| The 16-bit
revolution
The year 1987 found Sega in a most
curious position. On the one hand, it had utterly failed to shake
Nintendo's grip on the videogame industry with its 8-bit Sega Master System
(SMS).
On the other hand, that same industry's base technology was fast becoming
obsolete. New and more powerful personal computer systems,
predominantly of the 16-bit variety, had made and were continuing to make
significant inroads into the market. New and revolutionary systems
such as the Commodore Amiga and Atari
ST were causing home consumers to
re-evaluate how videogames should look and play. This new generation
of personal computers were finally powerful enough to deliver a videogame
experience every bit as good as that found in the arcades of the
day. Why not the same for home videogame
consoles?
The answer was simple. The
home console market was still trapped inside its 8-bit prison, with a
certain Italian plumber of Japanese extraction as its erstwhile
jailer. Nintendo had a virtual iron grip on the industry and was not
about to let go for any reason. It held a 95% share of the Japanese
market and a 92% share of the U.S. market, and those two illegal
monopolies gave Nintendo all the profits it could ever want and
more. Other vendors in the field didn't stand a chance on the
fertile ground that Nintendo had exploited for years. Even Sega,
which arguably had the superior 8-bit console with the SMS, fared no
better against Nintendo's venerable NES than had its
predecessors. Sega was not going to get anywhere playing by
Nintendo's rules on Nintendo's turf. The answer was to join the
fight on a new battlefield, with new rules and standards of play, in a
venue over which Nintendo had no control. That venue was the nextgen
wave of its day - the arrival of the 16-bit generation of home
consoles.
By this time Sega had already
enjoyed considerable success in the arcades with 16-bit hardware.
Sega games such as Afterburner 2, OutRun, Shinobi, Space Harrier,
and Super HangOn had become extremely popular with
gamers. Sega had a reputation for producing arcade games like nobody
else on the scene, due largely to its use of the high-end 16-bit Motorola
MC68000 central processing unit (CPU) - or in some cases twin Motorola
CPUs - in conjuction with the best 16-bit video display processors (VDPs)
and sound systems that the company could devise. The major iteration
of this design scheme at the time was called System 16, and many a Sega
game based directly on or derived from it could be found with a crowd of
eager gamers clustered around in most arcades. The considerable
success of System 16 in the arcades coupled with its console woes on the
home market caused Sega CEO Hayao Nakayama to start thinking. The
time seemed ripe, he reasoned, to literally "bring the arcades
home." If Sega could come up with an all-new console, one that was
radically different from Nintendo's, one that would appeal to an all-new
user base, then Sega might find the niche market upon which it could
build. Producing a 16-bit videogame console, as opposed to yet
another system based on tried-and-true 8-bit technology, would put Sega on
a technological cutting edge that no competitor could match for some
time. This would be the new system's main selling point. By
the time the competition - meaning Nintendo, of course - did catch up,
Sega's box would already be the established leader with a healthy software
base and the tables would be turned. For once, the plumber would be
the one trying to catch up. Furthermore, the time was
now to bring this new system to market. The new
customer base was already there, and Sega did not want Nintendo to snag
them first.
.gif) It was a good thing for Sega that
they chose to act when they did. Nintendo already its own 16-bit
console in the design pipeline. This was the system that would later
become known as the Super
Famicom in Japan and the Super NES (SNES) in the rest of the
world. Nintendo CEO Hiroshi Yamauchi had warned his company that
they needed to be poised to seize the 16-bit console market by 1990;
however, his statement did not have the binding edge of command that his
pronouncements usually carried. Nintendo was still reaping huge
profits from the NES, so there was no hurry to come up with a successor
system. There was also another reason for the delay - Nintendo was
having development problems with this newest box. It was little more
than a design concept and a few barely working prototypes at this point,
but already certain issues had surfaced that demanded attention. The
system as originally designed was way too expensive to be produced in a
version affordable for the average consumer, let alone cost-effective for
Nintendo. On top of that, project leader Masayuki Uemura was unable
to meet Yamauchi's demand that the new box be back-compatible with the
NES. The back-compatability feature was eventually abandoned;
however, that only saved about US$75 on the anticipated end-user price
tag. The chief culprit of the cost was, of course, the all-new
graphics and sound processing suite upon which Yamauchi insisted.
Designed in anticipation of the coming multimedia boom, it drove up the
cost of the system so much that Nintendo was again forced to cut costs
elsewhere or scrap it and risk being left behind. The problem was
eventually solved by installing a slower CPU - a Motorola-based WDC65816
CPU - instead of the faster 10 Mhz MC68000 that Uemura originally
intended. This meant that the new box would not be that much faster
than the NES itself, so a math coprocessor (as cheap as Nintendo could
cobble together) was thrown in to ease the processing strain a
bit.
Meanwhile, over in Sega R&D, a
team of engineers under the direction of Hideki Sato proceeded at a rapid
pace on development of Sega's new 16-bitter. This new system was
little more than a redesigned System 16 arcade board that had been scaled
down and shoehorned inside a sleek-looking black case. An RF adapter
and SMS-style audiovisual port replaced the custom monitor connections for
an arcade cabinet, and a cartridge slot for interchangeable games replaced
the on-board EPROMs. In fact, the resulting design worked so well
that Sega would turn right around and use it as the basis for three more
arcade boards (MegaTech, MegaPlay, and System C). The similarity between existing arcade hardware and
Sega's new 16-bit home console meant that it would not be terribly
difficult to convert existing System 16 games for the new console.
The resultant ports would be almost letter-perfect versions of the arcade
originals, allowing Sega to build up a large library of games fairly
quickly until its console programmers had found time to develop all-new
titles specifically for the new system. Of course, all of those
games - both old and new - would be running on 16-bit hardware as opposed
to 8-bit, so gamers would be able to tell the difference between Sega's
and Nintendo's consoles right away.
There was also another advantage to Sega's new system that was exploited
right away. Sega typically built its arcade games using a layered
approach - adding a layer or two of new technology to older designs for
the interim until the new stuff proved itself, then designing a successor
system using the new technology throughout. This was the case with
System 16, as it still retained vestiges of its 8-bit ancestor
boards. The components in question were practically identical to
those found the existing 8-bit SMS console save in layout and the absence
of the SMS boot ROM. In finalizing the design for its new 16-bit
console, Sega R&D made sure that the system had a mode that would make
it back-compatible with existing 8-bit SMS games. The only thing
lacking would be the SMS boot ROM and the appropriate adapter for the
cartridge port, so an external accessory was designed just for this
purpose. This automatically added the entire 8-bit SMS library to
that of the new console, comprising some 80 games or so as far as the U.S.
was concerned and a somewhat greater number of releases in Japan and
Europe. The back-compatibility feature made another good selling
point - Sega gamers could play their old 8-bit favorites on the new system
while saving up money to buy new and better 16-bit
games. As with Sega's earlier home
consoles, a number of peripherals were planned for use with the new
system. The half-moon shaped controllers that are taken for granted
nowadays were the first to be done. Next came the SMS cartridge
adapter, which by now had gained the unwieldy but workable title of
Power Base Converter. Third was the Mega
Modem (aka Telegames Modem), designed
expressly for a series of modem-playable games that Sega planned to market
in Japan in cooperation with Sunsoft. Three other accessories were
also planned at this point - a keyboard, disc drive, and SG-1000 style
drawing tablet . Their eventual market materialization depended
largely on how well the Mega Modem sold. If it failed, then there
was no point in wasting money on the additional peripherals.
Besides, Nintendo was already experimenting with modem-based technology
for the NES, so it seemed a logical choice.
The last issue to solve was giving
the new system a name. The official in-house designation of MK-1601
was not about to sell anything. After a great deal of debate, Sega's
Japanese executives finally settled on MegaDrive. It would be
one that their small but loyal customer base would understand. Most
Japanese have a basic training in the English language, and English
loanwords are quite common and frequently used in the various multimedia
industries for the purpose of emphasis. The English loanword
mega was already in use as part of Sega's SMS advertising campaign
to promote games that were supposed to be more powerful than their
ancestors. Tack on another English loanward, drive, and the
resultant name conjured up a mental image of some massively powerful
engine churning away. Unfortunately, Sega of America would not be
permitted to use the name in its respective market. Another American
firm had already registered the term megadrive as a trademark, so
Sega's new console was to be renamed Genesis for its U.S.
launch. It was a fortuitous choice in retrospect. The name's
Biblical connotations would not be lost on conservative-minded American
parents, many of whose kids would want to buy the new system. There
was also a hidden meaning within the console's new name.
Genesis in Hebrew means "in the beginning," and that is exactly
what Sega was doing - beginning the nextgen wave of consoles with a Sega
system. Up to this point Sega had been playing catch-up to
Nintendo. Now it would be leading the way.
Here are the final specifications for
Sega's new 16-bit home console as they stood prior to the official system
launch. It is not surprising that they are almost identical to a
stock Sega System 16 arcade board save for the obvious cabinet
issues.
Sega
MK-1601 (aka Genesis/MegaDrive)
|
Component |
Description |
|
Processors |
-
Motorola MC68000 CPU running at 7.61 MHz (main system functions)
(1) - Zilog Z80 CPU running at 3.51 MHz
(sound suite control) |
|
Graphics |
-
16-bit VDP for playfield and sprite control
- 3
graphics planes, 1 sprite plane, and 2 scrolling
playfields. - 64K
VRAM - 64x9kbit CRAM (dedicated color
RAM) - 64 simultaneous colors on-screen from
a 512-color palette - 320x224
native graphics display mode - 40x28 text
display mode |
|
Sound |
- 8
KB sound RAM - Texas
Instruments TI-76489 PSG (programmable sound
generator) - Yamaha YM-2612 FM synthesizer
(2) - 14db signal-to-noise
ratio |
|
Memory |
- 1
MB system ROM - 64 K system
RAM |
|
Connection |
- 1
sidecar expansion slot - 1 cartridge
port - 2 joystick ports
-
Commodore-style A/V port - internal RF
adapter |
|
Storage |
-
videogame cartridges (3) |
|
Other |
-
back-compatible with all Sega Master System (SMS) games through use
of the Power Base Converter
accessory |
(1)
The original System 16 arcade hardware used a 10 MHz MC68000
CPU. Certain variants used twin MC68000s.
(2)
The original System 16 arcade hardware used a YM-2151 FM
synthesizer (3) System 16
boards had their games burned into ROM on the board
itself. |
In short, Sega
planned to deliver nothing less than a full-fledged arcade-quality gaming
console to the homes of average consumers. It was a bold move for a
bold company and would cost a lot of money up front, but Hayao Nakayama
was confident that the new system would succeed in creating its own
market. After all, given Nintendo's continuing dominance of the old
market, Sega had nothing to lose.
The only real wild card in the deck
at this point was NEC. The Japanese computer giant, sensing
potential profits in a new field, had decided to join the resurgent
videogame market. Not only did this prospect disturb Sega, but it
also worried Nintendo as well. NEC had everything going for it -
plants, resources, personnel, and a hefty bank account that dwarfed
anything that even mighty Nintendo could muster. Nintendo's total
net profits were roughly about the same as what NEC budgeted its R&D
division ... all by itself. They had the best hardware they could
make or money could buy, they could afford the best developers in the
business, and work was already underway on a home console that they called
the PC Engine
(PCE).
Not a lot was known about NEC's new box, but one thing was certain - it
would be one of the best-designed consoles to ever hit the market.
As long as it had the games to match, it might prove a worthy competitor
to Nintendo and derail Sega's carefully laid plans. The threat of
the PC Engine was an ever-present shadow over Sega as they labored long
hours across many nights in order to bring their newest home console to
market. It is now the third
quarter of 1988 - that part of the year in which new products are
generally released to the public. The
first of the great console wars is about to commence.
The initial
campaign
There are those who would say that the
first of the console wars took place from 1982 to 1983 among Atari,
Mattel, and Coleco. Be that as it may, any real battle among them
was prematurely terminated when the bottom fell out of the U.S. videogame
market at the end of 1983. What most videogame historians define as
the first of the great console wars did not come about until almost a
decade later, by which time the playing field had been cleared of its
American pioneers and a new breed of Japanese contenders had entered the
fray. Say what you will about the early days of console videogames,
but it was not until Sega decided to challenge Nintendo's illegal
videogame market monopoly with the Genesis that the real fighting
began. There had never been a battle for dominance like this in the
entire history of the videogame industry up to this time, and the titanic
struggle between Nintendo and Sega for control of the U.S. market would
set the stage for all others that followed. The Japanese and
European markets were mere side players in the ensuing fracas. They
simply could not generate the large revenues that could be reaped from
millions of cash-toting, materialistic American buyers. The
videogame industry's lesser two main markets will receive mention from
time to time, but it was in the U.S. starting in 1989 where the first
great console war began to unfold before everybody's
eyes.
The staging area for the first great
console war (and subsequent ones) was the island nation of Japan. It
was home to all three of the major players in the fight - Nintendo, the
veritable 900-pound gorilla of the industry and longtime dominator; Sega,
the presumptive rival with a reputation for talent (and a hidden ace up
its sleeve); and newcomer NEC, the resource-rich dark horse who was fully
capable of outspending both. In the words of a common American
cliché, it promised to be "a real knock-down, drag-out
fight."
NEC got the jump on everybody by
releasing the PC Engine on 30 October 1987, approximately one full year
before the Sega MegaDrive would enter the fray. It was an impressive
bit of hardware - for an 8-bit system, that is. In truth, the PC
Engine was actually driven by an 8-bit CPU, same as the NES, but NEC had
used its technical prowess to develop a console with enough graphical
processing oomph that it could make a justifiable claim to belong in the
16-bit generation. The resultant games looked and sounded better
than anything Nintendo had done or was going to do for the NES ... and
therein lay the problem. They didn't play any better than NES games;
in fact, many of the early PCE games played decidedly worse. There
were two reasons for NEC's tragic blunder in this regard. First,
Nintendo had the best among the third-party software community in Japan
eating out of the palm of its hand with its restrictive yet lucrative
development contracts. Second, NEC's own stable of programmers were
not yet up to speed on the full capabilities of their own system. It
was an awesome box for its day and many great games would eventually be
written for it a few years later, yet by that time NEC would no longer be
a contender. However, we digress. We are getting a bit ahead
of ourselves. First-year PC Engine sales were decent, but did not so
much as put a dent in Nintendo's market share.
What would prove to be the true contender
in the first great console war joined the fight on 29 October 1988.
On that day, Sega launched its 16-bit MegaDrive home videogame console in
Japan. The initial asking price was ¥21000, and the first two games
available for the system were Space Harrier 2 and Super Thunder
Blade. Both were ports of the Sega arcade games of the same
name. The new console was respectfully acknowledged, and then
everybody went right back to buying and playing Nintendo's products.
Nevertheless, Sega went ahead with its schedule of planned direct arcade
ports and detailed some of its in-house programming teams to develop new
games for its system. It was early, and Japan would the hardest
market in which the new box would seek a foothold. It was going to
take time.
Sega got its first big break the
following year when Namco, the number one third-party developer in Japan
and creator of the classic arcade game Pac-Man, abruptly joined the
MegaDrive fold. Up to that time, Namco was one of the few companies
to enjoy a sweetheart deal with Nintendo, made during the early days of
the Famicom (NES) when Nintendo was trying to sign anybody and everybody
they could to code for the new system. Namco's lucrative contract
ended in 1989, at which time Nintendo's Yamauchi bluntly informed Namco
representatives that they would have to sign the same standard development
contract as everybody else. This would cut Namco's profit margins
and severely restrict the number of Famicom titles it could develop, as
well as making said titles exclusive to the Famicom. In other words,
no more side benefits. Namco CEO Masaya Nakamura is said to have
exploded into a fit of rage when given the bad news, and he promptly
decided to do what no other Nintendo licensee in Japan had yet
dared. In a carefully worded interview with Japan's top-selling
newspaper, the Nihon Keizai Shinbun, Nakamura accused Nintendo of
holding an illegal monopoly on the Japanese videogame market, quick to
silence any company that dared question its judgement. To question
Nintendo would be the same as committing virtual suicide, claimed Nakamura
- and some in the industry wondered if Namco was about to do just
that. The resulting war of words was quite
predictable. Yamauchi promptly gave his own interview, in which he
publically chided Namco for not being gracious about the profits it had
earned as the Famicom's very first licensee. As a result, Namco's
"privileges" would be withheld in any future contract. Namco quickly
responded that they would support the console market's newcomer, the Sega
MegaDrive, instead of Nintendo's aging warhorse. Nintendo said that
Namco's threat was hollow and again accused it of welshing on its
exclusive privileges. Namco then responded with a federal lawsuit
filed with the Kyoto District Judiciary, charging Nintendo with
anti-competitive behavior and monopolistic practices. Yamauchi
laughed it off. "Frankly, Namco is envious of us," he said in a
published interview with Zakai magazine. "If they are not
satisfied with Nintendo and the way we do business, they should create
their own market. That is the advantage of the free market."
The comment was not entirely truthful - the market was not free no matter
what Yamauchi claimed - and Namco was force to face that sad reality soon
enough.
It did not take long for Namco to go
crawling back to Nintendo. They had a half-dozen or so arcade ports
already under development for the MegaDrive (Phelios, Klax,
Burning Force, Megapanel, and Dangerous Seed), but
none of them would be ready for market until the middle of 1990. In
the meantime, Namco's bottom line took a royal pounding from the loss of
its Nintendo license. Several months after the fireworks had first
commenced, Namco quietly withdrew its lawsuit against Nintendo.
Masaya Nakamura sullenly instructed his staff to make arrangements to
secure a standard Nintendo development contract. There would be no
argument - he had Namco's latest financial returns before him in all their
dismal splendor. Namco's new contract would include Nintendo's
standard restriction clauses, severely limiting Namco's ability to develop
for the Sega MegaDrive and other competing platforms. The behemoth
of the industry had flexed its muscles. Even so venerated an outfit
as Namco, one of the founders of the arcade videogame industry, had been
forced to toe the Nintendo company line. Nakamura would never
forgive his humiliation at the hands of Yamauchi, nor did the latter
particularly care how Namco perceived his company's behavior. The
affair would come back to haunt Nintendo in later years, however. As
soon as it was able, Namco dropped out of the Nintendo fold and openly
developed software for the systems of its competitors. It is a
grudge that has separated the two companies to this day, and it is a rare
and notable event whenever a Namco title makes an appearance on a Nintendo
console. Over at Sega, Hayao
Nakayama got the message loud and clear. Despite fielding a superior
console for the second time in a row, Nintendo was not about to let Sega
make any serious inroads into its home turf. Sega would have to take
its new console abroad if it had any chance of surviving and
growing. That is exactly what
Sega did.
Hyakumandai!
Once again, NEC tried to get the
jump on Sega. Having met with unimpressive results in Japan, NEC
executives felt that the system might stand a better chance in North
America. Rechristened the Turbo GraphX
16 (TG16), NEC's powerful
8-bitter hit U.S. store shelves approximately six months prior to the
scheduled launch date of the Genesis. Unfortunately for NEC, its
initial U.S. lineup was even less impressive than it had been for the
system back in Japan. The best title it could field for the TG16
launch was the rather bland side-scroller Keith Courage in Alpha
Zones. Being a neophyte on the console market, NEC had yet to
grasp a lesson that Nintendo had learned early - good software drives
console sales. Nintendo is reported to have been delighted with the
subsequently poor market performance of the TG16 during its early troubled
years. It really didn't have to do anything about combating the NEC
threat - the befuddled computer giant was doing their job for them.
In time, the TG16/PCE would see some excellent titles that truly showcased
the system's power, but by then it was too late - it had been effectively
eliminated from the console wars. It would survive as the most
notable of the lesser niche systems, acquiring a small yet doggedly loyal
following in all markets, and over the years would gradually gain the
reputation of being the system that should have won the first great
console war. It did not, because thanks to NEC's initial fumbling of
its software library, it never had the chance.
In the meantime, Sega of America remained
unruffled by NEC's early launch of the TG16. Their response was to
issue an official press release describing the impending arrival of the
16-bit Genesis to North America. Here is how that document
opened:
Only Sega, the master
of arcade entertainment, could introduce a whole now dimension in home
video entertainment - the Genesis System. The first and only
system with true 16-bit technology to bring you the ultimate in
game play fun and excitement. Your world will never be the same
again once you've experienced Genesis' high-definition arcade quality
graphics, stereo music and sound effects, realistic voices and
unsurpassed gameplay. The rest of the press release
went on to describe the features of the new system, stressed Sega's
experience in creating top-notch arcade games and how that resulted in the
Genesis, gave an initial release date (09/01/1989), and some initial
pricing information ("under $200" for a complete system). Other
idata was made available in subsequent announcements. There were
about a dozen titles scheduled for release at launchtime, most of them
being ports of popular Sega arcade games that were already on the
MegaDrive market in Japan. Sega's own Altered Beast, the
third game released for the system, was to be a pack-in title with every
console sold. Michael Katz, the man hired by none other than company
founder David Rosen as the new president of Sega of America, was taking no
chances on the system launch and was putting all of his ducks in a
row. He was still betting that the Genesis and not the TG16 would be
the only worthy competitor that could take on mighty
Nintendo.
_box.jpg) _box.jpg) The Sega Genesis saw its official
U.S. launch on 14 August 1989 in two cities, Los Angeles and New
York. The rest of the country got the system on 15 September 1989,
along with a launch lineup of six games. The15 September 1989 date
is generally regarded as the official launch date of the Genesis due to
the limited nature of the earlier event. The original retail price
for a complete system was US$190, some US$10 less than had been originally
planned. Altered Beast was the system pack-in game, as
promised, but new Genesis gamers could also purchase Last Battle, Space
Harrier 2, Super Thunder Blade, Thunder Force, and Tommy Lasorda
Baseball. The advertising tag line for the new system was coined
by Sega of America CEO Michael Katz: "Sega Genesis does what Nintendon't." Right away, U.S. gamers could tell that the Genesis
was quite a different animal than the aging NES. It was blazingly
fast. It had eye-popping graphics. It had stereo sound.
It had accurate ports of some of the best-known arcade games of its
day. There were other, less obvious features that they noticed as
well. It was black, and black was cool. It had a
straightforward top-down cartridge port design - no damn door and
spring-mounted loading bay like a certain other console. This meant
that the Genesis Game Genie, once it arrived (and everybody knew it was coming)
would not be the convoluted affair that Nintendo had forced for its NES
after much legal wrangling. Intial launch sales of the Genesis were
respectable enough, although they were not about to break Nintendo's 92%
market share, but more importantly a lot of gamers and game magazines
began talking about Sega's newcomer. To them, the Genesis was a
speedy black Porsche in comparison to Nintendo's lumbering two-tone
Volkswagen. Now, if it could only get some really great games to go
with it - can you imagine that?!
Europe would not get Sega's 16-bitter until November of 1990. The
island nation of Great Britian, Sega's predominant European stronghold
ever since the early days of the SMS, was the first to receive its
MegaDrives. Originally retailing for £190 per system, the initial
shipment of some 30,000 consoles first went on sale in such major British
department stores as Dixon's and Rumbelow's. Its arrival in the Old
World was welcome news to gamers across the continent, who had long
enjoyed the fruit from the Sega vine. It was not good news for
Nintendo, whose still-struggling European division was then in the process
of opening a major distribution center in Grossheim, Germany.
Nintendo may have dominated the Japanese and U.S. videogame markets, but
it was Sega who ruled the roost in Europe. Nintendo's measly 10%
market market share stood in stark contrast to its utter dominance outside
of Europe, and that inescapable fact pretty much dictated its European
strategy. They let Sega of Europe's new MegaDrive go largely
unchallenged while they worked on increasing their market share to a
modest 25% and concentrated on more profitable products, such as their
GameBoy
handheld system. Thus it was that the Sega MegaDrive took Europe by
storm and would remain the dominant home videogame console until the
mid-1990s. In fact, it would outsell all other Sega systems, even
the 32-bit Saturn, until it was officialy discontinued by Sega of Europe
in 1998. Nintendo of Europe had no choice but to let it
happen. It simply did not have the resources and market share to
compete.
_box.jpg) .jpg) Let us take a moment to focus on a common
observation made by most gamers about the Genesis in those early
days. The biggest complaint by far was about the games. It
wasn't that they lacked in ear and eye candy - that much was
obvious. What they lacked was good gameplay. Sega knew full
well that good games would push system sales, so they had made sure that
top-notch ports of many of their hit arcade titles were available as soon
as the system was launched. Unfortunately for Sega, what worked well
as an arcade game did not necessarily work well as a home console
game. Players did not have to worry anymore about having a pocketful
of quarters to learn how to beat the bad guys and move on to the next
level. They could take as much time as they wanted, and many of them
did. Soon, complaints such as "short," "shallow," and "repetitive"
became all too common on the Genesis scene. The expected success of
Sega's near-perfect arcade ports never materialized. For example,
the pack-in arcade conversion of Altered Beast was soundly
criticized by all hands as being far too short for a home console game.
Michael Jackson's Moonwalker, a game upon which Sega had reportedly
spent millions in securing the rights, was derided for endlessly
repetitive gameplay. A common theme was beginning to emerge
regarding Sega's first-generation Genesis games - great-looking but no
gameplay. Even Sega's early dedicated Genesis efforts suffered from
this affliction. Castle of Illusion and Fantasia, both
Mickey Mouse games produced under license from Disney, set new standards
for sprite animation in a videogame yet played little better than their
ported arcade predecessors. Sega's games may have looked better than
Nintendo's, but they didn't seem to play any better. It was evident
that better-playing games would have to be produced before the Genesis
suffered the same fate as NEC's new system. Genesis as yet had no
"killer app" to push console sales, becasue Sega did have its own Shigeru
Miyamoto (Super Mario Brothers) or Alexey Pajitnov (Tetris)
as did Nintendo. Actually it did, as we shall soon see, but it had
yet to appreciate this fact.
_box.jpg) _box.jpg) In the meantime, an American
cavalry rode to Sega's rescue in the form of noted software powerhouse
Electronic Arts (EA) The company was already a legend in its own time: it
was well known in the personal computer industry for such groundbreaking
fare as M.U.L.E. and Seven Cities of Gold, and now it wanted a share
of the highly profitable console market. EA had originally passed on
an NES license during that system's early days in 1984, when it could have
gotten one on favorable terms, and was a mistake that the company had rued
ever since. Now, EA president Trip Hawkins was eyeing the emergence
of the 16-bit consoles and came to the conclusion that the Sega Genesis
would be the next big system. His R&D teams had already examined
the hardware and come up with good proposals for porting and developing EA
games on Sega's new system. In early 1990, Hawkins directed his
staff to enter into formal negotiations for a licensing deal with Sega on
terms favorable to EA. The gist of it was that EA would get to make
as many games as it wanted - something Nintendo had not offered them - and
a reduction in licensing fees. Sega said no. It planned to
impose a restrictive contract on EA just as it had done its other
licensees, one that echoed similar Nintendo arrangements. Hawkins
had anticipated this, however, and pulled a one-two sucker punch on
Sega. Acting on his direction, EA's negotiators brusquely informed
Sega of America that it didn't have that kind of clout to throw around;
furthermore, EA had already reverse engineered the console and knew how to
manufacture its own unlicensed Sega cartridges. It was at this point
that Sega caved - after all, EA was right about Sega's market presence and
both wanted to advance Genesis sales. The two eventually settled on
a licensing agreement that, while it was not everything Hawkins has
originally wanted, came close enough for his purposes. In exchange,
Sega got one of the best third-party software houses in America on its
side and their best programming teams to boot. EA games began to
appear for the Genesis as fast as the company could churn them out, and
this sudden influx of new and more sophisticated titles helped push
console sales. Three of these early hits were Will Harvey's The
Immortal (an isometric-view RPG), Budokan: The Martial Spirit(a
fighting game), and the first installment in the now-legendary John
Madden Football (aka Madden NFL) franchise. Madden
competed directly with Sega's own Joe Montana Football, and a
friendly rivalry grew between the two company's sports game divisions that
would eventually result in some of the best 16-bit sports videogames ever
created.
By now, it had become evident who was
going to make up the nextgen console market - the niche in which Sega was
struggling to establish its beachhead. These were the older kids,
mostly teenage boys, that had comprised the original Nintendo masses of
the mid-1980s. In the case of certain sages among them, they were
the the forgotten gamers of the Atari generation almost a decade
before. You must remember that this generation had grown up on a
steady diet of computers and videogame systems, and was the first such one
in America to do so. Their tastes in videogames had grown more
sophistcated as they aged, and they had for the most part moved beyond the
simple and safe family-oriented fare that Nintendo was still force-feeding
upon them. They envisioned themselves as anti-establishment, living
on the edge (as a popular Aerosmith music video put it), and desirous of
the most that they could get out of whatever experience they had.
They were already attracted to the looks and power of the Genesis, and the
arrival of EA on the console along with its reputation for excellence
impressed them. In their minds, if you wanted to play baby games,
you played Nintendo. If you wanted a real game, especially a real
sports game, you played Sega. Their respect for Sega's new system
got a big boost with the arrival of Capcom's Strider later that
year. A perfect port of an arcade game that had largely been ignored
when it first arrived in the U.S., it was the title that finally offered
these gamers something of the mind-torturing, thumb-callusing,
hell-on-wheels lengthy quality gameplay that they so desired from
the new box. Strider would win Capcom the prestigous Console Game
of the Year Award for 1990, but more importantly, it helped build Sega's
reputation with its growing fans. It also marked the beginning of a
long-standing relationship between Capcom and Sega that has continued over
the years to the present day.
Genesis was beginning to become the embodiment of all that was cool in a
videogame console. The only thing still lacking was a killer app to
put the final seal on that oft-whispered opinion.
By the summer of 1990, sales of the Sega
Genesis had surpassed the 1 million mark in the North American
marketplace. This figure had been Nakayama's original first-year sales
target for the console, and he had even gone so far as to have Sega
employees chant "Hyakumandai!" (Japanese for one million) at
the end of each day's morning briefing sessions. By the end of the
year, Sega's new console had raked in over US$100 million in sales.
It was a modest profit, to be sure, but it was a definite profit. It
was not enough to satisfy Nakayama, however, who was still irked by the
fact that Nintendo had stubbornly clung to its 92% market share despite
Sega's best efforts. He therefore sacked Katz in January of 1991 and
replaced him with longtime friend Tom Kalinske. Despite this,
latter-day videogame historians credit Katz with the successful launch of
the Genesis in the U.S. market. It was upon the solid foundation
that Katz built during his turn at the helm from which all else sprang
forth. 1 million Genesis consoles sounds like an
impressive number today, until you do a little digging and discover that
Nintendo had an installed user base of 31.7 million NES consoles.
Thirty-to-one against - those were odds that no Las Vegas bookie in his
right mind would take. It was a good thing that this was not Vegas,
because Hayao Nakayama probably would not have listened anyway. He
was used to getting his way, and he wasn't going to let a trivial thing
like long odds stop him. Besides, he had more immediate
concerns. Nintendo was beginning to stir.
The sleeping giant had at last awakened
to the fact that its next intended market was being stolen right out from
under its very nose by an upstart - one that it thought it had buried back
in Japan years before. With this shocking realization in mind,
Nintendo promptly swung into action. Work on the company's nextgen
console was wrapped up and the system was hurriedly rushed to
market. Shigeru Miyamoto and his team of developers hurredly put
together a new Mario game for it. Nintendo of Japan
officially announced the Super Famicom in October of 1990; by early
November pre-orders had reached 1.5 million units and the company was
forced to stop taking them. All night long on 20 November 1990, a
large assortment of panel trucks drove up to the main Nintendo warehouse
in Kyoto, were quickly filled with cases of boxed consoles and cartridges,
then departed to select retail locations all across Japan in an event
known as "Operation Midnight Shipping." It was a mess - there were
simply not enough consoles to meet customer demand despite Nintendo's best
production efforts. Over 300,000 Super Famicoms were sold the next
day, along with copies of the system's two launch titles (Super Mario
World and F-Zero), but Nintendo could have sold considerably
more had it not been caught napping. Things had settled out by
year's end, though. By the first quarter of 1991, Nintendo had sold
some 2 million Super Famicoms in Japan, and knew beyond a shadow of a
doubt that the system would be as big a success as had been the
NES.
With the Japanese launch of the Super
Famicom now under its belt, Nintendo made ready to launch the SNES (the
export version of the Super Famicom, remember) in the U.S. market on 9
September 1991. The company had every reason to believe that the
U.S. launch would be even more successful than the Japanese launch.
Besides, its American division would have a full year to iron out the
kinks and ramp up the system with the usual full-court press advertising
campaign. It even had a tag line for the new system, throwing Sega's
own right back into its face - "Nintendo is what Genesis isn't."
Nintendo was now poised to do something that no other player in the
videogame industry had yet pulled off - dominate the market two
generations in a row with two successive systems. It was guaranteed
to succeed, because Nintendo still owned the U.S. market lock, stock, and
barrel. Nothing would stand in its way. Nothing could go
wrong. Nakayama was not about to let Sega get
caught again under Nintendo's thumb. He planned to unravel his
rival's stranglehold on the U.S. videogame market long before the SNES
arrived. When that time finally came, Sega would break Nintendo's
monopoly with a market-shattering sonic boom that would be heard around
the world and still echoes to this very day.
Move over,
Mario
It was now a full-blown war - the first
of the great console wars. According to Nintendo of America's Minoru
Arakawa, Sega had fired the first shot by challenging its right to
"cultivate" the U.S. market. According to Sega of America's Tom
Kalinske, Nintendo had started the whole thing just by dominating the
market in true yakuza fashion. Whatever the reason, whatever
the cause, both were now locked in a wrestler's embrace and both were
determined to pin the other guy to the mat. Nintendo had the obvious
advantages - size, reach, strength. Sega enjoyed the adrenaline rush
of someone who had nothing to lose and was willing to try anything.
It had everything it needed to beat the 900-pound videogame gorilla save
two items - a corporate mascot and a marketing campaign. Like the
plumber, Sega's mascot would have to be instantly recognizable, easily
associated with the company, and star in one really bad-ass game.
Like the marketing machine, Sega would have to come up with a new
advertising campaign that would let the average consumer know within the
space of a few seconds exactly who Sega was and what the company was all
about. The issue of the mascot was addressed first, for it allowed
Sega to kill two birds with one stone and develop what it hoped would be
the system's first true killer app. The ensuing marketing campaign
could then use the new game as a starting point and build from
there. It was time to take on
Mario.
Hayao Nakayama was, if anything, a
meticulous planner. When it came time to take on Nintendo's
corporate mascot, he had his staff analyze everything about the plumber
and try to determine just exactly what made him tick. Once that was
established, then it would be time to develop a character that was as much
the opposite of Nintendo's rotund spokesman as possible. Nintendo
considered the arrival of the Sega Genesis on the U.S. market to be
nothing less than the coming of the Antichrist. Fine, then.
Sega would take the antithesis one step further. It would come up
with its own corporate mascot that was everything Mario was not.
Even as 1990 continued to roll along and the early U.S. sales figures
began to come in, Nakayama put out the word to Sega's R&D teams
worldwide. He wanted them to come up with a corporate mascot and
videogame to match that could compete against Nintendo's Mario. His
instructions were quite specific. The new mascot would have to be as
easily recognizable as Mario, yet as unlike him as possible. The new
mascot would have to be a rather unorthodox character, and the game
developed for him would have to reflect this. Above all else, the
new mascot could not and would not be cute.
A number of proposals were submitted and
rejected. The one that came the closest to acceptance was by
American programmer Mark Voorsanger. His submission was a pair of
"funkadelic" aliens named Toejam and Earl, who were both very hip and very
cool. Nakayama liked the idea and liked the game, but he had two
problems with it. First, Toejam and Earl were too laid back for his
sensibilities. Second, they were too American in nature. It
was a noble effort, but Nakayama wanted a mascot that would have worldwide
appeal. Toejam and Earl were subsequently rejected as the new Sega
mascots, although they were deemed good enough to go ahead with the
creation of their game. If anything, it would be yet another
completely original offering in the growing Genesis library. The
answer to Nakayama's problem was still out there somewhere, waiting to be
discovered. "Ah, if only we had the likes of Shigeru Miyamoto on our
staff!" Nakayama would often reflect to himself.
It was about this time that Nakayama
heard from someone in his own back yard. One of Sega of Japan's
programming teams - Sega Consumer Department #3, aka AM8 - had come up
with an idea for a mascot and a game to go with it. Intrigued,
Nakayama contacted the team leader, Shinobu Toyoda, and asked to see it
and the man who would be responsible for the game. Toyoda complied,
and together with project director Naoto Oshima and lead programmer Yuji
Naka took their work up to Nakayama's office for his review. When
all was said and done, Nakayama nodded his approval. The
presentation had been most impressive, and it was obvious to him that
AM8's lead programmer was a very talented young man.
Nakayama had found what he sought.
Sega had found its Miyamoto.
Yuji
Naka was born on 17 September 1965 in the
old provincial city of Osaka. A bright, energetic young lad, he
found himself as a teenager attracted to the music of Riyuchi Sakamoto and
his Yellow Magic Orchestra. His love for Sakamoto's synthesized
strains were what led him into his lifelong attraction to computers,
especially the new phenomena known as videogames. Naka not only
played every one on which he could get his hands, but he also analyzed
them and tried to figure out how they worked. Shortly thereafter, he
began coding his own. The gifted young student could have had his
choice of any of the top colleges in Japan, but he passed on
enrollment. This was a daring move given Japan's cultural stresses
on a good education, but Naka did not feel like wasting four years or so
at university when the personal computer revolution was unfolding about
him. Four more years of academics did not offer much in the way of
opportunities in this rapidly growing field.
In 1983 the newly graduated Naka moved to
Tokyo and applied for employment with Namco, the world's leading arcade
videogame company at the time. His lack of a college degree hampered
any chance he had, and it turned out to be the main reason why Namco did
not offer him a job. Undaunted, he shopped his talents around and by
1984 found himself working as an entry-level coder for Sega. The
mid-1980s were not good years for Sega, as they were struggling against
Nintendo like everybody else, but Naka made the most of it. After
all, it was a steady job, and creating videogames was one of the things he
truly liked to do. He quickly gained a repuatation as a
micro-managing perfectionist, and it was not unusual for him to be heard
arguing with his co-workers over some seemingly insignificant coding
detail. "Not just programming," Naka would comment many years later,
"everything ... the graphics, the pictures. I'm really careful about
everything." It was a personality profile that fit well with
Nakayama's autocratic management style, although Naka was hardly known to
Sega's boss until his programming efforts bore fruit.
_box.jpg) _box.jpg) Naka's very first effort for Sega was
Girl's Garden for the SG-1000, its original home console
system. Over the next seven years, Naka's programming excellence
demonstrated itself in a number of impressive original videogames and
console conversions for Sega. His credits during this period include
such legendary titles as Space Harrier, OutRun, and the
groundbreaking RPG Phantasy Star - widely regarded as the best game
ever released for the SMS. In 1988 his team was detailed to begin
developing software for the MegaDrive, Sega's new console, and again Naka
made his programming presence felt. He was the one responsible for
Super Thunder Blade, a port of the arcade original and one of the
system's two launch titles, and no one but he could have been called upon
to develop the system's first hit RPG, Phantasy Star 2 - the sequel
to his earlier 8-bit effort. After that monumental effort, he
assisted in the port of Capcom's Dai Makai Mura (aka Ghouls 'n'
Ghosts) and spent part of his spare time trying to figure out how to
make Nintendo cartridges work with the MegaDrive. His efforts would
eventually result in the world's first videogame system emulator, although
he knew it could never be released. All this and more gained him the
respect of his fellow AM8 team members. They were willing to put up
with his idiosyncracies because he was obviously one helluva good
coder. It was in the opening months of 1990 that
AM8 got the directive from Hayao Nakayama to come up with a new company
mascot and a game to go with it. Team leader Shinobu Toyoda and his
staff bounced around ideas. The first character they came up with
was a rabbit-like being with long ears that could extend and pick up
objects and then throw them at his enemies, but it proved difficult to
execute and the concept eventually went nowhere. Looking at the
rough sketches one bright April day, Naka remaked to fellow team member
Naoto Oshima that what was needed was something fast. Oshima was
intrigued, so Naka continued. Years ago, Naka had conceived of a
videogame featuring a character that could roll himself into a ball and
then slam into his enemies, knocking them over.
"You're talking about a hedgehog," Oshima
replied. "Yeah," said Naka,
"you're right." Both grinned as the realization dawned upon
them. The concept for the new character quickly
evolved over the next few days. He would be blue because that was
the color of Sega's corporate logo. Since a round ball did not offer
a lot in the way of graphics and quills could not be easily depicted on
screen, the blue hedgehog was given spiked hair. Since he would be a
fast character and hedgehogs are not known for speed, he was also given a
pair of running shoes. The sneakers might also serve as a good
power-up in the game that Naka was by now beginning to code. One
day, Naka gave his fellow AM8 team members a demonstration of his earliest
efforts on the new game. They watched in amazement as the speedy
blue hedgehog zipped around the screen. "You
know, that fellow's supersonic," one of the team members remarked.
"Super-sonic." Naka never forgot the
comment. Sonic would be the hedgehog's name from now
on.
Sonic's very look defined his attitude,
so Naka built his new game to showcase as much of AM8's new star as he
could. He was a fast, impudent little fellow who blazed his way
through the game's intricately designed levels. Originally conceived
as a power-up, what would become Sonic's trademark red sneakers soon
became an essential part of the character. He needed them, because
he would be on the move almost constantly. Sonic was not limited to
simple running. He could put on extra bursts of speed when needed,
and could go even faster when he rolled up into a blue, spike-haired
ball. Since Sonic seemed to always want to be in motion, Naka added
an extra programming touch to emphasize this. If he stood still in
one place for too long due to player inaction, he would give the gamer a
cross look and begin tapping his foot, impaitently waiting to start
running again. Naka did not stop there. Each and every move
that Sonic made was exqusitiely animated - running, jumping, leaping,
falling, spinning, and so on. Sonic had a unique pose and facial
expression for every single move in his repertoire. The levels were
large, colorful, highly detailed, and were best played with Sonic running
at full tilt all the way. The game that Naka wound up creating for
Sonic has more than once been compared to a 2D side-scrolling roller
coaster ride, and it is an apt assessment. It also helped emphasize
the differences between Sonic and Mario. In comparison to the speedy
little blue hedgehog, with the spiked hair of a punk rocker and the
rebellious attitude to match, Mario took on the appearance of a slow, fat,
lackadasical old fart. The rest of the game was built around Sonic's
colorful and stylized world, and he was given a suitable archnemesis that
could kick King Koopa's ass any day of the week. Dr. Ivo Robotnik,
aka "the Eggman" (as he is known in Japan), didn't have to recruit his
underlings - he created them. Naka tapped into a common Japanese
storytelling theme of enroaching mechanization and made the Eggman into a
mad scientist bent on mechanizing the entire world. His goons were
actually Sonic's fellow animals trapped inside mechanical shells, which
Sonic could rescue by cracking them open with his trademark rolling "spin
attack."
It all seems so obvious now that gamers
today tend to take Sonic's success for granted. What most of them
fail to understand are the circumstances that brought about both the game
and Sonic himself. Sonic was Sega's answer to Mario. If Sonic
was anything less than a total success, then it would have been quite easy
for Nintendo to bury the Genesis under tons of SNES hype. The fate
of the company was now resting in the hands of Yuji Naka and his fellow
team members at Sega AM8. Nobody, not even Naka himself, was sure
that the gamble would succeed.
Nakayama was betting the company's future on Naka's efforts, but he was
not about to bet the bank. Under his direction, Sega quietly built
up a US$400 million dollar contingency fund. It would see the
company through the hard times to come should Sonic fail to deliver the
goods, paying the necessary bills until some fresh ideas could be
developed. Years later, former
Sega of America president Michael Katz would have this to say about
Sonic: "We thought it was silly, but to the credit of [Naka's] game,
which was so good, the character [of Sonic] became established .... The
character could have been anything, but it was a hedgehog which would have
died a dismal death had it not been for a very good
game."
The very first inkling that the gaming
public got of Sega's new mascot was on 7 November 1990. Dreams Come
True, a new J-pop band that had just hit the Japanese music scene the year
before, went on their second nationwide tour. It was to promote
their second album, Love Goes On, which had produced the hit single
"Warai Gao no Yukue" (The Whereabouts of a Shining Face). Dedicated
otaku will instantly recoginize it as the theme song to the hit
anime TV series Graduation. Splashed across their tour bus
and equipment trailers that made the long journeys from town to town was
the image of a blue, spike-haired hedgehog. What was unknown to the
public at that time was that the band's composer, Masato Nakamura (no
relation to Namco's CEO), had contributed the music for Yuji Naka's new
videogame. The image caused quite a stir, because nobody knew what
it meant. As for the game itself, it would not be released until the
summer of the following year.
_box.jpg) _box.jpg) Nakayama had decided
to entrust the game's debut to newly installed Sega of America president
Tom Kalinske. His was the market where the game would debut, because
it was in the U.S. where the stakes were the most critical for Sega.
Kalinske immediately realized what Sonic could do for Sega and designed
his ad campaigns accordingly. More about Kalinske's marketing
efforts will be said later, but his tag line for Sonic the Hedgehog
was that this was "the fastest videogame in history."
Yuji Naka's latest Sega videogame,
Sonic the Hedgehog, rushed its way into videogame history
on 23 June 1991, when it made its
worldwide debut in the United States. It found its way back to its
native Japan approximately one month later on 26 July 1991. Naka
used the extra month to put in a few additional graphics enhancements that
had been left out of the U.S. version, such as scrolling clouds and
improved water effects. Sonic did not make it to Europe until
June of 1991, but by that time it needed no
introduction. To say that Sonic
the Hedgehog was a success would be an understatement. Players
had never seen anything like it before. Sonic's cocky attitude
coupled with the sheer speed, great music, and brilliant graphics of the
game became legend and struck a chord with many a rebellious-minded
American youth. No other videogame at the time, not even Nintendo's
much-lauded Super Mario World for the SNES could compare with
Sonic. Not only did Nakayama
finally get the corporate mascot he so desperately wanted, Sega finally
got its "killer app" for the Genesis. Sonic sold out wherever it was on sale. Sales
of the console skyrocked as news about Sonic spread among U.S.
gamers. The same thing happend for the MegaDrive in the overseas
markets, although not quite to the same extent as it did in the U.S.
To commemorate its newfound success, Sega launched a massive US$10
million, two-day nationwide media blitz on 15-16 September 1991, the week
after the SNES launch, touting the proven capabilities of Genesis and
Sonic against Nintendo's new arrival and its own platformer,
Super Mario World. "This is war!" Sega of America's Al Nilsen
declared, and Sega's new ad campaign touted the "Sega advantage" - over
100 titles available or in development for Genesis, including
Sonic, in comparison to the limited, lame, and rather weak
offerings being fielded by Nintendo for the SNES. It was now easy
going for Sega, for by this time Sonic had become almost as
well-known as Nintendo's acerbic plumber.
 While most critics insisted that Super
Mario World was actually the better game, the general public wasn't
paying any attention to them. Independent market research conducted
at the time showed that 7 out of 10 young gamers, Nintendo's traditional
audience, preferred Sonic to Super Mario World.
Nintendo's first reaction was to belittle Naka's achievement. "It
was not a great game," comments unofficial Nintendo historian David Sheff
in his book Game Over. Richard Brudvick-Linder, who was one
of Nintendo's top accountants at the time but later left to work for Sega,
has his own opinion as to what happened. "[People were saying,]
'Look, they're trying to copy us with Super Mario Brothers and it's
the same kind of game. They can't do anything really as good as we
do it.' Over time, there was this kind of dawning realization that
this was ... not such a bad product." Even so noted a figure as
Nintendo of America president Minoru Arakawa admitted, "They [Sega] came
up with a darn good game." Arakawa's statement was made in sworn
testimony during the hearings conducted that year as part of the ongoing
Nintendo v. Atari lawsuit. He more than anybody else
recognized the fact that Sonic the Hedgehog had hit Nintendo like a
hard body blow to the stomach, and it was a blow from which the aging NES
would never recover. Thanks to the instant and steadfast
popularity of Sonic, over 2.3 million Genesis consoles were sitting
in the homes of proud U.S. owners by the end of 1991 in comparison to just
under 2 million of the newly arrived SNES consoles. The figure was
way off the mark from the 4 million units that Nintendo had originally
predicted. "[Nintendo's] failure to blow Sega away with the SNES was
a sobering cold shower," notes David Sheff in Game Over.
Sonic had turned back the Nintendo tide. In fact,
Sonic became so popular among U.S. gamers that Kalinske convinced
Nakayama to let Sonic become the new pack-in for the next batch of
consoles. The Sonic pack-in versions of the Genesis base
system would sell for only US$150 - a substantial drop in retail
price. It was a great bargain for a great console, and best of all,
you were going to get Sega's best game free with it! That was the
public perception, anyway, and Kalinske's plan worked. Genesis sales
continued their rapid climb, and Sega's overseas branches subsequently
followed suit. It would not be long before Sega would
become king of the hill in the U.S. videogame industry, and it all started
with this one silly little game.
The Sega
scream
One of the most popular shows on MTV from
1991 to 1996 was Mike Judge's first full-length animated TV series.
Beavis and Butt-head dealt with the hilarious misadventures of two
moronic juvenile delinquents, along with their Mystery Science Theater
3000 style commentary on a number of selected music videos that
regularly ran on the popular cable TV service. Beavis and Butt-head
could do just about everything most American males had wanted to do in
their misguided youth. The pair terrorized their home town of
Highland, Texas - often at the expense of their high school, local
businesses, or nearby neighbor Tom Anderson. The show was an instant
success and considered to be very cool by its audience - this author
included. I was a zealous fan of the show, videotaping it every
night while I was away at work and then dubbing off archival copies on the
weekends, editing out the commercials in the process. Starting in
1992 and continuing well into 1993, I began noticing a series of
commercials for a well-known videogame company that were so off-kilter and
fit so well with the anti-establishment theme propounded by the show that
I left them in place. The passage of time and two moves have long
ago claimed my Beavis and Butt-head videotape archive, but one of
those crazy videogame commercials has forever stuck in my mind. I am
told that it is probably from the back half of 1993, when this particular
ad campaign had already been in full swing for almost a year, but it will
suffice to illustrate my point. The
setting is a dark and somber parlor. Bookshelves and hunting
trophies are in ample evidence. An elderly yet vigorous and imposing
gentleman seated in an easy chair sharply raps his cane on the wood panel
floor and bellows at the young man in front of him, "What TIME will my
DAUGHTER be HOME?!!!" The expectant girl looks to her erstwile
suitors but comes away disappointed. Two are dispatched in short
order - a nerd and a dweeb, who are both thoroughly intimidated by the
angry old man. Not so the third - a rather roguish looking young
chap with long hair and a mischevious twinkle in his eye. As the
pleased girl looks on, he sneers at her father and snarls in reply,
"You want her BACK?!!!" Immediately the viewer is barraged
with a cacophany of fast-moving and fast-playing videogame images, while a
self-assured announcer plugs away in the background, accompanied by a
blast of hard rock music, extolling the virtues of the games and that of
their maker. At the end, the camera cuts to a close-up of one of the
stuffed animals, who opens its mouth and screams just one word.
"SEGA!" That
is my recollection of the original Sega
scream - perhaps the most memorable
videogame advertising campaign in U.S. history.
If you will recall, Nakayama's Genesis
success strategy was two-pronged. First would be a corporate mascot
and accompanying videogame worthy to take on Nintendo's plumber.
Second would be a full-scale advertising campaign to promote both game and
system, the likes of which would dwarf all such previous efforts in
comparison. There was an edge of desparation in Nakayama's
efforts. First-year Genesis sales, while moderately successful, had
not been as well as had been hoped and had done little to erase Nintendo's
lead. Nakayama felt that they might not be enough to boost sales of
Sonic the Hedgehog and thereby offset the arrival of the
SNES. The new ad campaign would be his ace in the hole - his
insurance policy to guarantee Genesis sales. Desperate times called
for desperate measures, so one of the very first things he did was fire
Sega of America president Michael Katz and bring in a longtime friend to
manage Sega's American affairs.
Tom
Kalinske had a proven track record for
success. A long-time advertising executive with a reputation as a
maverick, Kalinske had graduated from the University of Wisconson with a
degree in marketing. His first major job was with the Mattel toy
company, where his boldness and self-assuredness caught management's
eye. Moving quickly up the ranks, he was soon put in charge of
Mattel's highly lucrative Barbie accounts. In the twelve years that
followed under Kalinske's oversight, Barbie grew from a US$42 million to a
US$1 billon dollar a year franchise for Mattel. Kalinske was also
one of the Mattel executives that oversaw the swift rise and fall of the
Intellivision videogame console. By this time he was a member of the
corporation's board of directors, and he was prudent enough to spin off
Mattel's new electronics division into its own separate company, Mattel
Electronics. His action helped Mattel better absorb its losses once
the videogame market crashed in 1983. Kalinske spent the last three
years of his stay at Mattel as its president, during which time he helped
create and market the He-Man and the Masters of the Universe
animated TV series and product line. It was during this three-year
period that he went toe-to-toe with the American television industry,
learing firsthand the lessons of television marketing. Kalinske got
his virtual baptism of fire in creating, promoting, and selling a
successful product advertising campaign with the He-Man account,
and it would prove him in good stead in the years to
come. The first thing that Kalinske did upon
his arrival at Sega of America was to learn everything he could that his
staff would teach him about the videogame industry. They did so with
some reluctance, because many had been supporters of Katz and felt that he
had been unjustly dismissed. They were not overly fond of Nakayama's
"Ken doll," as some staff members sarcastically nick-named him due to his
time with Mattel, yet they eventually complied and helped Kalinske find
his way around. Once he had a grasp on his duties and the market he
was supposed to conquer for Sega, Kalinske promptly swung into
action. He surrounded himself with an executive team comprised of
some of Sega's top people and some talents quitely spirited away from
rival Atari. Together, he and his team analyzed the market
performance of the Genesis from launch to present, noting what had
succeeded and what had failed. He welcomed the services of the
Goodby, Berlin, and Silverstein advertising agency, who had just won the
US$45 million account to promote the Genesis by converting their board
room into a Sega videogame arcade and inviting a team of Sega executives
over to enjoy the spectacle. They had a number of good ideas on how
Sega should change its advertising, and Kalinske incorporated these into
his team's own internal analysis. It was during this phase in
Kalinske's tenure that Sega of America began to gain confidence in its new
boss. He might not know videogames very well, but he was a quick
student and his management style was one of detatched confidence.
Kalinske was quite capable of making the big decisions, but he also made a
point of listening to his subordinates and trusting to their judgement in
lesser matters. When all was said and
done, Kalinske made the long Japan and confronted Sega of Japan's board of
directors in an executive meeting that is now the stuff of Sega
legend. It opened with Sega CEO Hayao Nakayama questioning
Kalinske's idea to attack Nintendo head-on. "I don't understand,"
Nakayama is reported to have said. "Why do you want to do it this
way? I don't like it." Kalinske then proceeded to explain his
plan, and its scope went beyond anything in Sega of Japan's worst
nightmares. What was needed, Kalinske argued, was a radical change
in the way Sega of America was doing its business. He then boldly
spelled out his proposals to his shocked Japanese
counterparts:
- Sega would
have to aggressively market the Genesis in the U.S. Aggressive marketing was a concept that was
completely unknown in Japan, where subtlety was a time-honored
tradition. Americans were aggressive, Kalinske argued, and so was
its market. Sega would have to be aggressive in order to take that
market away from Nintendo. If Sega did not come out swinging, he
warned, Nintendo would surely crush it yet again.
- Sega would
have to pitch the speed of the hardware itself. Sega was at heart an arcade videogame
company. They made the best-looking, best-sounding, best-playing
arcade videogames in the business. That reputation would have to
be transferred to the Genesis, and straightforward ports of old arcade
games weren't going to cut it. Genesis was a fast console. A
fast console needed fast games. Sonic was just a
start. Genesis needed more games like Sonic - faster and
with more flair than their Nintendo counterparts.
- Sega would
have to grab and hold the attention of its newfound
audience. It did the company no
good, Kalinske argued, to know it had discovered a new audience yet did
little to tailor its marketing to suit their tastes. Theirs was a
very hip bunch, and to them the Genesis was the epitome of cool.
Now that they had these kids' attention, Kalinske reasoned, Sega needed
to grab it and hold onto it with both hands with a marketing campaign
specifically geared to their attitudes. If Sega failed to do this,
then they might lose interest and drift back towards Nintendo
again.
- Sega would
have to drop the price of key products. In keeping with his common theme of aggressive
marketing, Kalinske proposed two specific changes to the Genesis product
line. The first was to lower the price of the Genesis console
itself from US$200 to US$150. Second was an annoucement that
caused the board of directors to sit bolt upright in their chairs.
Kalinske cooly informed them that he planned to replace Altered
Beast with Sonic the Hedgehog as the console's new pack-in
title. Sonic was Sega's best-selling game, went his
reasoning, so prospective buyers would be more inclined to buy the
system with the Sonic pack-in than they would with Altered
Beast. Kalinske was a keen student of the "razor and blades"
school of marketing, having learned his lessons well during his tenure
at Mattel, and reminded his Japanese audience that software was the true
money train for any computer system. It meant losing money up
front on standalone Sonic cartridge sales, but the popularity of
Sonic would help sales of consoles and additional software,
thereby offseting any potential lost revenue.
Needless to
say, Sega of Japan's board of directors was outraged. How dare this
impudent American tell them how to run their own company! He
had no experience in the videogame industry. Who the hell was
he to tell them what to do?! "Are you out of your
mind?" one of them yelled, and then others chimed in. "You want to
lower the price until we don't have any profit at all? You want to
take out our regular software and put in our best software? You want
to take on a company that has 92% of the market in an advertising
campaign?" All eyes now turned
to Hayao Nakayama, who sat quietly at the head of the table. The
aging, autocratic ruler of all that was Sega seemed unpreturbed by the
ruckus that Kalinske had caused. He sat quietly as the others
prepared to leave. When he began to speak, everybody froze in their
seats. "I hired him to make the decisions for
the U.S. market," Nakayama slowly said. "If that is what he thinks
needs to be done, then he should go ahead and do it." He now looked
directly at Kalinske. "It's your call. This is why I hired
you. Do whatever you think is right."
Nakayama's support was absolute in every sense of the
word.
The Sega scream advertising
campaign was based upon the research of Irina Heirakuji, associate
planning director for Goodby, Berlin, and Silverstein. "We knew that
we would have to make Sega a cultural phenomena if we were going to beat
Nintendo," Heirakuji said in an interview with Wired
magazine. The GBS staff spent many months during 1991 observing
American youth in their own homes, "... filming what kids wanted, what
kids said, and why kids thought Sega was cool." Their research not
only mirrored Sega's own earlier analysis but also expanded upon it.
Here is how Wired described their findings:
Heirakuji's research and the frenetic ads that sprang from it
captured the post-MTV mores of a culture hooked on visual images, an
impaitent culture that absorbs and processes information literally in
four-frame riffs. In schoolyards, living rooms, workplaces, even
in bars and other "grown-up" venues, perfectly normal folk might look at
each other, pause for a pregnant second, then exclaim with lunatic
eyes: SEGA! The first 35 commercials were produced in just
four months and made their debut not during Saturday morning cartoons -
traditional Nintendo stomping grounds - but at the 1992 MTV Music Video
Awards, where Sega's core audience was more prone to be found on the TV
dial. New sets of commercials were cycled every few months.
Why so many? "Kids don't want to see the same commercial over and
over again," commented Greg Stern, director of the Sega account. "We
focused on new games and branding the Sega image." Shortly
thereafter, Sega expanded its coverage to include many of MTV's top shows
at the time, and that is how this author was able to stumble across the
Sega scream in all of its original glory.
The Sega scream was not just
limited to Genesis, either. Kalinske had the campaign expanded to
cover the entire Sega product line. One of the most controversial
Sega scream adverts ever produced was for Game Gear, Sega's color 8-bit
handheld portable that had been developed in response to Nintendo's
monochrome GameBoy. The scene, filmed at a Batman-esque
cocked angle, is of a family of stereotypical Southern rednecks taking
great delight in the power of their bug zapper. "Some people are
content to be entertained by simple one-color electronics."
ZAP!!! The rednecks snickered and chortled in delight.
"Somehow these people have never heard of Game Gear, the multicolor
portable from Sega with tons of new titles." ZAP!!!
Snicker-snicker-snicker. "Yeah, some people are like that, but then
--" and with this the family's fat patriarch reached into a greasy looking
jar, "-- some people like to eat pickled pork lips, too."
Chomp-chomp-slurp-slurp. ZAP!!! goes the bug zapper, and the newly
fallen fly screams, "SEGA!" Nintendo executives
were outraged. Company attorney Harold Lincoln promptly promised a
lawsuit, accusing Sega of slandering its customers. Sega was
eventually forced to pull that particular ad, but by then it had done its
job. The rest of the Sega scream campaign continued
unhindered.
Europe has its own fond memories of
Sega's multimedia marketing from this time. Most remember a
character called Jimmy, a rather irritating young man who helped promote
the launch of the MegaDrive back in 1990. While Europe did not get
the notorious Sega scream, they got an ad campaign that in their eyes was
every bit as worthy. The new campaign opened with the infamous
Apocalypse Now advert, inspired by the Francis Ford Coppola movie of the
same name. It depicted a group of adventuresome gamers piloting
their boat up the Mekong Delta to a lost temple. Once inside, they
discovered Sega's newest console, the MegaDrive. It was was without
doubt one of the most controversial adverts to ever air in the United
Kingdom. That one ad alone is rumored to have cost Sega of Europe
some US$500,000, but it was apparently worth every penny spent. In
its wake followed the Pirate
TV ad campaign, created by Philip Ley, in
which Sega of Europe played off the romanticism that the continent's
hackers had for their nonconformist brethren for all it was worth.
All of the adverts began the same way - a faux cat food or washing
detergent commercial would start to air, only to be jammed and then
knocked off the air by Pirate TV, an unlicensed television station
presumably operating from inside a mobile studio somewhere in
England. Pirate TV's punkish announcer, actor Steven O'Donnel ("Spud
Gun" from the comedy TV series Bottom) would then extoll the
virtues of Sega and its MegaDrive games. The old commercial would
then morph into something more cool and hip right before the viewer's
eyes, and the announcer would rejoice in glee at the way Sega could change
the world. The Pirate TV adverts shared several things in common
with the Sega scream: they were radical and hip, there was a
vertiable multitude of them, they were designed to appeal to Sega's core
audience, and all of them ended the same way. Each Pirate TV
commercial closed with the image of a skull and crossbones and the tagline
"To be this good takes ages." It was a deliberate wordplay on the
Sega name, because ages spelled backward is Sega.
Soon, Sega's big black Pirate TV truck would be as familiar to European
Sega fans as was the Sega scream in the United States. Pirate TV
would eventually prove to be so successful that it would result in another
wild round of Sega advertising. The best of these was the
award-winning Cyber Razor
Cut commercial, one of the most famous
videogame adverts ever made in the United Kingdom. It was produced
by Geoff Boyle, who also did Sega's famous Howdedodat!
advert.
"It is clear that a rebellious image
sells," noted professor Graham Barfield in an article about Sega for the
UK's Living Marxism newsletter. He continued by saying, "No
amount of hysteria will stop them coining it. If anything, the
latest video nightmare scenarios were made in marketing heaven.
After all, who needs to pretend to be a pirate station when every
columnist and news broadcaster is already telling your target audience
that you're the devil incarnate?" While you may not agree with
Barfield's politics, he did score a telling point and one that was borne
out by Sega's own market research. This attitude is best put by
American actor Corey Haim, one of the stars of the Sega CD game Double
Switch who at one time courted the possibility of becoming Sega of
America's celebrity spokesman. "Sega is definitely where it's
happening," he told a Wired reporter in an interview. "Like,
have you seen their ads? Far fuckin' out. I want to be in
them. I want to be, like, the Sega boy." A lot of other young
men across North America and Europe felt the same way, too. Cory
Ker, who is now the editor of the Internet site Gaming Target, put it this
way. "While Nintendo appeared to barely squeak out its name in a
pre-pubescent whisper, Sega went right for the balls. You couldn't
help taking notice of this company when it was yelling
"SEGA!" A lot of
attention has been given to the fact that Sonic the Hedgehog helped
define Sega's corporate identity. What many people forget is that
both the Sega scream and Pirate TV gave the company its reputation for
rebelliousness. Together, they tapped a deep vein in the psyche of
Western youth, who promptly responded to its call and made the company
into the success that it became. When
Sega of America finally abandoned the Sega scream in 1996 as part of the
company's effort to reshape itself for the Saturn, many gamers quickly
assumed that Sega was no longer hip. Instead of being
anti-establishment, Sega had become the establishment. This
impression would prove to be a major blow to the company's image and
helped contribute to its rapid decline during that time. It would
not be until the arrival of the Dreamcast's SegaNet online gameplay
service in 2000 that the Sega scream would once again roar across America
in all of its outspoken brashness, and its return would be triumphantly
welcomed by the Sega fans of old.
_box.jpg) _box.jpg) The period of time from 1992 to 1993 were
the salad days for the Genesis. Nakayama's gamble had paid off
handsomely, and Sega's 16-bitter would now enjoy the fruits of his long
labor. These were the best days that Genesis would ever see, and it
had the taken the likes of Yuji Naka, Tom Kalinske, Irina Heirakuji, and
Philip Ley to bring his plans into reality. Right off the bat in the
opening days of 1992, many of the third-party holdouts from the early days
of the Genesis threw their support behind the console. Acclaim,
Capcom, Micronet, Namco, Electronic Arts, and other early supporters were
now joined by the likes of Activision, Core, Konami, Tecmo, Taito, and
many more. Yuji Naka made the long trip to the U.S. in order to work
with his fellows at the Sega Technical Institute, Sega of America's
exclusive playground for its own stable of videogame programmers, and the
end result was Sonic the Hedgehog 2 - the best-selling Genesis game
of all time. While Nintendo may have kept Sega away from Capcom's
lucrative Street Fighter 2 franchise for a few years by signing an
exclusive contract, that didn't stop Sega's programmers from coming up
with the now-legendary Streets of Rage in reply. Sonic 2,
Streets of Rage, Toejam & Earl, and other such irreverent fare
spearheaded Sega's 1992 marketing assault on Nintendo. The low price
of the console combined with a 10-to-1 ratio in software availability to
the SNES library and Sega's radical philosophy on both advertising and
games resulted in an assault that Nintendo was simply ill-equipped to
handle. According to official U.S market
data compiled by the NPD Group, Sega passed Nintendo in 1992 to become the
#1 vendor on the U.S. videogame market. Sega finished 1992 with a 55% market share, whereas
Nintendo limped into second place with 45% - a far cry from the 92% that
they had held a mere two years before. Sega had sold an additional
2.2 million Genesis systems in 1992 and now had over 10 million of the
consoles in the homes of young American gamers, whereas Nintendo had only
managed to sell just under 2 million SNES consoles - an offical NPD TRST
figure that Nintendo still disputes to this day. In fact, Sega was
so popular by the end of 1992 that when Sony ran its initial U.S.
videogame market surveys, they discovered that most gamers who owned an
SNES refused to admit it to their friends. "They always claimed that
there was a time after the [SNES] launch when they pulled ahead of us, but
our research said there wasn't," Kalinske would later comment. In
reward for the support of his customers and in response to new Nintendo
measures, Kalinske had the price of the Genesis base system cut again from
US$150 to US$130.
The great console war was not without its
casualties, however, and 1992 saw it claim its most prominent
victim. NEC had never been able to keep pace with its two older and
more established rivals in the U.S. marketplace, and the best that its
Turbo Grafx 16 could do was establish a small yet vocal niche market for
itself. The console had a loyal cult following in Japan, where it
was the #2 system on the market, but its dreadfully small North American
market share was not large enough for it to successfully compete
there. In 1992, NEC made the decision to cut its losses and quit
vending its videogame console in the U.S. marketplace. It turned
over responsibilities for the system to a smaller vendor, Turbo
Technologies. The new company would fold up shop approximately two
years later, and with it would go what some would say was the last and
greatest of the 8-bit consoles. By
the end of 1993, Nintendo was still playing catch-up to Sega. Sega
maintained its lead over its rival, for it now controlled 56% of the
market and had over 12 million consoles in the homes of gamers all across
North America. It also controlled a healthy two-thirds of Europe and
showed no signs of giving ground anytime soon. Sega's net Western
sales for 1993 came to some US$230 million dollars, which was a sizeable
sum by any measure. This, of course, was music to Nakayama's
ears. The company was now at the top of its form, with the Genesis
established as the market's dominant console and its successor system,
Sega CD, just emerging into its own. While it remained a distand
third in the East, behind both Nintendo and NEC, Sega was the undisputed
master of the West. It had been one helluva a ride for Nakayama,
Kalinske, and company, but it had been worth it. Thanks to their
tireless efforts and that of those who supported and worked with them,
Sega had grown from a US$813 million company in 1989 - the year that the
Genesis launched - to a US$3.6 billion dollar conglomerate by the end of
1993. Within five years, Sega would throw it
all away.
Setting a legal
precedent
Before we continue with the story
of the Genesis, we need to take a moment to examine an important lawsuit
that involved Sega's revolutionary 16-bit console. It was a classic
case of restrictive licensor versus creative licensee, in which a third
party vendor sought and found a way out of the limitations of a
development contract. Together with the Nintendo action against
Atari that ended about the same time, the case of Sega v. Accolade would
set a new precedent for computer videogame development. It would
also have profound indications for a sub-genre of the computer industry
that for the most part was still considered to be in the domain of the
hobbyists and hackers.
If you will recall from our earlier
discussion, it was none other than Electronic Arts who first determined
how to bypass the proprietary Sega code in the Genesis and thereby produce
its own videogame cartridges. In response to EA's actions, Sega
developed a new security system for the Genesis and quietly incorporated
it into the system boot ROM starting with the 1991 production
batches. Sega called this proprietary code the TradeMark Security System
(TMSS).
In essence, it was a simplified version of the 10NES lockout chip that
Nintendo had used in the NES. Sega had elected not to go to the
10NES route because they felt that a complete lockout solution was
needless overkill. Their solution, the TMSS, was based on very
simple principles of intellectual property law. A piece of code
burned into the Genesis boot ROM would look for a header code that was
supposed to be part of every Genesis program stored in cartridge
format. If the header code contained certain unique characteristics,
then it was a legitimately licensed Sega product. If the TMSS did
not find what it sought, then it would refuse to boot up the system.
If the system booted correctly, then the TMSS would display the phrase
PRODUCED BY OR UNDER LICENSE FROM SEGA
ENTERPRISES LTD. on the screen for a few
seconds before running the program contained inside the cartridge.
Both pieces of code, the one in the TMSS and the correct cartridge header
code, were copyrighted Sega property. The TMSS also generated a
trademark display every time it was activated, that being the Sega name
itself. In essence, the TMSS was a double tripwire for anybody
trying to produce unlicensed Genesis cartridges. If you made an
unlicensed cartridge that activated the TMSS, then you were in violation
of both copyright and trademark law. If you could figure out a way
to get your game running without tripping the TMSS, then you were legally
in the clear. It is an established
fact that some of EA's early cartridge releases cause problems with all
except the earliest Genesis consoles - those that were produced between
1989 and 1990. These EA games are the same that would cause
headaches for Genesis emulator developers at the end of the decade due to
the non-standard way in which they interfaced with the system. The
answer is simple - the earliest Genesis consoles do not contain the TMSS,
so the older EA cartridges work just fine. EA apparently had the
program code ready to burn into the cartridge ROMs during its dispute with
Sega for negotiating leverage, and then used it anyway once the contract
was secure. Since this code was made prior to the introduction of
the TMSS, the resultant games do not work on the later consoles. EA
eventually released new versions of some of these games with the offending
code removed, but those that didn't sell well weren't reissued. As a
result, EA's early workaround was out there waiting for anybody with the
programming skills and a good ROM dumper to discover.
Accolade was founded in 1984 by Bob
Whitehead and Al Miller, two of the original team of VCS programmers who
revolted against Atari and started Activision. They started out by
releasing high-quality games for personal computers, with the most notable
being the original Test Drive. When the Genesis was released
in the U.S. in 1989 and they were finally able to get their hands on the
system, they knew that it would be dreadfully easy to convert a number of
their Commodore Amiga games to work with the console. Both were
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