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Sega is a Japanese multinational corporation, 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, r ...
, a Japanese multinational video game and entertainment company, has roots tracing back to Standard Games in 1940 and Service Games of Japan in the 1950s. The formation of the company known today as Sega is traced back to the founding of , which became known as following the acquisition of Rosen Enterprises in 1965. Originally an importer of coin-operated
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 ...
to Japan and manufacturer of
slot machines A slot machine (American English), fruit machine (British English) or poker machine (Australian English and New Zealand English) is a gambling machine that creates a game of chance for its customers. Slot machines are also known pejoratively as ...
and jukeboxes, Sega began developing its own arcade games in 1966 with ''
Periscope A periscope is an instrument for observation over, around or through an object, obstacle or condition that prevents direct line-of-sight observation from an observer's current position. In its simplest form, it consists of an outer case with ...
'', which became a surprise success and led to more arcade machine development. In 1969, Gulf and Western Industries (then-owner of
Paramount Pictures Paramount Pictures Corporation is an American film and television production company, production and Distribution (marketing), distribution company and the main namesake division of Paramount Global (formerly ViacomCBS). It is the fifth-oldes ...
) bought Sega, which continued its arcade game business through the 1970s. In response to a downturn in the arcade-game
market Market is a term used to describe concepts such as: * Market (economics), system in which parties engage in transactions according to supply and demand * Market economy *Marketplace, a physical marketplace or public market Geography *Märket, a ...
in the early 1980s, Sega began to develop
video game console A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can be played with a game controller. These may be home video game console, home consoles, which are generally placed i ...
s—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 competing products 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 ...
. Around the same time, Sega executives David Rosen and Hayao Nakayama executed a management buyout of the company from Gulf and Western, with backing from CSK Corporation. Sega released its next console, the
Sega Genesis 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. Although it initially struggled, the Genesis became a major success 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. Sega's marketing strategy, particularly in North America, helped the Genesis outsell main competitor
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 ...
and their
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 ...
for four consecutive Christmas seasons in the early 1990s. While the Game Gear and Sega CD achieved less, Sega's arcade business was also successful into the mid 1990s. Sega had commercial failures in the second half of the decade with the
32X 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, as the company's market strategy changed and console newcomer
Sony , commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional ...
became dominant with the
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 addition to further competition from Nintendo. Sega's arcade business, on the other hand, continued to be successful with arcade revenues increasing during the late 1990s, despite the arcade industry struggling in the West as home consoles became more popular than arcades. A
merger 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 ...
was attempted with toy company
Bandai is a Japanese multinational toy manufacturer and distributor headquartered in Taitō, Tokyo. Its international branches, Bandai Namco Toys & Collectables America and Bandai UK, are respectively headquartered in Irvine, California and Richmond ...
during this time, but failed (Bandai would later merge with Sega's rival,
Namco was a Japanese multinational corporation, multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Na ...
, in 2005). Following five years of losses, Sega exited the console hardware market in 2001 and became a third-party developer and publisher. In 2001, Sega CEO and CSK chairman
Isao Okawa (May 19, 1926 – March 16, 2001) was a Japanese businessman and the former Chairman of Sega. History Okawa was born in Osaka, Japan. As a young adult, he studied at Waseda University in Tokyo. After graduating from Waseda, he formed Comp ...
died; his will forgave Sega's debts to him and returned his stock to the company, which helped Sega endure the transition financially. In 2004, Sammy Corporation purchased a controlling interest in Sega through a
takeover In business, a takeover is the purchase of one company (the ''target'') by another (the ''acquirer'' or ''bidder''). In the UK, the term refers to the acquisition of a public company whose shares are listed on a stock exchange, in contrast to t ...
, establishing the holding company
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 ...
. Chairman Hajime Satomi announced that Sega would focus on its then-recovering arcade business and less on console games, returning the company to better profits. Sega has since been restructured again, with the establishment of Sega Holdings Co., Ltd. and the separation of its divisions into separate companies. Recent years have seen the company achieving greater success in console games and parting with a number of its arcade divisions, though Sega continues to be prevalent in the sector through licence agreements and the remaining games that are still developed for Japan.


Company origins and arcade success (1940–1982)


Service Games and Nihon Goraku Bussan

Jewish-American businessman Irving Bromberg had been a major player in
coin-op A currency detector or currency validator is a device that determines whether notes or coins are genuine or counterfeit. These devices are used in a wide range of automated machines, such as retail kiosks, supermarket self checkout machines, a ...
distribution since establishing the Irving Bromberg Company in New York in 1931. His son Marty, who changed his last name to Bromley, joined the business after graduating high school. They saw that the onset of
World War II World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the vast majority of the world's countries—including all of the great powers—forming two opposin ...
, and the consequent increase in the number of military personnel, would mean there would be demand for something for those stationed at military bases to do in their leisure time. In 1940, Bromberg, Bromley, and family friend James Humpert formed Standard Games in
Honolulu Honolulu (; ) is the capital and largest city of the U.S. state of Hawaii, which is in the Pacific Ocean. It is an unincorporated county seat of the consolidated City and County of Honolulu, situated along the southeast coast of the island ...
, Hawaii, to provide coin-operated amusement machines to military bases. In May 1945, Bromberg, Bromley, and Humpert established a second Hawaiian coin-op distributor called "California Games", and they subsequently dissolved Standard Games that August. California Games was likewise terminated the next year, after which the trio established "Service Games" to replace it on September 1, 1946. At the time, the United States Army ceased operating slot machines and sold its inventory to Bromley. Service Games then restored the machines and sold them. In 1951 the Transportation of Gambling Devices Act outlawed slot machines in US territories, so Bromley sent two of his employees, Richard Stewart and Ray LeMaire, to Tokyo in Japan, in 1952 to establish a new distributor. Initially operating under a few different names such as "LeMaire and Stewart", the company provided coin-operated slot machines to U.S. bases in Japan and changed its name to "Service Games of Japan" by 1953. A year later, all five men established "Service Games Panama" to control its various entities. The company expanded over the next seven years to include distribution in South Korea, the Philippines, and South Vietnam. Service Games Panama was equally owned by all five men, and purchased coin-operated machines from Chicago-based Gottlieb and Bally Manufacturing for distribution. The name "Sega", an abbreviation of "Service Games", was first used in 1954 on the Diamond Star Machine, a slot machine. During 1954 Humpert sold his interest in Service Games back to Bromley and Bromberg at a price of US$50,000 each. Stewart and LeMaire later purchased shares from Bromley and Bromberg, resulting in an equal split among the four men for ownership of the company. Over the next seven years, Service Games continued to grow. As Service Games expanded, it began to attract attention from the US and Japanese governments. While the company had managed to get out of charges of bribery and tax evasion, between 1959 and 1960, Service Games was banned from US air bases in Japan and the Philippines. On May 31, 1960, Service Games of Japan was formally dissolved. A few days later, on June 3, two new companies were established to take over its business activities: Nihon Goraku Bussan and Kikai Seizō, doing business as Sega, Inc., focused on manufacturing slot machines, while Goraku Bussan, doing business under Stewart as Utamatic, Inc., served as a distributor and operator of coin-operated machines, particularly jukeboxes. As part of the operations move, the two new companies purchased Service Games of Japan's assets. Bromberg and Bromley sold Service Games Hawaii in 1961 for a price of US$1.4 million, while retaining the name. Kikai Seizō and Goraku Bussan merged in 1964.


Rosen Enterprises Ltd.

David Rosen, an American officer in the
United States Air Force The United States Air Force (USAF) is the air service branch of the United States Armed Forces, and is one of the eight uniformed services of the United States. Originally created on 1 August 1907, as a part of the United States Army Signal ...
stationed in Japan, started Rosen Enterprises Ltd. after the
Korean War , date = {{Ubl, 25 June 1950 – 27 July 1953 (''de facto'')({{Age in years, months, weeks and days, month1=6, day1=25, year1=1950, month2=7, day2=27, year2=1953), 25 June 1950 – present (''de jure'')({{Age in years, months, weeks a ...
. According to Rosen, he saw that the Japanese required photos for identification, rice ration cards, and employment. Because of this, he came up with an idea to import automated
photo 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 ...
s from the US to Japan and adapt them for use for these purposes. Rosen's business began in Tokyo in 1954. By 1957, Rosen recognized that there was disposable income available in the Japanese economy, as well as an increase in leisure time in the Japanese culture. He began importing coin-operated games to Japan, particularly focusing on hunting and shooting games. Rosen stated that he had to acquire a license from Japan's Ministry of Industrial Trade and Industry to import games, and that he had to pay a 200% duty on his imported machines, plus duties on the shipping. As a result, importing games cost three times the cost of the machine. Despite this, Rosen says his machines made enough to pay for their cost within two months of operation because of how many plays they were receiving. He also claims that at his company's height, not a single Japanese city did not have one of his arcades there, and that he had a virtual monopoly for approximately two years. Later, Rosen had competition in the form of
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. It b ...
and Nihon Goraku Bussan.


Merger and transition to manufacturer

In 1965, Nihon Goraku Bussan acquired Rosen's company to form Sega Enterprises, Ltd., although Rosen has called it a "merger". Rosen was installed as the CEO and managing director of the new company. According to Rosen, "Sega" was the brand name that Nihon Goraku Bussan was using, and that the decision was made to name the company with the most recognized name upon the merger, while the word "Enterprises" came from Rosen Enterprises. Shortly afterward, Sega stopped its focus on slot machines and stopped leasing to military bases to focus on becoming a
publicly traded company A public company is a company whose ownership is organized via shares of stock which are intended to be freely traded on a stock exchange or in over-the-counter markets. A public (publicly traded) company can be listed on a stock exchange (l ...
of coin-operated amusement machines. Products imported included Rock-Ola jukeboxes and pinball games by Williams, as well as gun games by
Midway Manufacturing Midway Games Inc., known previously as Midway Manufacturing and Bally Midway, and commonly known as simply Midway, was an American video game developer and publisher. Midway's franchises included '' Mortal Kombat'', '' Rampage'', ''Spy Hunter'' ...
. Because Sega imported second-hand machines that frequently required maintenance, Sega began the transition from importer to manufacturer by constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to Sega developing their own games as well. Sega's first release of their own manufactured electromechanical game was the submarine simulator game, ''
Periscope A periscope is an instrument for observation over, around or through an object, obstacle or condition that prevents direct line-of-sight observation from an observer's current position. In its simplest form, it consists of an outer case with ...
''. The game sported light and sound effects considered innovative for that time, eventually becoming quite successful in Japan. It was soon exported to both Europe and the United States and was placed in malls and department stores, becoming the first
arcade game 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 ...
in the US to cost 25 cents per play. Sega was surprised by ''Periscope''s success, and for the next two years, Sega produced between eight and ten games per year, exporting all of them. Despite this, rampant piracy in the industry would eventually lead to Sega stepping away from exporting its games. One such example occurred when Sega developed ''Jet Rocket''. According to Rosen, after its American release in 1970, it was cloned by three Chicago manufacturers. This negatively affected the game's market performance.


Ownership by Gulf and Western and public company status

To advance the company, Rosen had a goal to take the company Public company, and decided this would be easier to accomplish in the United States than in Japan. Rosen was advised that this would be most easily accomplished through Sega being acquired by a larger company. In 1969, Sega was sold to American conglomerate Gulf and Western Industries. Bromley and Stewart sold their shares, 80% of the company, for a total of US$10 million, while LeMaire retained his 20%. As a condition of the sale, Rosen was to remain CEO of the company until at least 1972. According to Martin Bromley's daughter Lauran, her father—who was in his fifties at the time—and the other owners saw the sale as an opportunity to retire. Six months later, with the deal done, Bromley joined with Stewart to form a company called Sega S.A. (also known as Segasa and Sega/Sonic) in Spain, which imported coin-operated machines to Europe. In 1970, Gulf & Western placed Rosen at the head of a new company called Gulf & Western Far East Pacific headquartered in Hong Kong. Sega Enterprises, Ltd. became a subsidiary of this new company, which Gulf & Western chairman
Charles Bluhdorn 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 ...
hoped would become a powerful Asian conglomerate (though this hope would never come to fruition). Rosen, however, continued to develop his relationship with Bluhdorn, who took Sega Enterprises Ltd. public in the United States in 1974 by making it a subsidiary of an existing publicly traded corporation owned by Gulf & Western called the Polly Bergen Company. Rosen was appointed CEO of Polly Bergen, which was renamed Sega Enterprises, Inc. Sega Enterprises, Ltd. executive vice president Harry Kane took control of day-to-day operations at the Japanese subsidiary. In July 1975, Sega Enterprises, Inc. opened a new North American sales and manufacturing subsidiary called Sega of America in Redondo Beach, California. Kane took charge of this subsidiary in 1976 and was replaced in Japan by a new executive vice president named Dane Blough.


Arcade expansion and success

At the end of 1970, Sega opened a 125-game arcade center in
Sapporo ( ain, サッ・ポロ・ペッ, Satporopet, lit=Dry, Great River) is a city in Japan. It is the largest city north of Tokyo and the largest city on Hokkaido, the northernmost main island of the country. It ranks as the fifth most populous city ...
. During the opening, Sega announced a partnership with
Toho Films is a Japanese film, theatre production and distribution company. It has its headquarters in Chiyoda, Tokyo, and is one of the core companies of the Osaka-based Hankyu Hanshin Toho Group. Outside of Japan, it is best known as the producer an ...
—which had produced ''
Godzilla is a fictional monster, or '' kaiju'', originating from a series of Japanese films. The character first appeared in the 1954 film ''Godzilla'' and became a worldwide pop culture icon, appearing in various media, including 32 films produc ...
''—for a joint venture of arcades, with a 70-game arcade to open in
Nagasaki is the capital and the largest city of Nagasaki Prefecture on the island of Kyushu in Japan. It became the sole port used for trade with the Portuguese and Dutch during the 16th through 19th centuries. The Hidden Christian Sites in the ...
in January. These "family fun centers" began a business of arcade operation in Japan which Sega has continued to the present. During 1973, Sega would release ''Pong-Tron'', its first video-based game. In North America in 1975, Sega purchased a 50 percent stake in Kingdom of Oz, a company that operated arcades in California shopping malls. Sega took full control by March 1976 with all arcades becoming Sega Centers, and announced more centers to open in California in June 1977. Following the model set forth by
Chuck E. Cheese Chuck E. Cheese (formerly known as Chuck E. Cheese's Pizza Time Theatre, Chuck E. Cheese's Pizza and simply Chuck E. Cheese's) is an American family entertainment center and pizza restaurant chain founded in 1977 by Atari's co-founder Nolan Bu ...
, created by
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., ...
founder Nolan Bushnell, Sega opened its first P.J. Pizzazz, a "family entertainment center", in West Covina, California in June 1980. Despite late competition from
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. It b ...
's hit arcade game '' Space Invaders'' in 1978, Sega profited heavily from the arcade gaming boom of the late 1970s, with revenues climbing to over  million by 1979. During this period, Sega acquired
Gremlin Industries Gremlin Industries was an American arcade game manufacturer active from 1971 to 1983, based in San Diego, California. Following its acquisition by Sega in 1978, the company was known as Sega/Gremlin or Gremlin/Sega. The company's name was subseq ...
, a manufacturer of microprocessor-based arcade games, and operated as Sega/Gremlin after the acquisition. In 1979, Sega also acquired Esco Boueki (Esco Trading), founded and owned by Hayao Nakayama. This brought Nakayama into Sega Enterprises, Ltd., where he was named executive vice president and shared leadership responsibilities with Dane Blough. Blough continued to run finance and administration, while Nakayama took charge of sales, marketing, and R&D. Rosen later admitted that he mainly purchased Esco Trading for Nakayama's leadership. In 1979, the company released ''Head On'', which introduced the "eat the dots" gameplay
Namco was a Japanese multinational corporation, multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Na ...
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 and released '' Frogger'', its most successful game until then. In 1982, Sega introduced the first game with
isometric graphics Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective ...
, ''
Zaxxon is an isometric shooter arcade game, developed and released by Sega in 1982, in which the player pilots a ship through heavily defended space fortresses. Japanese electronics company Ikegami Tsushinki is also credited for having worked on the d ...
''. 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.


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


Arcade industry crash and SG-1000

Despite Sega's successes, Rosen was cautiously optimistic about the future in a December 1981 interview for ''Cashbox''. He stated that he felt the growth of the industry was slowing and that expansion options were becoming more limited. He also spoke of Sega's focus on their Convert-a-Pak program, which allowed for new games to be installed in existing arcade cabinets in a matter of minutes. This was introduced on Sega's G80
arcade system board 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 ...
. Rosen took further actions in concern, including pushing the Gulf and Western board to buy out the minority shareholders of Sega, himself included, and advising at a distributor meeting that the industry needed to make major changes. Around the same time, Sega/Gremlin announced a name change to Sega Electronics, Inc. As Rosen predicted, a downturn in the arcade business starting in 1982 seriously hurt Sega, leading Gulf and Western to sell its North American arcade manufacturing organization and the licensing rights for its arcade games to Bally. The company retained Sega's North American R&D operation, as well as its Japanese subsidiary, Sega Enterprises, Ltd. Sega Centers were sold to the Time-Out arcade chain, and all of the P.J. Pizzazz locations were closed. With its arcade business in decline, Sega Enterprises, Ltd. president Nakayama advocated that the company leverage its hardware expertise to move into the home console market in Japan, which was in its infancy at the time. Nakayama received permission to proceed, leading to the release of Sega's first home video game system, the SG-1000. The first model to be developed was the SC-3000, a computer version with a built-in keyboard, but when Sega learned of
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 ...
's plans to release a games-only console, they began developing the SG-1000 alongside the SC-3000. The SG-1000 and SC-3000 were released in Japan on July 15, 1983, on the same day as Nintendo launched the Family Computer (Famicom) in Japan. Though Sega only released the SG-1000 in Japan, rebranded versions were released in several other markets worldwide. Due in part to the SG-1000's steadier stream of releases, and in part to a recall on Famicom units necessitated by a faulty circuit, the SG-1000 chalked up 160,000 units in sales in 1983, far exceeding Sega's projection of 50,000 units. By 1984, the Famicom's success began to outpace the SG-1000, in part because Nintendo boosted its games library by courting third-party developers, whereas Sega was less than eager to collaborate with the same companies they were competing with in arcades. In November 1983, Rosen announced his intention to step down as president of Sega Enterprises, Inc. on January 1, 1984, though he would remain with the company in a consulting role. His statement to Sega's board of directors indicated a desire to pursue other interests and investments. Jeffrey Rochlis was announced as the new president and COO of Sega. Rosen cited Sega's new licensing deal with Bally as part of Sega "entering a new era".


Management buyout and Master System

Shortly after the launch of the SG-1000, Gulf and Western began to divest itself of its non-core businesses after the death of Bluhdorn. At the time, Gulf and Western owned 91 percent of Sega Enterprises, Inc. 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. Kent 2001, p. 343 The Japanese assets of Sega were purchased for $38 million by a group of investors led by Rosen and Nakayama.
Isao Okawa (May 19, 1926 – March 16, 2001) was a Japanese businessman and the former Chairman of Sega. History Okawa was born in Osaka, Japan. As a young adult, he studied at Waseda University in Tokyo. After graduating from Waseda, he formed Comp ...
, chairman of CSK, became the chairman of Sega, while Nakayama was installed as CEO of Sega Enterprises, Ltd. Following the buyout, Sega released another console, the SG-1000 II, on July 31, 1984. The SG-1000 II replaced the hardwired joystick with two detachable joypads. As a result of the lack of success of the SG-1000, Sega began working on the Mark III in Japan in 1985. Engineered by the same internal Sega team that had created the SG-1000, the Mark III was a redesigned iteration of the previous console. For the console's North America release, Sega restyled and rebranded the Mark III under the name "
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 ...
". The futuristic final design for the Master System was intended to appeal to Western tastes. The Sega Mark III was released in Japan in October 1985 at a price of ¥15,000. Despite featuring technically more powerful hardware than its chief competition, the Famicom, the Mark III did not prove to be successful at its launch. Difficulties arose from Nintendo's licensing practices with third-party developers at the time, whereby Nintendo required that games for the Famicom not be published on other consoles. To overcome this, Sega developed its own games and obtained the rights to
port A port is a maritime facility comprising one or more wharves or loading areas, where ships load and discharge cargo and passengers. Although usually situated on a sea coast or estuary, ports can also be found far inland, such as Ham ...
games from other developers, but they did not sell well. By early 1992, Master System production ceased in North America. By the time of its discontinuation, Master System had sold between 1.5 million and 2 million units in the United States, finishing behind both Nintendo and Atari, which controlled 80 percent and 12 percent of the market, respectively. Sales in the United States were handicapped by ineffective marketing by Tonka, who marketed the console on behalf of Sega in the United States. 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, where new variations have continued to be released, long after the console was discontinued elsewhere, distributed by Sega's partner in the region,
Tectoy Tec Toy S.A., trading as Tectoy since late 2007, is a Brazilian toy and electronics company headquartered in São Paulo. It is best known for producing, publishing, and distributing Sega consoles and video games in Brazil. The company was founde ...
. By 2016, Tec Toy had sold a combined 8 million units of the original Master System and various emulation-based successors in Brazil.


Opening of new worldwide divisions

During 1984, Sega opened its European division. While Sega was not initially considering expansion into Europe, the company reconsidered after being contacted by Victor Leslie, a coin-op seller in the United Kingdom. Leslie was placed in charge of a new Sega office in London, to be named Sega Europe Ltd. Sega Europe would be the company's marketing base on the continent. Sega re-entered the North American arcade market in 1985 with the establishment of another new division at the end of a deal with Bally. With Sega Electronics, Inc. no longer in existence, Rosen and Nakayama hired Gene Lipkin to head the new division, Sega Enterprises USA, based in
San Jose, California San Jose, officially San José (; ; ), is a major city in the U.S. state of California that is the cultural, financial, and political center of Silicon Valley and largest city in Northern California by both population and area. With a 2020 popul ...
. Lipkin had previously worked for Atari and
Exidy Exidy was a developer and manufacturer of coin-operated amusements. The company was founded by H.R. "Pete" Kauffman and Samuel Hawes in 1973. The name "Exidy" was a portmanteau of the words "Excellence in Dynamics". Notable games released by Exid ...
. Lipkin's new sales team head, Tom Petit, had previously worked for Nintendo and Data East. The new subsidiary started with 22 employees, US$500,000 in start-up revenue, and operated out of Lipkin's old employer's facilities until Sega's new facility was ready in August 1985. The release of '' Hang-On'' in 1985 would prove successful in the region, becoming so popular that Sega struggled to keep up with demand for the game. In May 1986, Lipkin resigned for personal reasons; Petit eventually took control of the division. Sega Enterprises USA held a rivalry with Sega Europe, as the North American division quickly outgrew the European one. In 1986, Sega of America was established to manage the company's consumer products in North America. Rosen and Nakayama hired Bruce Lowry, Nintendo of America's vice president of sales. Lowry was persuaded to change companies because Sega would allow him to start his new office in San Francisco. He chose the name "Sega of America" for his division because he had worked for Nintendo of America and liked the combination of words. Initially, Sega of America was tasked with repackaging the Master System for a Western release, although distribution of the console would later be given to Tonka. During this time, much of Sega of America's new infrastructure was temporarily shut down.


Success with arcade resurgence

In 1985, Sega released '' Hang-On'', a motorcycle racing game programmed by
Yu Suzuki is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years. Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensional ...
under the Studio 128 development group. Offering advanced pseudo-3D "Super Scaler" graphics, the game was highly successful, to the extent that Sega struggled to keep up with resultant demand. This was followed by 1986's similar ''
OutRun (also stylized as ''OutRun'') is an arcade driving video game released by Sega in September 1986. It is known for its pioneering hardware and graphics, nonlinear gameplay, a selectable soundtrack with music composed by Hiroshi Kawaguchi, and ...
'', which expanded on the conventions set in place by ''Hang-On''. Its arcade release received positive reviews and became one of the most popular arcade games of the year, also winning the
Golden Joystick Award for Game of the Year The Golden Joystick Award for Game of the Year is an award presented annually at the Golden Joystick Awards ceremony, which has its winners voted in by the British general public. The award is given in honor to the best video game released in a par ...
. Though both games were made available as stand-up cabinets, a significant part of their success was their bespoke deluxe forms, referred to by Sega officially as "Taikan games" (体感ゲーム). Roughly translating to "bodily sensation" or "experience", the namesake referred to their eye-catching motion-based control scheme and hydraulic simulation movement, using rideable motorbike and car models. Former Sega arcade director Akira Nagai has credited ''Hang-On'' and ''OutRun'' as the releases that helped to bring arcades out of the 1982 downturn and created new genres of games. In the following years, Sega would release multiple other successful games based on the taikan template, including '' Space Harrier'' and '' After Burner'', as well as the first version of its popular UFO Catcher
claw crane A claw crane, claw machine, toy crane, or skill crane is a type of arcade game known as a merchandiser, commonly found in video arcades, supermarkets, restaurants, movie theaters, shopping malls, and bowling alleys. Machine components A claw ...
game. In 1987, Sega sold over 40,000 arcade machines worldwide. As well as the rebound in arcade game profits caused by its creative uptick, Sega saw success in operating its own arcades in both Japan and the US during the mid 1980s. In the former country, its first officially branded game centers opened under the "Hi-Tech Land" and "Hi-Tech Sega" chains. The openings came after the creation of the fueiho law and the amusement industry's "3K Cleanup Campaign", which attempted to dispel the "kurai, kowai, and kitanai" (dark, scary and dirty) aspects of the venues. Similarly, Sega's Time-Out chain of arcades established through the December 1986 acquisition of the Time-Out Family Amusement Inc. company in the US followed on from previous venues opened in the 1970s. Alongside similar branded chains by competitors like Taito, the venues in both countries followed the trajectory previously set in place to make amusement arcades cleaner and more socially acceptable, installing features such as toilets for both men and women, lighting systems, and smoking areas. Sega's success in arcades kept the company afloat whilst its home consumer endeavours struggled, though the Time-Out chain in the US would later be sold during 1990 as a result of changing conditions in the amusement industry.


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

Sega released the Master System's successor, the Mega Drive, in Japan on October 29, 1988, though the launch was overshadowed by Nintendo's release of ''
Super Mario Bros. 3 ''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 formerly ''Famicom Tsūshin'', is a line of Japanese video game magazines published by Kadokawa Game Linkage (previously known as Gzbrain), a subsidiary of Kadokawa. ''Famitsu'' is published in both weekly and monthly formats as well as in the fo ...
'' and ''Beep!'' helped to establish a following, but Sega only managed to ship 400,000 units in the first year. The Mega Drive was unable to overtake the venerable Famicom and remained a distant third in Japan behind Nintendo's Super Famicom and
NEC is a Japanese multinational corporation, multinational information technology and electronics corporation, headquartered in Minato, Tokyo. The company was known as the Nippon Electric Company, Limited, before rebranding in 1983 as NEC. It prov ...
's PC Engine 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 ...
. Sega announced a North American release date for the system on January 9, 1989. At the time, Sega did not possess a North American sales and marketing organization for its consoles, but ultimately decided to launch the console through its own Sega of America subsidiary, which launched later that year. Kent 2001, p. 404-405 For the North American market, where the console was renamed "Sega Genesis", former
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., ...
executive and new Sega of America CEO Michael Katz instituted a two-part approach to build sales in the region. The first part involved a marketing campaign to challenge Nintendo head-on and emphasize the more arcade-like experience available on the Genesis, summarized by 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 instantly recognizable games which used the names and likenesses of celebrities and athletes. Nonetheless, it had a hard time overcoming Nintendo's ubiquitous presence in consumers' homes. Kent 2001, p. 424-431 Tasked by Nakayama to sell one million units within the first year, Katz and Sega of America managed to sell only 500,000 units.


Sonic the Hedgehog

While Sega was seeking a flagship series to compete with Nintendo's
Mario series is a media franchise, produced and published by video game company Nintendo, created by Japanese game designer Shigeru Miyamoto and starring the fictional Italian plumber Mario. It is primarily a video game franchise, but has extended to o ...
along with a character to serve as a company mascot,
Naoto Ohshima (born February 26, 1964) is a Japanese artist and video game designer, best known for designing Sonic the Hedgehog (character), Sonic the Hedgehog and Dr. Eggman characters from Sega's ''Sonic the Hedgehog'' franchise. Although Yuji Naka created ...
designed "a teal hedgehog with red shoes." This character won the contest and was renamed
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 ...
, spawning one of the best-selling video game franchises in history. The gameplay 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 ...
'' originated with a tech demo created by
Yuji Naka , credited in some games as YU2, is a Japanese video game programmer, video game designer, designer and video game producer, producer. He is the former head of the Sega studio Sonic Team, where he was the lead programmer of the original ''Sonic t ...
, who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a
dot matrix A dot matrix is a 2-dimensional patterned array, used to represent characters, symbols and images. Most types of modern technology use dot matrices for display of information, including mobile phones, televisions, and printers. The system is al ...
. Naka's original prototype was a platform game that involved a fast-moving character rolling in a ball through a long winding tube, and this concept was subsequently fleshed out with Ohshima's character design and levels conceived by designer
Hirokazu Yasuhara (also credited as Carol Yas) is a Japanese video game designer. He is best known for designing the gameplay and stages of the initial '' Sonic the Hedgehog'' video games for Sega Genesis in the 1990s, based on technical demos and engines program ...
. Sonic's blue pigmentation was chosen to match Sega's cobalt blue logo, and his shoes were a concept evolved from a design inspired by
Michael Jackson Michael Joseph Jackson (August 29, 1958 – June 25, 2009) was an American singer, songwriter, dancer, and philanthropist. Dubbed the "King of Pop", he is regarded as one of the most significant cultural figures of the 20th century. Over a ...
's boots with the addition of the color red, which was inspired by both
Santa Claus Santa Claus, also known as Father Christmas, Saint Nicholas, Saint Nick, Kris Kringle, or simply Santa, is a Legend, legendary figure originating in Western Christianity, Western Christian culture who is said to Christmas gift-bringer, bring ...
and the contrast of those colors on Jackson's 1987 album ''
Bad Bad or BAD may refer to: Common meanings *Evil, the opposite of moral good * Erroneous, inaccurate or incorrect * Unhealthy, or counter to well-being * Antagonist, the threat or obstacle of moral good Acronyms * BAD-2, a Soviet armored troll ...
''; his personality was based on
Bill Clinton William Jefferson Clinton ( né Blythe III; born August 19, 1946) is an American politician who served as the 42nd president of the United States from 1993 to 2001. He previously served as governor of Arkansas from 1979 to 1981 and agai ...
's "can do" attitude.


Marketing strategy and success

In mid-1990, Nakayama hired Tom Kalinske to replace Katz as CEO of Sega of America. Although Kalinske initially knew little about the video game market, he surrounded himself with industry-savvy advisors. A believer in the
razor and blades business model The razor and blades business model is a business model in which one item is sold at a low price (or given away for free) in order to increase sales of a complementary good, such as consumable supplies. It is different from loss leader marketing ...
, he developed a four-point plan: cut the price of the console, create a U.S.-based team to develop games targeted at the American market, continue and expand the aggressive advertising campaigns, and replace the bundled game ''
Altered Beast ''Altered Beast'' is a 1988 beat 'em up arcade video game developed and manufactured by Sega. The game is set in Ancient Greece and follows a player character chosen by Zeus to rescue his daughter Athena from the demonic ruler of the underworld ...
'' with a new game, ''Sonic the Hedgehog''. The Japanese board of directors initially disapproved of the plan, but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it." Magazines praised ''Sonic'' as one of the greatest games yet made, and Sega's console finally became successful. In large part due to the popularity of ''Sonic the Hedgehog'', the Sega Genesis outsold its main competitor, Nintendo's
SNES 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 Euro ...
, in the United States nearly two to one during the 1991 holiday season. This success led to Sega having control of 65% of the
16-bit 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 in January 1992, making it the first time Nintendo was not the console leader since December 1985. To compete with Nintendo, Sega was more open to new types of games than its rival, but still tightly controlled the approval process for third-party games and charged high prices for cartridge manufacturing. Technicians from American third-party video game publisher
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the d ...
(EA) reverse engineered the Genesis in 1989, Kent 2001, p. 408-410 following nearly one year of negotiations with Sega in which EA requested a more liberal licensing agreement than was standard in the industry before releasing its games for the system. As a result, EA signed what founder
Trip Hawkins William Murray "Trip" Hawkins III (born December 28, 1953) is an American entrepreneur and founder of Electronic Arts, The 3DO Company, and Digital Chocolate. Career A fan of the Strat-O-Matic Football pen and paper games, Hawkins started his f ...
described as "a very unusual and much more enlightened license agreement" with Sega in June 1990: "Among other things, we had the right to make as many titles as we wanted. We could approve our own titles ... the royalty rates were a lot more reasonable. We also had more direct control over manufacturing." The first Genesis version of EA's ''
John Madden Football ''Madden NFL'' (known as ''John Madden Football'' until 1993) is an American football video game series developed by EA Tiburon for EA Sports. It is named after Pro Football Hall of Fame coach and commentator John Madden and sold more than 130 m ...
'' arrived before the end of 1990, and became what EA creative officer Bing Gordon called a " killer app" for the system. Another issue Sega had to deal with in marketing the Genesis in North America was Nintendo's dominance with retailers. Major retail stores such as
Walmart Walmart Inc. (; formerly Wal-Mart Stores, Inc.) is an American multinational retail corporation that operates a chain of hypermarkets (also called supercenters), discount department stores, and grocery stores from the United States, headquarter ...
,
Target Corporation Target Corporation (doing business as Target and stylized in all lowercase since 2018) is an American big box department store chain headquartered in Minneapolis, Minnesota. It is the seventh largest retailer in the United States, and a compon ...
, and Kmart had all refused to carry the Genesis in their stores. To get Walmart to carry the system, Kalinske advertised the system heavily in Bentonville, Arkansas, where Walmart's home office is located. Tactics used in the area included renting billboards, radio advertisements, sports stadiums, and renting a store in the local mall. This resulted in Walmart relenting and choosing to carry the Genesis. Sega was able to outsell Nintendo four Christmas seasons in a row Kent 2001, p. 496-497 due to the Genesis' head start, a lower price point, and a larger library of games when compared to the Super Nintendo at its release. Kent 2001, p. 434, 448–449 Sega's advertising positioned the Genesis as the
cooler A cooler, portable ice chest, ice box, cool box, chilly bin (in New Zealand), or esky (Australia) is an insulated box used to keep food or drink cool. Ice cubes are most commonly placed in it to help the contents inside stay cool. Ice packs ar ...
console, and as its advertising evolved, the company coined the term "blast processing" to suggest that its processing capabilities were far greater than those of the SNES. According to a 2004 study of NPD sales data, the Sega Genesis was able to maintain its lead over the Super NES in the American 16-bit console market. However, according to a 2014
Wedbush Securities Wedbush Securities Inc. is a privately held investment firm based in Los Angeles. As of February 2022, the firm had $4.1 billion under management with 7,460 clients. History The firm was founded in 1955 by two high school friends, Ed ...
report based on revised NPD sales data, the SNES outsold the Genesis in the U.S. market.


''Sega v. Accolade''

After the release of the Sega Genesis in 1989, video game publisher
Accolade The accolade (also known as dubbing or adoubement) ( la, benedictio militis) was the central act in the rite of passage ceremonies conferring knighthood in the Middle Ages. From about 1852, the term ''accolade'' was used much more generally to ...
began exploring options to release some of their
PC game A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-deter ...
s on the console. At the time, Sega had a licensing deal in place for third-party developers that increased the costs to the developer. According to Accolade co-founder Alan Miller, "One pays them between $10 and $15 per cartridge on top of the real hardware manufacturing costs, so it about doubles the cost of goods to the independent publisher." Kent 2001, p. 381 To get around licensing, Accolade chose to seek an alternative way to bring their games to the Genesis., 977 F.2d 1510 (9th Cir. 1992) Kent 2001, p. 383 As a result of piracy in some countries and unlicensed development issues, Sega incorporated a technical protection mechanism into a new edition of the Genesis released in 1990, referred to as the Genesis III. This new variation of the Genesis included a code known as the Trademark Security System (TMSS). Accolade successfully identified the TMSS file. It later added this file to the games '' HardBall!'', '' Star Control'', ''Mike Ditka Power Football'', and '' Turrican''. In response to the creation of these unlicensed games, Sega filed suit against Accolade in the
United States District Court for the Northern District of California The United States District Court for the Northern District of California (in case citations, N.D. Cal.) is the federal United States district court whose jurisdiction comprises the following counties of California: Alameda, Contra Costa, Del ...
, on charges of trademark infringement, unfair competition, and copyright infringement. In response, Accolade filed a counterclaim for falsifying the source of its games by displaying the Sega trademark when the game was powered up. Kent 2001, p. 384 Despite winning an injunction in the initial district court case, as a result of Accolade's appeal, the
Ninth Circuit The United States Court of Appeals for the Ninth Circuit (in case citations, 9th Cir.) is the U.S. federal court of appeals that has appellate jurisdiction over the U.S. district courts in the following federal judicial districts: * District o ...
overturned the district court's verdict and ruled that Accolade's decompilation of the Sega software constituted fair use. Ultimately, Sega and Accolade settled the case on April 30, 1993. As a part of this settlement, Accolade became an official licensee of Sega, and later developed and released '' Barkley Shut Up and Jam!'' while under license. Kent 2001, p. 388 The terms of the licensing, including whether or not any special arrangements or discounts were made to Accolade, were not released to the public. The financial terms of the settlement were also not disclosed, although both companies agreed to pay their own legal costs.


1993 United States congressional hearings

In 1993, the American media began to focus on the mature content of certain video games. Games such as '' Night Trap'' for the Sega CD, an add-on, received unprecedented scrutiny. Issues about ''Night Trap'' were brought up in the United Kingdom, with former Sega of Europe development director Mike Brogan noting that "''Night Trap'' got Sega an awful lot of publicity ... it was also cited in
UK Parliament The Parliament of the United Kingdom is the supreme legislative body of the United Kingdom, the Crown Dependencies and the British Overseas Territories. It meets at the Palace of Westminster, London. It alone possesses legislative supremac ...
for being classified as "15" due to its use of real actors." This came at a time when Sega was capitalizing on its image as an edgy company with attitude, and this only reinforced that image. By far the year's most controversial game was Midway's ''Mortal Kombat'', ported to the Genesis and SNES by Acclaim. In response to public outcry over the game's graphic violence, Nintendo decided to replace the blood in the game with "sweat" and the arcade's gruesome "fatalities" with less violent finishing moves. Kent 2001, p. 461-480 Sega took a different approach, instituting America's first video game ratings system, the Videogame Rating Council (VRC), for all its current systems. Ratings ranged from the family friendly GA rating to the more mature rating of MA-13, and the adults-only rating of MA-17. With the rating system in place, Sega released its version of ''Mortal Kombat'', appearing to have removed all the blood and sweat effects and toning down the finishing moves even more than in the SNES version. However, all the arcade's blood and uncensored finishing moves could be enabled by entering a "Blood Code". This technicality allowed Sega to release the game with a relatively low MA-13 rating. Meanwhile, the tamer SNES version shipped without a rating. The Genesis version of ''Mortal Kombat'' was well received by gaming press, as well as fans, outselling the SNES version three- or four-to-one, while Nintendo was criticized for censoring the SNES version of the game. Executive vice president of Nintendo of America
Howard Lincoln Howard Charles Lincoln (born February 14, 1940) is an American lawyer and businessman, known primarily for being the former Chairman of Nintendo of America and the former Chairman and Chief Executive Officer of the Seattle Mariners baseball team ...
was quick to point out in United States congressional hearings in 1993 that ''Night Trap'' had no such rating. In response, Sega of America vice president Bill White showed a videotape of violent video games on the SNES and stressed the importance of rating video games. At the end of the hearing, Senator Joe Lieberman called for another hearing in February 1994 to check on progress toward a rating system for video game violence. Although experiencing increased sales, Sega decided to recall ''Night Trap'' and re-release it with revisions in 1994 due to the Congressional hearings. After the close of these hearings, video game manufacturers came together to establish the rating system that Lieberman had called for. Initially, Sega proposed the universal adoption of its system, but after objections by Nintendo and others, Sega took a role in forming a new one. This became the
Entertainment Software Rating Board 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 ...
, an independent organization that received praise from Lieberman.


Game Gear and Sega CD

In 1990, Sega launched the Game Gear to compete against Nintendo's
Game Boy The is an 8-bit fourth generation handheld game console developed and manufactured by Nintendo. It was first released in Japan on April 21, 1989, in North America later the same year, and in Europe in late 1990. It was designed by the same ...
. The console had been designed as a portable version of the Master System, and featured more powerful systems than the Game Boy, including a full-color screen, in contrast to the
monochromatic A monochrome or monochromatic image, object or color scheme, palette is composed of one color (or lightness, values of one color). Images using only Tint, shade and tone, shades of grey are called grayscale (typically digital) or Black and wh ...
screen of its rival. Due to issues with its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling approximately 11 million units. By 1991, compact discs (CDs) had gained in popularity as a
data storage device Data storage is the recording (storing) of information (data) in a storage medium. Handwriting, phonographic recording, magnetic tape, and optical discs are all examples of storage media. Biological molecules such as RNA and DNA are conside ...
for music and software. PCs and video game companies had started to make use of this technology. NEC had been the first to include CD technology in a game console with the release of the
TurboGrafx-CD The TurboGrafx-16, known as the outside North America, is a home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was the first console marketed in the fourth generation, commonly known as the 16-bit era, thoug ...
add-on, and Nintendo was making plans to develop its own CD peripheral as well. Seeing the opportunity to gain an advantage over its rivals, Sega partnered with
JVC JVC (short for Japan Victor Company) is a Japanese brand owned by JVCKenwood corporation. Founded in 1927 as the Victor Talking Machine Company of Japan and later as , the company is best known for introducing Japan's first televisions and for ...
to develop a
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 ...
add-on for the Genesis. Kent 2001, p. 439-460 Sega launched the
Mega-CD The Sega CD, released as the in most regions outside North America and Brazil, is a CD-ROM accessory for the Sega Genesis produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991, in Japan, ...
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$) and the euro. It is also widely used as a third reserve currency after the US dollar and th ...
49,800. The CD add-on was launched in North America on October 15, 1992, as the Sega CD, with a retail price of
US$ The United States dollar (symbol: $; code: USD; also abbreviated US$ or U.S. Dollar, to distinguish it from other dollar-denominated currencies; referred to as the dollar, U.S. dollar, American dollar, or colloquially buck) is the official ...
299; it was released in Europe as the Mega-CD in 1993. In addition to greatly expanding the potential size of its games, this add-on unit upgraded the graphics and sound capabilities by adding a second, more powerful processor, more system memory, and hardware-based
scaling Scaling may refer to: Science and technology Mathematics and physics * Scaling (geometry), a linear transformation that enlarges or diminishes objects * Scale invariance, a feature of objects or laws that do not change if scales of length, energ ...
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 that found in Sega's arcade games. The Mega-CD sold only 100,000 units during its first year in Japan, falling well below expectations. Although many consumers blamed the add-on's high launch price, it also suffered from a small software library; only two games were available at launch. This was due in part to the long delay before Sega made its software development kit available to third-party developers. Sales were more successful in North America and Europe, although the novelty of
full motion video Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information duri ...
(FMV) and CD-enhanced games quickly wore off as many of the Sega CD's later games were met with lukewarm or negative reviews.


Continued arcade success

Sega experienced success with arcades during the years it was supporting the Genesis, making it one of the most recognised brands in both the home and out-of-home sectors of gaming in the early 1990s. In arcade game development, Sega focused on releasing games to appeal to diverse tastes, including racing games and side-scrollers. It developed over 40 games for its System 16 arcade system board, and saw success in Japan with its line of medal games. Some time after the release of '' Power Drift'', Sega realigned its arcade development divisions into the Amusement Machine Research and Development teams, or AM teams, which were strictly segregated and often had rivalries with each other and with the consumer development divisions. During this time, the AM5 division was formed to create larger amusement equipment, with its first projects including the "Waku Waku" line of children's rides. Sega's advanced know-how garnered from the "taikan" experience games in the 1980s led to more complex machines; its AS-1 and
R360 The R360 is a motion simulator arcade cabinet produced by Sega. It was first released in Japan in 1990, and internationally a year later. Being short for "Rotate 360", the R360 is noteworthy for its ability to spin 360 degrees in any direction o ...
simulators offered unparalleled but highly expensive immersion. In 1992 and 1993, the new Model 1 arcade system board ran Sega AM2's ''
Virtua Racing ''Virtua Racing'', or ''V.R.'' for short, is a Formula One racing video game developed by Sega AM2 and released for arcades in 1992. ''Virtua Racing'' was initially a proof-of-concept application for exercising a new 3D graphics platform under ...
'' 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 played crucial roles in popularizing 3D polygonal graphics and took the place of Sega's line of sprite-based "Super Scaler" games. ''Virtua Fighter'' was praised for its simple three-button control scheme, with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two-dimensional competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—''Virtua Fighter'''s fluid animation and relatively realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites. The Model 1 was exceedingly expensive and advanced, bringing arcade gaming technology further in front of home consoles; Sega's difficulties in porting ''Virtua Racing'' to the Genesis reflected this. Sega also saw success in operating amusement arcades during this period. During the late 1980s and early 1990s, Sega's Japanese amusement operations division began opening progressively larger amusement centers targeted at a wider range of demographics, establishing its "En-Joint" concept in 1990. Over 150 venues were opened in the country during this period, with the prolific family-oriented Sega World chain and popular over-18s "GiGO" facilities in
Roppongi 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 ...
among them. After creating new regional arcade divisions through buyouts of existing distributors like Deith Leisure, Sega took this successful formula and retooled it for overseas territories, beginning in 1992 with a number of small test locations in the United Kingdom, Taiwan, France, and Spain. Alongside a return to operations in the United States with the "Game City" arcade in
Dallas Dallas () is the List of municipalities in Texas, third largest city in Texas and the largest city in the Dallas–Fort Worth metroplex, the List of metropolitan statistical areas, fourth-largest metropolitan area in the United States at 7.5 ...
, Texas, the four countries would receive a number of larger venues thereafter. In 1993, notable openings included the large Sega VirtuaLand in the Luxor Las Vegas, containing the high-end ''Virtua Formula'', AS-1, and
R360 The R360 is a motion simulator arcade cabinet produced by Sega. It was first released in Japan in 1990, and internationally a year later. Being short for "Rotate 360", the R360 is noteworthy for its ability to spin 360 degrees in any direction o ...
simulators.


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

Development on Sega's next video game console, 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 ...
, started over two years before the system was showcased at the Tokyo Toy Show in June 1994. The name "Saturn" was the system's codename during development in Japan, but was chosen as the official product name. According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time". Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
, but Sega of Japan rejected the proposal. Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64. Kalinske, Sony Electronic Publishing's
Olaf Olafsson Olaf or Olav (, , or British ; Old Norse: ''Áleifr'', ''Ólafr'', ''Óleifr'', ''Anleifr'') is a Scandinavian and German given name. It is presumably of Proto-Norse origin, reconstructed as ''*Anu-laibaz'', from ''anu'' "ancestor, grand-father" a ...
, and Sony America's Micky Schulhof had discussed development of a joint "Sega/Sony hardware system", which never came to fruition due to Sega's desire to create hardware that could accommodate both 2D and 3D visuals and Sony's competing notion of focusing on 3D technology. Publicly, Kalinske defended the Saturn's design: "Our people feel that they need the multiprocessing to be able to bring to the home what we're doing next year in the arcades." In 1993, Sega restructured its internal studios in preparation for the Saturn's launch. To ensure high-quality 3D games would be available early in the Saturn's life, and to create a more energetic working environment, developers from Sega's arcade division were asked to create console games. New teams, such as ''
Panzer Dragoon ''Panzer Dragoon'' is a series of video games by Sega. The first three games were developed in the 1990s by Sega's Team Andromeda for the Sega Saturn. The fourth, ''Panzer Dragoon Orta'' (2002), was developed by Sega's Smilebit team for the Xbox ...
'' developer
Team Andromeda or Sega Sports R&D is a defunct development division of the Japanese video game company Sega. It was previously known as Smilebit, one of nine semi-autonomous studios which Sega established in 2000. Smilebit was previously known as R&D6 or AM6 w ...
, were formed during this time.


32X

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


Saturn launch

Sega released the Saturn in Japan on November 22, 1994, at a price of ¥44,800. ''Virtua Fighter'', a faithful port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn console at launch and was crucial to the system's early success in Japan. Fueled by the popularity of ''Virtua Fighter'', Sega's initial shipment of 200,000 Saturn units sold out on the first day, and was more popular than the
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. However, 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 gave a keynote presentation in which he revealed the release price of
US$ The United States dollar (symbol: $; code: USD; also abbreviated US$ or U.S. Dollar, to distinguish it from other dollar-denominated currencies; referred to as the dollar, U.S. dollar, American dollar, or colloquially buck) is the official ...
399 (including a copy of ''Virtua Fighter''), and described the features of the console. Kalinske also revealed that, due to "high consumer demand", Sega had already shipped 30,000 Saturns to
Toys "R" Us Toys "R" Us is an American toy, clothing, and baby product retailer owned by Tru Kids (doing business as Tru Kids Brands) and various others. The company was founded in 1957; its first store was built in April 1948, with its headquarters loc ...
, Babbage's,
Electronics Boutique EB Games (formerly known as Electronics Boutique and EB World) is an American computer and video games retailer. First established as an American company in 1977 by James Kim with a single electronics-focused location in the King of Prussia mall ...
, 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. The announcement upset retailers who were not informed of the surprise release, including
Best Buy Best Buy Co. Inc. is an American multinational consumer electronics retailer headquartered in Richfield, Minnesota. Originally founded by Richard M. Schulze and James Wheeler in 1966 as an audio specialty store called Sound of Music, it was rebra ...
and
Walmart Walmart Inc. (; formerly Wal-Mart Stores, Inc.) is an American multinational retail corporation that operates a chain of hypermarkets (also called supercenters), discount department stores, and grocery stores from the United States, headquarter ...
;cf.
KB Toys K·B Toys (also known as Kay Bee Toys) was an American chain of mall-based retail toy stores. The company was founded in 1922 as Kaufman Brothers, a wholesale candy store. The company opened a wholesale toy store in 1946, and ended its candy who ...
responded by dropping Sega from its lineup. The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995, at a price of £399.99. European retailers and press did not have time to promote the system or its games, harming sales. The Saturn's U.S. launch was accompanied by a reported $50 million advertising campaign that included coverage in publications such as '' Wired'' and ''
Playboy ''Playboy'' is an American men's lifestyle and entertainment magazine, formerly in print and currently online. It was founded in Chicago in 1953, by Hugh Hefner and his associates, and funded in part by a $1,000 loan from Hefner's mother. K ...
''. Early advertising for the system was targeted at a more mature, adult audience than the Sega Genesis ads. Because of the early launch, the Saturn had only six games (all published by Sega) available to start as most third-party games were slated to be released around the original launch date. ''Virtua Fighter'''s relative lack of popularity in the West, combined with a release schedule of only two games between the surprise launch and September 1995, prevented Sega from capitalizing on the Saturn's early timing. Within two days of its September 9, 1995, launch in North America, the PlayStation sold more units than the Saturn had in the five months following its surprise launch, with almost all of the initial shipment of 100,000 units being sold in advance, and the rest selling out across the U.S. On October 2, 1995, Sega announced a Saturn price reduction to $299. Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, new games were not enough to reverse the PlayStation's decisive lead. By 1996, the PlayStation had a considerably larger library than the Saturn, although Sega hoped to generate interest with upcoming exclusives such as '' Nights into Dreams''. Within its first year, the PlayStation secured over 20% of the entire U.S. video game market. On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199, a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199. On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture. In spite of the launch of the PlayStation and the Saturn, sales of 16-bit hardware/software continued to account for 64% of the video game market in 1995. Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand for the product. Sega was able to capture 43% of the dollar share of the U.S. video game market and sell more than 2 million Genesis units in 1995, but Kalinske estimated that "we could have sold another 300,000 Genesis systems in the November/December timeframe." Nakayama's decision to focus on the Saturn over the Genesis, based on the systems' relative performance in Japan, has been cited as the major contributing factor in this miscalculation. According to Sega Technical Institute head Roger Hector, after Sony's release of the PlayStation, the atmosphere at Sega became political, with "lots of finger-pointing".


Changes in management

Due to long-standing disagreements with Sega of Japan, Kalinske lost most of his interest in his work as CEO of Sega of America. On July 16, 1996, Sega announced that
Shoichiro Irimajiri is a Japanese people, Japanese engineer and businessman. He earned an aeronautical engineering degree from the University of Tokyo and worked for Honda Motor Co., Ltd. for 20 years, overseeing the introduction of its Honda CBX1000, CBX motorcycl ...
had been appointed chairman and CEO of Sega of America, while Kalinske would be leaving Sega after September 30 of that year. A former
Honda is a Japanese public multinational conglomerate manufacturer of automobiles, motorcycles, and power equipment, headquartered in Minato, Tokyo, Japan. Honda has been the world's largest motorcycle manufacturer since 1959, reaching a product ...
executive, Irimajiri had been actively involved with Sega of America since joining Sega in 1993. Sega also announced that David Rosen and Nakayama had resigned from their positions as chairman and co-chairman of Sega of America, though both men remained with the company.
Bernie Stolar Bernard Stolar (October 9, 1946 – June 22, 2022) was an American businessman and a prominent figure in the video game industry for many years. Among several roles in the industry, he was a founding member of Sony Computer Entertainment America ...
, a former executive at Sony Computer Entertainment of America, was named Sega of America's executive vice president in charge of product development and third-party relations. Stolar, who had arranged a six-month PlayStation exclusivity deal for ''
Mortal Kombat 3 ''Mortal Kombat 3'' is a 1995 arcade fighting game developed by Midway Games and first released into arcades in 1995. It is the third main installment in the ''Mortal Kombat'' franchise and a sequel to 1993's ''Mortal Kombat II''. As in the prev ...
'' and helped build close relations with
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the d ...
while at Sony, was perceived as a major asset by Sega officials. Finally, Sega of America made plans to expand its PC software business. Stolar was not supportive of the Saturn due to his belief that the hardware was poorly designed, and publicly announced at E3 1997 that "The Saturn is not our future." While Stolar had "no interest in lying to people" about the Saturn's prospects, he continued to emphasize quality games for the system, and subsequently reflected that "we tried to wind it down as cleanly as we could for the consumer." At Sony, Stolar opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America, and advocated a similar policy for the Saturn during his time at Sega, although he later sought to distance himself from this perception. These changes were accompanied by a softer image that Sega was beginning to portray in its advertising, including removing the "Sega!" scream and holding press events for the education industry.


Continued arcade success

While Sega struggled greatly with its consumer division during the Saturn years, its arcade divisions remained profitable, with annual arcade revenues increasing year-on-year throughout the late 1990s. This was despite a market slump in the late 1990s, caused by the increased popularity of home video game consoles. Sega had partnered with GE to develop the
Sega Model 2 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 ...
arcade system board, building on 3D technology in the arcade industry at the time. The board ran numerous successful arcade games, including ''
Daytona USA is an arcade racing video game developed by Sega AM2 in 1993 and released by Sega in 1994. Players race stock cars on one of three courses. The first game released on the Sega Model 2 three-dimensional arcade system board, a prototype debuted ...
'', ''
Virtua Cop (known as ''Virtua Squad'' for the North American Windows version) is a 1994 light gun shooter game developed by Sega AM2 and designed by Yu Suzuki. It was originally an arcade game on the Sega Model 2 system, and was ported to the Sega Saturn in ...
'', and ''
Virtua Fighter 2 is a 1994 fighting game, fighting video game developed by Sega. It is the sequel to 1993's ''Virtua Fighter (video game), Virtua Fighter'' and the second game in the ''Virtua Fighter'' series. It was created by Sega's Yu Suzuki-headed Sega AM2, ...
''. The Model 2 was equipped with better hardware than any home video game consoles at the time, and was licensed to other developers. 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 was a Japanese multinational corporation, multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Na ...
during this period, driving the growth of 3D gaming. By 1996, ''Virtua Fighter'' for the Model 1 had sold over 40,000 arcade units and the Model 2 had sold over 130,000 systems. ''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. ).
In 1996, Sega partnered with
Lockheed Martin The Lockheed Martin Corporation is an American aerospace, arms, defense, information security, and technology corporation with worldwide interests. It was formed by the merger of Lockheed Corporation with Martin Marietta in March 1995. It ...
to develop the Sega Model 3, which when released was the most powerful arcade system in existence. By 2000, Sega had sold more than 200,000 Model 2 and 3 systems. 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 A selfie () is a self-portrait photograph, typically taken with a digital camera or smartphone, which may be held in the hand or supported by a selfie stick. Selfies are often shared on social media, via social networking services such as F ...
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 Karaoke (; ; , clipped compound of Japanese ''kara'' "empty" and ''ōkesutora'' "orchestra") is a type of interactive entertainment usually offered in clubs and bars, where people sing along to recorded music using a microphone. The music is ...
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 annually from ''Purikura'' sales that year. Various other similar ''purikira'' machines appeared from other manufacturers, with Sega controlling about half of the market in 1997. Despite the arcade market stagnating towards the end of the decade, Sega's arcade revenues increased as a result of the Sega Model 2 and 3 arcade systems, the ''Print Club'' machines, and Sega's Japanese arcade centers. ''Print Club'' alone generated over in sales for Atlus and Sega.


Failed merger with Bandai

In January 1997, Sega announced its intentions to merge with
Bandai is a Japanese multinational toy manufacturer and distributor headquartered in Taitō, Tokyo. Its international branches, Bandai Namco Toys & Collectables America and Bandai UK, are respectively headquartered in Irvine, California and Richmond ...
, a Japanese toy maker that was Japan's largest and the world's third largest at the time. The merger, planned as a $1 billion
stock swap 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 planned company known as Sega Bandai, Ltd. Plans for the merger were necessitated by the struggling financial state of both Sega and Bandai, with Bandai announcing their anticipated loss for the fiscal year and Sega announcing a lower than expected profit. Sega Bandai was planned to be an entertainment conglomerate, with an estimated $6 billion in revenue. Some financial analysts expressed doubt about this strategy; according to SBC Warburg Securities analyst Reinier Dobbelmann, "both companies have big ideas, but they don't carry them out." Initially planned to be finalized in October of that year, the merger was called off in May 1997. Opposition to the merger had grown in the ranks of Bandai's midlevel executives, with reasons cited including cultural differences with Sega's corporate culture colliding with Bandai's family-run business. This opposition had become so great that Bandai's board of directors called a meeting to discuss the situation and decided to cancel the merger, although they did agree to a business alliance with Sega. The following day, Bandai president Makoto Yamashina resigned his position, taking responsibility for the failed merger and apologizing publicly for his inability to get the merger completed. In a separate press conference, Nakayama elaborated on his reason for agreeing to cancel the acquisition of Bandai, stating, "We will not be successful working together if Bandai's management cannot take hold of people's hearts." As a result of the company's deteriorating financial situation, Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri. It has been speculated that Nakayama's resignation was in part due to the failure of the Sega Bandai merger, as well as Sega's 1997 performance. Stolar would subsequently accede to become CEO and president of Sega of America.


Struggles in other divisions

Aside from the Saturn, Sega made forays in the consumer PC market with the 1995 establishment of
SegaSoft SegaSoft, originally headquartered in Redwood City, California and later San Francisco, was a joint venture by Sega and CSK (Sega's majority stockholder at the time), created in 1995 to develop and publish games for the PC and Sega Saturn, prim ...
, which was tasked with creating original Saturn and PC games. The mid-1990s also saw Sega making efforts to expand beyond its image as a strictly kids-oriented, family entertainment company, by publishing a number of games with extreme violence and sexual themes, and introducing the "Deep Water" label to mark games with mature content. From 1994 to 1999, Sega participated in the pinball market when it took over Data East's pinball division. In December 1997, Sega and CSK jointly purchased an 11 million stake in ASCII Corporation, a Japanese company best known for co-creating the
MSX MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-p ...
computer. Beginning in 1994, Sega launched numerous indoor theme parks in Japan, including several Joypolis parks in locations like 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 ...
, under a concept officially dubbed "Amusement Theme Park". Populating them were a number of interactive "mid-size" attractions that had been developed in-house, such as the
VR-1 VR-1 is a virtual reality amusement park attraction released by Sega. Installed publicly for the first time in July 1994 at the opening of the original Joypolis indoor theme park, Yokohama Joypolis, it represented the culmination of Sega's Japanese ...
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
motion simulator A motion simulator or motion platform is a mechanism that creates the feelings of being in a real motion environment. In a simulator, the movement is synchronised with a visual display of the outside world (OTW) scene. Motion platforms can provi ...
made in conjunction with Virtuality Group. Sega intended to create 100 "ATP" venues across the world by the start of the 2000s, however the only overseas locations to materialise were SegaWorld London in September 1996 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 ...
in March 1997. In March 1997, Sega also launched its
GameWorks GameWorks is a gaming-based entertainment center with a single location as of 2022, a chain of such businesses. It was owned by then-owner ExWorks Capital, each venue featured a wide array of video game arcades, in addition to full-service bars a ...
urban entertainment centers in the US in a joint venture with
Universal Studios Universal Pictures (legally Universal City Studios LLC, also known as Universal Studios, or simply Universal; common metonym: Uni, and formerly named Universal Film Manufacturing Company and Universal-International Pictures Inc.) is an Ameri ...
and
DreamWorks SKG DreamWorks may refer to: * DreamWorks Pictures, an American film production company of Amblin ** DreamWorks Television, an American television production company and division of the film studio ** DreamWorks Records, an American record label and f ...
. Some of these flagship venues exceeded projected numbers in their first years, however others, including the SegaWorld in London, faced managerial problems and poor reviews.


Financial decline

The Saturn failed to take the lead in the market as its predecessor had. After the launch of the Nintendo 64 in 1996, sales of the Saturn and its games were sharply reduced, while the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997. As of August 1997, Sony controlled 47% of the console market, Nintendo 40%, and Sega only 12%. Neither price cuts nor high-profile game releases proved helpful. 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 The , abbreviated as Tosho () or TSE/TYO, is a stock exchange located in Tokyo, Japan. It is the third largest stock exchange in the world by aggregate market capitalization of its listed companies, and the largest in Asia. It had 2,292 listed co ...
. Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a net loss of ¥43.3 billion (US$327.8 million) and a consolidated net loss of ¥35.6 billion (US$269.8 million). Shortly before announcing its financial losses, Sega announced that it was discontinuing the Saturn in North America to prepare for the launch of its successor. The Saturn would last longer in Japan and Europe. The decision to abandon the Saturn effectively left the Western market without Sega games for over one year. Sega suffered an additional ¥42.881 billion consolidated net loss in the fiscal year ending March 1999, and announced plans to eliminate 1,000 jobs, nearly a quarter of its workforce. With lifetime sales of 9.26 million units, the Saturn is considered a commercial failure, although its install base in Japan surpassed the Nintendo 64's 5.54 million. Lack of distribution has been cited as a significant factor contributing to the Saturn's failure, as the system's surprise launch damaged Sega's reputation with key retailers. Conversely, Nintendo's long delay in releasing a 3D console and damage caused to Sega's reputation by poorly supported add-ons for the Genesis are considered major factors allowing Sony to gain a foothold in the market. In contrast to Sega's declining home consumer video game revenues, Sega's arcade revenues were increasing year-on-year during the late 1990s. Despite the arcade market stagnating towards the end of the decade, Sega's arcade revenues increased as a result of the
Sega Model 2 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 ...
and 3 arcade systems, the
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 ...
-developed '' Print Club'' (''Purikura'') photo sticker machines, and Sega's Japanese arcade centers. But it was not enough to offset the significant decline in consumer product sales, leading to overall declines in total revenues and profits. In the fiscal year ended March 1997, Sega had a slight increase in total revenue and profit, as a result of its growing arcade revenue. However, Sega later had its first financial loss in the fiscal year ended March 1998, as the result of a significant drop in consumer product sales.


Dreamcast and continuing struggles (1999–2001)

Despite taking massive losses on the Saturn, including a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders. Sega announced that '' Sonic Adventure'', the next game starring company mascot
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 ...
, would arrive in time for the Dreamcast's launch and promoted the game with a large-scale public demonstration at the Tokyo Kokusai Forum Hall. However, Sega could not achieve its shipping goals for the Dreamcast's Japanese launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process. As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998, the Dreamcast launched in Japan at a price of JP¥29,000, and the entire stock sold out by the end of the day. However, of the four games available at launch, only one—a port of ''
Virtua Fighter 3 is the sequel to 1994's ''Virtua Fighter 2'' and the third fighting game in the ''Virtua Fighter'' series, developed by Sega AM2 and published by Sega in 1996. It was the first arcade game to run on the Sega Model 3 system board. Like its prede ...
'', the most successful arcade game Sega ever released in Japan—sold well. Sega estimated that an additional 200,000–300,000 Dreamcast units could have been sold with sufficient supply. Irimajiri hoped to sell over 1 million Dreamcast units in Japan by February 1999, but less than 900,000 were sold, undermining Sega's attempts to build up a sufficient installed base to ensure the Dreamcast's survival after the arrival of competition from other manufacturers. Prior to the Western launch, Sega reduced the price of the Dreamcast to JP¥19,900, effectively making the hardware unprofitable but increasing sales. In America, Sega of America's senior vice president of marketing Peter Moore, a fan of the attitude previously associated with Sega's brand, worked with Foote, Cone & Belding and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power. According to Moore, "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but all the things we loved about Sega, primarily from the Genesis days." On August 11, Sega of America confirmed that Stolar had been fired, leaving Moore to direct the launch. Prior to the Dreamcast's release, Sega was dealt a blow when EA—the largest third-party video game publisher—announced it would not develop games for the system. EA executive Bing Gordon claimed "
ega Ega or EGA may refer to: Military * East German Army, the common western name for the National People's Army * Eagle, Globe, and Anchor, the emblem of the United States Marine Corps People * Aega (mayor of the palace), 7th-century noble of Neus ...
couldn't afford to give us Athe same kind of license that EA has had over the last five years", but Stolar recounted that EA president Larry Probst wanted "exclusive rights to be the only sports brand on Dreamcast", which Stolar could not accept due to Sega's recent $10 million purchase of
sports game A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with a game, including team sports, track and field, extreme sports, and combat sports. Some games emphasize actually playing the sport (s ...
developer Visual Concepts. While the Dreamcast would have none of EA's popular sports games, "Sega Sports" games developed mainly by Visual Concepts helped to fill that void.


Western launch

The Dreamcast launched in North America on September 9, 1999, at a price of $199—which Sega's marketing dubbed "9/9/99 for $199". Eighteen launch games were available for the Dreamcast in the U.S. Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning the company $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history". Within two weeks, U.S. Dreamcast sales exceeded 500,000. By Christmas, Sega held 31 percent of the North American video game marketshare. On November 4, Sega announced it had sold over one million Dreamcast units. Nevertheless, the launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs. Sega released the Dreamcast in Europe on October 14, 1999, at a price of GB£200. While Sega sold 500,000 units in Europe by Christmas 1999, sales did not continue at this pace, and by October 2000, Sega had sold only about 1 million units in Europe. Though the Dreamcast launch had been successful, Sony still held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999. On March 2, 1999, in what one report called a "highly publicized,
vaporware In the computer industry, vaporware (or vapourware) is a product, typically computer hardware or software, that is announced to the general public but is late or never actually manufactured nor officially cancelled. Use of the word has broade ...
-like announcement" Sony revealed the first details of its "next generation PlayStation", which
Ken Kutaragi is a Japanese engineering technologist and businessman. He is the former chairman and CEO of Sony Interactive Entertainment (SIE), the video game division of Sony Corporation, and current president and CEO of Cyber AI Entertainment. He is known ...
claimed would allow video games to convey unprecedented emotions. The same year, Nintendo announced that its next generation console would meet or exceed anything on the market, and Microsoft began development of its own console.


Development studio restructure

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. Studios included
United Game Artists (UGA) was a subsidiary of Sega headquartered in Shibuya, Tokyo, Japan. It was founded by Tetsuya Mizuguchi, a video game developer who had experience with Sega's Sega AM3, AM3 division. After separating with Kenji Sasaki to form AM Annex, Mi ...
, Hitmaker,
Smilebit or Sega Sports R&D is a defunct development division of the Japanese video game company Sega. It was previously known as Smilebit, one of nine semi-autonomous studios which Sega established in 2000. Smilebit was previously known as R&D6 or AM6 w ...
,
Overworks is a development department within Japanese video game developer Sega that also previously existed as Wow Entertainment and AM1 spent most of its early existence under the leadership of Rikiya Nakagawa and developed a number of arcade gam ...
, Sega AM2,
Sonic Team is a video game developer owned by the Japanese video game company Sega as part of its Sega CS Research and Development No. 2 division. Sonic Team is best known for the long-running '' Sonic the Hedgehog'' series and games such as '' Nights ...
,
WOW Entertainment is a development department within Japanese video game developer Sega that also previously existed as Wow Entertainment and AM1 spent most of its early existence under the leadership of Rikiya Nakagawa and developed a number of arcade games f ...
, Amusement Vision, and Sega Rosso. Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process. This resulted in games such as '' Rez'',''The Typing of the Dead'', ''Seaman'', and ''Segagaga''. Sega also revived franchises from the Genesis era, such as ''Ecco the Dolphin: Defender of the Future, Ecco the Dolphin''. AM2 developed what Sega hoped would be the Dreamcast's killer app, ''Shenmue (video game), Shenmue'', a "revenge epic in the tradition of Cinema of China, Chinese cinema." Incorporating a Simulation video game, simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing the Quick-time event in its modern form), ''Shenmue'' went over budget and was rumored to have cost Sega over $50 million. As the first fully 3D Platform game, platforming game starring Sega's mascot, Sonic the Hedgehog, Sonic Team's '' Sonic Adventure'' was considered "the centerpiece of the [Dreamcast] launch". ''Adventure'' garnered criticism for technical problems including erratic camera angles and glitches, but was praised for its "luscious" visuals, "vast, twisting environments" and iconic set pieces. It has been described as the ''Sonic'' series' creative apex. However, it failed "to catch on with players in nearly the way that [Nintendo's] ''Super Mario 64, Mario 64'' had done", perhaps due to a perceived lack of gameplay depth. In sports, Visual Concepts' ''NFL 2K'' football series and its ''NBA 2K (series), NBA 2K'' basketball series were critically acclaimed. Additionally, with the release of Sega's NAOMI arcade system board, the focus of the arcade divisions shifted to produce games that could easily be ported to the Dreamcast.


Continued financial losses

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, which followed a similar loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss. Although Sega's overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded the company's expectations, this increase in sales coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan. At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting the company to close 246 of its 870 locations. Arcade sales in 2000 dropped 16% in Japan, and 15% overseas, despite downsizing by competitors. In the face of a worldwide decline in the arcade industry, Sega cut down the majority of its overseas operations, closing the flagship Sega World indoor theme parks in London and Sydney. In Japan, novel new venues, including Club Segas in Shibuya and Yokohama, as well as the popular ''Derby Owners Club'', kept Sega's arcade business afloat, however with the exception of the successful ''Samba De Amigo'', no arcade rhythm game releases by the company capitalised on the genre's first boom in popularity. Moore became the president and chief operating officer of Sega of America on 8 May, 2000. He said that the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 to remain a viable platform, but Sega ultimately fell short of this goal with some 3 million units sold. Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses. Instead of an expected profit, for the six months ending September 2000, Sega posted a ¥17.98 billion ($163.11 million) loss, with the company projecting a year-end loss of ¥23.6 billion. This estimate was more than doubled to ¥58.3 billion, and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million). Although the PS2's October 26 U.S. launch was marred by shortages, many disappointed consumers continued to wait for a PS2—while the PSone, a remodelled PlayStation, was the best-selling console in the U.S. at the start of the 2000 holiday season. According to Moore, "the PlayStation 2 effect that we were relying upon did not work for us ... people will hang on for as long as possible ... What effectively happened is the PlayStation 2 lack of availability froze the marketplace". Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, respectively, while Sega held only 15 percent. According to former Sega of America vice president of communications Charles Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but this ratio "on a small install base didn't give us the revenue ... to keep this platform viable in the medium to long term."


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

In 2000, Sega and CSK Corporation chairman Isao Okawa replaced Irimajiri as president of Sega. Irimajiri had been replaced as a result of Sega's financial losses. Okawa had long advocated that Sega abandon the console business. His sentiments were not unique; Sega co-founder David Rosen had "always felt it was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had previously suggested that Sega should have sold their company to Microsoft. In September 2000, in a meeting with Sega's Japanese executives and the heads of the company's major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software—prompting the studio heads to walk out. On November 1, 2000, Sega changed its company name from ''Sega Enterprises'' to ''Sega Corporation.'' In December 2000, ''The New York Times'' reported that Nintendo and Sega were holding discussions regarding a potential 2 billion buyout, though the two companies denied this; a Sega spokesman called the report "absolutely outrageous". Okawa talked to Microsoft about a sale or merger with their Xbox division, but those talks failed. ''Forbes'' has speculated that the Nintendo buyout discussions could have been to put pressure on Microsoft to acquire Sega. On January 23, 2001, a story ran in ''Nihon Keizai Shimbun'' claiming that Sega would cease production of the Dreamcast and develop software for other platforms. After initial denial, Sega of Japan put out a press release confirming they were considering producing software for the PlayStation 2 and Game Boy Advance as part of their "new management policy". 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 $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001. After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95. The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega's internal game development studios as well as the heads of Visual Concepts and Wave Master and given away with 55 first-party Dreamcast games through a competition organized by ''GamePro'' magazine. Okawa, who had previously loaned Sega $500 million in the summer of 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his $695 million worth of Sega and CSK stock, helping the company survive the third-party transition. As part of this restructuring, nearly one-third of Sega's Tokyo workforce was laid off in 2001. By March 31, 2002, Sega had five consecutive fiscal years of net losses. A business alliance with Microsoft was announced where Sega would develop 11 games for the new Xbox console. After Okawa's death, Hideki Sato became president of Sega. Sato, a 30-year veteran of Sega, had previously developed Sega's video game consoles. Because of poor sales in 2002, Sega was forced to cut its profit forecast by 90% for 2003. As a result, Sega began to look at opportunities for a merger to fix its financial situation. In 2003, Sega began talks with Sammy Corporation and Namco. Sato stated that he would select the partner that fit the business best. Sega made an announcement on February 13, 2003, of its decision to merge with Sammy. However, as late as April 17 of the same year, Sega was still in talks with Namco, which was attempting to overturn the merger and went public with its offer to be acquired. Sega's consideration of Namco's offer upset executives of Sammy. However, the day after Sega announced it was no longer planning to merge with Sammy, Namco withdrew its offer. Though Namco expressed that it would be willing to work with Sega on a future deal, Sega expressed it was not interested. Due to the failure to complete a merger, Sato was forced to step down. In 2003, he and COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi, the head of Hitmaker. As part of Oguchi's restructuring plan, he announced his intention to consolidate Sega's studios into "four or five core operations." Sega's studios were consolidated and reintegrated into Sega as its R&D division, no longer existing as independent companies. Peter Moore left Sega of America in January 2003. The reason for leaving was a frustrating meeting with Sega of Japan refusing to adapt to the changing gaming landscape due to mature games like ''Grand Theft Auto III''. Hideaki Irie became the new president and COO of Sega of America in October 2003. Irie previously worked at Agetec and ASCII Media Works, ASCII.


Sammy takeover and business expansion (2003–2015)

Although talks of a merger had soured earlier, Sega and Sammy were able to resume discussions. In August 2003, Sammy bought the outstanding 22% of shares that CSK had, becoming Sega's largest shareholder in the process. In the same year, Hajime Satomi, primary owner and president and CEO of Sammy, stated that Sega's activity will focus on their profitable arcade business as opposed to their loss-incurring home software development sector. Satomi was determined to push this strategy, stating, "if [Sammy's] vision does not agree with that of Sega then we might have to consider taking more shares." Satomi had a history with Sega, as he was mentored by Isao Okawa and was previously asked to be CEO of Sega. After the decline of the global arcade industry around the 21st century, Sega introduced several novel concepts tailored to the Japanese market. ''Derby Owners Club'' was an arcade machine with memory cards for data storage, designed to take over half an hour to complete and costing JP¥500 to play. Testing of ''Derby Owners Club'' in an arcade in Chicago showed that it became the most popular machine in the arcade, with a 92% replay rate. While the eight-player Japanese version of the game was released in 1999, due to size issues, the game was reduced to a smaller four player version and released in North America in 2003. Collectible card games#Arcade, Trading card game machines were introduced, with games such as ''World Club Champion Football'' for general audiences and ''Mushiking: The King of Beetles'' for young children. Sega also introduced internet functionality in arcades with ''Virtua Fighter 4'' in 2001, and further enhanced it with ALL.Net, introduced in 2004. In 2003, Sega had plans of partnering with John Woo on development of video games by his Tiger Hill Entertainment studio, but plans fell through. During mid-2004, Sammy bought a controlling share in Sega Corporation at a cost of $1.1 billion, creating the new company
Sega Sammy Holdings (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. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged. According to Satomi, Sega had been operating at a loss for nearly 10 years and lacked a clear financial base. Sammy feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business, and wanted to divesify its business in new fields using Sega's broader range of involvement in different entertainment fields. Sega Sammy Holdings was structured into four parts, three of which were Sega: Consumer Business (video games), Amusement Machine Business (arcade games), Amusement Center Business (Sega's theme parks and arcades) and Pachislot and Pachinko Business (Sammy's pachinko and pachislot business). Satomi did state that not all Sega executives were in favor of the
takeover In business, a takeover is the purchase of one company (the ''target'') by another (the ''acquirer'' or ''bidder''). In the UK, the term refers to the acquisition of a public company whose shares are listed on a stock exchange, in contrast to t ...
. While it is unclear for his reasons, head of Wow Entertainment (previously Sega AM1) Rikiya Nakagawa resigned a week after the merger. Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions. To drive growth in western markets, Sega announced new leadership for Sega of America and Sega Europe in 2005. Simon Jeffery became president and COO of Sega of America, and Mike Hayes president and COO for Sega Europe. 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 (video game series), Total War'' and ''Football Manager,'' selling ''Mario & Sonic at the Olympic Games'' and at one point being one of the top 3 costumers on Steam.


Development studio dealings and new intellectual properties

In 2005, Sega sold Visual Concepts to Take-Two Interactive, and purchased UK-based developer Creative Assembly, known for its Total War (video game series), ''Total War'' series. In the same year, Sega Racing Studio was also formed by former Codemasters employees. In 2006, Sega Europe purchased Sports Interactive, known for its ''Football Manager'' series. Sega of America purchased Sega Studios San Francisco, Secret Level in 2006, which was renamed to Sega Studios San Francisco in 2008. In early 2008, Sega announced that they would re-establish an Australian presence, as a subsidiary of Sega of Europe, with a development studio branded as Sega Studios Australia. In the same year, Sega launched a subscription based flash website called "PlaySEGA" which played emulated versions of Sega Genesis as well original web-based flash games. It was subsequently shut down due to low subscription numbers. In 2013, following THQ's bankruptcy, Sega bought Relic Entertainment, known for its ''Company of Heroes'' series. In 2008, Sega announced the closure of Sega Racing Studio, although the studio was later acquired by Codemasters. Closures of Sega Studios San Francisco and Sega Studios Australia followed in 2010 and 2013, respectively. In 2007, Sega and Nintendo collaborated using Sega's acquired Olympic Games license to create the ''Mario and Sonic, Mario and Sonic at the Olympic Games'' series, which has sold over 20 million in total. In the console and handheld business, Sega found success in Japan with the ''Yakuza (series), Yakuza'' and ''Hatsune Miku: Project DIVA'' series of games, amongst others primarily aimed at the Japanese market. In Japan, Sega distributes games from smaller Japanese game developers and localizations of Western games. 2009 also saw Sega's introduction of the Sega Vision, a portable media player and the company's first consumer hardware since the cancellation of the Dreamcast in 2001, released as a prize in Sega's UFO Catcher machines. For amusement arcades, Sega's most successful games continued to be based on network and card systems. Games of this type include ''Sangokushi Taisen'' and ''Border Break''. Arcade machine sales incurred higher profits than their console, portable, and PC games on a year-to-year basis until 2010s. In 2004, the
GameWorks GameWorks is a gaming-based entertainment center with a single location as of 2022, a chain of such businesses. It was owned by then-owner ExWorks Capital, each venue featured a wide array of video game arcades, in addition to full-service bars a ...
chain of arcades became owned by Sega, until the chain was sold off in 2011. Sega Republic, an indoor theme park in Dubai, opened to the public in 2009, while the following year, Sega began providing the 3D imaging for Hatsune Miku's Holographic, holographic concerts. In 2013, in co-operation with BBC Earth, Sega opened the first interactive nature simulation museum, Orbi Yokohama in Yokohama, Japan. Also in 2013, Index Corporation was purchased by Sega Sammy after going bankrupt. After the buyout, Sega implemented a corporate spin-off with Index, and re-branded the video game assets of the company 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.


Changes to business structure

Due to the decline of packaged game sales both domestically and outside Japan in the 2010s, Sega began layoffs and reduction of their Western businesses, such as Sega shutting down five offices based in Europe and Australia on July 1, 2012. This was done to focus on the digital game market, such as PC and mobile devices. Strong performers for Sega on these platforms include ''Phantasy Star Online 2'' and ''Chain Chronicle''. Mike Hayes left Sega Europe in 2012 and was replaced by Jurgen Post. John Cheng also began serving as president and COO of Sega of America in 2012. The amount of Stock keeping unit, SKU gradually shrunk from 84 in 2005 to 32 in 2014. Because of the shrinking arcade business in Japan, development personnel would also be relocated to the digital game area. Sega gradually reduced its arcade centers from 450 facilities in 2005, to around 200 in 2015. In the mobile market, Sega released its first app on the iTunes Store with a version of ''Super Monkey Ball (series), Super Monkey Ball'' in 2008. Since then, the strategies for Asian and Western markets have become independent. The Western line-up consisted of emulations of games and pay-to-play apps, which were eventually overshadowed by more social and free-to-play games, eventually leading to 19 of the older mobile games being pulled due to quality concerns in May 2015. Beginning in 2012, Sega also began acquiring studios for mobile development, with studios such as Hardlight, Three Rings Design, and Demiurge Studios becoming fully owned subsidiaries. In the 2010s, Sega established operational firms for each of their businesses, to streamline operations. In 2012, Sega established Sega Networks for its mobile games; and although separate at first, it merged with Sega Corporation in 2015. Sega Games was structured as a "Consumer Online Company", while Sega Networks focused on developing games for mobile devices. GameWorks was sold in 2011. In 2012, Sega Entertainment was established for Sega's amusement facility business, and in 2015, Sega Interactive was established for the arcade game business. In January 2015, Sega of America announced their relocation from San Francisco to Atlus USA's headquarters in Irvine, California, which was completed later that year. Over the course of the existence of Sega Sammy Holdings to 2015, Sega's Earnings before interest and taxes, operating income generally saw improvements compared to Sega's past financial difficulties, but was not profitable every year of operation.


Sega Group restructuring (2015–present)

In April 2015, Sega Corporation was reorganized into Sega Group, one of three groups of Sega Sammy Holdings. Sega Holdings Co., Ltd. was established, with four business sectors under its organization. Haruki Satomi, son of Hajime Satomi, took office as president and CEO of the company in April 2015. Sega announced at the Tokyo Game Show in September 2016 that they acquired the intellectual property and development rights to the games developed and published by Technosoft. Factors that influenced the acquisition included the former Technosoft president stating that they did not want the Technosoft brand to desist, and so handing over the intellectual properties to Sega was the only other option. Sega and Technosoft also had an established collaboration during the Genesis/Mega Drive era and so this pre-established relationship was also a factor when acquiring the brand rights to Technosoft games. In April 2017, Sega Sammy Holdings announced a relocation of head office functions of the Sega Sammy Group and its major domestic subsidiaries located in the Tokyo metropolitan area to Shinagawa-ku by January 2018. Their stated reasoning was to promote cooperation among companies and creation of more active interaction of personnel, while pursuing efficient group management by consolidating scattered head office functions of the group, including Sega Sammy Holdings, Sammy Corporation, Sega Holdings, Sega Games, Atlus, Sammy Network, and Dartslive. In October 2017, Sega of America announced its own online store, known as the Sega Shop. 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: The Song of Life, Yakuza 6'' and ''Persona 5'', due to the localization work of Atlus USA. Following a 70% fall in profits for the 2018 fiscal year in comparison to the previous year, despite a 35% increase in the sale of console games and success in its PC game business, Sega announced that it would focus on releases for its existing intellectual property instead of new ones. Sega blamed the loss on miscalculations of the market and having too many games being developed. Projects in development at Sega include a new game in the ''Yakuza (series), Yakuza'' series, ''Sakura Wars (2019 video game), Sakura Wars'', the Sonic the Hedgehog (film), ''Sonic the Hedgehog'' film, and the Sega Genesis Mini. In 2019, Sega acquired Two Point Studios, known for ''Two Point Hospital''.


Notes


References


External links

* {{Portal bar, Video games, Companies, Tokyo, Japan History of video games, Sega Sega