoomed past the million downloads mark.

Archived PDF from the original on November 17, GI Interviews Hirokazu Yasuhara". The Success Story of Sonic the Hedgehog". Designed primarily to appeal to an American audience, he also featured the colors white and red, though Oshima puts this down to coincidence, citing Santa Claus's color scheme and the belt across Michael Jackson's jacket on the cover to Bad as the inspiration for Sonic's shoes.

Finally, Oshima wanted to imbue his character with a 'can do' attitude, inspired by television footage of the then Arkansas governor Bill Clinton.

Retrieved February 15, The original Nights was chiefly made with the Japanese and European audiences in mind -- Sonic, meanwhile, was squarely aimed at the U.

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. Archived from the original on October 30, Retrieved December 13, Archived from the original on June 23, Retrieved March 29, The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry.

Archived from the original on October 24, Retrieved April 29, Archived from the original on April 12, Retrieved June 6, Feit, Daniel September 5, Archived from the original on October 14, If it wasn't for Virtua Fighter , the PlayStation probably would have had a completely different hardware concept.

Thomason, Steve July 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.

Archived from the original on July 19, Retrieved December 10, The History of Video Games. 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.

The 32X call was made in early January [] 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.

Archived from the original on April 17, Retrieved May 25, Retrieved February 23, Archived from the original on December 10, Retrieved March 5, 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's 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. Sega Saturn hits retail shelves across the nation Sept. Archived from the original on October 25, Retrieved December 24, Retrieved October 24, Sega Announces Surprise Saturn Launch".

Archived from the original on June 29, Archived from the original on February 18, Retrieved November 16, Computer Games and Digital Cultures: A Historical Analysis of the U.

Home Video Game Market". Estimated dollar share for Sega-branded interactive entertainment hardware and software in was 43 percent, compared with Nintendo at 42 percent, Sony at 13 percent and The 3DO Co.

Retrieved March 19, These were nine-hour meetings. Sega had a thing for meetings. You'd get there at 8: 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. Archived from the original on October 18, 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.

Archived from the original on December 20, Retrieved May 6, Archived from the original on April 30, Retrieved December 7, Although a familiar face at Sega of America, Shoichiro Irimajiri has spent his first week in charge re-meeting all the staff.

Archived from the original on July 10, Retrieved December 17, Retrieved December 9, Archived from the original PDF on May 4, Archived from the original on September 28, Archived from the original PDF on September 25, Archived from the original on December 25, The Development of Nintendo Wii".

The Video Game Industry: Formation, Present State, and Future. Archived from the original PDF on February 14, Retrieved November 15, Archived from the original on March 4, Sonic Adventure 's Tokyo premiere was a grand event—three stadium-packed showings, a demonstration of the game and more Afterward, Segata Sanshiro led the crowd in a Sonic chant, which will be used in the game.

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