词条 | History of Sega | ||||||||||||||||||||||||||||||||||||||||||||||||
释义 |
The history of Sega, a Japanese multinational video game developer and publisher, spans from 1960 to the present day, with roots back to Standard Games in 1940 and Service Games of Japan in the 1950s. The formation of the company is traced back to the founding of Nihon Goraku Bussan, which became known as Sega Enterprises, Ltd. following acquisition of Rosen Enterprises. Sega began developing coin-operated games in 1966 with Periscope. In 1969 Gulf and Western Industries bought Sega, which continued its successful arcade-game business. In response to a downturn in the arcade-game market in the early 1980s, Sega began to develop video game consoles—starting with the SG-1000 and Master System—but struggled against competitors like the Nintendo Entertainment System. Sega released its next console, the Sega Genesis (known as the Mega Drive outside of North America) in 1988. Although it initially struggled, the Genesis became a resounding commercial success after the release of Sonic the Hedgehog in 1991 and outsold its main competitor, the Super Nintendo Entertainment System, throughout the first half of the 1990s. However, Sega experienced commercial failures in the second half of the decade such as the 32X, Sega Saturn, and Dreamcast. In 2001 Sega stopped manufacturing consoles to become a third-party developer and publisher, and was acquired by Sammy Corporation in 2004. Since the takeover, Sega has also developed smartphone games and reorganized its businesses. The company has since been more profitable than it had been after it exited the console market. Company origins and arcade success (1940–1982)In 1940, American businessmen Martin Bromley, Irving Bromberg, and James Humpert formed Standard Games in Honolulu, Hawaii, to provide coin-operated amusement machines to military bases. They saw that the onset of World War II, 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. After the war, the founders sold that company and established a new distributor called Service Games, named for the military focus. In 1951, the government of the United States outlawed slot machines in US territories, so Bromley sent two of his employees, Richard Stewart and Ray LeMaire, to Tokyo, Japan, in 1952 to establish a new distributor. The company provided coin-operated slot machines to U.S. bases in Japan and changed its name to Service Games of Japan by 1953.[1][2][3][4] The name Sega, an abbreviation of Service Games,[5] was first used in 1954 on the Diamond Star Machine, a slot machine.[6] 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.[6] As Service Games grew larger, 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.[6] A few days later, on June 3, two new companies were established to take over its business activities: Nihon Goraku Bussan and Nihon Kikai Seizo.[6][7] Kikai Seizo focused on manufacturing Sega slot machines, while Goraku Bussan served as a distributor and operator of coin-operated machines, particularly jukeboxes. As part of the operations move, Kikai Seizo and Stewart's company Utamatic, Inc. 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 Seizo and Goraku Bussan were merged in 1964.[6] David Rosen, an American officer in the United States Air Force stationed in Japan, launched a two-minute photo booth business in Tokyo in 1954.[1] This company eventually became Rosen Enterprises, and in 1957, began importing coin-operated games to Japan. In 1965, Nihon Goraku Bussan acquired Rosen's company to form Sega Enterprises, Ltd. Rosen was installed as the CEO and managing director of the new company. Shortly afterward, Sega stopped its focus on slot machines and stopped leasing to military bases in order to focus on becoming a publicly traded company of coin-operated amusement machines.[8] Products imported included Rock-Ola jukeboxes and pinball games by Williams, as well as gun games by Midway Manufacturing.[9]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.[9] Sega's first release of their own manufactured electromechanical game was the submarine simulator game, Periscope. 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 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.[10] Despite this, rampant piracy in the industry would eventually lead to Sega stepping away from exporting its games.[11] Ownership by Gulf and Western and public company statusIn order to advance the company, Rosen had a goal to take the company public, and decided this would be easier to accomplish in the United States than in Japan. Rosen was advised that this would be easiest accomplished by 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$10 million, while LeMaire retained his 20%. As a condition of the sale, Rosen was to remain CEO of the company until at least 1972. Six months later, with the deal done, Bromley joined with Stewart to form a company called Sega S.A. (also known as Segasa[18] and Sega/Sonic)[12] in Spain, which imported coin-operated machines to Europe.[18] Rosen continued to develop his relationship with Gulf and Western chairman Charles Bluhdorn, and in 1974, Gulf and Western made Sega a subsidiary of an American company renamed Sega Enterprises, Inc. During 1973, Sega would release Pong-Tron, its first video-based game.[13] Despite late competition from Taito's hit arcade game Space Invaders in 1978,[9] Sega profited heavily from the arcade gaming boom of the late 1970s, with revenues climbing to over {{US$|100|link=yes}} million by 1979. During this period, Sega acquired Gremlin Industries, a manufacturer of microprocessor-based arcade games.[14] In 1979, Sega also acquired Esco Boueki (Esco Trading), founded and owned by Hayao Nakayama. This brought Nakayama into the company, where he was placed in charge of Sega's Japanese operations.[15] Rosen later admitted that he mainly purchased Esco Trading for Nakayama's leadership.[16] 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.[17] In 1979, the company released Head On, which introduced the "eat the dots" gameplay Namco later used in Pac-Man.[18] During 1981, Sega licensed and released Frogger, its most successful title up until then.[19] In 1982, Sega introduced the first game with isometric graphics, Zaxxon.[20] Entry into the home console market (1982–1989){{Main|SG-1000|Master System}}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 Manufacturing.[21][22] The company retained Sega's North American R&D operation, as well as its Japanese subsidiary, Sega Enterprises, Ltd. 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.[23] Nakayama received permission to proceed, leading to the release of Sega's first home video game system, the SG-1000.[24] The first model to be developed was the SC-3000, a computer version with a built-in keyboard, but when Sega learned of Nintendo's plans to release a games-only console, they began developing the SG-1000 alongside the SC-3000.[25] The SG-1000 and SC-3000 were released in Japan on July 15, 1983,[24][26][27] on the same day as Nintendo launched the Family Computer (Famicom) in Japan.[24][28] Though Sega only released the SG-1000 in Japan, rebranded versions were released in several other markets worldwide.[24][25][28][29][30] The SG-1000's launch did not prove to be successful.[29] 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.[25] 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,[31] so Nakayama and Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company.[32] The Japanese assets of Sega were purchased for $38 million by a group of investors led by Rosen and Nakayama. Isao Okawa, chairman of CSK, became the chairman of Sega,[33] while Nakayama was installed as CEO of Sega Enterprises, Ltd.[32] As a result of the lack of success of the SG-1000, Sega began working on the Mark III in Japan in 1985.[29] Engineered by the same internal Sega team that had created the SG-1000,[34] the Mark III was a redesigned iteration of the previous console.[35] For the console's North America release, Sega restyled and rebranded the Mark III under the name "Master System".[36] The futuristic final design for the Master System was intended to appeal to Western tastes.[34] The Sega Mark III was released in Japan in October 1985 at a price of ¥15,000.[37] 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 titles for the Famicom not be published on other consoles. To overcome this, Sega developed its own titles and obtained the rights to port games from other developers, but they did not sell well.[38] 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,[39][40] finishing behind both Nintendo and Atari, which controlled 80 percent and 12 percent of the market, respectively.[41] Sales in the United States were handicapped by ineffective marketing by Tonka, who marketed the console on behalf of Sega in the United States.[42] Contrary to its performance in Japan and North America, the Master System was eventually a success in Europe, where it outsold the NES by a considerable margin.[43][44] As late as 1993, the Master System's active installed user base in Europe was 6.25 million units.[43] 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.[45] By 2016, the Master System had sold 8 million units in Brazil.[46] Because Tectoy continued to produce the Master System years after its cancellation, the console is considered the longest-lived in the history of video game consoles.[47] During 1984, Sega opened its European division.[48] It re-entered the North American arcade market in 1985 with the establishment of another new division at the end of a deal with Bally. The release of Hang-On in 1985 would prove successful in the region, becoming so popular that Sega struggled to keep up with demand for the game.[49] UFO Catcher was introduced in 1985 and as of 2005 was Japan's most commonly installed claw crane game.[50] Sega Genesis/Mega Drive and mainstream success (1989–1994){{Main|Sega Genesis|}}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 a week earlier. Positive coverage from magazines Famitsu and Beep! helped to establish a following, but Sega only managed to ship 400,000 units in the first year.[51] The Mega Drive was unable to overtake the venerable Famicom[52] and remained a distant third in Japan behind Nintendo's Super Famicom and NEC's PC Engine throughout the 16-bit era.[53] Sega announced a North American release date for the system on January 9, 1989.[54] At the time, Sega did not possess a North American sales and marketing organization, but ultimately decided to launch the console through its own Sega of America subsidiary, which launched later that year.[55]For the North American market, where the console was renamed "Sega Genesis", former Atari 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,[56][57] summarized by slogans including "Genesis does what Nintendon't".[51] 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.[58][59] Nonetheless, it had a hard time overcoming Nintendo's ubiquitous presence in consumers' homes.[60] Tasked by Nakayama to sell one million units within the first year, Katz and Sega of America managed to sell only 500,000 units.[51] Sonic the Hedgehog{{Main|Sonic the Hedgehog (character)}}While Sega was seeking a flagship series to compete with Nintendo's Mario series along with a character to serve as a company mascot, Naoto Ohshima designed "a teal hedgehog with red shoes that he called Mr. Needlemouse."{{sfn|Harris|2014|p=63}} This character won the contest and was renamed Sonic the Hedgehog, spawning one of the best-selling video game franchises in history.{{sfn|Harris|2014|pp=63, 73, 76}}[61] The gameplay of Sonic the Hedgehog originated with a tech demo created by Yuji Naka, who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a dot matrix. 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.[62] 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's boots with the addition of the color red, which was inspired by both Santa Claus and the contrast of those colors on Jackson's 1987 album Bad; his personality was based on Bill Clinton's "can do" attitude.[63][64][65] Marketing strategy and successIn 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, 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 with a new game, Sonic the Hedgehog.[60] The Japanese board of directors initially disapproved of the plan,[66] 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."[51] Magazines praised Sonic as one of the greatest games yet made, and Sega's console finally became successful.[60] In large part due to the popularity of Sonic the Hedgehog, the Sega Genesis outsold its main competitor, Nintendo's SNES, 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 console market in January 1992, making it the first time Nintendo was not the console leader since December 1985.[67] 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.[68] Technicians from American third-party video game publisher Electronic Arts (EA) reverse engineered the Genesis in 1989,[69] 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.[70] As a result, EA signed what founder Trip Hawkins 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."[69] The first Genesis version of EA's John Madden Football arrived before the end of 1990,[69] and became what EA creative officer Bing Gordon called a "killer app" for the system.[70] Sega was able to outsell Nintendo four Christmas seasons in a row[71] 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.[72] Sega's advertising positioned the Genesis as the cooler console,[72] 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.[73][74] 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.[75] However, according to a 2014 Wedbush Securities report based on revised NPD sales data, the SNES outsold the Genesis in the U.S. market.[76] Sega v. Accolade{{main|Sega v. Accolade}}After the release of the Sega Genesis in 1989, video game publisher Accolade began exploring options to release some of their PC games 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."[77] To get around licensing, Accolade chose to seek an alternative way to bring their games to the Genesis.[78][79] 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).[78] Accolade successfully identified the TMSS file. It later added this file to the games HardBall!, Star Control, Mike Ditka Power Football, and Turrican.[79] 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, 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.[80][81] Despite winning an injunction in the initial district court case, as a result of Accolade's appeal, the Ninth Circuit overturned the district court's verdict and ruled that Accolade's decompilation of the Sega software constituted fair use.[82] 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.[83] The terms of the licensing, including whether or not any special arrangements or discounts were made to Accolade, were not released to the public.[84] The financial terms of the settlement were also not disclosed, although both companies agreed to pay their own legal costs.[85] 1993 United States congressional hearings{{main|1993 congressional hearings on video games}}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 for being classified as "15" due to its use of real actors."[86] This came at a time when Sega was capitalizing on its image as an edgy company with attitude, and this only reinforced that image.[52] 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.[87] 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.[87] 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.[88] Meanwhile, the tamer SNES version shipped without a rating.[88] The Genesis version of Mortal Kombatwas well-received by gaming press, as well as fans, outselling the SNES version three- or four-to-one,[87][89][90] while Nintendo was criticized for censoring the SNES version of the game.[88] Executive vice president of Nintendo of America Howard Lincoln 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.[87] Although experiencing increased sales, Sega decided to recall Night Trap and re-release it with revisions in 1994 due to the Congressional hearings.[91] 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, an independent organization that received praise from Lieberman.[87] Game Gear and Sega CD{{main|Game Gear|Sega CD}}In 1990, Sega launched the Game Gear to compete against Nintendo's Game Boy. The console had been designed as a portable version of the Master System, and featured more powerful systems than the Game Boy, including a full-color screen, in contrast to the monochromatic screen of its rival.[92] 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.[93] By 1991, compact discs had gained in popularity as a data storage device 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 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 to develop a CD-ROM add-on for the Genesis.[94][95][96] Sega launched the Mega-CD in Japan[94] on December 1, 1991, initially retailing at JP¥49,800.[97] The CD add-on was launched in North America on October 15, 1992, as the Sega CD, with a retail price of US$299;[94] it was released in Europe as the Mega-CD in 1993.[97] 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 and rotation similar to that found in Sega's arcade games.[94][98] 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.[97] Sales were more successful in North America and Europe, although the novelty of full motion video (FMV) and CD-enhanced games quickly wore off as many of the Sega CD's later games were met with lukewarm or negative reviews.[99] Arcade successSega experienced success with arcade games during the years it was supporting the Genesis. At the end of the 1980s, with the arcade game market once again in good shape, Sega was one of the most recognized brands in gaming. In the later part of the decade, it focused on releasing titles to appeal to diverse tastes, including racing games and side-scrollers.[100] 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.[101] In 1992 and 1993, the new Sega Model 1 arcade system board showcased Sega AM2's Virtua Racing and Virtua Fighter (the first 3D fighting game), which played a crucial role in popularizing 3D polygonal graphics.[102][103][104] In particular, Virtua Fighter garnered praise 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 Sega Saturn and sales difficulties (1994–1999){{Main|Sega Saturn}}Development on Sega's next video game console, the Sega Saturn, 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.[107] According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time".[108] Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal.[58][109]{{sfn|Harris|2014|p=465}} Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64.[58]{{sfn|Harris|2014|p=464}} Kalinske, Sony Electronic Publishing's Olaf Olafsson, 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.[109][110]{{sfn|Harris|2014|p=452}} 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."{{sfn|Kent|2001|p=509}} 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 developer Team Andromeda, were formed during this time.[111]32X{{main|32X}}In January 1994, Sega began to develop an add-on for the Genesis, the 32X, which would serve as a less expensive entry into the 32-bit era. The decision to create the add-on was made by Nakayama and widely supported by Sega of America employees.[112] 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.[112] 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.{{sfn|Kent|2001|p=494}} 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.[112][113] 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.[112] 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.[114][115] After the holiday season, however, interest in the 32X rapidly declined.[112][113] Saturn launchSega released the Saturn in Japan on November 22, 1994, at a price of ¥44,800.[116] 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.{{sfn|Kent|2001|pp=501–502}}[117][118] Fueled by the popularity of Virtua Fighter, Sega's initial shipment of 200,000 Saturn units sold out on the first day,[58][118]{{sfn|Harris|2014|p=536, gives a lower figure of 170,000}} and was more popular than the PlayStation in Japan.[118]{{sfn|Kent|2001|p=502}} 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.{{sfn|Kent|2001|p=516}}[119] However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation.{{sfn|Harris|2014|p=536}} At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske gave a keynote presentation in which he revealed the release price of US$399 (including a copy of Virtua Fighter[120]), and described the features of the console. Kalinske also revealed that, due to "high consumer demand",[121] Sega had already shipped 30,000 Saturns to Toys "R" Us, Babbage's, Electronics Boutique, and Software Etc. for immediate release.{{sfn|Kent|2001|p=516}} The announcement upset retailers who were not informed of the surprise release, including Best Buy and Walmart;[109][122][123] KB Toys responded by dropping Sega from its lineup.{{sfn|Kent|2001|p=516}} 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.[106] European retailers and press did not have time to promote the system or its games, harming sales.[124] 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.[125][126][127] Early advertising for the system was targeted at a more mature, adult audience than the Sega Genesis ads.[128][129] 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.[120][130][131] Virtua Fighter 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.[132]{{sfn|Kent|2001|pp=519–520}} On October 2, 1995 Sega announced a Saturn price reduction to $299.[133] Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, new games were not enough to reverse the PlayStation's decisive lead.[134][135] 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.{{sfn|Kent|2001|p=533}} Within its first year, the PlayStation secured over 20% of the entire U.S. video game market.[136] On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199,[132] a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199.[137] On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture.{{sfn|Kent|2001|p=532}}[138] 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.{{sfn|Kent|2001|p=531}}[139] Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand for the product.[140]{{sfn|Kent|2001|p=531}} 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."[140] 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.{{sfn|Kent|2001|p=508}} 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".[141] Changes in managementDue to long-standing disagreements with Sega of Japan,[58][109] Kalinske lost most of his interest in his work as CEO of Sega of America.{{sfn|Kent|2001|p=535. Michael Latham: "[Tom] would fall asleep on occasion in meetings. That is true. These were nine-hour meetings. Sega had a thing for meetings. You'd get there at 8:00 A.M. and then you'd get out of the meeting at, like, 4:00 P.M., so he wasn't the only person ... It wasn't the failure of the Saturn that made him lose interest; it was the inability to do something about it. He was not allowed to do anything. The U.S. side was basically no longer in control"}} On July 16, 1996, Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America, while Kalinske would be leaving Sega after September 30 of that year.[142][143] A former Honda executive,[144]{{sfn|Kent|2001|p=559}} Irimajiri had been actively involved with Sega of America since joining Sega in 1993.[142][145] 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.[142]{{sfn|Kent|2001|p=535}} Bernie Stolar, a former executive at Sony Computer Entertainment of America,[146]{{sfn|Kent|2001|p=558}} was named Sega of America's executive vice president in charge of product development and third-party relations.[142][143] Stolar, who had arranged a six-month PlayStation exclusivity deal for Mortal Kombat 3{{sfn|Kent|2001|p=506}} and helped build close relations with Electronic Arts[58] while at Sony, was perceived as a major asset by Sega officials.[143] Finally, Sega of America made plans to expand its PC software business.[142]{{sfn|Kent|2001|p=559}} 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."[58] While Stolar had "no interest in lying to people" about the Saturn's prospects, he continued to emphasize quality games for the system,[58] and subsequently reflected that "we tried to wind it down as cleanly as we could for the consumer."{{sfn|Kent|2001|p=558}} 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.[58]{{sfn|Kent|2001|p=506}}[147] 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.{{sfn|Kent|2001|p=533}} Failed merger with BandaiIn January 1997, Sega announced its intentions to merge with Bandai, 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 whereby Sega would wholly acquire Bandai, was set to form a planned company known as Sega Bandai, Ltd.[148][149] 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."[149] 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.[150] The following day, Bandai president Makoto Yamashina resigned his position,[148] 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."[151] As a result of the company's deteriorating financial situation, Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri.[144] 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.[152] Stolar would subsequently accede to become CEO and president of Sega of America.{{sfn|Kent|2001|page=558}}[153] Financial lossesThe 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,{{sfn|Kent|2001|p=558}} while the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997.[154] 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.{{sfn|Kent|2001|p=558}} Following five years of generally declining profits,[155] in the fiscal year ending March 31, 1998 Sega suffered its first parent and consolidated financial losses since its 1988 listing on the Tokyo Stock Exchange.[156] 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).[155] 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.[144]{{sfn|Kent|2001|p=558}} The Saturn would last longer in Japan and Europe.{{sfn|Kent|2001|p=559}} The decision to abandon the Saturn effectively left the Western market without Sega games for over one year.[157] 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.[158][159] With lifetime sales of 9.26 million units,[160] the Saturn is considered a commercial failure,[161] although its install base in Japan surpassed the Nintendo 64's 5.54 million.[162] 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.[122] 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.[163]{{sfn|DeMaria|Wilson|2004|pages=282–283}} Continued success in other divisionsWhile Sega struggled greatly with its consumer division during the Saturn years, its arcade divisions also faced difficulty in the later 1990s in part due to a market slump from the success of home video game consoles.[164] Entering this period of time, Sega had partnered with GE to develop the Model 2 arcade system board, building onto 3D technology in the arcade industry at the time. This led to several successful arcade titles, including Daytona USA, Virtua Cop, and Virtua Fighter 2.[165] The Model 2 was equipped with better hardware than any home video game consoles at the time. Despite the arcade market difficulties and the company's struggles with the Saturn in its consumer division, Sega's arcade division continued strong.[164] Aside from the Saturn, Sega made forays in the PC market with the 1995 establishment of SegaSoft, which was tasked with creating original Saturn and PC games.[166][167] 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.[168] In 1996, Sega operated a number of in-door theme parks not only in Japan with Joypolis, but also overseas, with Sega World branded arcades in the UK and Australia.[169][170] From 1994 to 1999, Sega participated in the pinball market when it took over Data East's pinball division.[171] Dreamcast and continuing struggles (1999–2001){{Main|Dreamcast}}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.[172] Sega announced that Sonic Adventure, the next game starring company mascot Sonic the Hedgehog, 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.[173][174][175] 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.[172][176] 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, the most successful arcade game Sega ever released in Japan—sold well.{{sfn|Kent|2001|page=563}} Sega estimated that an additional 200,000-300,000 Dreamcast units could have been sold with sufficient supply.{{sfn|Kent|2001|page=563}} 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.{{sfn|Kent|2001|page=564}} Prior to the Western launch, Sega reduced the price of the Dreamcast to JP¥19,900, effectively making the hardware unprofitable but increasing sales.[172] In America, Sega of America's senior vice president of marketing{{sfn|Kent|2001|page=565}} 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.[177][178][179] According to Moore, "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke all the things we loved about Sega, primarily from the Genesis days."[177] On August 11, Sega of America confirmed[180] that Stolar had been fired, leaving Moore to direct the launch.{{sfn|Kent|2001|pages=564-565}}[181][182] 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 "[Sega] couldn't afford to give us [EA] the 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 developer Visual Concepts.[58][177] While the Dreamcast would have none of EA's popular sports games, "Sega Sports" games developed mainly by Visual Concepts{{sfn|Kent|2001|page=581}} helped to fill that void.[177] Western launchThe Dreamcast launched in North America on September 9, 1999 at a price of $199—which Sega's marketing dubbed "9/9/99 for $199".[157]{{sfn|Kent|2001|page=564}}[178] Eighteen launch games were available for the Dreamcast in the U.S.[178][183][184] 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".[177] Within two weeks, U.S. Dreamcast sales exceeded 500,000.[177] By Christmas, Sega held 31 percent of the North American video game marketshare.[185] On November 4, Sega announced it had sold over one million Dreamcast units.[186] Nevertheless, the launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs.[187] Sega released the Dreamcast in Europe on October 14, 1999,[186] at a price of GB₤200.[172] While Sega sold 500,000 units in Europe by Christmas 1999,[172] sales did not continue at this pace, and by October 2000, Sega had sold only about 1 million units in Europe.[188] 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.[186] On March 2, 1999, in what one report called a "highly publicized, vaporware-like announcement"[189] Sony revealed the first details of its "next generation PlayStation", which Ken Kutaragi claimed would allow video games to convey unprecedented emotions.{{sfn|Kent|2001|pages=560-561}}[190] 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.{{sfn|Kent|2001|pages=563, 574}}{{sfn|DeMaria|Wilson|2004|page=313}}[191] Development studio restructureIn what has been called "a brief moment of remarkable creativity",[192] in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.[193][194]{{sfn|Kent|2001|pages=577-578, 581}} Studios included United Game Artists, Hitmaker,{{sfn|Kent|2001|pages=324, 578}}[195] Smilebit,[196] Overworks,[197][198][199] Sega AM2,{{sfn|Kent|2001|pages=501, 578}} Sonic Team,[192] WOW Entertainment, Amusement Vision, and Sega Rosso.[200] Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process.[201] This resulted in games such as Rez,[202][203][204]The Typing of the Dead,[205][206]{{sfn|Mott|2013|page=415. "'I'm dating the head cheerleader', you might type while playing The Typing of the Dead, before digressing into an extended discourse on health and safety measures or financial prudence"}} Seaman,[207]{{sfn|Mott|2013|page=407}} and Segagaga.[208] Sega also revived franchises from the Genesis era, such as Ecco the Dolphin.[177] AM2 developed what Sega hoped would be the Dreamcast's killer app, Shenmue, a "revenge epic in the tradition of Chinese cinema."[193][209] Incorporating a 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{{sfn|Mott|2013|page=406}}[210]), Shenmue went over budget and was rumored[211] to have cost Sega over $50 million.[212]{{sfn|Mott|2013|page=406}}{{sfn|Kent|2001|page=578}} As the first fully 3D platforming game Continued financial lossesSega's initial momentum proved fleeting as U.S. Dreamcast sales—which exceeded 1.5 million by the end of 1999[220]—began to decline as early as January 2000.{{sfn|Kent|2001|page=566}} 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.[221][222] 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.[221] At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting the company to close 246 locations.[221]{{sfn|Kent|2001|page=582}} Arcade sales in 2000 dropped 16% in Japan, and 15% overseas, despite downsizing by competitors.[219] Moore stated that the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 in order to remain a viable platform, but Sega ultimately fell short of this goal with some 3 million units sold.[185]{{sfn|Kent|2001|pages=581, 588}} Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses.[223] 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.[224] This estimate was more than doubled to ¥58.3 billion,[225] and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million).[226] While the PS2's October 26 U.S. launch was marred by shortages, this did not benefit the Dreamcast as much as expected, as many disappointed consumers continued to wait for a PS2—while the PSone, a remodeled version of the original PlayStation, was the best-selling console in the U.S. at the start of the 2000 holiday season.[185][227]{{sfn|Kent|2001|pages=585-588}} 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".{{sfn|Kent|2001|page=588}} Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, respectively, while Sega held only 15 percent.[172] 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."[177]{{sfn|Kent|2001|page=585}} Shift to third-party software development (2001–2003)In 2000, Sega and CSK Corporation chairman Isao Okawa replaced Irimajiri as president of Sega.{{sfn|Kent|2001|pages=581-582}} Irimajiri had been replaced as a result of Sega's financial losses.[232][233] Okawa had long advocated that Sega abandon the console business.{{sfn|Kent|2001|pages=577, 582}} 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.[58][234] 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.[177] On November 1, 2000, Sega changed its company name from Sega Enterprises to Sega Corporation.[235] 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.[236] 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".[237] 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.{{sfn|Kent|2001|pages=588-589}}[238] The decision was Moore's. 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.[239][240] After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95.[241][242] 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.[243] 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.[244]{{sfn|Kent|2001|pages=582, 589}}[245] He also talked to Microsoft about a sale or merger with their Xbox division, but those talks failed.[246] As part of this restructuring, nearly one-third of Sega's Tokyo workforce was laid off in 2001.[247] By March 31, 2002, Sega had five consecutive fiscal years of net losses.[248] 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.[249] Due to the failure to complete a merger, Sato was forced to step down.[249] 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."[250] Sega's studios were consolidated and reintegrated into Sega as its R&D division, no longer existing as independent companies.[249] Sammy takeover and business expansion (2003–2015)Although talks of a merger had soured earlier, Sega and Sammy were able to resume discussions.[249] In August 2003, Sammy bought the outstanding 22% of shares that CSK had,[251] becoming Sega's largest shareholder in the process.[249] 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.[252] 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."[249] 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.[253] Trading card game machines were introduced, with games such as World Club Champion Football for general audiences and King of the 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.[254] 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, 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[255] 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.[256] 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).[257] Satomi did state that not all Sega executives were in favor of the takeover. While it is unclear for his reasons, head of Wow Entertainment (previously Sega AM1) Rikiya Nakagawa resigned a week after the merger.[247] Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions.[249] Development studio dealings and new intellectual propertiesIn 2005, Sega sold Visual Concepts to Take-Two Interactive,[258] and purchased UK-based developer Creative Assembly, known for its Total War series.[259] In the same year, Sega Racing Studio was also formed by former Codemasters employees.[260] In 2006, Sega Europe purchased Sports Interactive, known for its Football Manager series.[261] Sega of America purchased 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.[262] 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.[263] In 2008, Sega announced the closure of Sega Racing Studio, although the studio was later acquired by Codemasters.[260] Closures of Sega Studios San Francisco and Sega Studios Australia followed in 2010 and 2013, respectively.[264][265] In 2007, Sega and Nintendo collaborated using Sega's acquired Olympic Games license to create the 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 and 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.[266][267] In 2013, Index Corporation was purchased by Sega Sammy after going bankrupt.[268] After the buyout, Sega implemented a corporate spin-off with Index, and re-branded the video game assets of the company as Atlus, a wholly owned subsidiary of Sega.[269] 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.[270] In 2004, the GameWorks chain of arcades became owned by Sega, until the chain was sold off in 2011. In 2009, Sega Republic, an indoor theme park in Dubai, opened to the public. In 2010, Sega began providing the 3D imaging for Hatsune Miku's holographic concerts.[271] In 2013, in co-operation with BBC Earth, Sega opened the first interactive nature simulation museum, Orbi Yokohama in Yokohama, Japan.[272] Changes to business structureDue to the decline of packaged game sales both domestically and outside Japan in the 2010s,[273] 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.[274] This was done in order to focus on the digital game market, such as PC and mobile devices.[275][276] The amount of SKU gradually shrunk from 84 in 2005 to 32 in 2014. Because of the shrinking arcade business in Japan,[277] development personnel would also be relocated to the digital game area.[278] Sega gradually reduced its arcade centers from 450 facilities in 2005,[279] to around 200 in 2015.[280] In the mobile market, Sega released its first app on the iTunes Store with a version of 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.[281][282] 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.[283][284][285] In the 2010s, Sega established operational firms for each of their businesses, in order 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.[286] In 2012, Sega Entertainment was established for Sega's amusement facility business, and in 2015, Sega Interactive was established for the arcade game business.[287] 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.[288] Over the course of the existence of Sega Sammy Holdings to 2015, Sega's operating income generally saw improvements compared to Sega's past financial difficulties, but was not profitable every year of operation.[289]
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.[290][291] 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.[292][293] 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.[294] 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.[295] In October 2017, Sega of America announced its own online store, known as the Sega Shop.[296] Ian Curran, a former executive at THQ and Acclaim Entertainment, replaced John Cheng as president and COO of Sega of America in August 2018.[297] References1. ^1 {{cite web|url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega|title=IGN Presents the History of SEGA|last1=Fahs|first1=Travis|date=April 21, 2009|work=IGN|publisher=Ziff Davis|archive-url=https://web.archive.org/web/20120824130011/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega|archive-date=August 24, 2012|dead-url=yes|accessdate=July 29, 2015}} 2. ^{{cite web|url=http://kotaku.com/5788468/meet-the-four-americans-who-built-sega|title=Meet the four Americans who built Sega|last=Plunkett|first=Luke|date=April 4, 2011|work=Kotaku|publisher=Gawker Media|archive-url=https://web.archive.org/web/20150726090220/http://kotaku.com/5788468/meet-the-four-americans-who-built-sega|archive-date=July 26, 2015|dead-url=no|accessdate=August 1, 2015|df=mdy-all}} 3. ^{{cite web|url=https://www.telegraph.co.uk/technology/technology-companies/8578093/IBM-turns-100-other-surprisingly-ancient-technology-companies.html?image=8|title=IBM turns 100: other surprisingly ancient technology companies|last=|first=|date=|work=The Daily Telegraph|publisher=Telegraph Media Group|archive-url=https://web.archive.org/web/20150926071052/http://www.telegraph.co.uk/technology/technology-companies/8578093/IBM-turns-100-other-surprisingly-ancient-technology-companies.html?image=8|archive-date=September 26, 2015|dead-url=no|accessdate=August 1, 2015|df=mdy-all}} 4. ^{{cite book|url=https://books.google.com/books?id=IfDouSUqOUIC&pg=PA3&hl=en&sa=X&ved=0CCgQ6AEwAmoVChMIgsnbx7mKxwIVhQOOCh2YkAql#v=onepage&f=false|title=Core Techniques and Algorithms in Game Programming|author=Sànchez-Crespo Delmau|first=Daniel|publisher=New Riders Press|year=2004|isbn=9780131020092|location=San Francisco|page=3|pages=}} 5. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=331|pages=|chapter=|ref=CITEREFKent2001|authorlink=Steven L. Kent}} 6. ^1 2 3 4 {{Cite book|title=The Sega Arcade Revolution, A History in 62 Games|last=Horowitz|first=Ken|publisher=McFarland & Company|year=2018|isbn=9781476631967|location=|pages=6|chapter=}} 7. ^{{cite web|url=http://www.businesswire.com/news/home/20040519005320/en/Sammy-Corporation-SEGA-Corporation-Announce-Business-Combination|title=Sammy Corporation and SEGA Corporation Announce Business Combination: SEGA SAMMY HOLDINGS INC. - Business Wire|last=|first=|date=May 19, 2004|work=Business Wire|publisher=Berkshire Hathaway|archive-url=https://web.archive.org/web/20160426060149/http://www.businesswire.com/news/home/20040519005320/en/Sammy-Corporation-SEGA-Corporation-Announce-Business-Combination|archive-date=April 26, 2016|dead-url=no|accessdate=April 12, 2016|df=mdy-all}} 8. ^Horowitz, p. 7 9. ^1 2 {{Cite book|url=http://shmuplations.com/akiranagai/|title=Sega Arcade History|last=|first=|publisher=Enterbrain|year=2002|isbn=9784757707900|location=Tokyo|pages=|language=Japanese|access-date=September 11, 2018|archive-url=https://web.archive.org/web/20180911225642/http://shmuplations.com/akiranagai/|archive-date=September 11, 2018|dead-url=no|via=Shmuplations|df=mdy-all}} 10. ^Horowitz, pp. 10-11 11. ^Horowitz, pp. 14-16 12. ^{{Cite magazine|last=Moreno Cuñet|first=Ignacio|last2=G. de Santiago|first2=Antonio|date=October 1986|title=Video-Juegos: Eléctrico Pais de las Maravillas|url=|magazine=Micromanía|language=Spanish|publisher=HobbyPress|issue=16|pages=30–33|doi=|issn=9955-8726|pmid=|access-date=}} 13. ^1 2 Horowitz, pp. 14-17 14. ^Horowitz, pp. 21-23 15. ^{{cite news |last=Pollack |first=Andrew |date=July 3, 1993 |url=https://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html?pagewanted=3 |title=Sega Takes Aim at Disney's World |newspaper=The New York Times |archive-url=https://web.archive.org/web/20150526082802/http://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html?pagewanted=3 |archive-date=May 26, 2015 |accessdate=May 7, 2015}} 16. ^Horowitz, p. 19 17. ^{{Cite news|url=http://www.businessweek.com/stories/1994-02-20/sega|title=Sega!|last1=Brandt|first1=Richard|date=February 1994|work=Bloomberg Businessweek|accessdate=October 10, 2013|archiveurl=https://web.archive.org/web/20131203121725/http://www.businessweek.com/stories/1994-02-20/sega|archivedate=December 3, 2013|deadurl=no|publisher=Bloomberg L.P.|last2=Gross|first2=Neil}} 18. ^Horowitz, pp. 24-26 19. ^Horowitz, p. 36 20. ^Horowitz, p. 48 21. ^{{cite news|url=https://www.nytimes.com/1982/10/24/business/what-s-new-in-video-games-taking-the-zing-out-of-the-arcade-boom.html|title=What's New In Video Games; Taking the Zing Out of the Arcade Boom|last=Pollack|first=Andrew|date=October 24, 1982|newspaper=The New York Times|accessdate=November 27, 2013|archiveurl=https://web.archive.org/web/20131219200336/http://www.nytimes.com/1982/10/24/business/what-s-new-in-video-games-taking-the-zing-out-of-the-arcade-boom.html|archivedate=December 19, 2013|deadurl=no|publisher=The New York Times Company}} 22. ^{{cite news|url=http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004&rft_id=info:sid/iw.newsbank.com:AWNB:MIHB&rft_val_format=info:ofi/fmt:kev:mtx:ctx&rft_dat=0EB35D5F24528A22&svc_dat=InfoWeb:aggregated5&req_dat=0ECC86DE7A4704AD|title=The Bottom Line|last=|first=|date=August 27, 1983|newspaper=Miami Herald {{subscription required|via=NewsBank}}|accessdate=October 10, 2013|archiveurl=https://web.archive.org/web/20131110080330/http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004|archivedate=November 10, 2013|deadurl=no|publisher=The McClatchy Company}} 23. ^{{Cite magazine|last=Battelle|first=John|date=December 1993|title=The Next Level: Sega's Plans for World Domination|url=https://www.wired.com/wired/archive/1.06/sega_pr.html|deadurl=no|magazine=Wired|publisher=Condé Nast Publications|archiveurl=https://web.archive.org/web/20120502064808/http://www.wired.com/wired/archive/1.06/sega_pr.html|archivedate=May 2, 2012|accessdate=October 9, 2013}} 24. ^1 2 3 {{Cite news|url=https://www.wired.com/gamelife/2009/10/sega-sg-1000/|title=Playing the SG-1000, Sega's First Game Machine|last=Kohler|first=Chris|date=October 2009|work=Wired|accessdate=October 5, 2009|archiveurl=https://web.archive.org/web/20140101073612/http://www.wired.com/gamelife/2009/10/sega-sg-1000/|archivedate=January 1, 2014|deadurl=no|publisher=Condé Nast Publications}} 25. ^1 2 {{cite magazine|last=Marley|first=Scott|date=December 2016|title=SG-1000|url=|magazine=Retro Gamer|location=London|publisher=Future Publishing|issue=163|pages=56–61|doi=|issn=1742-3155|pmid=|access-date=}} 26. ^{{cite web|url=http://sega.jp/fb/segahard/sg1000/|title=SG-1000|publisher=Sega Corporation|language=Japanese|archiveurl=https://web.archive.org/web/20140716103528/http://sega.jp/fb/segahard/sg1000/|archivedate=July 16, 2014|deadurl=no|accessdate=February 12, 2014}} 27. ^{{cite book|title=Gamer's High! Futabasha Super Mook|date=2015|publisher=Futabasha|isbn=978-4-575-45554-0|page=54|language=Japanese}} 28. ^1 {{Cite web|url=https://kotaku.com/the-story-of-segas-first-console-which-was-not-the-mas-5888800|title=The Story of Sega's First Console, Which Was Not The Master System|last=Plunkett|first=Luke|date=January 19, 2017|website=Kotaku|publisher=Gizmodo Media Group|archiveurl=https://web.archive.org/web/20170306195938/http://kotaku.com/the-story-of-segas-first-console-which-was-not-the-mas-5888800|archivedate=March 6, 2017|deadurl=no|access-date=March 3, 2017}} 29. ^1 2 {{cite magazine|author=McFerran, Damien|first=|date=November 2007|title=Retroinspection: Master System|url=|magazine=Retro Gamer|location=London|publisher=Imagine Publishing|issue=44|pages=48–53|doi=|issn=1742-3155|pmid=|access-date=|journal=}} 30. ^{{cite magazine|last=Marley|first=Scott|date=December 2016|title=The Rare Jewels from Taiwan...|url=|magazine=Retro Gamer|location=London|publisher=Future Publishing|issue=163|page=61|doi=|issn=1742-3155|pmid=|access-date=}} 31. ^{{cite news|url=http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004&rft_id=info:sid/iw.newsbank.com:AWNB:MIHB&rft_val_format=info:ofi/fmt:kev:mtx:ctx&rft_dat=0EB35D45A7276DB8&svc_dat=InfoWeb:aggregated5&req_dat=0ECC86DE7A4704AD|title=G&W Wins Cheers $1 Billion Spinoff Set|last=|first=|date=August 16, 1983|newspaper=Miami Herald {{subscription required|via=NewsBank}}|accessdate=October 10, 2013|archiveurl=https://web.archive.org/web/20131110080330/http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004|archivedate=November 10, 2013|deadurl=no|publisher=The McClatchy Company}} 32. ^1 {{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=343|pages=|chapter=|ref=CITEREFKent2001|authorlink=Steven L. Kent}} 33. ^{{cite news|url=https://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html?pagewanted=3|title=Sega Takes Aim at Disney's World|author=Pollack, Andrew|first=|date=July 3, 1993|work=The New York Times|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150526082802/http://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html?pagewanted=3|archive-date=May 26, 2015|dead-url=no|publisher=The New York Times Company|df=}} 34. ^1 {{cite web|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-master-system/|title=A history of video game hardware: Sega Master System|author=Parkin|first=Simon|date=June 2, 2014|website=Edge|publisher=Future plc|archive-url=https://web.archive.org/web/20140605204323/http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-master-system/|archive-date=June 5, 2014|dead-url=yes|accessdate=September 13, 2014}} 35. ^{{cite web|url=http://kotaku.com/5888800/the-story-of-segas-first-ever-home-console|title=The Story of Sega's First Ever Home Console|author=Plunkett|first=Luke|date=February 27, 2012|website=Kotaku|publisher=Gawker Media|archiveurl=https://web.archive.org/web/20140915093659/http://kotaku.com/5888800/the-story-of-segas-first-ever-home-console|archivedate=September 15, 2014|deadurl=no|accessdate=September 14, 2014}} 36. ^{{cite journal|last=|first=|date=June 2002|title=Bruce Lowry: The Man That Sold the NES|url=|journal=Game Informer|publisher=GameStop|volume=12|issue=110|pages=102–103|issn=1067-6392|via=}} 37. ^{{cite web|url=http://sega.jp/fb/segahard/mk3/|title=Mark III|publisher=Sega Corporation|language=Japanese|archiveurl=https://web.archive.org/web/20140716112819/http://sega.jp/fb/segahard/mk3/|archivedate=July 16, 2014|deadurl=no|accessdate=March 31, 2014}} 38. ^{{cite journal|author=McFerran, Damien|title=Retroinspection: Master System|journal=Retro Gamer|location=London, UK|publisher=Imagine Publishing|issue=44|pages=48–53|issn=1742-3155}} 39. ^{{cite book|url=https://books.google.com/?id=gxyXUi336egC&dq=sheff+1993+game+over&q=master+systems#search_anchor|title=Game Over|last=Sheff|first=David|publisher=Random House|year=1993|isbn=0-679-40469-4|edition=1st|location=New York, New York|page=349|authorlink=David Sheff|accessdate=January 16, 2012}} 40. ^{{cite news|url=http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004&rft_id=info:sid/iw.newsbank.com:AWNB:STMB&rft_val_format=info:ofi/fmt:kev:mtx:ctx&rft_dat=0EFE44C5DC10D939&svc_dat=InfoWeb:aggregated5&req_dat=0ECC86DE7A4704AD|title=16-Bit Hits – New video games offer better graphics, action|date=October 15, 1991|newspaper=Minneapolis Star Tribune {{subscription required|via=NewsBank}}|accessdate=April 7, 2014|archiveurl=https://web.archive.org/web/20131110080330/http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004|archivedate=November 10, 2013|deadurl=no}} 41. ^{{cite news|url=https://www.nytimes.com/1992/05/16/business/company-news-nintendo-suit-by-atari-is-dismissed.html|title=Company News; Nintendo Suit by Atari Is Dismissed|date=May 16, 1992|newspaper=The New York Times|accessdate=September 19, 2014|archiveurl=https://web.archive.org/web/20141023164857/http://www.nytimes.com/1992/05/16/business/company-news-nintendo-suit-by-atari-is-dismissed.html|archivedate=October 23, 2014|deadurl=no}} 42. ^{{cite web|author=Williams, Mike|date=November 21, 2013|url=http://www.usgamer.net/articles/next-gen-graphics-part-1-nes-master-system-genesis-and-super-nes|title=Next Gen Graphics, Part 1: NES, Master System, Genesis, and Super NES|work=USgamer|publisher=Gamer Network|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150522144510/http://www.usgamer.net/articles/next-gen-graphics-part-1-nes-master-system-genesis-and-super-nes|archive-date=2015-05-22|dead-url=no|df=}} 43. ^1 {{cite journal|date=March 1995|title=Sega Consoles: Active installed base estimates|journal=Screen Digest|publisher=Screen Digest Ltd.|page=60}} 44. ^{{cite book|title=Total 8-bit and 16-bit Cartridge Consoles: Active installed base estimates|last=|first=|date=March 1995|journal=Screen Digest|publisher=Screen Digest Ltd.|year=|isbn=|location=|page=61|pages=|chapter=}} (cf. here [https://books.google.com/books?ei=L0UeT47oMouEhQeoldjNDQ&id=jFnvAAAAMAAJ&dq=sega+active+installed&q=nintendo+active+installed#search_anchor] {{webarchive|url=https://web.archive.org/web/20170324035924/https://books.google.com/books?ei=L0UeT47oMouEhQeoldjNDQ&id=jFnvAAAAMAAJ&dq=sega+active+installed&q=nintendo+active+installed|date=March 24, 2017}} and here [https://books.google.com/books?ei=200eT4yAK8y1hAfsncjRDQ&id=jFnvAAAAMAAJ&dq=%22EU+as+listed+%3A+6730+10430+10460+7.410%22&q=%22Western+Europe+8550+13390+13510+9570%22#search_anchor] {{webarchive|url=https://web.archive.org/web/20170324022622/https://books.google.com/books?ei=200eT4yAK8y1hAfsncjRDQ&id=jFnvAAAAMAAJ&dq=%22EU+as+listed+%3A+6730+10430+10460+7.410%22&q=%22Western+Europe+8550+13390+13510+9570%22|date=March 24, 2017}}) 45. ^{{cite web|url=http://www.atlasobscura.com/articles/brazil-is-a-video-game-alternate-universe-where-sega-beat-nintendo|title=Brazil Is An Alternate Video Game Universe Where Sega Beat Nintendo|last=Smith|first=Ernie|date=July 27, 2015|work=Atlas Obscura|archiveurl=https://web.archive.org/web/20170621140933/http://www.atlasobscura.com/articles/brazil-is-a-video-game-alternate-universe-where-sega-beat-nintendo|archivedate=June 21, 2017|deadurl=no|access-date=December 11, 2017}} 46. ^{{cite web|url=http://jogos.uol.com.br/ultimas-noticias/2016/05/12/console-em-producao-ha-mais-tempo-master-system-ja-vendeu-8-mi-no-brasil.htm|title=Console em produção há mais tempo, Master System já vendeu 8 mi no Brasil|last=Azevedo|first=Théo|date=May 12, 2016|website=Universo Online|publisher=Grupo Folha|language=Portuguese|archiveurl=https://web.archive.org/web/20160514115923/http://jogos.uol.com.br/ultimas-noticias/2016/05/12/console-em-producao-ha-mais-tempo-master-system-ja-vendeu-8-mi-no-brasil.htm|archivedate=May 14, 2016|deadurl=no|accessdate=May 13, 2016|quote=Comercializado no Brasil desde setembro de 1989, o saudoso Master System já vendeu mais de 8 milhões de unidades no país, segundo a Tectoy.}} 47. ^{{Cite web|url=http://za.ign.com/ps4/64636/feature/the-5-longest-console-lifespans|title=The 5 longest console lifespans|last=Fick|first=Matthew|date=|website=IGN Africa|publisher=Ziff Davis|archiveurl=https://web.archive.org/web/20151106145422/http://za.ign.com/ps4/64636/feature/the-5-longest-console-lifespans|archivedate=November 6, 2015|deadurl=no|accessdate=November 30, 2015|df=}} 48. ^Horowitz, pp. 76-77 49. ^Horowitz, pp. 85-89 50. ^{{cite web|url=http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2005/e_2005_annual.pdf|title=Sega Sammy Holdings – Annual Report 2005|format=PDF|work=segasammy.jp|publisher=Sega Sammy Holdings|page=20|accessdate=May 6, 2015|archive-url=https://web.archive.org/web/20160304062524/http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2005/e_2005_annual.pdf|archive-date=2016-03-04|dead-url=no|df=}} 51. ^1 2 3 {{cite magazine|last=Sczepaniak|first=John|date=August 2006|year=|title=Retroinspection: Mega Drive|url=http://www.sega-16.com/2006/09/retroinspection-mega-drive/|deadurl=no|magazine=Retro Gamer|publisher=Imagine Publishing|issue=27|pages=42–47|doi=|pmid=|archiveurl=https://web.archive.org/web/20150924100219/http://www.sega-16.com/2006/09/retroinspection-mega-drive/|archivedate=September 24, 2015|access-date=|via=Sega-16}} 52. ^1 {{cite web|url=https://www.eurogamer.net/articles/2012-02-22-the-rise-and-fall-of-sega-enterprises|title=The Rise and Fall of Sega Enterprises|last=McFerran|first=Damien|date=February 22, 2012|website=Eurogamer|publisher=Gamer Network|archiveurl=https://web.archive.org/web/20140216124431/http://www.eurogamer.net/articles/2012-02-22-the-rise-and-fall-of-sega-enterprises|archivedate=February 16, 2014|deadurl=no|accessdate=October 5, 2013}} 53. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=447|authorlink=Steven L. Kent}} 54. ^{{cite book|title=Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children|last=Sheff|first=David|publisher=Random House|year=1993|isbn=0-679-40469-4|location=New York|page=352|pages=}} 55. ^{{cite book|title=The Ultimate History of Video Games|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=404–405|authorlink=Steven L. Kent}} 56. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=405|authorlink=Steven L. Kent}} 57. ^{{cite web|author=Horowitz, Ken|date=April 28, 2006|url=http://www.sega-16.com/2006/04/interview-michael-katz/|title=Interview: Michael Katz|work=Sega-16.com|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150509211756/http://www.sega-16.com/2006/04/interview-michael-katz/|archive-date=2015-05-09|dead-url=no|df=}} 58. ^1 2 3 4 5 6 7 8 9 10 11 {{cite web|url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega|title=IGN Presents the History of SEGA|last1=Fahs|first1=Travis|date=April 21, 2009|work=IGN|publisher=Ziff Davis|archive-url=https://web.archive.org/web/20120824130011/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega|archive-date=2012-08-24|dead-url=yes|accessdate=July 29, 2015}} 59. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=406–408|authorlink=Steven L. Kent}} 60. ^1 2 {{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=424–431|authorlink=Steven L. Kent}} 61. ^{{cite web|url=https://www.videogamer.com/xbox360/sonic_generations/news/sonic_the_hedgehog_celebrates_his_20th_birthday.html|title=Sonic the Hedgehog celebrates his 20th birthday|last=Smith|first=Jamin|date=June 23, 2011|work=VideoGamer.com|archiveurl=https://web.archive.org/web/20151117234137/http://www.videogamer.com/xbox360/sonic_generations/news/sonic_the_hedgehog_celebrates_his_20th_birthday.html|archivedate=November 17, 2015|deadurl=no|accessdate=November 17, 2015|quote=To date, the combined series has sold over 80 million units.}} cf. {{cite web|url=https://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2014/all_ar2014_e.pdf|title=Annual Report 2014|date=April 2014|publisher=Sega Sammy Holdings|pages=32–33|archiveurl=https://web.archive.org/web/20150924100112/http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2014/all_ar2014_e.pdf|archivedate=September 24, 2015|deadurl=no|accessdate=November 9, 2015}} cf. {{cite web|url=https://venturebeat.com/2015/06/08/sonic-thrives-on-mobile-100m-dash-downloads-14m-monthly-players/|title=Sonic thrives on mobile: 100M Dash downloads, 14M monthly players|last=North|first=Dale|date=June 8, 2015|work=VentureBeat|archiveurl=https://web.archive.org/web/20151127123947/http://venturebeat.com/2015/06/08/sonic-thrives-on-mobile-100m-dash-downloads-14m-monthly-players/|archivedate=November 27, 2015|deadurl=no|accessdate=November 17, 2015|quote=Sega confirmed today that its mobile runner Sonic Dash has zoomed past the 100 million downloads mark.}} cf. {{cite web|url=https://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2015/all_ar2015_e.pdf|title=Annual Report 2015|last=|first=|date=April 2015|website=|publisher=Sega Sammy Holdings|page=29|archiveurl=https://web.archive.org/web/20151117211105/http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2015/all_ar2015_e.pdf|archivedate=November 17, 2015|deadurl=no|accessdate=November 17, 2015}} 62. ^{{cite magazine|date=August 2003|title=Sonic's Architect: GI Interviews Hirokazu Yasuhara|magazine=Game Informer|volume=13|issue=124|pages=114–116}} 63. ^{{cite magazine|author=Retro Gamer staff|year=2013|title=Sonic Boom: The Success Story of Sonic the Hedgehog|magazine=Retro Gamer — The Mega Drive Book|location=London, UK|publisher=Imagine Publishing|page=31|quote=Designed primarily to appeal to an American audience, he also featured the colors white and red, though Oshima puts this down to coincidence, citing Santa Claus's color scheme and the belt across Michael Jackson's jacket on the cover to Bad as the inspiration for Sonic's shoes. Finally, Oshima wanted to imbue his character with a 'can do' attitude, inspired by television footage of the then Arkansas governor Bill Clinton.}} 64. ^{{cite web|url=https://www.gamasutra.com/view/feature/4208/out_of_the_blue_naoto_ohshima_.php?page=2|title=Out of the Blue: Naoto Ohshima Speaks|last=Sheffield|first=Brandon|date=December 4, 2009|work=Gamasutra|publisher=UBM plc|archiveurl=https://web.archive.org/web/20150716002842/http://www.gamasutra.com/view/feature/4208/out_of_the_blue_naoto_ohshima_.php?page=2|archivedate=July 16, 2015|deadurl=no|accessdate=February 15, 2012|quote=The original Nights was chiefly made with the Japanese and European audiences in mind -- Sonic, meanwhile, was squarely aimed at the U.S. market ... [Sonic is] a character that I think is suited to America -- or, at least, the image I had of America at the time. ... Well, he's blue because that's Sega's more-or-less official company color. His shoes were inspired by the cover to Michael Jackson's Bad, which contrasted heavily between white and red -- that Santa Claus-type color. I also thought that red went well for a character who can run really fast, when his legs are spinning.}} 65. ^{{cite web|url=https://kotaku.com/5420201/sonics-shoes-inspired-by-michael-jackson|title=Sonic's Shoes Inspired by Michael Jackson|last=Ashcraft|first=Brian|date=December 7, 2009|website=|publisher=Kotaku|archiveurl=https://web.archive.org/web/20151030030210/http://kotaku.com/5420201/sonics-shoes-inspired-by-michael-jackson|archivedate=October 30, 2015|deadurl=no|accessdate=December 13, 2009}} 66. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=428|authorlink=Steven L. Kent}} 67. ^{{cite magazine|last=|first=|date=January 2002|title=This Month in Gaming History|url=|magazine=Game Informer|publisher=GameStop|volume=12|issue=105|page=117|doi=|pmid=|access-date=}} 68. ^{{cite news|url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100|title=Why Edutainment Doesn't Make It In A Videogame World|last=Reeder|first=Sara|date=November 1992|work=Computer Gaming World|accessdate=July 5, 2014|archiveurl=https://web.archive.org/web/20140702235552/http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100|archivedate=July 2, 2014|deadurl=no|page=128}} 69. ^1 2 {{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=408–410|authorlink=Steven L. Kent}} 70. ^1 {{cite magazine|last=Bertz|first=Matt|date=July 2011|title=Reverse Engineering Success|url=|magazine=Game Informer|publisher=GameStop|volume=21|issue=219|pages=96–99|doi=|pmid=|access-date=}} 71. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=496–497|quote=The late November release of Donkey Kong Country stood in stark contrast to the gloom and doom faced by the rest of the video game industry. After three holiday seasons of coming in second to Sega, Nintendo had the biggest game of the year. Sega still outperformed Nintendo in overall holiday sales, but the 500,000 copies of Donkey Kong Country that Nintendo sent out in its initial shipment were mostly sold in preorder, and the rest sold out in less than one week. It [Donkey Kong Country] established the Super NES as the better 16-bit console and paved the way for Nintendo to win the waning years of the 16-bit generation.|authorlink=Steven L. Kent}} 72. ^1 {{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=434, 448–449|authorlink=Steven L. Kent}} 73. ^{{cite magazine|last=Damien McFerran|title=Retroinspection: Mega-CD|magazine=Retro Gamer|location=London, UK|publisher=Imagine Publishing|volume=61|page=84|quote=During the run-up to the Western launch of Mega-CD ... [Former Sega of America technical director Scot Bayless] mentioned the fact that you could just 'blast data into the DACs'. [The PR guys] loved the word 'blast' and the next thing I knew 'Blast Processing' was born."}} 74. ^{{cite web|url=http://www.1up.com/features/essential-50-sonic|title=The Essential 50 Part 28 - Sonic the Hedgehog from 1UP.com|last=Kennedy|first=Sam|date=|website=1UP.com|publisher=Ziff Davis|archiveurl=https://web.archive.org/web/20160714080311/http://www.1up.com/features/essential-50-sonic|archivedate=July 14, 2016|dead-url=|accessdate=December 11, 2016}} 75. ^{{cite web|url=http://www.netinst.org/Clements_Ohashi.pdf|title=Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994–2002|last=Clements|first=Matthew T.|last2=Ohashi|first2=Hiroshi|date=October 2004|website=|publisher=NET Institute|pages=12, 24|archiveurl=https://www.webcitation.org/6Sabm2g0v?url=http://www.netinst.org/Clements_Ohashi.pdf|archivedate=September 14, 2014|deadurl=no|accessdate=September 21, 2011}} 76. ^{{cite web|url=https://equities.wedbush.com/clientsite/Research/ActionAlertFilePreview.asp?UUID=E4AFF57F-DDBC-437F-8520-AF38BEDD3E43|title=Post Hoc Ergo Propter Hoc; Why the Next Generation Will Be as Big as Ever|last1=Pachter|first1=Michael|last2=McKay|first2=Nick|date=February 11, 2014|work=Wedbush Equity Research|page=36|archiveurl=https://web.archive.org/web/20160304224941/https://equities.wedbush.com/clientsite/Research/ActionAlertFilePreview.asp?UUID=E4AFF57F-DDBC-437F-8520-AF38BEDD3E43|archivedate=March 4, 2016|deadurl=no|accessdate=November 9, 2015|last3=Citrin|first3=Nick}} 77. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=381|chapter=The Legal Game|ref=CITEREFKent2001|authorlink=Steven L. Kent}} 78. ^1 {{cite web|url=http://bulk.resource.org/courts.gov/c/F2/977/977.F2d.1510.92-15655.html|title=Sega Enterprises Ltd. v. Accolade, Inc.|archive-url=https://web.archive.org/web/20081014131559/http://bulk.resource.org/courts.gov/c/F2/977/977.F2d.1510.92-15655.html|archive-date=October 14, 2008|accessdate=June 1, 2016|df=}}, 977 F.2d 1510 (9th Cir. 1992) 79. ^1 {{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=383|chapter=The Legal Game|ref=CITEREFKent2001|authorlink=Steven L. Kent}} 80. ^{{cite book|title=Legal Battles That Shaped the Computer Industry|last=Graham|first=Lawrence D.|publisher=Greenwood Publishing Group|year=1999|isbn=1-56720-178-4|pages=112–118}} 81. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=384|chapter=The Legal Game|ref=CITEREFKent2001|authorlink=Steven L. Kent}} 82. ^{{cite news|url=http://infoweb.newsbank.com/iw-search/we/InfoWeb?p_action=doc&p_topdoc=1&p_docnum=1&p_sort=YMD_date:D&p_product=AWNB&p_text_direct-0=document_id=(%200EB71A0198F20902%20)&p_docid=0EB71A0198F20902&p_theme=aggdocs&p_queryname=0EB71A0198F20902&f_openurl=yes&p_nbid=M55Q47NAMTM3MTc3NTQ4MC4yODE4NzoxOjE0OnJmLW1vcmVuZXQ2OTI2&&p_multi=SJMB|title=Court: Copying Sega's Code Ok an Appeals Court Ruling Protects The Practice of 'Reverse Engineering.'|date=September 1, 1992|newspaper=San Jose Mercury News {{subscription required|via=NewsBank}}|agency=Associated Press}} 83. ^{{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|page=388|chapter=The Legal Game|ref=CITEREFKent2001|authorlink=Steven L. Kent}} 84. ^{{cite web|url=http://www.1up.com/news/day-history-sega-accolade-settle|title=This Day in History: Sega and Accolade Settle Their Differences|last=Cifaldi|first=Frank|date=April 30, 2010|website=|publisher=1UP.com|archiveurl=https://archive.is/20130615195031/http://www.1up.com/news/day-history-sega-accolade-settle|archivedate=June 15, 2013|dead-url=|accessdate=December 11, 2016}} 85. ^{{cite news|url=http://infoweb.newsbank.com/iw-search/we/InfoWeb?p_action=doc&p_topdoc=1&p_docnum=1&p_sort=YMD_date:D&p_product=AWNB&p_text_direct-0=document_id=(%200EB71B1470480CCB%20)&p_docid=0EB71B1470480CCB&p_theme=aggdocs&p_queryname=0EB71B1470480CCB&f_openurl=yes&p_nbid=M5FL51HKMTM3MTc3NDkwOC44MjUyMDk6MToxNDpyZi1tb3JlbmV0NjkyNg&&p_multi=SJMB|title=Accolade, Sega Settle 'Reverse Engineering' Case Out of Court|last=Langberg|first=Mike|date=May 1, 1993|newspaper=San Jose Mercury News {{subscription required|via=NewsBank}}|accessdate=June 20, 2013}} 86. ^{{cite web|url=http://hansard.millbanksystems.com/commons/1993/dec/16/television-violence#S6CV0234P0_19931216_HOC_584|title=Television Violence|date=December 16, 1993|publisher=Hansard|archiveurl=https://web.archive.org/web/20131203021917/http://hansard.millbanksystems.com/commons/1993/dec/16/television-violence#S6CV0234P0_19931216_HOC_584|archivedate=December 3, 2013|deadurl=no|accessdate=November 29, 2013}} 87. ^1 2 3 4 {{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|chapter=Moral Kombat|authorlink=Steven L. Kent}} 88. ^1 2 {{cite web|url=http://www.1up.com/do/feature?pager.offset=3&cId=3152604|title=Purple Reign: 15 Years of the Super NES|last=Barnholt|first=Ray|date=August 4, 2006|website=|publisher=1UP.com|page=4|archiveurl=https://archive.is/20130429211623/http://www.1up.com/do/feature?pager.offset=3&cId=3152604|archivedate=April 29, 2013|dead-url=|accessdate=July 13, 2007}} 89. ^{{cite video|url=https://www.youtube.com/watch?v=00yLMQN3-Ls|title=Controversy!|medium=podcast|publisher=Play Value. ON Networks|time=4:51|accessdate=March 19, 2010|deadurl=no|archiveurl=https://web.archive.org/web/20120609135641/http://www.youtube.com/watch?v=00yLMQN3-Ls|archivedate=June 9, 2012}} 90. ^{{cite web|url=http://www.racketboy.com/retro/sega/genesis/2007/11/best-games-that-defined-sega-genesis-megadrive.html|title=Games That Defined the Sega Genesis / Mega Drive|last=|first=|date=November 20, 2007|website=|publisher=RacketBoy.com|archiveurl=https://web.archive.org/web/20111214091047/http://www.racketboy.com/retro/sega/genesis/best-games-that-defined-sega-genesis-megadrive|archivedate=December 14, 2011|deadurl=no|accessdate=March 5, 2010}} 91. ^{{cite news|url=https://www.washingtonpost.com/archive/business/1994/01/11/sega-to-withdraw-revise-night-trap/d221ba3c-c19d-4d40-b88e-cc1905878cf4/|title=Sega to Withdraw, Revise "Night Trap"|last=Burgess|first=John|date=January 11, 1994|work=|access-date=|archive-url=https://web.archive.org/web/20180623031112/https://www.washingtonpost.com/archive/business/1994/01/11/sega-to-withdraw-revise-night-trap/d221ba3c-c19d-4d40-b88e-cc1905878cf4/?utm_term=.81a02b560ac9|archive-date=June 23, 2018|dead-url=No|publisher=The Washington Post}} 92. ^{{cite web|url=http://uk.retro.ign.com/articles/918/918381p1.html|title=Remember Game Gear?|author=Buchanan|first=Levi|date=October 9, 2008|website=|publisher=IGN|archive-url=https://web.archive.org/web/20180623173244/http://www.ign.com/articles/2008/10/09/remember-game-gear|archive-date=June 23, 2018|dead-url=No|accessdate=March 29, 2009}} 93. ^{{cite book|url=https://books.google.com/books?id=YVTNBQAAQBAJ&pg=PA165|title=The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry|author=Roberto Dillon|date=April 19, 2016|publisher=CRC Press|isbn=978-1-4398-7324-3|pages=165–|access-date=2018-10-18|archive-url=https://web.archive.org/web/20181024145259/https://books.google.com/books?id=YVTNBQAAQBAJ&pg=PA165|archive-date=2018-10-24|dead-url=no|df=}} 94. ^1 2 3 {{cite book|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|last=Kent|first=Steven L.|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|chapter=The War|authorlink=Steven L. Kent}} 95. ^{{cite web|url=http://www.1up.com/features/sega-cd-anniversary|title=20 Years Ago, Sega Gave Us the Sega CD|last=Parish|first=Jeremy|date=October 16, 2012|website=|publisher=1UP.com|archiveurl=https://archive.is/20130615202428/http://www.1up.com/features/sega-cd-anniversary|archivedate=June 15, 2013|dead-url=|accessdate=December 11, 2016}} 96. ^{{cite news|url=http://search.proquest.com/docview/224134880?accountid=141690|title=Sega v Nintendo: Sonic Boom|date=January 25, 1992|newspaper=The Economist {{subscription required|via=ProQuest}}|accessdate=October 10, 2013}} 97. ^1 2 {{cite magazine|last=Birch|first=Aaron|year=2005|title=Next Level Gaming: Sega Mega-CD|publisher=Retro Gamer Magazine|issue=17|pages=36–42}} 98. ^{{cite magazine|date=December 1991|title=Behind the Screens at Sega of Japan|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|volume=3|issue=29|pages=115, 122}} 99. ^{{cite journal|date=June 21, 1996|title=Weekly Famitsu Express|volume=11|issue=392|page=8|work=Famitsu}} 100. ^Horowitz, p. 141 101. ^Horowitz, p. 153 102. ^{{cite web|url=http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html|title=Virtua Racing – Arcade (1992)|year=2001|work=GameSpot|archiveurl=https://web.archive.org/web/20100412225953/http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html|archivedate=April 12, 2010|deadurl=yes|accessdate=June 6, 2014}} cf. {{cite web|url=https://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/|title=How Virtua Fighter Saved PlayStation's Bacon|last=Feit|first=Daniel|date=September 5, 2012|work=Wired|accessdate=October 9, 2014|quote=Ryoji Akagawa: If it wasn't for Virtua Fighter, the PlayStation probably would have had a completely different hardware concept.|archive-url=https://web.archive.org/web/20141014093913/http://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/|archive-date=2014-10-14|dead-url=no|df=}} cf. {{cite journal|last=Thomason|first=Steve|date=July 2006|title=The Man Behind the Legend|journal=Nintendo Power|volume=19|issue=205|page=72|quote=Toby Gard: It became clear to me watching people play Virtua Fighter, which was kind of the first big 3D-character console game, that even though there were only two female characters in the lineup, in almost every game I saw being played, someone was picking one of the two females.}} 103. ^{{cite web|url=http://www.1up.com/features/essential-50-virtua-fighter|title=The Essential 50 Part 35: Virtua Fighter|last=Leone|first=Matt|year=2010|work=1UP.com|archiveurl=https://archive.is/20120719110526/http://www.1up.com/features/essential-50-virtua-fighter|archivedate=July 19, 2012|deadurl=yes|accessdate=December 10, 2016|df=}} 104. ^{{cite book|title=The History of Video Games|last=Donovan|first=Tristan|publisher=Yellow Ant|year=2010|isbn=978-0956507204|page=267|quote=One of the key objections to 3D graphics that developers had been raising with Sony was that while polygons worked fine for inanimate objects such as racing cars, 2D images were superior when it came to animating people or other characters. Virtua Fighter, Suzuki's follow-up to Virtua Racing, was a direct riposte to such thinking ... The characters may have resembled artists' mannequins but their lifelike movement turned Suzuki's game into a huge success that exploded claims that game characters couldn't be done successfully in 3D ... Teruhisa Tokunaka, chief executive officer of Sony Computer Entertainment, even went so far as to thank Sega for creating Virtua Fighter and transforming developers' attitudes.}} 105. ^{{cite web|url=http://www.edge-online.com/reviews/virtua-fighter-review/|title=Virtua Fighter Review|date=December 22, 1994|work=Edge|archiveurl=https://web.archive.org/web/20141210173015/http://www.edge-online.com/reviews/virtua-fighter-review/|archivedate=December 10, 2014|deadurl=yes|accessdate=March 5, 2015|quote=Virtua Fighter's 3D characters have a presence that 2D sprites just can't match. The characters really do seem 'alive', whether they're throwing a punch, unleashing a special move or reeling from a blow ... The Saturn version of Virtua Fighter is an exceptional game in many respects. It's arguably the first true 'next generation' console game, fusing the best aspects of combat gameplay with groundbreaking animation and gorgeous sound (CD music and clear samples). In the arcades, Virtua Fighter made people stop and look. On the Saturn, it will make many people stop, look at their bank balance and then fork out for Sega's new machine. Over to you, Sony.}} 106. ^1 {{cite journal|author=McFerran, Damien|title=Retroinspection: Sega Saturn|journal=Retro Gamer|issue=34|pages=44–49}} 107. ^{{cite journal|date=July 1994|title=EGM Interviews SEGA SATURN Product Manager HIDEKI OKAMURA|journal=EGM2|volume=1|issue=1|page=114|quote=Hideki Okamura: [Saturn] was just a development code name for hardware that was adopted by the Japanese development staff. The name has become common knowledge and it has a nice ring to it.}} 108. ^1 {{cite web|url=http://www.1up.com/features/pleasure-pain?pager.offset=0|title=Sega Saturn: The Pleasure And The Pain|last=Sewart|first=Greg|date=August 5, 2005|work=1UP.com|archiveurl=https://archive.is/20140317211403/http://www.1up.com/features/pleasure-pain?pager.offset=0|archivedate=March 17, 2014|deadurl=bot: unknown|accessdate=December 10, 2016}} 109. ^1 2 3 {{cite web|url=http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|title=A Tale of Two E3s – Xbox vs Sony vs Sega|last=Dring|first=Christopher|date=July 7, 2013|work=MCVUK.com|accessdate=March 19, 2014|archive-url=https://web.archive.org/web/20141023102254/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|archive-date=2014-10-23|dead-url=no|df=}} 110. ^{{cite web|url=http://www.sega-16.com/feature_page.php?id=214&title=Interview%3A+Tom+Kalinske|title=Interview: Tom Kalinske|last=Horowitz|first=Ken|date=July 11, 2006|work=Sega-16|archiveurl=https://web.archive.org/web/20090207173139/http://www.sega-16.com/feature_page.php?id=214&title=Interview%3A%20Tom%20Kalinske|archivedate=February 7, 2009|deadurl=yes|accessdate=December 24, 2014|quote=Tom Kalinske: I remember we had a document that Olaf and Mickey took to Sony that said they'd like to develop jointly the next hardware, the next game platform, with Sega, and here's what we think it ought to do. Sony apparently gave the green light to that ... Our proposal was that each of us would sell this joint Sega/Sony hardware platform; we'll share the loss on the hardware (whatever that is, we'll split it), combine our advertising and marketing, but we'll each be responsible for the software sales we'll generate. Now, at that particular point in time, Sega knew how to develop software a hell of a lot better than Sony did. They were just coming up the learning curve, so we would have benefited much more greatly ... I felt that we were rushing Saturn. We didn't have the software right, and we didn't have the pricing right, so I felt we should have stayed with Genesis for another year.}} 111. ^{{cite web|url=http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html|title=The Making Of ... Panzer Dragoon Saga Part 1|date=December 17, 2008|work=Now Gamer|archiveurl=https://web.archive.org/web/20140724042310/http://www.nowgamer.com/features/894677/the_making_of_panzer_dragoon_saga_part_1.html|archivedate=July 24, 2014|deadurl=yes|accessdate=March 20, 2014|quote=Kentaro Yoshida: We thought we'd have no problem making games that were superior to PlayStation games.}} 112. ^1 2 3 4 {{cite journal|author=McFerran, Damien|year=2010|title=Retroinspection: Sega 32X|journal=Retro Gamer|issue=77|pages=44–49|quote=Scot Bayless: The 32X call was made in early January [1994] ... There's a part of me that wishes the Saturn had adopted the 32X graphics strategy, but that ship had sailed long before the greenlight call from Nakayama.}} 113. ^1 {{cite web|url=http://allgame.com/platform.php?id=35|title=Sega Genesis 32X – Overview|author=Beuscher, David|work=Allgame|archiveurl=https://web.archive.org/web/20141210012639/http://allgame.com/platform.php?id=35|archivedate=December 10, 2014|deadurl=yes|accessdate=December 13, 2014}} 114. ^{{cite web|url=http://www.ign.com/articles/2008/10/24/32x-follies|title=32X Follies|author=Buchanan, Levi|date=October 24, 2008|work=IGN|accessdate=May 25, 2013|archive-url=https://web.archive.org/web/20160417080118/http://www.ign.com/articles/2008/10/24/32x-follies|archive-date=2016-04-17|dead-url=no|df=}} 115. ^{{cite web|url=https://sega.jp/fb/segahard/32x/|title=Super 32X|publisher=Sega Corporation|language=Japanese|accessdate=February 23, 2014|archive-url=https://web.archive.org/web/20140716105656/http://sega.jp/fb/segahard/32x/|archive-date=2014-07-16|dead-url=no|df=}} 116. ^{{cite web|url=http://sega.jp/fb/segahard/ss/|title=Sega Saturn|publisher=Sega Corporation|language=Japanese|accessdate=March 3, 2014|archive-url=https://web.archive.org/web/20140716103105/http://sega.jp/fb/segahard/ss/|archive-date=2014-07-16|dead-url=no|df=}} 117. ^{{cite web|url=http://www.edge-online.com/reviews/virtua-fighter-review/|title=Virtua Fighter Review|date=December 22, 1994|work=Edge|archiveurl=https://web.archive.org/web/20141210173015/http://www.edge-online.com/reviews/virtua-fighter-review/|archivedate=December 10, 2014|deadurl=yes|accessdate=March 5, 2015|quote=Virtua Fighter's 3D characters have a presence that 2D sprites just can't match. The characters really do seem 'alive', whether they're throwing a punch, unleashing a special move or reeling from a blow ... The Saturn version of Virtua Fighter is an exceptional game in many respects. It's arguably the first true 'next generation' console game, fusing the best aspects of combat gameplay with groundbreaking animation and gorgeous sound (CD music and clear samples). In the arcades, Virtua Fighter made people stop and look. On the Saturn, it will make many people stop, look at their bank balance and then fork out for Sega's new machine. Over to you, Sony.}} 118. ^1 2 {{cite journal|date=February 1995|title=Sega and Sony Sell the Dream|journal=Edge|volume=3|issue=17|pages=6–9|quote=The December 3 ship-out of 100,000 PlayStations to stores across Japan ... was not met with the same euphoria-charged reception that the Saturn received ... Saturn arrived to a rapturous reception in Japan on November 22. 200,000 units sold out instantly on day one ... Japanese gamers were beside themselves as they walked away with their prized possession and a near-perfect conversion of the Virtua Fighter coin-op ... Sega (and Sony) have proved that with dedicated processors handling the drive (the SH-1 in the Saturn's case), negligible access times are possible.}} 119. ^{{cite journal|date=March 9, 1995|title=Let the games begin: Sega Saturn hits retail shelves across the nation Sept. 2; Japanese sales already put Sega on top of the charts.|url=http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009|journal=Business Wire|accessdate=December 24, 2014|archive-url=https://web.archive.org/web/20141025012132/http://www.thefreelibrary.com/Let+the+games+begin%3a+Sega+Saturn+hits+retail+shelves+across+the...-a016634009|archive-date=2014-10-25|dead-url=no|df=}} 120. ^1 {{cite web|url=https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843|title=Sega Saturn launch takes consumers and retailers by storm; retailers struggling to keep up with consumer demand|date=May 19, 1995|work=Business Wire|accessdate=October 24, 2016|archive-url=https://web.archive.org/web/20161025111725/https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843|archive-date=2016-10-25|dead-url=no|df=}} 121. ^{{cite web|url=http://www.1up.com/news/day-history-sega-announces-surprise|title=This Day in History: Sega Announces Surprise Saturn Launch|last=Cifaldi|first=Frank|date=May 11, 2010|work=1UP.com|archiveurl=https://archive.is/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise|archivedate=June 29, 2013|deadurl=bot: unknown|accessdate=December 10, 2016}} 122. ^1 {{cite journal|last=Schilling|first=Mellissa A.|date=Spring 2003|title=Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry|journal=California Management Review|volume=45|pages=12, 23|quote=Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.|number=3}} 123. ^cf. {{cite journal|date=January 1996|title=Is War hell for Sega?|journal=Next Generation|volume=2|issue=13|page=7|quote=Tom Kalinske: We needed to do something shocking because we were $100 more than the other guy ... I still think [the surprise launch] was a good idea. If I had it to do over again would I do it a little differently? Yeah, definitely. I wouldn't take the risk of annoying retailers the way we did. I would clue them in and do an early launch in a region or three regions or something so we could include everybody.}} 124. ^{{cite news|title=Dear Saturn Mag, I've Heard the Saturn Couldn't Handle Alex Kidd... Is This True?|date=December 1995|work=Sega Saturn Magazine|issue=2|volume=1|page=51}} 125. ^{{cite journal|date=August 1995|title=Sega Saturn: You've Watched the TV Commercials...Now Read the Facts|journal=Next Generation|volume=1|issue=8|pages=26–32}} 126. ^{{cite web|url=http://www.thefreelibrary.com/Sega+Saturn+gets+astronomical+send+off+with+landmark+marketing...-a016940474|title=Sega Saturn gets astronomical send off with landmark marketing campaign; Sega breaks $50-million marketing campaign to support surprise launch at E3.|date=May 11, 1995|work=Business Wire|accessdate=February 18, 2015|archive-url=https://web.archive.org/web/20150218104132/http://www.thefreelibrary.com/Sega+Saturn+gets+astronomical+send+off+with+landmark+marketing...-a016940474|archive-date=2015-02-18|dead-url=no|df=}} 127. ^{{cite book|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6–8, 2002, Tampere, Finland|editor-last1=Mäyrä|editor-first1=Frans |last=Finn|first=Mark|publisher=Tampere University Press|year=2002|isbn=9789514453717|pages=45–58|chapter=Console Games in the Age of Convergence}} 128. ^{{cite magazine|last=|first=|date=February 1996|title=Sega: Who Do they Think you Are?|magazine=Next Generation|publisher=Imagine Media|issue=14|page=71}} 129. ^{{cite magazine|last=|first=|date=February 1996|title=Sega TV: Turn On, Tune In, Buy Hardware|magazine=Next Generation|publisher=Imagine Media|issue=14|page=74}} 130. ^{{cite journal|last=|first=|date=January 1996|title=1995: The Calm Before the Storm?|journal=Next Generation|publisher=Imagine Media|issue=13|page=47}} 131. ^{{cite web|url=http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=3|title=Which Game Console Had The Best Launch Lineup?|last=Kato|first=Matthew|date=October 30, 2013|work=Game Informer|page=3|accessdate=February 17, 2017|archive-url=https://web.archive.org/web/20170630042313/http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=3|archive-date=2017-06-30|dead-url=no|df=}} 132. ^1 {{cite web|url=http://www.ign.com/articles/1998/08/28/history-of-the-playstation|title=History of the PlayStation|date=|work=IGN|accessdate=November 16, 2014|archive-url=https://web.archive.org/web/20120218120358/http://psx.ign.com/articles/060/060188p1.html|archive-date=2012-02-18|dead-url=no|df=}} 133. ^{{cite journal|date=October 2, 1995|title=Sega announces $299 Sega Saturn core pack; "Virtua Fighter Remix" pack-in available for $349.|url=http://www.thefreelibrary.com/Sega+announces+%24299+Sega+Saturn+core+pack%3b+%27%27Virtua+Fighter+Remix%27%27...-a017512731|journal=Business Wire|accessdate=December 24, 2014|quote=Sega of America Monday announced that, effective immediately, it will dramatically drop the price of its high-end Sega Saturn system to $299.|archive-url=https://web.archive.org/web/20140504225632/http://www.thefreelibrary.com/Sega+announces+%24299+Sega+Saturn+core+pack%3b+%27%27Virtua+Fighter+Remix%27%27...-a017512731|archive-date=2014-05-04|dead-url=no|df=}} 134. ^{{cite journal|date=January 1996|title=Sony fights Sega on US streets|journal=Next Generation|volume=2|issue=13|pages=14–16}} 135. ^{{cite journal|date=January 10, 1996|title=Sega captures dollar share of videogame market again; diverse product strategy yields market growth; Sega charts path for 1996.|url=http://www.thefreelibrary.com/Sega+captures+dollar+share+of+videogame+market+--+again%3B+diverse...-a018001580|journal=Business Wire|accessdate=December 24, 2014|quote=Estimated dollar share for Sega-branded interactive entertainment hardware and software in 1995 was 43 percent, compared with Nintendo at 42 percent, Sony at 13 percent and The 3DO Co. at 2 percent. Sega estimates the North American videogame market will total more than $3.9 billion for 1995.|archive-url=https://web.archive.org/web/20140502075742/http://www.thefreelibrary.com/Sega%2Bcaptures%2Bdollar%2Bshare%2Bof%2Bvideogame%2Bmarket%2B--%2Bagain%3B%2Bdiverse...-a018001580|archive-date=2014-05-02|dead-url=no|df=}} 136. ^{{cite book|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6–8, 2002, Tampere, Finland|editor-last1=Mäyrä|editor-first1=Frans |last=Finn|first=Mark|publisher=Tampere University Press|year=2002|isbn=9789514453717|pages=45–58|chapter=Console Games in the Age of Convergence}} 137. ^{{cite journal|last=|first=|date=June 1996|title=Saturn Comes Down to Earth|journal=Electronic Gaming Monthly|publisher=Ziff Davis|issue=83|pages=14–15}} 138. ^{{cite journal|last=|first=|date=June 1996|title=Sony's Video Games Onslaught Continues!|journal=Maximum: The Video Game Magazine|publisher=Emap International Limited|issue=7|pages=72–73}} 139. ^{{cite journal|last1=Gallagher|first1=Scott|last2=Park|first2=Seung Ho|date=February 2002|title=Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market|journal=IEEE Transactions on Engineering Management|volume=49|pages=67–82|number=1}} 140. ^1 {{cite journal|date=January 10, 1996|title=Sega captures dollar share of videogame market again; diverse product strategy yields market growth; Sega charts path for 1996.|url=http://www.thefreelibrary.com/Sega+captures+dollar+share+of+videogame+market+--+again%3B+diverse...-a018001580|journal=Business Wire|accessdate=December 24, 2014|quote=Estimated dollar share for Sega-branded interactive entertainment hardware and software in 1995 was 43 percent, compared with Nintendo at 42 percent, Sony at 13 percent and The 3DO Co. at 2 percent. Sega estimates the North American videogame market will total more than $3.9 billion for 1995.|archive-url=https://web.archive.org/web/20140502075742/http://www.thefreelibrary.com/Sega%2Bcaptures%2Bdollar%2Bshare%2Bof%2Bvideogame%2Bmarket%2B--%2Bagain%3B%2Bdiverse...-a018001580|archive-date=2014-05-02|dead-url=no|df=}} 141. ^{{cite web|url=http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/|title=Developer's Den: Sega Technical Institute|last=Horowitz|first=Ken|date=June 11, 2007|website=Sega-16|publisher=Ken Horowitz|archiveurl=https://web.archive.org/web/20160408141746/http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/|archivedate=April 8, 2016|deadurl=no|accessdate=April 16, 2014|df=mdy-all}} 142. ^1 2 3 4 {{cite news|url=http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F|title=Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer|date=July 16, 1996|journal=M2PressWIRE|accessdate=December 24, 2014|quote=Sega of America Inc. (SOA) Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer. Sega also announced that Bernard Stolar, previously of Sony Computer Entertainment America, has joined the company as executive vice president, responsible for product development and third-party business ... Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively.|archive-url=https://web.archive.org/web/20141018032603/http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F|archive-date=2014-10-18|dead-url=no|df=}}{{closed access}} {{subscription required|s}} 143. ^1 2 {{cite web|url=http://www.next-generation.com/news/071696a.html|title=Kalinske Out – WORLD EXCLUSIVE|date=July 16, 1996|work=Next Generation|archiveurl=https://web.archive.org/web/19961220200643/http://www.next-generation.com/news/071696a.html|archivedate=December 20, 1996|deadurl=yes|accessdate=May 6, 2014}} 144. ^1 2 {{cite news|url=https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1|title=Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market|author=Stephanie Strom|date=March 14, 1998|work=The New York Times|accessdate=December 7, 2014|archive-url=https://web.archive.org/web/20130430012902/http://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1|archive-date=2013-04-30|dead-url=no|df=}} 145. ^{{cite web|url=http://www.next-generation.com/news/072596b.html|title=Irimajiri Settles In At Sega|date=July 25, 1996|work=Next Generation|archiveurl=https://web.archive.org/web/19961220195722/http://www.next-generation.com/news/072596b.html|archivedate=December 20, 1996|deadurl=yes|accessdate=May 6, 2014|quote=Although a familiar face at Sega of America, Shoichiro Irimajiri has spent his first week in charge re-meeting all the staff.}} 146. ^{{cite web|url=http://www.next-generation.com/news/071396a.html|title=NEWSFLASH: Sega Planning Drastic Management Reshuffle – World Exclusive|date=July 13, 1996|work=Next Generation|archiveurl=https://web.archive.org/web/19961220200717/http://www.next-generation.com/news/071396a.html|archivedate=December 20, 1996|deadurl=yes|accessdate=May 6, 2014}} 147. ^{{cite web|url=http://www.gamespot.com/articles/stolar-talks-dreamcast/1100-2464369/|title=Stolar Talks Dreamcast|last=Johnston|first=Chris|date=July 15, 1998|work=GameSpot|accessdate=December 17, 2014|quote=Bernie Stolar: I'm also a big believer in RPGs as well. No one ever believes that because I came out of the coin-op side of the business. But I'm an older, wiser person these days.|archive-url=https://web.archive.org/web/20170710051328/https://www.gamespot.com/articles/stolar-talks-dreamcast/1100-2464369/|archive-date=2017-07-10|dead-url=no|df=}} 148. ^1 {{Cite web|url=https://kotaku.com/5828939/when-sega-wanted-to-take-over-the-world-and-failed-miserably|title=When Sega Wanted to Take Over the World (and Failed Miserably)|last=Plunkett|first=Luke|date=August 9, 2011|website=Kotaku|publisher=Gawker Media|archive-url=|archive-date=|dead-url=|access-date=January 16, 2019}} 149. ^1 {{Cite news|url=https://www.nytimes.com/1997/01/24/business/sega-to-acquire-bandai-creating-toy-video-giant.html|title=Sega to Acquire Bandai, Creating Toy-Video Giant|last=Pollack|first=Andrew|date=January 24, 1997|work=The New York Times|access-date=January 16, 2019}} 150. ^{{Cite web|url=https://www.wired.com/1997/05/bandai-calls-off-planned-merger-with-sega/|title=Bandai Calls Off Planned Merger with Sega|last=|first=|date=May 28, 1997|website=Wired|archive-url=|archive-date=|dead-url=|access-date=January 16, 2019}} 151. ^{{Cite news|url=https://www.nytimes.com/1997/05/28/business/acquisition-of-bandai-by-sega-called-off.html|title=Acquisition of Bandai by Sega Called Off|last=Pollack|first=Andrew|date=May 28, 1997|work=The New York Times|access-date=January 16, 2019}} 152. ^{{Cite web|url=https://www.gamespot.com/articles/sega-president-leaving/1100-2462169/|title=Sega President Leaving?|last=|first=|date=April 28, 2000|website=GameSpot|archive-url=|archive-date=|dead-url=|access-date=January 16, 2019}} 153. ^{{cite web|url=http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|title=Katana Strategy Still on Back Burner|last=Feldman|first=Curt|date=April 22, 1998|publisher=GameSpot|accessdate=December 9, 2014}} 154. ^{{cite book|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6–8, 2002, Tampere, Finland|editor-last1=Mäyrä|editor-first1=Frans |last=Finn|first=Mark|publisher=Tampere University Press|year=2002|isbn=9789514453717|pages=45–58|chapter=Console Games in the Age of Convergence}} 155. ^1 {{cite web|url=http://sega.jp/IR/en/ar/ar1998/ar98.pdf|title=Sega Enterprises Annual Report 1998|publisher=Sega Enterprises, Ltd.|pages=1, 7–8|archiveurl=https://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf|archivedate=May 4, 2004|deadurl=yes|accessdate=December 7, 2014}} 156. ^{{cite web|url=http://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|title=Sega News From Japan|date=March 18, 1998|work=GameSpot|accessdate=December 7, 2014}} 157. ^1 {{cite web|url=http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|title=IGN Presents the History of Dreamcast|last=Fahs|first=Travis|date=September 9, 2010|work=IGN|accessdate=December 24, 2014|archive-url=https://web.archive.org/web/20140928201508/http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|archive-date=2014-09-28|dead-url=no|df=}} 158. ^{{cite web|url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf|title=Sega Corporation Annual Report 2000|publisher=Sega Corporation|page=18|archiveurl=https://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf|archivedate=September 25, 2007|deadurl=yes|accessdate=December 24, 2014}} 159. ^{{cite web|url=https://www.nytimes.com/1999/07/12/business/technology-sega-is-giving-new-product-special-push.html|title=TECHNOLOGY; 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"This was his launch," they would say; one or two was seen crying.}} cf. {{cite web|url=http://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|title=A Post-Bernie Sega Speaks|last=Kennedy|first=Sam|date=August 12, 1999|publisher=GameSpot|accessdate=December 9, 2014}} 183. ^{{cite web|url=http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide|title=IGN Classics: Dreamcast Launch Guide|last=Gantayat|first=Anoop|date=September 9, 2008|archiveurl=https://web.archive.org/web/20141030003140/http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide|archivedate=October 30, 2014|deadurl=no|accessdate=October 29, 2014}} 184. ^{{cite web|url=http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4|title=Which Game Console Had The Best Launch Lineup?|last=Kato|first=Matthew|date=October 30, 2013|work=Game Informer|page=4|archiveurl=https://web.archive.org/web/20141230142031/http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4|archivedate=December 30, 2014|deadurl=no|accessdate=November 5, 2014}} 185. ^1 2 {{cite web|url=http://www.businessweek.com/2000/00_51/b3712200.htm|title=Sega vs. Sony: Pow! 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But I've also worked with a fair number of action titles as well, including a game called Nightshade ... The team also worked with Skies of Arcadia, and we gathered a staff from many different titles.|df=mdy}} 200. ^{{cite web|url=https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf|title=Sega Corporation Annual Report 2002|date=July 2002|publisher=Sega Corporation|pages=18–19|archiveurl=https://web.archive.org/web/20160303231553/https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf|archivedate=March 3, 2016|deadurl=no|accessdate=January 20, 2015}} 201. ^{{cite journal|last1=Montfort|first1=Nick|last2=Consalvo|first2=Mia|date=|title=The Dreamcast, Console of the Avant-Garde|journal=Loading... The Journal of the Canadian Game Studies Association|volume=6|pages=82–99|number=9}} 202. ^{{cite web|url=http://www.1up.com/do/reviewPage?cId=3165700|title=Rez HD (Xbox 360)|last=Kennedy|first=Sam|date=January 29, 2008|publisher=1UP.com|archiveurl=https://archive.is/20070516074722/http://www.1up.com/do/reviewPage?cId=3165700|archivedate=May 16, 2007|deadurl=bot: unknown|accessdate=December 10, 2016|df=mdy}} 203. ^{{cite web|url=http://www.edge-online.com/review/rez-review/|title=Rez Review|date=November 29, 2001|work=Edge|archiveurl=https://web.archive.org/web/20141122131408/http://www.edge-online.com/review/rez-review/|archivedate=November 22, 2014|deadurl=no|accessdate=November 5, 2014|quote=In its appreciation of 3D space and in the way themes of evolution and transcendence are intertwined with, and layered on top of, exhilarating abstract soundscapes, Rez is a work of genius.}} 204. ^{{cite web|url=http://www.eurogamer.net/articles/rez-hd-review|title=Rez HD|last=Parkin|first=Simon|date=January 30, 2008|work=Eurogamer|archiveurl=https://web.archive.org/web/20140926120150/http://www.eurogamer.net/articles/rez-hd-review|archivedate=September 26, 2014|deadurl=no|accessdate=October 24, 2014}} 205. ^{{cite journal|date=October 2005|title=Retro Reviews: Typing of the Dead|journal=Game Informer|volume=15|issue=150|page=165|quote=One of the strangest titles to come out of Sega's workshop ... It's actually a more addictive and challenging game than the original game that it is based on.}} 206. ^{{cite journal|date=February 2007|title=From the Living Room to the Grave: Remembering the Top 10 Dreamcast Games|journal=Game Informer|volume=16|issue=166|pages=116–117}} 207. ^{{cite journal|date=November 2005|title=Retro Reviews: Seaman|journal=Game Informer|volume=15|issue=151|page=198|quote=A surreal adventure with a certain brand of humor rarely achieved today.}} cf. {{cite web|url=http://www.gamespot.com/dreamcast/sim/seaman/review.html|title=Seaman Review|last=Provo|first=Frank|date=August 8, 2000|publisher=GameSpot|archiveurl=https://web.archive.org/web/20110830223755/http://www.gamespot.com/dreamcast/sim/seaman/review.html|archivedate=August 30, 2011|deadurl=bot: unknown|accessdate=October 24, 2014|df=mdy}} 208. ^{{cite web|url=http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever|title=The Story of Sega's Oddest Game Ever|date=July 21, 2008|work=Edge|archiveurl=https://web.archive.org/web/20120527150812/http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever|archivedate=May 27, 2012|deadurl=yes|accessdate=October 24, 2014}} cf. {{cite journal|last=Vore|first=Bryan|date=March 2012|title=Alex Kidd: Sega's Forgotten Mascot|journal=Game Informer|volume=22|issue=227|pages=98–99|quote=Alex Kidd, Segagaga: I debuted as Sega's mascot, and went head-to-head against Nintendo's Mario. But it didn't work out in the end. For the longest time after that, I beat myself up about it, thinking about why it turned out the way it did. I spent a lot of time on this riverbank, staring at the sunset.}} 209. ^{{cite web|url=http://www.ign.com/articles/1999/07/14/shenmue-the-history|title=Shenmue, the History|date=July 13, 1999|archiveurl=https://web.archive.org/web/20141030003504/http://www.ign.com/articles/1999/07/14/shenmue-the-history|archivedate=October 30, 2014|deadurl=no|accessdate=October 26, 2014}} 210. ^{{cite web|url=http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance|title=On-Screen Help, In-Game Hindrance|last=Lamosca|first=Adam|date=June 24, 2007|work=The Escapist|archiveurl=https://web.archive.org/web/20140502182342/http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance|archivedate=May 2, 2014|deadurl=no|accessdate=October 26, 2014}} 211. ^In 2011, Suzuki stated that the actual cost of Shenmue was $47 million: See {{cite web|url=http://www.ign.com/articles/2011/03/02/gdc-the-future-of-shenmue|title=GDC: The Future of Shenmue|last=Gallegos|first=Anthony|date=March 2, 2011|publisher=IGN|archiveurl=https://web.archive.org/web/20141105034053/http://www.ign.com/articles/2011/03/02/gdc-the-future-of-shenmue|archivedate=November 5, 2014|deadurl=no|accessdate=November 5, 2014}} 212. ^{{cite web|url=http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|title=Shenmue: Through the Ages|last=Kolan|first=Patrick|date=August 7, 2007|publisher=IGN|archiveurl=https://web.archive.org/web/20141104113911/http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|archivedate=November 4, 2014|deadurl=no|accessdate=October 26, 2014}} 213. ^1 {{cite web|url=http://www.ign.com/articles/1999/09/09/sonic-adventure|title=Sonic Adventure|last=Justice|first=Brandon|date=September 8, 1999|publisher=IGN|archiveurl=https://web.archive.org/web/20141030035903/http://www.ign.com/articles/1999/09/09/sonic-adventure|archivedate=October 30, 2014|deadurl=no|accessdate=November 4, 2014|quote=Engrossing, demanding, and utterly awe-inspiring, Yuji Naka's vision has finally come full circle in this phenomenal title.}} 214. ^1 {{cite web|url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4208|title=Sonic Adventure-Dreamcast|date=October 27, 1999|work=Game Informer|archiveurl=https://web.archive.org/web/20001203193400/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4208|archivedate=December 3, 2000|deadurl=yes|accessdate=November 4, 2014|quote=I wish more time was spent to make this game truly remarkable, rather than the decent game we see today.}} 215. ^{{Cite journal|last=Smith|first=Sean|date=June 22, 2006|title=Company Profile: Sonic Team|journal=Retro Gamer|volume=3|issue=26|page=27}} 216. ^{{cite web|url=http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|title=The 20 Best Platformers: 1989 to 2009: Number 7: Sonic Adventure|last=Noble|first=McKinley|date=May 6, 2009|work=GamePro|page=3|archiveurl=https://web.archive.org/web/20100128020812/http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|archivedate=January 28, 2010|deadurl=yes|accessdate=November 4, 2014}} 217. ^While Sonic Adventure 2 was positively reviewed, the extent of its improvements over the original have been debated. See {{cite web|url=http://www.metacritic.com/game/dreamcast/sonic-adventure-2|title=Sonic Adventure 2 (Dreamcast)|publisher=Metacritic|archiveurl=https://web.archive.org/web/20141227061211/http://www.metacritic.com/game/dreamcast/sonic-adventure-2|archivedate=December 27, 2014|deadurl=no|accessdate=November 4, 2014}} cf. {{cite web|url=http://www.ign.com/articles/2001/06/22/sonic-adventure-2|title=Sonic Adventure 2|last=Chau|first=Anthony|date=June 22, 2001|publisher=IGN|archiveurl=https://web.archive.org/web/20141102175116/http://www.ign.com/articles/2001/06/22/sonic-adventure-2|archivedate=November 2, 2014|deadurl=no|accessdate=November 4, 2014|quote=There aren't many viewing problems ... be prepared to take a more active role when playing.}} cf. {{cite journal|author=Reiner|date=August 2001|title=Sonic Adventure 2|journal=Game Informer|volume=11|issue=100|page=100|quote=Hardly any mistakes from the original were fixed ... The lackluster difficulty and cartoon-like presentation is perfect for kids, but it really does nothing for hardcore gamers or Sonic fans of yesteryear.}} 218. ^{{cite web|url=http://www.metacritic.com/game/dreamcast/nfl-2k1|title=NFL 2K1 (Dreamcast)|publisher=Metacritic|archiveurl=https://web.archive.org/web/20150117164421/http://www.metacritic.com/game/dreamcast/nfl-2k1|archivedate=2015-01-17|deadurl=no|accessdate=November 5, 2014|df=}} cf. {{cite web|url=http://www.metacritic.com/game/dreamcast/nfl-2k2|title=NFL 2K2 (Dreamcast)|publisher=Metacritic|archiveurl=https://web.archive.org/web/20140910232551/http://www.metacritic.com/game/dreamcast/nfl-2k2|archivedate=September 10, 2014|deadurl=no|accessdate=November 5, 2014}} cf. {{cite web|url=http://www.metacritic.com/game/dreamcast/nba-2k1|title=NBA 2K1 (Dreamcast)|publisher=Metacritic|archiveurl=https://web.archive.org/web/20121607124400/http://www.metacritic.com/game/dreamcast/nba-2k1|archivedate=February 26, 2018|deadurl=no|accessdate=November 5, 2014|df=mdy-all}} cf. {{cite web|url=http://www.metacritic.com/game/dreamcast/nba-2k2|title=NBA 2K2 (Dreamcast)|publisher=Metacritic|archiveurl=https://web.archive.org/web/20150117164432/http://www.metacritic.com/game/dreamcast/nba-2k2|archivedate=2015-01-17|deadurl=no|accessdate=November 5, 2014|df=}} 219. ^1 Horowitz, pp. 246-247 220. ^{{cite web|url=http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html|title=Sega's sales fly despite business woes|last=Davis|first=Jim|date=January 11, 2001|publisher=CNET News|archiveurl=https://web.archive.org/web/20141031031716/http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html|archivedate=October 31, 2014|deadurl=no|accessdate=October 30, 2014}} 221. ^1 2 {{cite web|url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf|title=Sega Corporation Annual Report 2000|publisher=Sega Corporation|pages=10–12, 18|archiveurl=https://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf|archivedate=September 25, 2007|deadurl=yes|accessdate=December 9, 2014}} 222. ^{{cite news|url=http://news.bbc.co.uk/2/hi/business/659554.stm|title=Sega warns of losses|date=February 28, 2000|work=BBC News Online|accessdate=November 10, 2013|archiveurl=https://web.archive.org/web/20131111081448/http://news.bbc.co.uk/2/hi/business/659554.stm|archivedate=November 11, 2013|deadurl=no}} 223. ^{{cite web|url=http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm|title=Dreamcast may be discontinued, Sega says|date=January 24, 2001|work=USA Today|archiveurl=https://web.archive.org/web/20141225010445/http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm|archivedate=December 25, 2014|deadurl=no|accessdate=December 9, 2014}} 224. ^{{cite news|url=https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/|title=Sega full-year loss to widen|last=Smith|first=Tony|date=November 24, 2000|work=The Register|accessdate=November 10, 2013|archiveurl=https://web.archive.org/web/20131111081410/https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/|archivedate=November 11, 2013|deadurl=no}} 225. ^{{cite web|url=http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement|title=Sega Issues Financial Statement|date=February 1, 2001|publisher=IGN|archiveurl=https://web.archive.org/web/20141208064813/http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement|archivedate=December 8, 2014|deadurl=no|accessdate=December 5, 2014}} 226. ^{{cite web|url=http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf|title=Sega Corporation Annual Report 2001|date=August 2001|publisher=Sega Corporation|page=22|archiveurl=https://web.archive.org/web/20150924100120/http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf|archivedate=September 24, 2015|deadurl=no|accessdate=December 9, 2014}} 227. ^{{cite web|url=http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html|title=Old PlayStation tops holiday game console sales|last=Becker|first=David|date=December 5, 2000|publisher=CNET News|archiveurl=https://web.archive.org/web/20141031031819/http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html|archivedate=October 31, 2014|deadurl=no|accessdate=October 30, 2014}} 228. ^{{cite web|archiveurl=https://web.archive.org/web/20020617182247/http://sega.jp/IR/en/ar/ar1998/ar98.pdf|title=Sega Enterprises, Ltd. 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purchased THQ's Relic Entertainment to 'reinforce PC game development capabilities'|publisher=Polygon|accessdate=January 24, 2013|archive-url=https://web.archive.org/web/20130127185029/http://www.polygon.com/2013/1/24/3913260/sega-purchased-thqs-relic-entertainment-to-reinforce-pc-game|archive-date=2013-01-27|dead-url=no|df=}} 264. ^{{cite web|url=http://www.gamasutra.com/view/news/118883/Sega_Confirms_Closure_Of_Internal_Iron_Man_Golden_Axe_Dev.php/|title=Sega Confirms Closure Of Internal Iron Man, Golden Axe Dev|work=gamasutra.com|access-date=2018-10-18|archive-url=https://web.archive.org/web/20181005071749/http://www.gamasutra.com/view/news/118883/Sega_Confirms_Closure_Of_Internal_Iron_Man_Golden_Axe_Dev.php|archive-date=2018-10-05|dead-url=no|df=}} 265. ^{{cite web|url=http://www.eurogamer.net/articles/2013-04-05-sega-to-shut-down-medieval-2-total-war-developer-sega-studios-australia|title=Sega to shut down Medieval 2: Total War developer Sega Studios Australia|last=Phillips|first=Tom|date=April 5, 2013|work=Eurogamer|publisher=Gamer Network|accessdate=April 5, 2013|archive-url=https://web.archive.org/web/20130408011426/http://www.eurogamer.net/articles/2013-04-05-sega-to-shut-down-medieval-2-total-war-developer-sega-studios-australia|archive-date=2013-04-08|dead-url=no|df=}} 266. ^{{cite web|archiveurl=https://web.archive.org/web/20150511235740/http://sega.jp/cgi-bin/csALL.cgi |script-title=ja:セガ 製品情報|trans-title=Sega product information|work=sega.jp|language=Japanese|publisher=Sega|url=http://sega.jp/cgi-bin/csALL.cgi|archivedate=May 11, 2015|accessdate=May 7, 2015}} 267. ^{{cite web|url=http://sega.jp/pc/baldurs/|title=Sega PC Localized Game Official Site|work=sega.jp|publisher=Sega|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150512102713/http://sega.jp/pc/baldurs/|archive-date=2015-05-12|dead-url=no|df=}} 268. ^{{cite web|author=MacGregor, Kyle|date=September 19, 2013|url=http://www.destructoid.com/atlus-extremely-happy-to-join-forces-with-sega-262154.phtml|title=Atlus 'extremely happy' to join forces with Sega|work=Destructoid|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150915003743/http://www.destructoid.com/atlus-extremely-happy-to-join-forces-with-sega-262154.phtml|archive-date=2015-09-15|dead-url=no|df=}} 269. ^{{cite web|author=Pitcher, Jenna|date=February 18, 2014|url=http://www.polygon.com/2014/2/18/5421642/sega-to-rebrand-index-as-atlus-in-april-creates-new-division|title=Sega to rebrand Index as Atlus in April, creates new division|work=Polygon|publisher=Vox Media|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150429041957/http://www.polygon.com/2014/2/18/5421642/sega-to-rebrand-index-as-atlus-in-april-creates-new-division|archive-date=2015-04-29|dead-url=no|df=}} 270. ^{{cite web|url=http://www.segasammy.co.jp/english/ir/finance/sales.html|title=Sales by segment – Financial Information – Investor Relations|work=www.segasammy.co.jp|publisher=Sega Sammy Holdings|accessdate=April 5, 2015|archive-url=https://web.archive.org/web/20150521082806/http://www.segasammy.co.jp/english/ir/finance/sales.html|archive-date=2015-05-21|dead-url=no|df=}} 271. ^{{cite web|author=Verini, James|date=October 19, 2012|url=https://www.wired.com/2012/10/mf-japan-pop-star-hatsune-miku/|title=How Virtual Pop Star Hatsune Mikue Blew Up in Japan|work=Wired|publisher=Condé Nast|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150516062025/http://www.wired.com/2012/10/mf-japan-pop-star-hatsune-miku|archive-date=2015-05-16|dead-url=no|df=}} 272. ^{{cite web|author=Lanxon, Nate|date=August 20, 2013|url=https://www.wired.co.uk/news/archive/2013-08/20/the-story-of-orbi|title=The Orbi story: BBC and Sega collaborate on experimental natural history theme park|work=Wired|publisher=Condé Nast|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150906104903/http://www.wired.co.uk/news/archive/2013-08/20/the-story-of-orbi|archive-date=2015-09-06|dead-url=no|df=}} 273. ^{{cite web|author=Rose, Mike|date=May 11, 2012|url=http://www.gamasutra.com/view/news/170179/Sega_focusing_on_digital_shift_following_decreased_2011_financials.php|title=Sega focusing on digital shift following decreased 2011 financials|work=Gamasutra|publisher=UBM plc|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150518104206/http://www.gamasutra.com/view/news/170179/Sega_focusing_on_digital_shift_following_decreased_2011_financials.php|archive-date=2015-05-18|dead-url=no|df=}} 274. ^{{cite web|author=Harris, Jake|date=June 28, 2012|url=http://www.gamespot.com/articles/sega-to-close-five-european-australian-offices/1100-6384808/|title=Sega to close five European, Australian offices|work=GameSpot|publisher=CBS Interactive|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150510072940/http://www.gamespot.com/articles/sega-to-close-five-european-australian-offices/1100-6384808/|archive-date=2015-05-10|dead-url=no|df=}} 275. ^{{cite web|author=Moscritolo, Angela|date=March 30, 2012|url=https://www.pcmag.com/article2/0,2817,2402442,00.asp|title=Sega Cancelling Games, Planning Layoffs|work=PC Magazine|publisher=Ziff Davis|accessdate=April 8, 2015|archive-url=https://web.archive.org/web/20150501133306/http://www.pcmag.com/article2/0,2817,2402442,00.asp|archive-date=2015-05-01|dead-url=no|df=}} 276. ^{{cite web|author=Crossley, Rob|date=January 30, 2015|url=https://web.archive.org/web/20151017162120/https://games.yahoo.com/news/sega-axe-300-jobs-focus-112900482.html|title=Sega to Axe 300 Jobs as Focus Turns to PC and Mobile|work=Yahoo! Games|publisher=Yahoo!|accessdate=April 14, 2015}} 277. ^{{cite web|url=http://www.capcom.co.jp/ir/english/business/market.html|title=Market Data|work=capcom.co.jp|publisher=Capcom|accessdate=April 5, 2015|archive-url=https://web.archive.org/web/20150315231142/http://www.capcom.co.jp/ir/english/business/market.html|archive-date=2015-03-15|dead-url=no|df=}} 278. ^{{cite web|url=http://www.segasammy.co.jp/english/ir/management/strategy.html|title=Business Strategies|work=segasammy.co.jp|publisher=Sega Sammy Holdings|accessdate=April 5, 2015|archive-url=https://web.archive.org/web/20150222072200/http://www.segasammy.co.jp/english/ir/management/strategy.html|archive-date=2015-02-22|dead-url=no|df=}} 279. ^{{cite web|author=Kohler, Chris|date=October 2, 2009|url=https://www.wired.com/2009/02/sega-layoffs/|title=Sega to Close Arcades, Cancel Games, Lay Off Hundreds|work=Wired|publisher=Condé Nast|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150415115234/http://www.wired.com/2009/02/sega-layoffs/|archive-date=2015-04-15|dead-url=no|df=}} 280. ^{{cite web|url=http://www.segasammy.co.jp/english/pdf/release/2015_3q_presentation_e_final.pdf|title=FY Ending March 2015 – 3rd Quarter Results Presentation|format=PDF|work=segasammy.co.jp|publisher=Sega Sammy Holdings|accessdate=April 14, 2015|archive-url=https://web.archive.org/web/20150924100308/http://www.segasammy.co.jp/english/pdf/release/2015_3q_presentation_e_final.pdf|archive-date=2015-09-24|dead-url=no|df=}} 281. ^{{cite web|url=http://blogs.sega.com/2015/05/08/sega_mobile_game_closures/|title=SEGA Mobile Game Closures|publisher=Sega Blog|accessdate=May 9, 2015|archive-url=https://web.archive.org/web/20150510071803/http://blogs.sega.com/2015/05/08/sega_mobile_game_closures/|archive-date=2015-05-10|dead-url=no|df=}} 282. ^{{cite web|url=http://uk.ign.com/articles/2015/05/08/sega-removing-games-from-mobile-catalog-that-fail-to-meet-quality-standards|title=SEGA Removing Games From Mobile Catalog that Fail to Meet Quality Standards|last=Rao|first=Chloi|date=May 8, 2015|publisher=IGN|accessdate=May 10, 2015}} 283. ^{{cite web|url=http://www.polygon.com/2015/2/19/8069443/sega-networks-acquires-demiurge-studios-investments-west|title=Sega acquires Demiurge Studios, but not its best-known game, Marvel Puzzle Quest|website=Polygon|accessdate=19 February 2015|archive-url=https://web.archive.org/web/20180912091848/https://www.polygon.com/2015/2/19/8069443/sega-networks-acquires-demiurge-studios-investments-west|archive-date=2018-09-12|dead-url=no|df=}} 284. ^{{cite web|url=http://www.gamasutra.com/view/news/267291/Segas_Western_mobile_division_hit_with_layoffs.php|title=Sega's Western mobile division hit with layoffs|date=4 March 2016|website=Gamasutra|publisher=Chris Kerr|accessdate=17 January 2017|archive-url=https://web.archive.org/web/20170118063733/http://www.gamasutra.com/view/news/267291/Segas_Western_mobile_division_hit_with_layoffs.php|archive-date=2017-01-18|dead-url=no|df=}} 285. ^{{Cite web|url=https://www.pocketgamer.biz/profile/66972/sega-hardlight-studio-profile/|title=From Sonic Jump to Speed Battle: The story of Sega Hardlight|last=Cowley|first=Rick|date=November 20, 2017|website=PocketGamer.biz|publisher=Steel Media, LLC.|access-date=September 11, 2018|archive-url=https://web.archive.org/web/20180912022136/https://www.pocketgamer.biz/profile/66972/sega-hardlight-studio-profile/|archive-date=2018-09-12|dead-url=no|df=}} 286. ^{{Cite web|url=http://sega-games.co.jp/company/about/|title=事業内容|株式会社セガゲームス|website=sega-games.co.jp|accessdate=May 15, 2015|archive-url=https://web.archive.org/web/20150518081117/http://sega-games.co.jp/company/about/|archive-date=2015-05-18|dead-url=no|df=}} 287. ^{{cite web|url=http://www.segasammy.co.jp/english/pdf/release/20150212_organizational%20restructuring_e_final.pdf|title=Notice of Organizational Restructuring within the Group and Change of Names of Some Subsidiaries due to the Restructuring|format=PDF|work=segasammy.co.jp|publisher=Sega Sammy Holdings|date=February 12, 2015|accessdate=May 7, 2015|archive-url=https://web.archive.org/web/20150624051027/http://www.segasammy.co.jp/english/pdf/release/20150212_organizational%20restructuring_e_final.pdf|archive-date=2015-06-24|dead-url=no|df=}} 288. ^{{cite web|url=http://www.businesswire.com/news/home/20150129006720/en/SEGA-America-Relocates-Southern-California|title=SEGA of America Relocates to Southern California|date=January 30, 2015|publisher=Game Informer|accessdate=March 22, 2017|archive-url=https://web.archive.org/web/20170322203538/http://www.businesswire.com/news/home/20150129006720/en/SEGA-America-Relocates-Southern-California|archive-date=2017-03-22|dead-url=no|df=}} 289. ^1 2 3 {{cite web|url=http://www.segasammy.co.jp/english/ir/finance/balance.html|title=Balance sheets information|Financial Information|Investor Relations|SEGA SAMMY HOLDINGS|date=|publisher=Segasammy.co.jp|accessdate=2015-02-04|archive-url=https://web.archive.org/web/20170819183156/http://www.segasammy.co.jp/english/ir/finance/balance.html|archive-date=2017-08-19|dead-url=no|df=}} 290. ^{{Cite web|url=http://www.famitsu.com/news/201507/20082607.html |script-title=ja:セガゲームス始動!代表取締役社長CEO里見治紀氏に訊く新会社設立の意図と将来像|last=|first=|date=July 20, 2015|website=Famitsu|language=Japanese|archive-url=https://web.archive.org/web/20150828064709/http://www.famitsu.com/news/201507/20082607.html|archive-date=2015-08-28|dead-url=no|accessdate=September 9, 2015|df=}} 291. ^{{Cite web|url=https://www.segasammy.co.jp/english/pr/corp/profile.html|title=Executive Profile | SEGA SAMMY Group | SEGA SAMMY HOLDINGS|website=www.segasammy.co.jp|accessdate=September 9, 2015|archive-url=https://web.archive.org/web/20150919091829/http://www.segasammy.co.jp/english/pr/corp/profile.html|archive-date=2015-09-19|dead-url=no|df=}} 292. ^{{Cite web |url=https://www.j-platpat.inpit.go.jp/web/all/top/BTmTopPage |title=Archived copy |access-date=2018-10-18 |archive-url=https://web.archive.org/web/20180225073906/https://www.j-platpat.inpit.go.jp/web/all/top/BTmTopPage |archive-date=2018-02-25 |dead-url=no |df= }} 293. ^{{cite web|url=http://segabits.com/blog/2016/09/17/sega-announces-acquisition-of-technosofts-ips/|title=Sega announces acquisitions of Technosoft IP's|date=September 2016|access-date=2018-10-18|archive-url=https://web.archive.org/web/20180926121409/http://segabits.com/blog/2016/09/17/sega-announces-acquisition-of-technosofts-ips/|archive-date=2018-09-26|dead-url=no|df=}} 294. ^{{Cite web |url=https://game.watch.impress.co.jp/docs/news/1020718.html |title=Archived copy |access-date=2018-10-18 |archive-url=https://web.archive.org/web/20180827210054/https://game.watch.impress.co.jp/docs/news/1020718.html |archive-date=2018-08-27 |dead-url=no |df= }} 295. ^{{cite web|url=http://www.segasammy.co.jp/english/pdf/release/20170403_honsha_final_e_.pdf|title=Consolidation/Relocation of Head Office Functions of SEGA SAMMY Group|date=April 3, 2017|publisher=Sega Sammy Holdings|format=PDF|accessdate=April 4, 2017|archive-url=https://web.archive.org/web/20170404220020/http://www.segasammy.co.jp/english/pdf/release/20170403_honsha_final_e_.pdf|archive-date=2017-04-04|dead-url=no|df=}} 296. ^Workman, Robert (October 13, 2017) Sega Is Opening Up Its Own Shop Next Week, And We Need To Buy All The Things {{Webarchive|url=https://web.archive.org/web/20180807124845/http://comicbook.com/gaming/2017/10/13/sega-opening-its-online-store-next-week-sonic-the-hedgehog/ |date=2018-08-07 }} Comicbook Gaming. 297. ^{{cite web|url=https://venturebeat.com/2018/08/01/sega-of-america-makes-thq-acclaim-vet-ian-curran-as-new-president-and-coo/|title=Sega of America taps THQ, Acclaim vet Ian Curran as new president and COO|last1=Minotti|first1=Mike|website=Venture Beat|accessdate=August 3, 2018|archive-url=https://web.archive.org/web/20180802013051/https://venturebeat.com/2018/08/01/sega-of-america-makes-thq-acclaim-vet-ian-curran-as-new-president-and-coo/|archive-date=2018-08-02|dead-url=no|df=}} External links{{Commons category|Sega}}
|title=Sega Games Co., Ltd. |list1={{Sega}}{{Sega Sammy Holdings}}{{Sega Sammy franchises}}{{Sonic}}{{TMS Entertainment}}{{Marza Animation Planet}} }}{{Japanese Electronics Industry}}{{Major video game companies}}{{Portalbar|Sega|Video games|Companies|Tokyo|Japan}} 5 : Sega|History of video games|Sega|Sega Sammy Holdings|History of video games |
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