SegaSega (セガ) is an international video game software and hardware developing company, and a former home computer and console manufacturer. The company has had success in both arcades and the home console market, but in early 2001, they left the consumer console business and began concentrating on software development for multiple platforms. Sega's main offices, as well as the main offices of its domestic division, Sega of Japan, are located in Ota, Tokyo, Japan. Sega's North American division, Sega of America, is headquartered in San Antonio, Texas, United States. It had moved from Redwood City, California in 1999, and San Francisco in 2003. Sega's European division, Sega of Europe, is headquartered in the Chiswick area of London, England, United Kingdom. The North American division is partially owned by Viacom. History1940-1988Sega was originally founded in 1940 as Standard Games (later Service Games) in Honolulu, Hawaii, by Martin Bromely, Irving Bromberg, and James Humpert to provide coin-operated amusements for American servicemen on military bases. Bromely suggested that the company move to Tokyo, Japan in 1951 and in May 1952 "SErvice GAmes of Japan" was registered. In 1954, another American businessman David Rosen fell in love with Tokyo and established his own company, Rosen Enterprises, Inc., in Japan to export art. When the company imported coin-operated instant photo booths, it stumbled on a surprise hit: The booths were very popular in Japan. Business was booming, and Rosen Enterprises expanded by importing coin-operated electro-mechanical games. Rosen Enterprises and Service Games merged in 1965 to become Sega Enterprises. Within a year, the new company released a submarine-simulator game called "Periscope" that became a smash-hit worldwide. In 1969, Gulf and Western Industries purchased Sega, and Rosen was allowed to remain CEO of the Sega division. Under Rosen's leadership, Sega continued to grow and prosper. In the videogame arcades, Sega was known for producing Frogger and creating Zaxxon. Sega's revenues would hit $214 million by 1982 and in 1983, Sega would release their first video game console; the SG-1000 and also the first laserdisc game. In the same year, Sega was hit hard by the video game crash. Hemorrhaging money, Gulf & Western sold the U.S. assets of Sega to Bally Manufacturing Corporation. The Japanese assets of Sega were purchased for $38 million by a group of investors led by Rosen and Hayao Nakayama, a Japanese businessman who owned a distribution company that had been acquired by Rosen in 1979. Nakayama became the new CEO of Sega, and Rosen became head of its subsidiary in the United States. In 1984, the multi-billion dollar Japanese conglomerate CSK bought Sega, and renamed it to Sega Enterprises Ltd., headquarted it in Japan, and two years later, shares of its stock were being traded on the Tokyo Stock Exchange. David Rosen's friend, Isao Okawa, the chairman of CSK, became chairman of Sega. In 1986, Sega of America was established to take advantage of the expanding video game market in the United States. Sega would also release the first Alex Kidd game, who until 1991 would be their mascot. 1989-2001Sonic the Hedgehog has been Sega's official mascot since 1991.With the introduction of the Sega Mega Drive/Genesis in 1989, Sega launched itself internationally as the second largest vendor of consumer video game products, behind their main rival, Nintendo. 1990 marked a change in Sega's market focus, changing to an older audience than that of Nintendo and marketing their products as such with slogans such as "Genesis does what Nintendon't". Sega also rebranded themselves with a new mascot, Sonic the Hedgehog. This shift led to a wider success for the Sega Mega Drive/Genesis and would eventually propel Sega to 65% of the market in North America. However, Sega's share of the market would plummet in 1994 to 35% after Nintendo released key franchise titles for the Super Nintendo Entertainment System such as Donkey Kong Country and Super Metroid, as well as bad public reaction in Sega's eventual business decisions. In 1994, Sega in association with TimeWarner launched The Sega Channel, a subscription-based cable network that provided video games to owners of the Sega Mega Drive/Genesis. Sega also released the Sega Saturn in Japan in 1994 and later in North America in 1995. Although the Saturn performed well in Japan, it failed to captivate the North American audience and thus led to a long decline in the console market for Sega. With one last effort for Sega to redeem themselves from overwhelming debt they launched the Sega Dreamcast in Japan in 1998 and in North America later on Sept. 9, 1999 (with the marketing ploy 9/9/99). The Dreamcast, at the time became the fastest selling video game console until 2000's launch of Sony's PlayStation 2. Although the Dreamcast had a relatively successful release, it failed to gather a foothold in the market against the Sony PlayStation, the Nintendo 64, and the release of the PlayStation 2, which would dominate the market until Microsoft and Nintendo entered the sixth generation of video game consoles, although the PlayStation 2 would continue its market lead throughout the era. In 2000, Sega Enterprises Ltd. was renamed Sega Corporation. In 2001 Sega discontinued the Dreamcast and ended its run as a video game hardware manufacturer. 2001 and beyond2001 would see a major shift in focus for Sega as they would move out of hardware manufacturing, at least in the home console market; the arcade Sega NAOMI units are still being produced. The company has since evolved primarily into a platform-agnostic software company that creates games that will work on a variety of game consoles produced by other companies, including Nintendo's GameCube, Game Boy Advance, and Nintendo DS, Sony's PlayStation 2 and PlayStation Portable, and Microsoft's Xbox and Xbox 360. In 2003, Sega fell on extremely hard times, and after the death of CSK founder Isao Okawa in 2001, who spent over US$40 billion to help Sega, CSK put Sega on the auction block. The first suitor was Japan's Sammy who discussed a merger, but plans fell through. Discussions also took place with Namco, Electronic Arts and Microsoft. In August 2003, Sammy bought the outstanding 22% of shares that CSK had, and Sammy chairman Hajime Satomi became CEO of Sega. With the Sammy chairman at the helm of Sega, it has been stated that Sega's activity will focus on its profit-making arcade business rather than its loss-making home software development. During the middle of 2004, Sammy bought a controlling share in Sega Corporation at a cost of $1.1 billion, creating the new company Sega Sammy Holdings, one of the biggest games companies in the world. Sega recently bought the rights to all output from Sports Interactive, makers of Football Manager (the old Championship Manager). On January 25, 2005, Sega sold Visual Concepts, a second-party developer known for many Sega Sports games including the ESPN NFL Football series (formerly NFL2K) to Take Two Interactive for $24 million. The sale also came with Visual Concept's wholly-owned subsidiary Kush Games. Take Two subsequently announced the start of the publishing label 2K Games because of this purchase. On March 9, 2005 Sega acquired developer Creative Assembly best known for their strategy games Medieval: Total War and Rome: Total War. On September 12, 2005, It was announced that Sega would be working with Petroglyph to create a Modern Military/Sci-fi Real-time strategy game for PC[1]. ConsolesEarly consolesMain articles: SG-1000, SG-1000 Mark II, and SC-3000 Sega entered the video game console market in 1983 with the introduction of the SG-1000 in Japan after having test marketed it there since 1981. The SG-1000 was never released in North America, however, it was released in Australia, New Zealand, and many European nations such as Italy and Spain. In 1984, Sega released an updated version of the SG-1000 called the SG-1000 Mark II and a computer version called the SC-3000. Games for the SG-1000 Mark II were compatible with the SC-3000 and vice versa - provided the player also had the keyboard accessory that came with the SC-3000. The SG-1000 and the SG-1000 Mark II, while having some minor success were both overshadowed by Nintendo's Famicom, which was released in Japan in 1983. Master SystemMain articles: Sega Master System and SG-1000 Mark III In 1985 in an attempt to compete with Nintendo's popular Famicom, Sega updated and released the SG-1000 Mark III in Japan. The system would be redesigned and introduced in North America as the Sega Master System. Although technically superior to the Nintendo Entertainment System (Famicom), the Master System never achieved the same popularity due in part to the overwhelming third-party support Nintendo had. The Master System was also released two years after Nintendo's NES and had a hard uphill battle. The Master System was discontinued in 1992 in Japan and North America, having never achieving any real foothold on the console market in these regions, however, in Europe, the Master System did exceptionally well, even having a larger market share than Nintendo's NES because it was marketed in countries that the NES wasn't. Due to its success in Europe, Sega supported the Master System there until 1996. Additionally, Sega also released the Master System II and Master System III, which were less-expensive and less popular retooled successors to the Master System. The Master System III was only available in Brazil. Mega Drive/GenesisIn 1989, Sega released its most successful console worldwide, the Sega Mega Drive also known as Sega Genesis in North America. The Genesis was a 16-bit console created to rival the TurboGrafx 16. In 1990, Nintendo released the Super Famicom (or Super Nintendo Entertainment System—SNES), which was Genesis' major rival throughout the 16-bit era. Even though the Genesis was released earlier than the SNES, Sega had a hard time overcoming Nintendo's dominating foothold on the video game console market, which in the late-1980s was 95% in North America and 92% in Japan. By 1992, Sega slashed Nintendo's market by garnering 55% (going as high as 65% in 1993) of the market in North America. The Genesis also did well in Brazil, Europe, and Australia, however, it failed to put a dent on Nintendo's market share in Japan. In 1993, the Genesis was redesigned and released as the "Sega Genesis 2". By 1994, Nintendo had regained a lot of its lost market share by slashing Sega's share from 65% to 35%. In 1996, Sega discontinued support for the Genesis. But in 1998, Majesco released a budget version of the Genesis, called "Sega Genesis 3". Throughout the lifetime of the Genesis, Sega had developed and launched two unsuccesful well-known add-ons, the Sega 32X and the Sega CD. It also released the peripheral, Sega Meganet, which was a modem for the Mega drive. It was only released in Japan and Brazil. SaturnIn 1994, Sega released the CD-based Sega Saturn in Japan and later in North America in 1995. Its main rivals were the Sony PlayStation released in 1995 and the Super Nintendo Entertainment System until 1996 when Nintendo released the Nintendo 64. In North America the Saturn was a failure partly due to its initial high $400 price tag, (compared to $300 for the PSX and $200 for the N64), its programming difficulties, and perhaps because of the poor support for previous Sega Genesis add-ons, the Sega 32X and the Sega CD. Though Sonic Team did happen to create Burning Rangers, it was never really a success. The system's highest points are its numerous arcade ports from their Model 2 hardware, NiGHTS Into Dreams, Dragon Force, and the Panzer Dragoon series. The Saturn never received a proper game from their mascot, Sonic, since Sonic Xtreme was canceled after a long and troubled development process. Also, many strong titles were not brought overseas from Japan. This is partly why the Saturn did relatively well in Japan, and more or less failed commercially in other markets. Another popular explanation for the Saturn's poor performance in markets outside of Japan may have to do with the system's hardware architecture. Many programmers found the complex hardware (including dual Hitachi SH-2 central processors) difficult to master and instead opted to develop games on the Playstation. Unlike Sega, Sony made programming libraries readily available to third party developers. Thus, developers found the Playstation a more attractive machine to develop for. In some cases, popular games like Tomb Raider looked better on the Playstation and the Saturn gained a reputation as a graphically inferior machine. Though this is not true, we can conclude that both systems were capable of doing some things better than the other. Either machine, in the right hands, was capable of impressive graphical feats for the time. Enthusiasts remember the Saturn as a console that failed because of poor business decisions and a changing market. DreamcastSega's final video game system, the Sega Dreamcast was released in Japan in 1998 and in the United States on September 9, 1999. Considered to be "ahead of its time", the 128-bit Dreamcast rivaled the 32-bit Sony PlayStation and the 64-bit Nintendo 64. The Dreamcast, however, failed to recapture Sega's lost market share that it once held during the lifespan of the Genesis prior to the major release of Sony's PlayStation , and other "next-gen" systems inc Nintendo's N64. This was in part due to a lack of faith in the system after the 32X and Saturn systems. The release of the Sega Dreamcast expanded on the PlayStation's popularisation of video games by offering the first out-of-the-box Internet service. For many people who only had game systems it was their first taste of the Internet, and Sega attempted to capitalize on the fact that it was the only Internet-capable console at the time by releasing games playable online such as ChuChu Rocket and Phantasy Star Online (which is still a popular online series on multiple consoles) and offering online features for other games. As of mid-2005, the PlayStation 2 and Xbox both feature online gameplay for numerous games, however, the GameCube's only online games are Phantasy Star Online Episode I & II, III, and Plus. The Visual Memory Unit memory module used for saving game data also functioned as a portable gaming device playable away from the console. Some console games allowed the player to load a mini-game onto the VMU - Skies of Arcadia's Pinta's Quest for example had the player collect items which they would receive when they went back to the full game. The screen is viewable from the controller and some games would use it in gameplay - Virtua Tennis showed an 8-bit representation of the current play, and Skies of Arcadia would show a character and have the VMU beep to help the player find invisible items. The functionality also created the opportunity for making secret strategy in multiplayer games - for example changing strategy via the VMU screen in a football game. The complexity of the 1Mbit VMU meant that it was considered overpriced, and third-party modules without the screen but often offering larger capacity became common. The Dreamcast was subsequently discontinued in North America in January 2001. Software support in Japan, however, continues into 2006, with the upcoming release of Radilgy and Under Defeat. SEGA shocked the game world by announcing the release of refurbished Dreamcasts in Japan to accompany this game. HandheldsGame GearIn response to Nintendo's Game Boy released in 1989, Sega developed and released their first handheld to the market called Game Gear. Initially released in 1990 in Japan, it was later released to the North American market in 1991 and subsequently to Europe and Australia in 1992. It was the first mainstream handheld system to be released with a color screen, something their main competitor, Nintendo, wouldn't do for its Game Boy line until the Game Boy Color debuted in 1998. It also generated its own light without the need for attachments, which Nintendo did not do until the Game Boy Advance SP came out. Essentially the Game Gear was a portable Master System, although the color palette was larger and thus allowed for better looking graphics. Since the Master System and the Game Gear were both based on a similar Z-80 architecture, a third party released a peripheral called the Gear Master Converter, which allowed the Game Gear to play Master System cartridges. Sega, impressed with the technology, purchased the rights to the adapter and marketed it as the Master Gear Converter. Although technically superior and having better features than Nintendo's Game Boy, the Game Gear was plagued by a short battery life of approximately 3 hours. The required 6 AA batteries made the Game Gear enthusiast a rare one. Overall, the Game Gear was an impressive piece of technology for the time. It was on the market for a good 4 years and had a respectable software library, which included versions of the popular Sonic the Hedgehog series. Nomad and Mega JetMain articles: Sega Nomad and Sega Mega Jet Similar to the Game Gear the Sega Mega Jet was released exclusively in Japan in 1992 for promotional use only. The handheld system could be rented on Japan Airlines with a choice between four games to play, one being Sonic the Hedgehog. The system had no screen as it connected to an LCD screen that was folded in the armrest. In 1995, Sega attempted to get back into the handheld market and released the Sega Nomad, which was essentially a portable Sega Genesis. It was released in North America only. Out of the box, the Nomad had the ability to play almost every Genesis game. It came equipped with a 3-inch Active Matrix LCD screen that was backlit and allowed for higher resolutions. Other features included six face buttons, an extra controller port and a video adapter, so the system could be played on a TV. Like the Game Gear before it, the Nomad had a very short playtime of about 3 hours before the batteries died. It was an expensive system compared to the Game Boy and it was not heavily marketed by Sega. In a time of many hardware launches, the Nomad was lost in the shuffle and was soon found in the discount bin. Recently it has garnered a reputation as a collector's item. Other systems
Arcade system boardsThe Sega Lindbergh was announced in 2005 as Sega's next generation arcade system boardIn addition to home consoles and portable handhelds, Sega has been a major proponent of games and hardware in the arcades. FranchisesSega developed several well-known game franchises over the last fifteen years:
Internal structureInternally, the company is made up of various research and development teams created throughout the 1980s, called the "AM" teams. In 2000 Sega decided to turn their AM teams into second-party developers that would focus on software development for the Sega Dreamcast video game console. Due to AM2's popularity they chose to keep their original name. Additionally, after the first Sonic the Hedgehog game was released, Sega AM8 changed its name to Sonic Team and have since maintained this name. Although the teams were separate there was a healthy sense of competition between the various teams which had resulted in some of the most remarkable and innovative gaming events. In 2003 United Game Artists was merged with Sonic Team. 2004 restructureOn July 1, 2004 Sammy merged the AM teams into three groups. The merge did not affect Sega-AM2 or Sonic Team. Global Entertainment Software R&D, which is led by Yuji Naka. "GE" currently focuses on developing video games for home consoles.
New Entertainment R&D, which is led by each department head. "NE" currently focus' on the development of new content for the arcade and home console markets.
Amusement Software R&D, which is led by Hiroshi Kataoka. "AM" currently focus' on the development of games for amusement machines.
PeopleYu Suzuki - Previously the head of AM2, and is attributed with being behind numerous arcade classics including Hang-On, Out Run, Space Harrier, After Burner II, and Virtua Fighter, just to name a few. In 1999, his first ever console-specific title, Shenmue, launched in Japan, and was the most expensive game ever produced. In 2003's internal restructure, he formed a new internal studio named Digitalrex, which was reintegrated into Sega before finishing any games. Yuji Naka - Heads up Sonic Team and is responsible for internal QA procedures. Naka made a name for himself in 1991 as lead programmer of Sonic the Hedgehog, though his previous work includes Phantasy Star and Space Harrier. His titles since include NiGHTS Into Dreams, Phantasy Star Online and Samba de Amigo. In 2004 his team was merged with United Game Artists, giving the team control over Rez and Space Channel 5. Toshihiro Nagoshi - Headed up Amusement Vision and is head of the Sega Creative Control centre. Mainly famed for arcade titles, his credits include Daytona USA, Spikeout and Super Monkey Ball. In 2003, he served as the producer for the Nintendo and Sega collaborative GameCube effort F-Zero GX alongside Shigeru Miyamoto. He has been a regular columnist for Edge Magazine in the UK. Tetsuya Mizuguchi - Headed United Game Artists and created critically acclaimed games such as Sega Rally Championship, Space Channel 5, and Rez. He first worked with AM3 and during his time there, they released Sega Rally and Manx TT. In 1996, he left AM3 to create AM Annex (which would later be called AM9 and finally United Game Artists). AM9 created Sega Touring Car Championship, Sega Rally 2, Space Channel 5 pt. 1 and 2, and Rez. After the Sega-Sammy merge, he left Sega to head Q Entertainment, which has now released Meteos and Lumines for the Nintendo DS and the PlayStation Portable, respectively. Historic legal caseSega lost the Sega v. Accolade case, which involved independently produced software for the Sega Genesis console that copied a small amount of Sega's code. The verdict set a precedent that copyrights do not extend to non-expressive content in software that is required by another system to be present in order for that system to run the software. The case in question stems from the nature of the console video game market. Hardware companies often sell their systems at or below cost, and rely on other revenue streams such as in this case, game licensing. Sega was attempting to "lock out" game companies from making Genesis games unless they paid Sega a fee (ostensibly to maintain a consistent level of quality of games for their system.) Their strategy was to make the hardware reject any cartridge that did not include a Sega trademark. If an unlicensed company included this trademark in their game, Sega could sue the company for trademark infringement. Though Sega lost this lawsuit, all later Sega systems seemed to incorporate a similar hardware requirement. Miscellaneous
Advertisement campaignsSega has had a long history of different slogans and ad campaigns.
References
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Sega has had a long history of different slogans and ad campaigns. Anheuser-Busch, Inc., a mainstream brewer of popular beers, including Bud Lite, now sponsors the Folsom Street Fair and Diesel brand Jeans runs ads in major fashion magazines with an S&M theme. Though Sega lost this lawsuit, all later Sega systems seemed to incorporate a similar hardware requirement. Sadomasochism has also become a popular theme for advertisers who seek to appear "edgy" or unconventional. If an unlicensed company included this trademark in their game, Sega could sue the company for trademark infringement. As of 2005, sadomasochistic themes are common in mainstream erotic fiction, to the point of cliché. Sega was attempting to "lock out" game companies from making Genesis games unless they paid Sega a fee (ostensibly to maintain a consistent level of quality of games for their system.) Their strategy was to make the hardware reject any cartridge that did not include a Sega trademark. A 2002 movie, Secretary, directed by Steven Shainberg, explores the relationship between a masochistic secretary and her dominant, sadistic employer. Hardware companies often sell their systems at or below cost, and rely on other revenue streams such as in this case, game licensing. The 2001 movie La Pianiste (released with subtitles as The Piano Teacher) describes a relationship between a repressed piano teacher and her pupil, which ends unhappily when she reveals her extreme masochistic desires to him, which brings the relationship to an end, but not before he has made a disgusted attempt to enact his conception of her masochistic fantasies. The case in question stems from the nature of the console video game market. Roquelaure. The verdict set a precedent that copyrights do not extend to non-expressive content in software that is required by another system to be present in order for that system to run the software. N. Accolade case, which involved independently produced software for the Sega Genesis console that copied a small amount of Sega's code. The novelist Anne Rice, best known for Interview with the Vampire, wrote the sadomasochistic trilogy The Claiming of Sleeping Beauty under the pseudonym of A. Sega lost the Sega v. In this novel, the female principal character is kept in a chateau and mistreated by a group of men. After the Sega-Sammy merge, he left Sega to head Q Entertainment, which has now released Meteos and Lumines for the Nintendo DS and the PlayStation Portable, respectively. Story of O is another classic masochistic novel, written by a woman, Pauline Réage. 1 and 2, and Rez. Both works present violent sadism as a force that grows beneath society, only to be eventually unleashed upon it. AM9 created Sega Touring Car Championship, Sega Rally 2, Space Channel 5 pt. The 1962 science fiction novel A Clockwork Orange, along with its 1971 Stanley Kubrick film adaptation, follow the exploits of a vicious street gang led by a sadistic young nihilist with a taste for Beethoven and gang-rape. In 1996, he left AM3 to create AM Annex (which would later be called AM9 and finally United Game Artists). It inspired a song of the same name, and about the same subject matter, by the pioneering rock group The Velvet Underground, featuring the lyric "Kiss the boot of shiny, shiny leather.". He first worked with AM3 and during his time there, they released Sega Rally and Manx TT. Leopold von Sacher-Masoch's novel Venus in Furs is essentially one long masochistic fantasy, where the male principal character encourages his mistress to mistreat him. Tetsuya Mizuguchi - Headed United Game Artists and created critically acclaimed games such as Sega Rally Championship, Space Channel 5, and Rez. In general, the depiction of sadism and masochism in fiction tends to be portrayed from the viewpoint of masochistic fantasy. He has been a regular columnist for Edge Magazine in the UK. Recently, there have been theories that many of these personality disorders have been caused by brain damage. In 2003, he served as the producer for the Nintendo and Sega collaborative GameCube effort F-Zero GX alongside Shigeru Miyamoto. Many serial killers' murders have strong sadistic elements. Mainly famed for arcade titles, his credits include Daytona USA, Spikeout and Super Monkey Ball. This is generally considered to be caused by personality disorders. Toshihiro Nagoshi - Headed up Amusement Vision and is head of the Sega Creative Control centre. A small minority of disordered individuals commit crimes with a strong sadistic element. In 2004 his team was merged with United Game Artists, giving the team control over Rez and Space Channel 5. However, this is an uncommon case, and psychiatrists are now moving towards regarding sadism and masochism not as disorders in and of themselves, but only as disorders when associated with other problems such as a personality disorder. His titles since include NiGHTS Into Dreams, Phantasy Star Online and Samba de Amigo. In certain extreme cases, sadism and masochism can include fantasies, sexual urges or behaviour that cause significant distress or impairment in social, occupational, or other important areas of functioning, to the point that they can be considered part of a mental disorder. Naka made a name for himself in 1991 as lead programmer of Sonic the Hedgehog, though his previous work includes Phantasy Star and Space Harrier. Note the issue of legal consent which may or may not represent a defence to criminal liability for any more serious injuries caused. Yuji Naka - Heads up Sonic Team and is responsible for internal QA procedures. Many behaviors such as erotic spanking, tickling and love-bites that many people think of only as "rough" sex also contain elements of sado-masochism. In 2003's internal restructure, he formed a new internal studio named Digitalrex, which was reintegrated into Sega before finishing any games.. The term BDSM (A contraction of B&D, D&S and S&M, standing for bondage and discipline, dominance and submission and sadism and masochism respectively) has been created to describe the quite common activities between consenting adults that contain sadistic and masochistic elements. In 1999, his first ever console-specific title, Shenmue, launched in Japan, and was the most expensive game ever produced. Like sexual fetishes, sadomasochism can be learned through conditioning—in this context, the repeated association of sexual pleasure with an object or stimulus. Yu Suzuki - Previously the head of AM2, and is attributed with being behind numerous arcade classics including Hang-On, Out Run, Space Harrier, After Burner II, and Virtua Fighter, just to name a few. According to one study, the majority of male sadomasochists (53%) developed their interest before the age of 15, while the majority of females (78%) developed their interest afterwards (Breslow, Evans, and Langley 1985). "AM" currently focus' on the development of games for amusement machines. Some individuals report having had them before puberty, while others do not discover them until well into adulthood. Amusement Software R&D, which is led by Hiroshi Kataoka. Sadomasochistic desires, however, seem to form at a variety of ages. "NE" currently focus' on the development of new content for the arcade and home console markets. It is usually agreed on by psychologists that experiences during early sexual development can have a profound effect on the character of sexuality later in life. New Entertainment R&D, which is led by each department head. It is poorly understood, though, what ultimately connects these emotional experiences to sexual gratification, or how that connection initially forms. "GE" currently focuses on developing video games for home consoles. A sadist, on the other hand, may enjoy the feeling of power and authority that comes from playing the dominant role, or receive pleasure vicariously through the suffering of the masochist. Global Entertainment Software R&D, which is led by Yuji Naka. They likewise may derive satisfaction from earning the approval of that figure (see: Servitude (BDSM)). The merge did not affect Sega-AM2 or Sonic Team. For others, being under the power of a strong, controlling presence may evoke the feelings of safety and protection associated with childhood. On July 1, 2004 Sammy merged the AM teams into three groups. For some, taking on a role of compliance or helplessness offers a form of therapeutic escape; from the stresses of life, from responsiblity, or from guilt. In 2003 United Game Artists was merged with Sonic Team. There are a number of reasons commonly given for why a sadomasochist finds the practice of S&M enjoyable, and the answer is largely dependent on the individual. Although the teams were separate there was a healthy sense of competition between the various teams which had resulted in some of the most remarkable and innovative gaming events. However, the degree to which any of these influences actually affect sexuality -- either consciously or unconsciously -- is unknown, and the validity of this theory of socially-conditioned female masochism is questionable. Additionally, after the first Sonic the Hedgehog game was released, Sega AM8 changed its name to Sonic Team and have since maintained this name. Some of them further link this hypothesized framework to inequalities among gender, class, and race which remain a substantial part of society, despite the efforts of the civil rights movement and feminism. Due to AM2's popularity they chose to keep their original name. According to their theories, sex and relationships are both consistently taught to be formulated within a framework of male dominance and female submission. In 2000 Sega decided to turn their AM teams into second-party developers that would focus on software development for the Sega Dreamcast video game console. Many theorists, particularly feminist theories, have suggested that sadomasochism is an inherent part of modern Western culture. Internally, the company is made up of various research and development teams created throughout the 1980s, called the "AM" teams. Indeed, in the epilogue of Venus In Furs, the character of Severin has become bitter from his experiment in masochism, and advocates instead the domination of women. Sega developed several well-known game franchises over the last fifteen years:. The perceived sadistic capabilities of masochists are treated by Deleuze as reactions to masochism. In addition to home consoles and portable handhelds, Sega has been a major proponent of games and hardware in the arcades. Thus, Deleuze attempts to argue that Masochism and Sadism arise from such different impulses that the combination of the two terms is meaningless and misleading. Recently it has garnered a reputation as a collector's item. The sadist attempts to destroy the ego in an effort to unify the id and superego, in effect gratifying the most base desires the sadist can express while ignoring or competely suppressing the will of the ego, or of the conscience. In a time of many hardware launches, the Nomad was lost in the shuffle and was soon found in the discount bin. The Sadist, in contrast, derives pleasure from The Law: the unavoidable power that places one person below another. It was an expensive system compared to the Game Boy and it was not heavily marketed by Sega. The masochist derives pleasure from, as Deleuze puts it, The Contract: the process by which he can control another individual and turn the individual into someone cold and callous. Like the Game Gear before it, the Nomad had a very short playtime of about 3 hours before the batteries died. Taken to its extreme, an infinite delay, this is manifested as perpetual coldness. Other features included six face buttons, an extra controller port and a video adapter, so the system could be played on a TV. Deleuze instead argues that the tendency toward masochism is based on desire brought on from the delay of gratification. It came equipped with a 3-inch Active Matrix LCD screen that was backlit and allowed for higher resolutions. In his essay Coldness and Cruelty, Gilles Deleuze refutes the term 'sadomasochism' as artificial, especially in the context of the prototypical masochistic work, Sacher-Masoch's Venus In Furs. Out of the box, the Nomad had the ability to play almost every Genesis game. This contradictory character is perhaps most evident in the observation by some that not only are sadomasochistic activities usually done for the benefit of the masochist, but that it is often the masochist that controls them, through subtle emotional cues received by the sadist. It was released in North America only. It is not only pain to initiate pleasure, but violence—or the simulation of violence—to express love. In 1995, Sega attempted to get back into the handheld market and released the Sega Nomad, which was essentially a portable Sega Genesis. Here Ellis touches upon the often paradoxical nature of consensual S&M. The system had no screen as it connected to an LCD screen that was folded in the armrest. This mutual pleasure may even be essential for the satisfaction of those involved. The handheld system could be rented on Japan Airlines with a choice between four games to play, one being Sonic the Hedgehog. In other words, the sadomasochist generally desires that the pain be inflicted or received in love, not in abuse, for the pleasure of either one or both participants. Similar to the Game Gear the Sega Mega Jet was released exclusively in Japan in 1992 for promotional use only. He also made the important point that sadomasochism is concerned only with pain in regard to sexual pleasure, and not in regard to cruelty, as Freud had suggested. It was on the market for a good 4 years and had a respectable software library, which included versions of the popular Sonic the Hedgehog series. Havelock Ellis, in Studies in the Psychology of Sex, argued that there is no clear distinction between the aspects of sadism and masochism, and that they may be regarded as complementary emotional states. Overall, the Game Gear was an impressive piece of technology for the time. Both also assumed that masochism was so inherent to female sexuality that it would be difficult to distinguish as a separate inclination. The required 6 AA batteries made the Game Gear enthusiast a rare one. Sadomasochism in women received comparatively little discussion, as it was believed that it occurred primarily in men. Although technically superior and having better features than Nintendo's Game Boy, the Game Gear was plagued by a short battery life of approximately 3 hours. Freud doubted that masochism in men was ever a primary tendency, and speculated that it may exist only as a transformation of sadism. Sega, impressed with the technology, purchased the rights to the adapter and marketed it as the Master Gear Converter. Masochism in men, however, was seen as a more significant aberration, contrary to the nature of male sexuality. Since the Master System and the Game Gear were both based on a similar Z-80 architecture, a third party released a peripheral called the Gear Master Converter, which allowed the Game Gear to play Master System cartridges. Both Krafft-Ebing and Freud assumed that sadism in men resulted from the distortion of the aggressive component of the male sexual instinct. Essentially the Game Gear was a portable Master System, although the color palette was larger and thus allowed for better looking graphics. This observation is commonly verified in both literature and practice; many sadists and masochists define themselves as "switchable"—capable of taking pleasure in either role. It also generated its own light without the need for attachments, which Nintendo did not do until the Game Boy Advance SP came out. Sigmund Freud, a psychoanalyst and a contemporary of Krafft-Ebing, noted that both were often found in the same individuals, and combined the two into a single dichotomous entity known as sadomasochism (often abbreviated as S&M or S/M). It was the first mainstream handheld system to be released with a color screen, something their main competitor, Nintendo, wouldn't do for its Game Boy line until the Game Boy Color debuted in 1998. The terms sadism and masochism were first used consistently to describe these behaviors by the German psychiatrist Richard Freiherr von Krafft-Ebing in his 1886 compilation of case studies Psychopathia Sexualis, a famous study of sexual perversity. Initially released in 1990 in Japan, it was later released to the North American market in 1991 and subsequently to Europe and Australia in 1992. The effects of S&M on body chemistry probably reinforce the behavior and therefore create psychological states that seek to further such behavior. In response to Nintendo's Game Boy released in 1989, Sega developed and released their first handheld to the market called Game Gear. Furthermore, humans have been shown to exhibit sympathetic responses in their bodies while watching, hearing, or imagining such experiences. SEGA shocked the game world by announcing the release of refurbished Dreamcasts in Japan to accompany this game. Pain, violence, sex and love all are associated with the release of a variety of hormones and chemicals within the human body. Software support in Japan, however, continues into 2006, with the upcoming release of Radilgy and Under Defeat. . The Dreamcast was subsequently discontinued in North America in January 2001. Often they are focused primarily on roleplay. The complexity of the 1Mbit VMU meant that it was considered overpriced, and third-party modules without the screen but often offering larger capacity became common. Many sadomasochistic activities involve only mild pain or discomfort. The functionality also created the opportunity for making secret strategy in multiplayer games - for example changing strategy via the VMU screen in a football game. Likewise, a sadist usually only takes pleasure in pain that is inflicted for reasons of punishment and control, and most often for the indirect pleasure of the masochist. The screen is viewable from the controller and some games would use it in gameplay - Virtua Tennis showed an 8-bit representation of the current play, and Skies of Arcadia would show a character and have the VMU beep to help the player find invisible items. A masochist does not in general take pleasure in any arbitrary form of pain, only in pain received under the pretext of enforcing authority, and typically only that of a sexual nature. Some console games allowed the player to load a mini-game onto the VMU - Skies of Arcadia's Pinta's Quest for example had the player collect items which they would receive when they went back to the full game. This view is supported by the nature of sadomasochistic behavior. The Visual Memory Unit memory module used for saving game data also functioned as a portable gaming device playable away from the console. It is often agreed that this desire for dominance or submission is in fact the driving force behind sadomasochism, with the giving and receiving of pain acting only as an active stimulation to reinforce those feelings. As of mid-2005, the PlayStation 2 and Xbox both feature online gameplay for numerous games, however, the GameCube's only online games are Phantasy Star Online Episode I & II, III, and Plus. There is quite frequently a strong emotional aspect to the sexual desires, taking the form of a need for domination or submission—the desire to be controlled, or to control another, as opposed to a simple desire for pain (which is technically known as algolagnia). For many people who only had game systems it was their first taste of the Internet, and Sega attempted to capitalize on the fact that it was the only Internet-capable console at the time by releasing games playable online such as ChuChu Rocket and Phantasy Star Online (which is still a popular online series on multiple consoles) and offering online features for other games. Although it is quite different from the original meaning, this usage is not entirely inaccurate. The release of the Sega Dreamcast expanded on the PlayStation's popularisation of video games by offering the first out-of-the-box Internet service. The words are now commonly used to describe personality traits in an emotional, rather than sexual sense. This was in part due to a lack of faith in the system after the 32X and Saturn systems. Sadism and masochism, often going together (one person obtaining sadistic pleasure by inflicting pain or suffering on another person who thereby obtains masochistic pleasure), are collectively known as S&M or sadomasochism. The Dreamcast, however, failed to recapture Sega's lost market share that it once held during the lifespan of the Genesis prior to the major release of Sony's PlayStation , and other "next-gen" systems inc Nintendo's N64. The name is derived from the name of the 19th century author Leopold von Sacher-Masoch, known for his novel "Venus in Furs" that dealt with highly masochistic themes. Considered to be "ahead of its time", the 128-bit Dreamcast rivaled the 32-bit Sony PlayStation and the 64-bit Nintendo 64. The counterpart of sadism is masochism, the sexual pleasure or gratification of having pain or suffering inflicted upon the self, often consisting of sexual fantasies or urges for being beaten, humiliated, bound, tortured, or otherwise made to suffer, either as an enhancement to or a substitute for sexual pleasure. Sega's final video game system, the Sega Dreamcast was released in Japan in 1998 and in the United States on September 9, 1999. The word is derived from the name of the Marquis de Sade, a prolific French philosopher-writer of sadistic novels. Enthusiasts remember the Saturn as a console that failed because of poor business decisions and a changing market. Sadism is the sexual pleasure or gratification in the infliction of pain and suffering upon another person. Either machine, in the right hands, was capable of impressive graphical feats for the time. For sadism and masochism as paraphilia, see Sadism and masochism as medical terms.). Though this is not true, we can conclude that both systems were capable of doing some things better than the other. (This article is about sadism and masochism as aspects of BDSM. In some cases, popular games like Tomb Raider looked better on the Playstation and the Saturn gained a reputation as a graphically inferior machine. Archives of Sexual Behavior 1985;(14):303-17. Thus, developers found the Playstation a more attractive machine to develop for. Breslow N, Evans L, Langley J., Maleh, A., On the prevalence and roles of females in the sadomasochistic subculture: Report of an empirical study. Unlike Sega, Sony made programming libraries readily available to third party developers. Brain chemicals such as serotonin and melatonin can be affected by emotional or stressful experiences. Many programmers found the complex hardware (including dual Hitachi SH-2 central processors) difficult to master and instead opted to develop games on the Playstation. Lactic acid is released by muscles under strain and can be perceived as pleasurable. Another popular explanation for the Saturn's poor performance in markets outside of Japan may have to do with the system's hardware architecture. In this way, the acts of self harm and engaging in masochistic behavior can be similar in function though most would agree, not in causality. This is partly why the Saturn did relatively well in Japan, and more or less failed commercially in other markets. It is due to this same release of endorphins that people can become addicted to self harm. Also, many strong titles were not brought overseas from Japan. Endorphins are released by pain experiences and can be perceived as pleasurable and possibly addictive. The Saturn never received a proper game from their mascot, Sonic, since Sonic Xtreme was canceled after a long and troubled development process. Dominant participants often get raised testosterone levels; whereas submissive participants often get depressed testosterone levels. The system's highest points are its numerous arcade ports from their Model 2 hardware, NiGHTS Into Dreams, Dragon Force, and the Panzer Dragoon series. Levels of sex hormone testosterone can be temporarily affected by one's role S&M interactions. Though Sonic Team did happen to create Burning Rangers, it was never really a success. In North America the Saturn was a failure partly due to its initial high $400 price tag, (compared to $300 for the PSX and $200 for the N64), its programming difficulties, and perhaps because of the poor support for previous Sega Genesis add-ons, the Sega 32X and the Sega CD. Its main rivals were the Sony PlayStation released in 1995 and the Super Nintendo Entertainment System until 1996 when Nintendo released the Nintendo 64. In 1994, Sega released the CD-based Sega Saturn in Japan and later in North America in 1995. It was only released in Japan and Brazil. It also released the peripheral, Sega Meganet, which was a modem for the Mega drive. Throughout the lifetime of the Genesis, Sega had developed and launched two unsuccesful well-known add-ons, the Sega 32X and the Sega CD. But in 1998, Majesco released a budget version of the Genesis, called "Sega Genesis 3". In 1996, Sega discontinued support for the Genesis. By 1994, Nintendo had regained a lot of its lost market share by slashing Sega's share from 65% to 35%. In 1993, the Genesis was redesigned and released as the "Sega Genesis 2". The Genesis also did well in Brazil, Europe, and Australia, however, it failed to put a dent on Nintendo's market share in Japan. By 1992, Sega slashed Nintendo's market by garnering 55% (going as high as 65% in 1993) of the market in North America. Even though the Genesis was released earlier than the SNES, Sega had a hard time overcoming Nintendo's dominating foothold on the video game console market, which in the late-1980s was 95% in North America and 92% in Japan. In 1990, Nintendo released the Super Famicom (or Super Nintendo Entertainment System—SNES), which was Genesis' major rival throughout the 16-bit era. The Genesis was a 16-bit console created to rival the TurboGrafx 16. In 1989, Sega released its most successful console worldwide, the Sega Mega Drive also known as Sega Genesis in North America. The Master System III was only available in Brazil. Additionally, Sega also released the Master System II and Master System III, which were less-expensive and less popular retooled successors to the Master System. Due to its success in Europe, Sega supported the Master System there until 1996. The Master System was discontinued in 1992 in Japan and North America, having never achieving any real foothold on the console market in these regions, however, in Europe, the Master System did exceptionally well, even having a larger market share than Nintendo's NES because it was marketed in countries that the NES wasn't. The Master System was also released two years after Nintendo's NES and had a hard uphill battle. Although technically superior to the Nintendo Entertainment System (Famicom), the Master System never achieved the same popularity due in part to the overwhelming third-party support Nintendo had. The system would be redesigned and introduced in North America as the Sega Master System. In 1985 in an attempt to compete with Nintendo's popular Famicom, Sega updated and released the SG-1000 Mark III in Japan. The SG-1000 and the SG-1000 Mark II, while having some minor success were both overshadowed by Nintendo's Famicom, which was released in Japan in 1983. Games for the SG-1000 Mark II were compatible with the SC-3000 and vice versa - provided the player also had the keyboard accessory that came with the SC-3000. In 1984, Sega released an updated version of the SG-1000 called the SG-1000 Mark II and a computer version called the SC-3000. The SG-1000 was never released in North America, however, it was released in Australia, New Zealand, and many European nations such as Italy and Spain. Sega entered the video game console market in 1983 with the introduction of the SG-1000 in Japan after having test marketed it there since 1981. On September 12, 2005, It was announced that Sega would be working with Petroglyph to create a Modern Military/Sci-fi Real-time strategy game for PC[1]. On March 9, 2005 Sega acquired developer Creative Assembly best known for their strategy games Medieval: Total War and Rome: Total War. Take Two subsequently announced the start of the publishing label 2K Games because of this purchase. The sale also came with Visual Concept's wholly-owned subsidiary Kush Games. On January 25, 2005, Sega sold Visual Concepts, a second-party developer known for many Sega Sports games including the ESPN NFL Football series (formerly NFL2K) to Take Two Interactive for $24 million. Sega recently bought the rights to all output from Sports Interactive, makers of Football Manager (the old Championship Manager). During the middle of 2004, Sammy bought a controlling share in Sega Corporation at a cost of $1.1 billion, creating the new company Sega Sammy Holdings, one of the biggest games companies in the world. With the Sammy chairman at the helm of Sega, it has been stated that Sega's activity will focus on its profit-making arcade business rather than its loss-making home software development. In August 2003, Sammy bought the outstanding 22% of shares that CSK had, and Sammy chairman Hajime Satomi became CEO of Sega. Discussions also took place with Namco, Electronic Arts and Microsoft. The first suitor was Japan's Sammy who discussed a merger, but plans fell through. In 2003, Sega fell on extremely hard times, and after the death of CSK founder Isao Okawa in 2001, who spent over US$40 billion to help Sega, CSK put Sega on the auction block. The company has since evolved primarily into a platform-agnostic software company that creates games that will work on a variety of game consoles produced by other companies, including Nintendo's GameCube, Game Boy Advance, and Nintendo DS, Sony's PlayStation 2 and PlayStation Portable, and Microsoft's Xbox and Xbox 360. 2001 would see a major shift in focus for Sega as they would move out of hardware manufacturing, at least in the home console market; the arcade Sega NAOMI units are still being produced. In 2001 Sega discontinued the Dreamcast and ended its run as a video game hardware manufacturer. was renamed Sega Corporation. In 2000, Sega Enterprises Ltd. Although the Dreamcast had a relatively successful release, it failed to gather a foothold in the market against the Sony PlayStation, the Nintendo 64, and the release of the PlayStation 2, which would dominate the market until Microsoft and Nintendo entered the sixth generation of video game consoles, although the PlayStation 2 would continue its market lead throughout the era. The Dreamcast, at the time became the fastest selling video game console until 2000's launch of Sony's PlayStation 2. 9, 1999 (with the marketing ploy 9/9/99). With one last effort for Sega to redeem themselves from overwhelming debt they launched the Sega Dreamcast in Japan in 1998 and in North America later on Sept. Although the Saturn performed well in Japan, it failed to captivate the North American audience and thus led to a long decline in the console market for Sega. Sega also released the Sega Saturn in Japan in 1994 and later in North America in 1995. In 1994, Sega in association with TimeWarner launched The Sega Channel, a subscription-based cable network that provided video games to owners of the Sega Mega Drive/Genesis. However, Sega's share of the market would plummet in 1994 to 35% after Nintendo released key franchise titles for the Super Nintendo Entertainment System such as Donkey Kong Country and Super Metroid, as well as bad public reaction in Sega's eventual business decisions. This shift led to a wider success for the Sega Mega Drive/Genesis and would eventually propel Sega to 65% of the market in North America. Sega also rebranded themselves with a new mascot, Sonic the Hedgehog. 1990 marked a change in Sega's market focus, changing to an older audience than that of Nintendo and marketing their products as such with slogans such as "Genesis does what Nintendon't". With the introduction of the Sega Mega Drive/Genesis in 1989, Sega launched itself internationally as the second largest vendor of consumer video game products, behind their main rival, Nintendo. Sega would also release the first Alex Kidd game, who until 1991 would be their mascot. In 1986, Sega of America was established to take advantage of the expanding video game market in the United States. David Rosen's friend, Isao Okawa, the chairman of CSK, became chairman of Sega. In 1984, the multi-billion dollar Japanese conglomerate CSK bought Sega, and renamed it to Sega Enterprises Ltd., headquarted it in Japan, and two years later, shares of its stock were being traded on the Tokyo Stock Exchange. Nakayama became the new CEO of Sega, and Rosen became head of its subsidiary in the United States. The Japanese assets of Sega were purchased for $38 million by a group of investors led by Rosen and Hayao Nakayama, a Japanese businessman who owned a distribution company that had been acquired by Rosen in 1979. assets of Sega to Bally Manufacturing Corporation. Hemorrhaging money, Gulf & Western sold the U.S. In the same year, Sega was hit hard by the video game crash. Sega's revenues would hit $214 million by 1982 and in 1983, Sega would release their first video game console; the SG-1000 and also the first laserdisc game. In the videogame arcades, Sega was known for producing Frogger and creating Zaxxon. Under Rosen's leadership, Sega continued to grow and prosper. In 1969, Gulf and Western Industries purchased Sega, and Rosen was allowed to remain CEO of the Sega division. Within a year, the new company released a submarine-simulator game called "Periscope" that became a smash-hit worldwide. Rosen Enterprises and Service Games merged in 1965 to become Sega Enterprises. Business was booming, and Rosen Enterprises expanded by importing coin-operated electro-mechanical games. When the company imported coin-operated instant photo booths, it stumbled on a surprise hit: The booths were very popular in Japan. In 1954, another American businessman David Rosen fell in love with Tokyo and established his own company, Rosen Enterprises, Inc., in Japan to export art. Bromely suggested that the company move to Tokyo, Japan in 1951 and in May 1952 "SErvice GAmes of Japan" was registered. Sega was originally founded in 1940 as Standard Games (later Service Games) in Honolulu, Hawaii, by Martin Bromely, Irving Bromberg, and James Humpert to provide coin-operated amusements for American servicemen on military bases. . The North American division is partially owned by Viacom. Sega's European division, Sega of Europe, is headquartered in the Chiswick area of London, England, United Kingdom. It had moved from Redwood City, California in 1999, and San Francisco in 2003. Sega's North American division, Sega of America, is headquartered in San Antonio, Texas, United States. Sega's main offices, as well as the main offices of its domestic division, Sega of Japan, are located in Ota, Tokyo, Japan. The company has had success in both arcades and the home console market, but in early 2001, they left the consumer console business and began concentrating on software development for multiple platforms. Sega (セガ) is an international video game software and hardware developing company, and a former home computer and console manufacturer. Sega's entry into and growth in the American market is documented in Terry Sanders' film The Japan Project: Made in Japan. Yahoo! Finance details for Sega of America. Yahoo! Finance details for Sega Corporation. segasammy.co.jp - Sega financial report. Hot hits today! Hot hits on the way!. Segata Sanshiro. To be this good takes AGES, To be this good takes SEGA. Do me a favour, plug me into a Sega (talking TV). The "Sega Scream". Sega does what Nintendon't. Welcome To The Next Level. Now, there are no limits. Sega also owns the entertainment fun center, GameWorks, which was started in 1997. Family Entertainment, headed by Hiroshi Uemura. Sports Design R&D Dept., headed by Takayuki Kawagoe. Racing Games R&D Dept., headed by Kenji Arai. #3, headed by Mie Kumagai. Dept. #2, headed by Hiroshi Kataoka. Dept. #1, headed by Atsushi Seimiya. Dept. #2, headed by Yu Suzuki. Dept. #1, headed by Toshihiro Nagoshi. Dept. Sega Studio China R&D, headed by Makoto Uchida. R&D, headed by Takashi Iizuka. Sega Studio U.S.A. Mobile Content R&D Dept, headed by Kazunari Tsukamoto. #3, headed by Yuji Naka. Dept. #2, headed by Akira Nishino. Dept. #1, headed by Akinori Nishiyama. Dept. Crazy Taxi - A mission-based driving game. House of the Dead - A 3D light gun shooter with zombies. Also has games in the same universe, all with the "Shining" prefix. Shining Force - A Tactical RPG in the Steampunk style. (brand name). Virtua Fighter - One-on-one fighting games, released in arcades and at home. Shinobi - Ninja action 2D and 3D platform games. Sonic the Hedgehog - 2D and 3D platform games starring Sega's well-known mascot, Sonic. Sega Sports - Football, basketball, hockey, and tennis games (formerly published under the ESPN label). Phantasy Star series - Role playing games, in single player and MMORPG versions. Panzer Dragoon - 3D linear shooting series (rail shooter) similar to Star Fox in gameplay. Sega Pico - an educational computer. Only two empty cases are known to exist. It never passed the prototype stage. Sega Neptune - A Sega Mega Drive/32X hybrid. Also known as the Sega Multi-Mega in Japan and Europe. Sega CDX - a semi-portable Sega Genesis/Sega Mega-CD/Audio CD player console. |