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is a Japanese multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, respectively. Its division for the development of both
arcade games An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade v ...
and home video games, Sega Games, has existed in its current state since 2020; from 2015 to that point, the two had made up separate entities known as Sega Games and Sega Interactive Co., Ltd. Sega is a subsidiary of
Sega Sammy Holdings (also known as the Sega Sammy Group and generally Sega Sammy, stylized as SᴇɢᴀSammy) is a Japanese holding company formed from the merger of Sega and Sammy Corporation in 2004. Both companies are involved in the amusement industry (Sega wi ...
. From 1983 until 2001, Sega also developed
video game consoles A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a t ...
. Sega was founded by American businessmen Martin Bromley and Richard Stewart as on June 3, 1960; shortly after, the company acquired the assets of its predecessor, Service Games of Japan. Five years later, the company became known as Sega Enterprises, Ltd., after acquiring Rosen Enterprises, an importer of coin-operated games. Sega developed its first coin-operated game, '' Periscope'', in 1966. Sega was sold to Gulf and Western Industries in 1969. Following a downturn in the arcade business in the early 1980s, Sega began to develop video game consoles, starting with the SG-1000 and
Master System The is an 8-bit third-generation home video game console manufactured by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 and ...
, but struggled against competitors such as the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
. In 1984, Sega executives David Rosen and Hayao Nakayama led a
management buyout A management buyout (MBO) is a form of acquisition in which a company's existing managers acquire a large part, or all, of the company, whether from a parent company or individual. Management-, and/or leveraged buyout became noted phenomena of 1 ...
, with backing from CSK Corporation. Sega released its next console, the
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Syst ...
(known as the Mega Drive outside North America), in 1988. The Genesis struggled against the competition in Japan, but found success overseas after the release of ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers mo ...
'' in 1991 and briefly outsold its main competitor, the
Super Nintendo Entertainment System The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eur ...
, in the U.S. Later in the decade, Sega suffered several commercial failures such as the
32X The 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. The 32X ...
,
Saturn Saturn is the sixth planet from the Sun and the second-largest in the Solar System, after Jupiter. It is a gas giant with an average radius of about nine and a half times that of Earth. It has only one-eighth the average density of Earth; h ...
and Dreamcast consoles. In 2001, Sega stopped manufacturing consoles to become a third-party developer and publisher, and was acquired by Sammy Corporation in 2004. In the years since, Sega has been more profitable. Sega Holdings Co. Ltd. was established in 2015; Sega Corporation was renamed Sega Games Co., Ltd., and its arcade, entertainment and toy divisions separated into other companies. In 2020, Sega Games and Sega Interactive merged and were renamed Sega Corporation. Sega has produced several multi-million-selling game franchises, including ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers mo ...
'', '' Total War'' and '' Yakuza''.
Sonic Sonic or Sonics may refer to: Companies *Sonic Drive-In, an American drive-in fast-food restaurant chain *Sonic (ISP), an Internet provider and CLEC, serving more than 100 California communities *Sonic Foundry, a computer software company whic ...
, Sega's mascot, is internationally recognized. Sega is one of the world's most prolific arcade game producers, with long-running series such as '' Virtua Fighter'' and ''
Initial D Arcade Stage ''Initial D Arcade Stage'' (D アーケード ステージ) (commonly referred to as ''IDAS'', followed by the game's version number) is an arcade racing game series developed by Sega, based on the anime and manga series '' Initial D''. In the ...
''. Its name and branding are used for affiliated companies that operate
amusement arcade An amusement arcade (often referred to as a video arcade, amusements or simply arcade) is a venue where people play arcade games, including arcade video games, pinball machines, electro-mechanical games, redemption games, merchandisers (such as cl ...
s and produce other entertainment products, including Sega Toys; however, these are largely separate ventures. Sega is recognized for its video game consoles, creativity and innovations. In more recent years, it has been criticized for its business decisions and the quality of its creative output.


History


1940–1982: Origins and arcade success

In May 1940, American businessmen Martin Bromley, Irving Bromberg, and James Humpert formed Standard Games in Honolulu, Hawaii. Their aim was to provide coin-operated amusement machines, including slot machines, to military bases as the increase in personnel with the onset of World War II would create demand for entertainment. After the war, the founders sold Standard Games in 1945, and in 1946 established Service Games, named for the military focus. After the United States government outlawed slot machines in its territories in 1952, Bromley sent employees Richard Stewart and Ray LeMaire to Tokyo to establish Service Games of Japan to provide coin-operated slot machines to U.S. bases in Japan. A year later, all five men established Service Games Panama to control the entities of Service Games worldwide. The company expanded over the next seven years to include distribution in South Korea, the Philippines, and South Vietnam. The name Sega, an abbreviation of Service Games, was first used in 1954 on a slot machine, the Diamond Star. Due to notoriety arising from investigations by the US government into criminal business practices, Service Games of Japan was dissolved on May 31, 1960. On June 3, Bromley established two companies to take over its business activities, Nihon Goraku Bussan and The two new companies purchased all of Service Games of Japan's assets. Kikai Seizō, doing business as Sega, Inc., focused on manufacturing slot machines. Goraku Bussan, doing business under Stewart as Utamatic, Inc., served as a distributor and operator of coin-operated machines, particularly jukeboxes. The companies merged in 1964, retaining the Nihon Goraku Bussan name. During the same time frame, David Rosen, an American officer in the United States Air Force stationed in Japan, launched a
photo booth A photo booth is a vending machine or modern kiosk that contains an automated, usually coin-operated, camera and film processor. Today, the vast majority of photo booths are digital. History The patent for the first automated photography ma ...
business in Tokyo in 1954. This company became Rosen Enterprises, and in 1957 began importing coin-operated games into Japan. In 1965, Nihon Goraku Bussan acquired Rosen Enterprises to form Rosen was installed as the CEO and managing director, while Stewart was named president and LeMaire was the director of planning. Shortly afterward, Sega stopped leasing to military bases and moved its focus from slot machines to coin-operated amusement machines. Its imports included Rock-Ola jukeboxes, pinball games by Williams, and gun games by Midway Manufacturing. Because Sega imported second-hand machines, which required frequent maintenance, it began constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to the company developing its own games. The first arcade electro-mechanical game (EM game) Sega manufactured was the submarine simulator '' Periscope'', released worldwide in the late 1960s. It featured light and sound effects considered innovative and was successful in Japan. It was then exported to malls and department stores in Europe and the United States and helped standardize the 25-cent-per-play cost for arcade games in the U.S. Sega was surprised by the success, and for the next two years, the company produced and exported between eight and ten games per year. The worldwide success of ''Periscope'' led to a "technological renaissance" in the arcade industry, which was reinvigorated by a wave of "audio-visual" EM novelty games that followed in the wake of ''Periscope'' during the late 1960s to early 1970s. However, rampant piracy led Sega to cease exporting its games around 1970. In 1969, Sega was sold to the American conglomerate Gulf and Western Industries, although Rosen remained CEO. In 1974, Gulf and Western made Sega Enterprises, Ltd., a subsidiary of an American company renamed Sega Enterprises, Inc. Sega released ''Pong-Tron'', its first video-based game, in 1973. Horowitz 2018, pp. 14–16 Despite late competition from Taito's hit arcade game '' Space Invaders'' in 1978, Sega prospered from the arcade video game boom of the late 1970s, with revenues climbing to over  million by 1979. During this period, Sega acquired Gremlin Industries, which manufactured microprocessor-based arcade games, and Esco Boueki, a coin-op distributor founded and owned by Hayao Nakayama. Nakayama was placed in a management role of Sega's Japanese operations. 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. 1979 saw the release of ''Head On'', which introduced the "eat-the-dots" gameplay Namco later used in ''
Pac-Man originally called ''Puck Man'' in Japan, is a 1980 maze action video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. Th ...
''. In 1981, Sega licensed '' Frogger'', its most successful game until then. In 1982, Sega introduced the first game with isometric graphics, '' Zaxxon''.


1982–1989: Entry into the game console market and arcade resurgence

Following a downturn in the arcade business starting in 1982, Gulf and Western sold its North American arcade game manufacturing organization and the licensing rights for its arcade games to Bally Manufacturing in September 1983. Gulf and Western retained Sega's North American R&D operation and its Japanese subsidiary, Sega Enterprises, Ltd. With its arcade business in decline, Sega Enterprises, Ltd. president Nakayama advocated for the company to use its hardware expertise to move into the home consumer market in Japan. This led to Sega's development of a computer, the SC-3000. Learning that
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
was developing a games-only console, the Famicom, Sega developed its first home video game system, the SG-1000, alongside the SC-3000. Rebranded versions of the SG-1000 were released in several other markets worldwide. The SG-1000 sold 160,000 units in 1983, which far exceeded Sega's projection of 50,000 in the first year but was outpaced by the Famicom. This was in part because Nintendo expanded its game library by courting third-party developers, whereas Sega was hesitant to collaborate with companies with which it was competing in the arcades. In November 1983, Rosen announced his intention to step down as president of Sega Enterprises, Inc. on January 1, 1984. Jeffrey Rochlis was announced as the new president and COO of Sega. Shortly after the launch of the SG-1000, and the death of company founder
Charles Bluhdorn Charles George Bluhdorn (born Karl Georg Blühdorn; September 20, 1926 – February 19, 1983) was an Austrian-born American industrialist. Early life Bluhdorn was born in Vienna, Austria, to an Austrian Jewish mother Rosa Fuchs and father Paul B ...
, Gulf and Western began to sell off its secondary businesses. Nakayama and Rosen arranged a
management buyout A management buyout (MBO) is a form of acquisition in which a company's existing managers acquire a large part, or all, of the company, whether from a parent company or individual. Management-, and/or leveraged buyout became noted phenomena of 1 ...
of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company. Sega's Japanese assets were purchased for $38 million by a group of investors led by Rosen and Nakayama. Isao Okawa, head of CSK, became chairman, while Nakayama was installed as CEO of Sega Enterprises, Ltd. In 1985, Sega began working on the Mark III, a redesigned SG-1000. For North America, Sega rebranded the Mark III as the
Master System The is an 8-bit third-generation home video game console manufactured by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 and ...
, with a futuristic design intended to appeal to Western tastes. The Mark III was released in Japan in October 1985. Despite featuring more powerful hardware than the Famicom in some ways, it was unsuccessful at launch. As Nintendo required third-party developers not to publish their Famicom games on other consoles, Sega developed its own games and obtained the rights to port games from other developers. To help market the console in North America, Sega planned to sell the Master System as a toy, similar to how Nintendo had done with the Nintendo Entertainment System. Sega partnered with Tonka, an American toy company, to make use of Tonka's expertise in the toy industry. Ineffective marketing by Tonka handicapped sales of the Master System. By early 1992, production had ceased in North America. The Master System sold between 1.5 million and 2 million units in the region. This was less market share in North America than both Nintendo and
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc. (1972–1992), Atari, Inc., ...
, which controlled 80 percent and 12 percent of the market respectively. The Master System was eventually a success in Europe, where its sales were comparable to the NES. As late as 1993, the Master System's active installed user base in Europe was 6.25 million units. The Master System has had continued success in Brazil. New versions continue to be released by Sega's partner in the region, Tectoy. By 2016, the Master System had sold 8 million units in Brazil. During 1984, Sega opened its European division of arcade distribution, Sega Europe. It re-entered the North American arcade market in 1985 with the establishment of Sega Enterprises USA at the end of a deal with Bally. 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. UFO Catcher was introduced in 1985 and as of 2005 was Japan's most commonly installed claw crane game. In 1986, Sega of America was established to manage the company's consumer products in North America, beginning with marketing the Master System. During Sega's partnership with Tonka, Sega of America relinquished marketing and distribution of the console and focused on customer support and some localization of games. '' Out Run'', released in 1986, became Sega's best selling arcade cabinet of the 1980s. Former Sega director Akira Nagai said ''Hang-On'' and ''Out Run'' helped to pull the arcade game market out of the 1982 downturn and created new genres of video games.


1989–1994: Genesis, Sonic the Hedgehog, and mainstream success

With the arcade game market once again growing, Sega was one of the most recognized game brands at the end of the 1980s. In the arcades, the company focused on releasing games to appeal to diverse tastes, including racing games and side-scrollers. Sega released the Master System's successor, the Mega Drive, in Japan on October 29, 1988. The launch was overshadowed by Nintendo's release of ''
Super Mario Bros. 3 ''Super Mario Bros. 3'' is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It was released for home consoles in Japan on October 23, 1988, in North America on February 12, 1990 and in Europe on ...
'' a week earlier. Positive coverage from magazines '' Famitsu'' and ''Beep!'' helped establish a following, with the latter launching a new publication dedicated to the console, but Sega shipped only 400,000 units in the first year. The Mega Drive struggled to compete against the Famicom and lagged behind Nintendo's Super Famicom and NEC's PC Engine in Japanese sales throughout the
16-bit era In the history of video games, the fourth generation of game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine (known as the TurboGrafx-16 in North Amer ...
. For the North American launch, where the console was renamed Genesis, Sega had no sales and marketing organization. After Atari declined an offer to market the console in the region, Sega launched it through its own Sega of America subsidiary. The Genesis was launched in New York City and Los Angeles on August 14, 1989, and in the rest of North America later that year. Kent 2001, p. 405 The European version of the Mega Drive was released in September 1990. Former Atari executive and new Sega of America president Michael Katz developed a two-part strategy to build sales in North America. The first part involved a marketing campaign to challenge Nintendo and emphasize the more arcade-like experience available on the Genesis, with slogans including "Genesis does what Nintendon't". Since Nintendo owned the console rights to most arcade games of the time, the second part involved creating a library of games which used the names and likenesses of celebrities, such as '' Michael Jackson's Moonwalker'' and '' Joe Montana Football''. Nonetheless, Sega had difficulty overcoming Nintendo's ubiquity in homes. Kent 2001, pp. 424–431 Despite being tasked by Nakayama to sell a million units in the first year, Katz and Sega of America sold only 500,000. After the launch of the Genesis, Sega sought a new flagship line of releases to compete with Nintendo's ''Mario'' series. Its new character,
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers mo ...
, went on to feature in one of the
best-selling video game franchises This is a list of List of video game franchises, video game franchises that have sold or shipped at least twenty million copies. Unless otherwise stated, numbers indicate worldwide units sold, ordered alphabetically whenever two or more list the ...
in history. ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers mo ...
'' began with a tech demo created by Yuji Naka involving a fast-moving character rolling in a ball through a winding tube; this was fleshed out with Naoto Ohshima's character design and levels conceived by designer Hirokazu Yasuhara. Sonic's color was chosen to match Sega's
cobalt blue Cobalt blue is a blue pigment made by sintering cobalt(II) oxide with aluminum(III) oxide (alumina) at 1200 °C. Chemically, cobalt blue pigment is cobalt(II) oxide-aluminium oxide, or cobalt(II) aluminate, CoAl2O4. Cobalt blue is lighter ...
logo; his shoes were inspired by Michael Jackson's boots, and his personality by Bill Clinton's "can-do" attitude. Nakayama hired Tom Kalinske as CEO of Sega of America in mid-1990, and Katz departed soon after. Kalinske knew little about the video game market, but 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 Genesis, create a U.S. team to develop games targeted at the American market, expand the aggressive advertising campaigns, and replace the bundled game '' Altered Beast'' with ''Sonic the Hedgehog''. The Japanese board of directors disapproved, but it was approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it." In large part due to the popularity of ''Sonic the Hedgehog'', the Genesis outsold its main competitor, the
Super Nintendo Entertainment System The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eur ...
(SNES), in the United States nearly two to one during the 1991 holiday season. By January 1992, Sega controlled 65 percent of the
16-bit 16-bit microcomputers are microcomputers that use 16-bit microprocessors. A 16-bit register can store 216 different values. The range of integer values that can be stored in 16 bits depends on the integer representation used. With the two mos ...
console market. Sega outsold Nintendo for four consecutive Christmas seasons due to the Genesis' head start, lower price, and a larger library compared to the SNES at release. Nintendo's dollar share of the U.S. 16-bit market dropped from 60% at the end of 1992 to 37% at the end of 1993, Sega claimed 55% of all 16-bit hardware sales during 1994, and the SNES outsold the Genesis from 1995 through 1997. In 1990, Sega launched the Game Gear, a handheld console, to compete against Nintendo's Game Boy. The Game Gear was designed as a portable version of the Master System and featured a full-color screen, in contrast to the monochrome Game Boy screen. Due to its short battery life, lack of original games, and weak support from Sega, the Game Gear did not surpass the Game Boy, having sold approximately 11 million units. Sega launched the Mega-CD in Japan on December 1, 1991, initially retailing at
JP¥ The is the official currency of Japan. It is the third-most traded currency in the foreign exchange market, after the United States dollar (US$) and the euro. It is also widely used as a third reserve currency after the US dollar and th ...
49,800. The add-on uses
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both comput ...
technology. Further features include a second, faster processor, vastly expanded system memory, a graphics chip that performed scaling and
rotation Rotation, or spin, is the circular movement of an object around a '' central axis''. A two-dimensional rotating object has only one possible central axis and can rotate in either a clockwise or counterclockwise direction. A three-dimensional ...
similar to Sega's arcade games, and another sound chip. In North America, it was renamed the Sega CD and launched on October 15, 1992, with a retail price of US$299. Kent 2001, pp. 449–461 It was released in Europe as the Mega-CD in 1993. The Mega-CD sold only 100,000 units during its first year in Japan, falling well below expectations. Throughout the early 1990s, Sega largely continued its success in arcades around the world. In 1992 and 1993, the new
Sega Model 1 Sega is a video game developer, publisher, and hardware development company headquartered in Tokyo, Japan, with multiple offices around the world. The company's involvement in the arcade game industry began as a Japan-based distributor of co ...
arcade system board showcased in-house development studio Sega AM2's '' Virtua Racing'' and '' Virtua Fighter'' (the first 3D
fighting game A fighting game, also known as a versus fighting game, is a video game genre, genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappli ...
), which, though expensive, played a crucial role in popularizing 3D polygonal graphics. In addition, complex simulator equipment like the rotational R360 kept Sega competing with machines by rival arcade companies, including Taito. New official region-specific distributors and manufacturers, including the UK's Deith Leisure, allowed Sega to sell its machines outside of Japan with ease. Sega's domestic operations division also opened hundreds of family-oriented suburban Sega World amusement arcades in Japan during this period, as well as large over-18s "GiGO" facilities in the high-profile urban areas of
Roppongi is a district of Minato, Tokyo, Japan, famous for the affluent Roppongi Hills development area and popular night club scene. A few foreign embassies are located near Roppongi, and the night life is popular with locals and foreigners alike. It is ...
and
Ikebukuro is a commercial and entertainment district in Toshima, Tokyo, Japan. Toshima ward offices, Ikebukuro station, and several shops, restaurants, and enormous department stores are located within city limits. It is considered the second largest ...
. In 1993, this success was mirrored in overseas territories with the openings of several large branded entertainment centers, such as Sega VirtuaLand in Luxor Las Vegas. In 1994, Sega generated a revenue of or . In 1993, the American media began to focus on the mature content of certain video games, such as '' Night Trap'' for the Sega CD and the Genesis version of Midway's ''Mortal Kombat''. Kent 2001, p. 461–480 This came at a time when Sega was capitalizing on its image as an "edgy" company with "attitude", and this reinforced that image. To handle this, Sega instituted the United States' first video game ratings system, the Videogame Rating Council (VRC), for all its 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. Executive vice president of Nintendo of America Howard Lincoln was quick to point out in the United States congressional hearings in 1993 that ''Night Trap'' was not rated at all. Senator Joe Lieberman called for another hearing in February 1994 to check progress toward a rating system for video game violence. After the hearings, Sega proposed the universal adoption of the VRC; after objections by Nintendo and others, Sega took a role in forming the
Entertainment Software Rating Board The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Asso ...
.


1994–1998: 32X, Saturn, falling console sales, and continued arcade success

Sega began work on the Genesis' successor, the
Sega Saturn The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it was the successor to the succ ...
, more than two years before showcasing it at the Tokyo Toy Show in June 1994. According to former Sega of America producer Scot Bayless, Nakayama became concerned about the 1994 release of the Atari Jaguar, and that the Saturn would not be available until the next year. As a result, Nakayama decided to have a second console release to market by the end of 1994. Sega began to develop the
32X The 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. The 32X ...
, a Genesis add-on which would serve as a less expensive entry into the
32-bit era The fifth-generation era (also known as the 32-bit era, the 64-bit era, or the 3D era) refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993 to March 23, 2006. For home ...
. The 32X would not be compatible with the Saturn, but would play Genesis games. 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. After the holiday season, interest in the 32X rapidly declined. Sega released the Saturn in Japan on November 22, 1994. ''Virtua Fighter'', a port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn at launch and was crucial to the system's early success in Japan. Sega's initial shipment of 200,000 Saturn units sold out on the first day, and it was more popular than the new competitor Sony's
PlayStation is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a divisi ...
in Japan. 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. Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation. At the first
Electronic Entertainment Expo E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publisher ...
(E3) in Los Angeles on May 11, 1995, Kalinske revealed the release price and that Sega had shipped 30,000 Saturns to Toys "R" Us, Babbage's, Electronics Boutique, and
Software Etc. B. Dalton Bookseller (often called B. Dalton or B. Dalton's) was an American retail bookstore chain founded in 1966 by Bruce Dayton, a member of the same family that operated the Dayton's department store chain. B. Dalton expanded to become the ...
for immediate release. A by-product of the surprise launch was the provocation of retailers not included in Sega's rollout; KB Toys in particular decided to no longer stock its products in response. The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995. Within two days of the PlayStation's American launch on September 9, 1995, the PlayStation sold more units than the Saturn. Within its first year, the PlayStation secured over twenty percent of the U.S. video game market. The console's high price point, surprise launch, and difficulty handling polygonal graphics were factors in its lack of success. Sega also underestimated the continued popularity of the Genesis; 16-bit sales accounted for 64 percent of the market in 1995. Despite capturing 43 percent of the U.S. market dollar share and selling more than 2 million Genesis units in 1995, Kalinske estimated that, if prepared for demand, another 300,000 could have been sold. Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America in July 1996, while Kalinske left Sega after September 30 of that year. A former Honda executive, Irimajiri had been involved with Sega of America since joining Sega in 1993. The company also announced that Rosen and Nakayama had resigned from their positions at Sega of America, though both remained with Sega. Bernie Stolar, a former executive at Sony Computer Entertainment of America, became Sega of America's executive vice president in charge of product development and third-party relations. Stolar was not supportive of the Saturn, believing its hardware was poorly designed. While Stolar had said "the Saturn is not our future" at E3 1997, he continued to emphasize the quality of its games, and later reflected that "we tried to wind it down as cleanly as we could for the consumer." At Sony, Stolar had opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America. He advocated a similar policy for the Saturn, generally blocking 2D arcade games and role-playing games from release, although he later sought to distance himself from this stance. Other changes included a softer image in Sega's advertising, including removing the "Sega!" scream, and holding press events for the education industry. Sega partnered with GE to develop the Sega Model 2 arcade system board, building on 3D technology in the arcade industry at the time. This led to several successful arcade games, including ''Daytona USA'', launched in a limited capacity in late 1993 and worldwide in 1994. Other popular games included '' Virtua Cop'', '' Sega Rally Championship'', and '' Virtua Fighter 2''. ''Virtua Fighter'' and ''Virtua Fighter 2'' became Sega's best-selling arcade games of all time, surpassing their previous record holder ''Out Run''.
Translation
by Shmuplations. ).
There was also a technological
arms race An arms race occurs when two or more groups compete in military superiority. It consists of a competition between two or more states to have superior armed forces; a competition concerning production of weapons, the growth of a military, and t ...
between Sega and Namco during this period, driving the growth of 3D gaming. Beginning in 1994, Sega launched a series of indoor theme parks in Japan under a concept dubbed "Amusement Theme Park", including Joypolis parks sited in urban Tokyo locations such as Yokohama and
Odaiba today is a large artificial island in Tokyo Bay, Japan, across the Rainbow Bridge from central Tokyo. Odaiba was initially built in this area for defensive purposes in the 1850s. Reclaimed land offshore Shinagawa was dramatically expanded durin ...
. A rapid overseas rollout was planned, with at least 100 locations across the world proposed to be opened by 2000, however only two, SegaWorld London and
Sega World Sydney Sega World Sydney was an indoor high-tech amusement park that operated for almost four years, in Sydney. The theme park was built as the flagship tenant of the Darling Walk complex in Darling Harbour, and was designed and themed by gaming compa ...
, would ultimately materialise in September 1996 and Match 1997, respectively. Following on from difficulties faced in setting up theme parks in the United States, Sega established the GameWorks chain of urban entertainment centers in a joint venture with DreamWorks SKG and Universal Studios during March 1997. In 1995, Sega partnered with
Atlus is a Japanese video game developer, publisher, arcade manufacturer and distribution company based in Tokyo. A subsidiary of Sega, the company is known for video game series such as ''Megami Tensei'', ''Persona'', ''Etrian Odyssey'' and ''Trau ...
to launch '' Print Club'' ( purikura), an arcade photo sticker machine that produces selfie photos. 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. ''Purikura'' became a popular form of entertainment among youths across East Asia, laying the foundations for modern selfie culture. By 1997, about 47,000 ''Purikura'' machines had been sold, earning Sega an estimated () or from ''Purikura'' sales that year. Various other similar ''purikira'' machines appeared from other manufacturers, with Sega controlling about half of the market in 1997. Sega also made forays in the PC market with the 1995 establishment of SegaSoft, which was tasked with creating original Saturn and PC games. From 1994 to 1999, Sega also participated in the arcade pinball market when it took over Data East's pinball division, renaming it Sega Pinball. In January 1997, Sega announced its intentions to merge with the Japanese toymaker Bandai. The merger, planned as a $1 billion
stock swap In corporate finance a stock swap is the exchange of one equity-based asset for another, where, during the merger or acquisition, the swap provides an opportunity to pay with stock rather than with cash; see . Overview The acquiring company e ...
whereby Sega would wholly acquire Bandai, was set to form a company known as Sega Bandai, Ltd. Though it was to be finalized in October of that year, it was called off in May after growing opposition from Bandai's midlevel executives. Bandai instead agreed to a business alliance with Sega. As a result of Sega's deteriorating financial situation, Nakayama resigned as Sega president in January 1998 in favor of Irimajiri. Nakayama's resignation may have in part been due to the failure of the merger, as well as Sega's 1997 performance. Stolar became CEO and president of Sega of America. After the launch of the Nintendo 64 in the U.S. during 1996, sales of the Saturn and its games fell sharply in much of the west. The PlayStation outsold the Saturn three-to-one in the U.S. in 1997, and the latter failed to gain a foothold in Europe and Australia, where the Nintendo 64 would not release until March 1997. After several years of declining profits, Sega had a slight increase in the fiscal year ended March 1997, partly driven by increasing arcade revenue, while outperforming Nintendo during the mid-term period. However, in the fiscal year ending March 1998, Sega suffered its first financial loss since its 1988 listing on the Tokyo Stock Exchange as both a
parent company A holding company is a company whose primary business is holding a controlling interest in the securities of other companies. A holding company usually does not produce goods or services itself. Its purpose is to own shares of other companies ...
and a corporation as a whole. Shortly before the announcement of the losses, Sega discontinued the Saturn in North America to prepare for the launch of its successor, the Dreamcast, releasing remaining games in low quantities. The decision to discontinue the Saturn effectively left the North American home console market without Sega games for over a year, with most of its activity in the country coming from arcade divisions. The Saturn lasted longer in some Europe territories and particularly Japan, with it notably outperforming the Nintendo 64 in the latter. Nonetheless, Irimajiri confirmed in an interview with Japanese newspaper ''Daily Yomiuri'' that Saturn development would stop at the end of 1998 and games would continue to be produced until mid-1999. With lifetime sales of 9.26 million units, the Saturn is retrospectively considered a commercial failure in much of the world. While Sega had success with the Model 3 arcade board and titles like '' Virtua Fighter 3'', Sega's arcade divisions struggled in the West during the late 1990s. Horowitz 2018, pp. 211–212 On the other hand, Sega's arcade divisions were more successful in Asia, with Sega's overall arcade revenues increasing year-on-year throughout the late 1990s, but it was not enough to offset the significant declining revenues of Sega's home consumer divisions.


1998–2001: Dreamcast and continuing struggles

Despite 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. Sega announced that '' Sonic Adventure'', the next game starring company mascot Sonic the Hedgehog, would be a Dreamcast launch game. It was promoted with a large-scale public demonstration at the Tokyo Kokusai Forum Hall. Due to a high failure rate in the manufacturing process, Sega could not ship enough consoles for the Dreamcast's Japanese launch. As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. Before the launch, Sega announced the release of its
New Arcade Operation Machine Idea Sega is a video game developer, publisher, and hardware development company headquartered in Tokyo, Japan, with multiple offices around the world. The company's involvement in the arcade game industry began as a Japan-based distributor of coin-o ...
(NAOMI)
arcade system board An arcade video game takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. Most arcade video games are coin-operated, housed in an arc ...
, which served as a cheaper alternative to the Sega Model 3. NAOMI shared technology with the Dreamcast, allowing nearly identical ports of arcade games. The Dreamcast launched in Japan on November 27, 1998. The entire stock of 150,000 consoles sold out by the end of the day. Irimajiri estimated that another 200,000 to 300,000 Dreamcast units could have been sold with sufficient supply. He hoped to sell more than a million Dreamcast units in Japan by February 1999, but less than 900,000 were sold. The low sales undermined Sega's attempts to build up a sufficient installed base to ensure the Dreamcast's survival after the arrival of competition from other manufacturers. Sega suffered a further ¥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. Before the Western launch, Sega reduced the price of the Dreamcast in Japan by JP¥9,100, effectively making it unprofitable but increasing sales. On August 11, 1999, Sega of America confirmed that Stolar had been fired.
Peter Moore Peter or Pete Moore may refer to: Politicians *Peter Moore (British politician) (1753–1828), English civil servant of the East India Company and politician *Peter Moore (Queensland politician) (born 1938), member of the Queensland Legislative As ...
, whom Stolar had hired as a Sega of America executive only six months before, was placed in charge of the North American launch. The Dreamcast launched in North America on September 9, 1999, with 18 games. Sega set a record by selling more than 225,132 Dreamcast units in 24 hours, earning $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history". Within two weeks, U.S. Dreamcast sales exceeded 500,000. By Christmas, Sega held 31 percent of the U.S. video game market by revenue. On November 4, Sega announced it had sold more than a million Dreamcast units. Nevertheless, the launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective
GD-ROM GD-ROM (an abbreviation of "Gigabyte Disc Read-Only Memory") is a proprietary optical disc format originally used for the Dreamcast video game console, as well as its arcade counterpart, the Sega NAOMI and select Triforce arcade board titles. It ...
s where data was not properly recorded onto the disc. Sega released the Dreamcast in Europe on October 14, 1999. While Sega sold 500,000 units in Europe by Christmas 1999, sales there slowed, and by October 2000 Sega had sold only about a million units. Though the Dreamcast's launch was successful, Sony's PlayStation still held 60 percent of the overall market share in North America at the end of 1999. On March 2, 1999, in what one report called a "highly publicized, vaporware-like announcement", Sony revealed the first details of the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
. The same year, Nintendo announced that its next console would meet or exceed anything on the market, and Microsoft began development of its own console, the Xbox. Sega's initial momentum proved fleeting as U.S. Dreamcast sales—which exceeded 1.5 million by the end of 1999—began to decline as early as January 2000. Poor Japanese sales contributed to Sega's ¥42.88 billion ($404 million) consolidated net loss in the fiscal year ending March 2000. This followed a similar loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss. Sega's overall sales for the term increased 27.4 percent, and Dreamcast sales in North America and Europe greatly exceeded its expectations. However, this coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan. At the same time, worsening conditions reduced the profitability of Sega's Japanese arcade business, prompting the closure of 246 locations. Moore became the president and chief operating officer of Sega of America on 8 May, 2000. He said the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 to remain viable, but Sega fell short of this goal with some 3 million units sold. Moreover, Sega's attempts to spur Dreamcast sales through lower prices and cash rebates caused escalating financial losses. In March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million). While the PlayStation 2's October 26 U.S. launch was marred by shortages, this did not benefit the Dreamcast as much as expected, as many disappointed consumers continued to wait or purchased a PSone. Eventually, Sony and Nintendo held 50 and 35 percent of the U.S. video game market respectively, while Sega held only 15 percent. The '' Puyo Puyo'' IP was acquired by Sega in 1998.


2001–2003: Shift to third-party software development

CSK chairman Isao Okawa replaced Irimajiri as president of Sega on May 22, 2000. Okawa had long advocated that Sega abandon the console business. Others shared this view; 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 suggested Sega should have sold the company to Microsoft. In a September 2000 meeting with Sega's Japanese executives and heads of its first-party game studios, Moore and Sega of America executive Charles Bellfield recommended that Sega abandon its console business. In response, the studio heads walked out. Sega announced an official company name change from Sega Enterprises, Ltd. to Sega Corporation effective November 1, 2000. Sega stated in a release that this was to display its commitment to its "network entertainment business". On January 23, 2001, Japanese newspaper ''
Nihon Keizai Shinbun ''The Nikkei'', also known as , is the flagship publication of Nikkei, Inc. (based in Tokyo) and the world's largest financial newspaper, with a daily circulation exceeding 1.73 million copies. The Nikkei 225, a stock market index for the To ...
'' reported that Sega would cease production of the Dreamcast and develop software for other platforms. After an initial denial, Sega released a press release confirming it was considering producing software for the PlayStation2 and Game Boy Advance as part of its "new management policy". 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. Sega also announced a Dreamcast price reduction to eliminate its unsold inventory, estimated at 930,000 units as of April 2001. This was followed by further reductions to clear the remaining inventory. The final manufactured Dreamcast was autographed by the heads of all nine of Sega's first-party game studios, plus the heads of sports game developer Visual Concepts and audio studio Wave Master, and given away with 55 first-party Dreamcast games through a competition organized by ''
GamePro Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally la ...
''. Okawa, who had loaned Sega $500 million in 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. He held failed talks with Microsoft about a sale or
merger Mergers and acquisitions (M&A) are business transactions in which the ownership of companies, other business organizations, or their operating units are transferred to or consolidated with another company or business organization. As an aspect ...
with their Xbox division. According to former Microsoft executive Joachim Kempin, Microsoft founder Bill Gates decided against acquiring Sega because "he didn't think that Sega had enough muscle to eventually stop Sony." A business alliance with Microsoft was announced where Sega develops 11 games for the new Xbox console. As part of the restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001. 2002 was Sega's fifth consecutive fiscal year of net losses. After Okawa's death, Hideki Sato, a 30-year Sega veteran who had worked on Sega's consoles, became company president. Following poor sales in 2002, Sega cut its profit forecast for 2003 by 90 percent, and explored opportunities for mergers. In 2003, Sega began talks with Sammy Corporation–a pachinko and pachislot manufacturing company–and video game company Namco. The president of Sammy, Hajime Satomi, had a history with Sega, as he was mentored by Isao Okawa and was previously asked to be CEO of Sega. On February 13, Sega announced that it would merge with Sammy; however, as late as April 17, Sega was still in talks with Namco, which was attempting to overturn the merger. Sega's consideration of Namco's offer upset Sammy executives. The day after Sega announced it was no longer planning to merge with Sammy, Namco withdrew its offer. Horowitz 2018, pp. 253–257 In 2003, Sato and COO Tetsu Kamaya stepped down; Sato was replaced by Hisao Oguchi, the head of the Sega studio Hitmaker. Moore left Sega in January 2003 following a meeting in which he was frustrated by Japanese executives refusing to adapt to industry changes, such as the demand for mature games such as ''
Grand Theft Auto III ''Grand Theft Auto III'' is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It is the third main entry in the ''Grand Theft Auto'' series, following 1999's ''Grand Theft Auto 2'', and the fifth instalment o ...
''. Hideaki Irie, who had worked at Agetec and ASCII, became the new president and COO of Sega of America in October 2003.


2003–2015: Sammy takeover and business expansion

In August 2003, Sammy bought 22.4 percent of Sega's shares from CSK, making Sammy into Sega's largest shareholder. In the same year, Hajime Satomi said Sega's activity would focus on its profitable arcade business as opposed to loss-incurring home software development. In 2004,
Sega Sammy Holdings (also known as the Sega Sammy Group and generally Sega Sammy, stylized as SᴇɢᴀSammy) is a Japanese holding company formed from the merger of Sega and Sammy Corporation in 2004. Both companies are involved in the amusement industry (Sega wi ...
, an entertainment conglomerate, was created; Sega and Sammy became subsidiaries of the new holding company, both companies operating independently while the executive departments merged. According to the first Sega Sammy ''Annual Report'', the merger went ahead as both companies were facing difficulties. Satomi said Sega had been operating at a loss for nearly ten years, while Sammy feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business and wanted to diversify. Sammy acquired the remaining percentages of Sega, completing a takeover. The stock swap deal valued Sega between $1.45 billion and $1.8 billion. Sega Sammy Holdings was structured into four parts: 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). In response to the decline of the global arcade industry in the late 1990s, Sega created 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 a Chicago arcade showed that it had become the most popular machine at the location, with a 92% replay rate. While the eight-player Japanese version of the game was released in 1999, the game was reduced to a smaller four-player version due to size issues and released in North America in 2003. The machine considered was too expensive for the western market, and it did not perform consistently well at all locations. Similar issues were faced with trading card game machines such as '' World Club Champion Football'' and '' Mushiking: The King of Beetles'' or bringing internet functionality to arcades with ALL.Net, a network system for arcade games. While the Japanese market retained core players, western arcades had become more focused on casual footfall, and Sega Amusements Europe, the entity created to officially distribute and manufacture Sega's machines on the continent after the consolidation of its regional divisions, subsequently decided to develop more games locally that were better suited to western tastes. The GameWorks chain of arcades came under the sole ownership of Sega, which previously was shared with Vivendi Universal. The chain was sold in 2011. In 2009, Sega Republic, an indoor theme park, opened in Dubai. Sega gradually reduced its arcade centers from 450 in 2005 to around 200 in 2015. However arcade machine sales incurred higher profits than the company's console, mobile and PC games on a year-to-year basis until the fiscal year of 2014. In order to drive growth in western markets, Sega announced new leadership for Sega of America and Sega Europe in 2005.
Simon Jeffery Simon Jeffery is the chief publishing officer of ngmoco's Plus+ Publishing group. Similar to EA Publishing Partners group, Plus+ Publishing is a combined technology, App Store publishing and custom support play for iPhone and iPod touch developer ...
became president and COO of Sega of America, and Mike Hayes president and COO for Sega Europe. 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. 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 is a crossover sports and party game developed by the Sega Sports R&D Department. It is the first installment on the '' Mario & Sonic'' series. It was published by Nintendo in Japan and by Sega in other regions, and released on the Wii in Nov ...
'' and at one point being one of the top 3 costumers on Steam. In the console and handheld business, Sega found success in the Japanese market with the '' Yakuza,
Phantasy Star Portable is an action role-playing game co-developed by Sonic Team and Alfa System, and published by Sega for the PlayStation Portable. Sega released the game to Japan in July 2008, and to other markets in 2009. In addition to the game's single-player st ...
'' and '' Hatsune Miku: Project DIVA'' series. Related to Hatsune Miku, in 2010, Sega began providing the 3D imaging for her holographic concerts. Sega also distributes games from smaller Japanese game developers and sells localizations of Western games in Japan. In 2013, Index Corporation was purchased by Sega Sammy after going bankrupt. The year before, Sega signed a deal to distribute Atlus titles in Japan. After the buyout, Sega implemented a corporate spin-off with Index. The latter's game assets were rebranded as
Atlus is a Japanese video game developer, publisher, arcade manufacturer and distribution company based in Tokyo. A subsidiary of Sega, the company is known for video game series such as ''Megami Tensei'', ''Persona'', ''Etrian Odyssey'' and ''Trau ...
, a wholly owned subsidiary of Sega. In the mobile market, Sega released its first app on the iTunes Store with a version of '' Super Monkey Ball'' in 2008. Due in part to the decline of packaged game sales worldwide in the 2010s, Sega began layoffs and closed five offices based in Europe and Australia on July 1, 2012. This was to focus on the digital game market, such as PC and mobile devices. Strong performers for Sega on these platforms include '' Sonic Dash'' in Western markets and '' Phantasy Star Online 2'' and '' Chain Chronicle'' in Asian markets. In 2012, Sega also began acquiring studios for mobile development, studios such as Hardlight, Three Rings Design, and
Demiurge Studios Demiurge Studios, Inc. is an American video game developer based in Boston. It was founded in 2002 by Albert Reed, Chris Linder, and Tom Lin. In February 2015, Demiurge was acquired by Sega and became part of their mobile gaming subsidiary, Se ...
becoming fully owned subsidiaries. 19 older mobile games were pulled due to quality concerns in May 2015. To streamline operations, Sega established operational firms for each of its businesses in the 2010s. In 2012, Sega established Sega Networks as a subsidiary company for its mobile games. The same year, Sega Entertainment was established for Sega's amusement facility business. In January 2015, Sega of America announced its relocation from San Francisco to Atlus USA's headquarters in Irvine, California, which was completed later that year. From 2005 to 2015, Sega's operating income generally saw improvements compared to Sega's past financial problems, but was not profitable every year.


2015–present: Restructuring

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 control. Haruki Satomi, son of Hajime Satomi, took office as president and CEO of the company in April 2015. Sega Games Co., Ltd. became the legal name of Sega Corporation and continued to manage home video games, while Sega Interactive Co., Ltd. was founded to take control of the arcade division. Sega Networks merged with Sega Games Co., Ltd. in 2015. At the Tokyo Game Show in September 2016, Sega announced that it had acquired the intellectual property and development rights to all games developed and published by Technosoft. Effective from January 2017, 85.1% of the shares in Sega's theme park business became owned by China Animations Character Co., renaming the former Sega Live Creation to CA Sega Joypolis. Sega Sammy Holdings announced in April 2017 that it would relocate its head office functions and domestic subsidiaries located in the Tokyo metropolitan area to
Shinagawa-ku is a special ward in Tokyo, Japan. The Ward refers to itself as Shinagawa City in English. The Ward is home to ten embassies. , the Ward had an estimated population of 380,293 and a population density of 16,510 persons per km2. The total ar ...
by January 2018. This was to consolidate scattered head office functions including Sega Sammy Holdings, Sammy Corporation, Sega Holdings, Sega Games, Atlus, Sammy Network, and Dartslive. Sega's previous headquarters in Ōta was sold in 2019 and will likely be torn down. In June 2017, Chris Bergstresser replaced Jurgen Post as president and COO of Sega Europe. In June 2018, Gary Dale, formerly of Rockstar Games and Take-Two Interactive, replaced Chris Bergstresser as president and COO of Sega Europe. 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. In October 2018, Sega reported favorable western sales results from games such as ''
Yakuza 6 ''Yakuza 6: The Song of Life'' is an action-adventure video game developed by Ryu Ga Gotoku Studio and published by Sega for PlayStation 4. The game is the seventh main entry in the ''Yakuza'' series and the final main game to feature Kazuma Kiry ...
'' and '' Persona 5'', due to the localization work of Atlus USA. Despite a 35-percent increase in the sale of console games and success in its PC game business, profits fell 70 percent for the 2018 fiscal year in comparison to the previous year, mainly due to the digital games market which includes mobile games as well as '' Phantasy Star Online 2''. In response, Sega announced that for its digital games it would focus on releases for its existing intellectual property and also focus on growth areas such as packaged games in the overseas market. Sega blamed the loss on market miscalculations and having too many games under development. Projects in development at Sega included a new game in the ''Yakuza'' series, the ''Sonic the Hedgehog'' film, and the Sega Genesis Mini, which was released in September 2019. In May 2019, Sega acquired
Two Point Studios Two Point Studios is a British video game development company founded on 26 July 2016 by Ben Hymers, Mark Webley, and Gary Carr. Carr and Webley had previously worked on titles including '' Theme Hospital'', ''Black & White'', and the '' Fab ...
, known for ''
Two Point Hospital ''Two Point Hospital'' is a 2018 business simulation game developed by Two Point Studios and published by Sega for Linux, macOS, and Windows. Console versions for the Nintendo Switch, PlayStation 4, and Xbox One were released in February ...
''. On April 1, 2020, Sega Interactive merged with Sega Games Co., Ltd. The company was again renamed Sega Corporation, while Sega Holdings Co., Ltd. was renamed Sega Group Corporation. According to a company statement, the move was made to allow greater research and development flexibility. In April 2020, Sega sold Demiurge Studios to Demiurge co-founder Albert Reed. Demiurge said it would continue to support the mobile games it developed under Sega. As part of the company's 60th anniversary of the brand name, Sega announced the Game Gear Micro microconsole, scheduled for October 6, 2020 in Japan. In announcement that was dubbed "revolutionary", Sega also announced its Fog Gaming platform, which will use the unused processing power of arcade machines in Japanese arcades overnight to help power
cloud gaming Cloud gaming, sometimes called gaming on demand or gaming-as-a-service or game streaming, is a type of online gaming that runs video games on remote servers and streams them directly to a user's device, or more colloquially, playing a game rem ...
applications. During the latter half of 2020, much of the financial gains Sega made in the earlier part of the year were wiped out due to the impact of the COVID-19 pandemic on its Sega Entertainment division, which ran its arcades. In November, Sega Sammy sold 85.1% of its shares in the division to Genda Inc., though the Sega branding and coin-operated machines produced by the company continue to be found in the arcades. Arcade game development was unaffected by the move. By January 2022, Sega sold the remaining portion of this division to Genda. Contrasting its losses brought forth by amusement operations in 2020, sales and critical reception of Sega's home console games improved; Metacritic named Sega the best publisher of the year in 2020. Of its 28 releases that year, 95% had "good" Metacritic scores (above 75%), including two with "great" scores (above 90% for '' Persona 5 Royal'' and '' Yakuza 0''), with an average Metacritic score of 81.6% for all 2020 Sega releases.


Corporate structure

Sega's global headquarters are in Shinagawa, Tokyo, Japan. The company was scheduled to move there in August 2018. Sega also has offices in Irvine, California (as Sega of America), in London (as Sega Europe), in Seoul, South Korea (as Sega Publishing Korea), and in Singapore, Hong Kong, Shanghai, and Taipei. In other regions, Sega has contracted distributors for its games and consoles, such as Tectoy in Brazil. Sega has had offices in France, Germany, Spain, and Australia; those markets have since contracted distributors. Relations between the regional offices have not always been smooth. Some conflict in the 1990s may have been caused by Sega president Nakayama and his admiration for Sega of America; according to Kalinske, "There were some guys in the executive suites who really didn't like that Nakayama in particular appeared to favor the U.S. executives. A lot of the Japanese executives were maybe a little jealous, and I think some of that played into the decisions that were made." By contrast, author Steven L. Kent said Nakayama bullied American executives and that Nakayama believed the Japanese executives made the best decisions. Kent also said Sega of America CEOs Kalinske, Stolar, and Moore dreaded meeting with Sega of Japan executives. In 2021, Sega Group Corporation was absorbed into Sega Corporation.


Subsidiaries of Sega Corporation

After the formation of Sega Group in 2015 and the founding of Sega Holdings, the former Sega Corporation was renamed Sega Games Co., Ltd. Under this structure, Sega Games was responsible for the home video game market and consumer development, while Sega Interactive Co., Ltd., comprised Sega's arcade game business. The two were consolidated in 2020, renamed as Sega Corporation. The company includes Sega Networks, which handles game development for smartphones. Sega Corporation develops and publishes games for major video game consoles and arcade cabinets, and has not expressed interest in developing consoles again. According to former Sega Europe CEO Mike Brogan, "There is no future in selling hardware. In any market, through competition, the hardware eventually becomes a commodity... 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." Sega Toys Co., Ltd., originally known as Yonezawa Toys and acquired by Sega in 1991, has created toys for children's franchises such as '' Oshare Majo: Love and Berry'', '' Mushiking: King of the Beetles'', '' Lilpri'', ''Bakugan'', '' Jewelpet'', ''
Rilu Rilu Fairilu is a character franchise created in collaboration by Sanrio and Sega Sammy Holdings, illustrated by character designer Ai Setani ( Kirimichan). It is the second Sanrio franchise that was handled by two companies, the first being Jewelpet. ...
'', '' Dinosaur King'' and '' Hero Bank''. Products released in the West include the home planetarium Homestar and the robot dog iDog. The Homestar was released in 2005 and has been improved several times. Its newest model, ''Flux'', was released in 2019. The series is developed by the Japanese inventor and entrepreneur Takayuki Ohira. As a recognized specialist for professional planetariums, he has received numerous innovation prizes and supplies large planetariums internationally with his company Megastar. Sega Toys also inherited the Sega Pico handheld system and produced Pico software. Since the late 1960s, Sega has been affiliated with operations of bowling alleys and arcades through its former Sega Entertainment Co., Ltd. subsidiary in Japan, as well as a number of other smaller regional subsidiaries in other countries. Initiatives to expand operations in other territories, such as the US, UK, France, Spain, and Taiwan, have been more shortlived, and following the 85.1% majority acquisition of Sega Entertainment's shares in November 2020 to mitigate losses caused by the COVID-19 pandemic, Sega's arcades in Japan since have been run under Genda Incorporated's Genda GiGO Entertainment division. Its DartsLive subsidiary creates electronic darts games, while Sega Logistics Service distributes and repairs arcade games. In 2015, Sega and Japanese advertising agency Hakuhodo formed a joint venture, Stories LLC, to create entertainment for film and TV. Stories LLC has exclusive licensing rights to adapt Sega properties into film and television, and has partnered with producers to develop series based on properties including ''Shinobi'', ''Golden Axe'', ''Virtua Fighter'', ''The House of the Dead'', and ''Crazy Taxi''.


Software research and development

As a games publisher, Sega produces games through its research and development teams. The ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers mo ...
'' franchise, maintained through Sega's Sonic Team division, is one of the best-selling franchises in the history of video games. Sega has also acquired third-party studios, including ordered by assigned division: * Sega Corporation: Atlus, Play Heart. * Sega Europe: Amplitude Studios, Creative Assembly, Hardlight, Relic Entertainment, Sports Interactive, Two Point Studios; Sega's software research and development teams began with one development division operating under Sega's longtime head of R&D, Hisashi Suzuki. As the market increased for home video game consoles, Sega expanded with three Consumer Development (CS) divisions. After October 1983, arcade development expanded to three teams: Sega DD No. 1, 2, and 3. Some time after the release of '' Power Drift'', the company restructured its teams again as the Sega Amusement Machine Research and Development Teams, or AM teams. Each arcade division was segregated, and a rivalry existed between the arcade and consumer development divisions. In what has been called "a brief moment of remarkable creativity", in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers. The studios were United Game Artists, Smilebit, Hitmaker, Sega Rosso, Sega Wow, Overworks, Amusement Vision, Sega AM2, and Sonic Team. Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process. After taking over as company president in 2003, Hisao Oguchi announced his intention to consolidate Sega's studios. Prior to the acquisition by Sammy, Sega began the process of re-integrating its subsidiaries into the main company. Toshihiro Nagoshi, formerly the head of Amusement Vision, recalls this period, "in many ways a labour of love" from Sega, teaching the creatives the experience of managing a business. Sega still operates first-party studios as departments of its research and development division. Sonic Team exists as Sega's CS2 research and development department, while Sega's CS3 or Online department has developed games such as '' Phantasy Star Online 2'', and Sega Interactive's AM2 department has more recently worked on projects such as smartphone game ''Soul Reverse Zero''. Toshihiro Nagoshi remained involved with research and development as Sega's chief creative officer or creative director while working on the ''Yakuza'' series until 2021.


Legacy

Sega is one of the world's most prolific arcade game producers, having developed more than 500 games, 70 franchises, and 20 arcade system boards since 1981. It has been recognized by Guinness World Records for this achievement. Of Sega's arcade division, '' Eurogamer'''s Martin Robinson said, "It's boisterous, broad and with a neat sense of showmanship running through its range. On top of that, it has something that's often evaded its console-dwelling cousin: success." The Sega Genesis is often ranked among the best consoles in history. In 2014, ''USgamer'''s Jeremy Parish credited it for galvanizing the market by breaking Nintendo's near-monopoly, helping create modern sports game franchises, and popularizing television games in the UK. Kalinske felt Sega had innovated by developing games for an older demographic and pioneering the "
street date In business, a street date is the date a particular product is to be released for sale to the general public. Typically, retailers receive shipments of stock prior to its street date release, so that the product can be placed on display shelves fo ...
" concept with the simultaneous North American and European release of '' Sonic the Hedgehog 2''. Sega of America's marketing campaign for the Genesis influenced marketing for later consoles. Despite its commercial failure, the Saturn is well regarded for its library, though it has been criticized for a lack of high-profile franchise releases. '' Edge'' wrote that "hardened loyalists continue to reminisce about the console that brought forth games like ''
Burning Rangers is a 1998 action game developed by Sonic Team and published by Sega for the Sega Saturn. ''Burning Rangers'' is set in a futuristic society in which fire is the remaining danger. Players control one of an elite group of firefighters, the ...
'', '' Guardian Heroes'', '' Dragon Force'' and '' Panzer Dragoon Saga''." Sega's management was criticized for its handling of the Saturn. According to Greg Sewart of ''
1Up.com ''1Up.com'' was an American entertainment website that focused on video games. Launched in 2003, ''1Up.com'' provided its own original features, news stories, game reviews, and video interviews, and also featured comprehensive PC-focused conten ...
'', "the Saturn will go down in history as one of the most troubled, and greatest, systems of all time". The Dreamcast is remembered for being ahead of its time, with several concepts that became standard in consoles, such as motion controls and online functionality. Its demise has been connected with transitions in the video game industry. In ''
1001 Video Games You Must Play Before You Die ''1001 Video Games You Must Play Before You Die'' is a video game reference book first published in October 2010. It consists of a list of video games released between 1970 and 2013, arranged chronologically by release date. Each entry in the list ...
'', Duncan Harris wrote that the Dreamcast's end "signaled the demise of arcade gaming culture ... Sega's console gave hope that things were not about to change for the worse and that the tenets of fast fun and bright, attractive graphics were not about to sink into a brown and green bog of realistic war games." Parish contrasted the Dreamcast's diverse library with the "suffocating sense of conservatism" that pervaded the industry in the following decade. In ''Eurogamer'', Damien McFerran wrote that Sega's decisions in the late 1990s were "a tragic spectacle of overconfidence and woefully misguided business practice". Travis Fahs of '' IGN'' noted that since the Sammy takeover Sega had developed fewer games and outsourced to more western studios, and that its arcade operations had been significantly reduced. Nonetheless, he wrote: "Sega was one of the most active, creative, and productive developers the industry has ever known, and nothing that can happen to their name since will change that." In 2015, Sega president Haruki Satomi told ''Famitsu'' that, in the previous ten years, Sega had "betrayed" the trust of older fans and that he hoped to re-establish the Sega brand. During the promotion of the Sega Genesis Mini, Sega executive manager Hiroyuki Miyazaki reflected on Sega's history, saying, "I feel like Sega has never been the champion, at the top of all the video game companies, but I feel like a lot of people love Sega because of the underdog image." Former Sega management cited the absence of ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publi ...
'' and '' Final Fantasy'' games on their home consoles as a reason for the console division's struggles, especially in Japan. In his 2018 book ''The Sega Arcade Revolution'', Horowitz connected Sega's decline in the arcades after 1995 with broader industry changes. He argued that its most serious problems came from the loss of its creative talent, particularly Yuji Naka and Yu Suzuki, after the Sammy takeover, but concluded that "as of this writing, Sega is in its best financial shape of the past two decades. The company has endured." Horowitz 2018, p. 282


See also

* List of Sega video game franchises * Lists of Sega games *
Sega, S.A. SONIC Sega, S.A. SONIC (also known as Segasa and Segasa d.b.a. Sonic) was a Spanish coin-operated amusement machines company established by Sega Enterprises-related shareholders incorporated by Bertram Leroy Siegel as MD in March 1968, which lasted until ...
* Sega Technical Institute


Notes


References


External links

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