| 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
based around the MC68000, so porting would only be a matter of
reallocating program resources to match the rest of Sega's hardware.
With this in mind, Accolade approched Sega about obtaining a Genesis
license. Sega offered the standard contract under which 30 or so
other third parties were working at the time. Accolade found the
terms too strict to its liking and rejected the contract. That
should have ended the matter then and there, but it didn't. Like EA
before it, Accolade instead chose to find some means of releasing its own
unlicensed Genesis cartridges. To that end, they bought a number of
already available Genesis games, dumped the ROMs inside the cartridges,
dumped the system ROMs inside the Genesis, and began to analyze the
code. They also created a semi-independent subsidiary, Ballistix, to
market their new console games.
Steven Kent, in his book The First Quarter: A 25-Year History of Video
Games, gives an excellent description of how Accolade went about
reverse-engineering Sega's products in order to come up with its first
unlicensed Genesis game, Ishido: The Way of the
Stones.
Mark
Lorenzen led a team of Accolade engineers who purchased a Genesis
console and three game cartridges, then wired the console so that they
could make printouts of the executable code of the games. They
compared the code of each of the games to locate identical chains,
believing that all of the games would use the same programming
instructions to disable any security locks Sega placed in the
Genesis. They used this information to create a "development
manual" for making Genesis games. The current record does not
indicate which three games Lorenzen and his associates purchased. If
the batch had included one of the early EA efforts, then the situation
would have been ironic indeed.
Like other unlicensed developers at the
time, Accolade was caught flat-footed by the introduction of the
TMSS. Sega demonstrated the console's new security system at the
1991 Winter Consumer Electronics show in a manner that must have been a
nightmare for Accolade's staff. At the show, a Sega representative
pulled out a copy of Accolade's Ishido and stuck it into the
redesigned system. The cartridge failed to boot up. The
meaning of the demonstration and to whom it was aimed was
clear. Once they learned about the ability of
the TMSS to lock out their programs, Accolade accellerated its
efforts. They got their hands on one of the new consoles and a new
batch of games as soon as they could, wired them up to Lorenzen's Rube
Goldberg apparatus, then collected and analyzed the results. There
had been a significant change to the header portion of the game
programs. A new string of code had been inserted into a previously
unused location which corresponded to the "power-up function" portion of
the program header. This new code also happened to include the word
SEGA at a specific location. Lorenzen and his team had
already noted this previously unused portion of the header in their
earlier efforts, and had commented that "... it is possible that some
future Sega peripheral might require it for proper initialization."
With five new games already in development and nowhere else to go,
Accolade executives decided to take a risk and incorporate the new header
code into its programs. It was the only way that they could get the
games to market on time. As soon as
Accolade's new games came out - Star Control, Hardball, Turrican, Mike
Ditka Power Football, and Onslaught - again without the proper
license, Sega of America swung into action. It had its engineers
disassemble them. Onslaught was the only one of them that
would not work on anything but the older consoles. The rest worked
just fine on the new consoles, including the activation of the TMSS
display. Sega's engineers were not surprised to discover that
Accolade had copied its new proprietary TMSS header code in order to get
the games to work. The only reason Onslaught would not work
with the TMSS was that the new TMSS header code had been copied
incorrectly and the word SEGA was in the wrong
place.
On 31 October 1991, Sega sued Accolade in
the 9th Circuit Federal District Court on one charge of trademark
infringement and one charge of unfair competition. On 29 November
1991, Sega added a copyright violation charge, claiming illegal
reproduction and adaptation of a copyrighted work. Accolade
counter-sued, claiming injury of its reputation and contending that its
efforts were protected under the fair use doctrine of copyright law.
Accolade had hoped that the judge for the case would be Robert Peckham,
who was already familar with similar cases and "was felt to be
sympathetic." Unfortunately for Accolade, he suffered a heart attack
and was replaced by Barbara Caulfield, a new appointee to the bench.
Caulfield was a strict interpreter of federal law, and she ruled for Sega
on all counts. She also issued an injuction barring Accolade from
its reverse engineering efforts, forbade it from issuing any games it had
not yet released, and ordered to recall all of its unlicensed Genesis
games within ten business days. Accolade promptly appealed and got
the last part of the injunction reversed on 23 April 1992, but the rest of
Judge Caulfield's order remained in effect. They were now stuck with
thousands of unsold Genesis cartridges which would be going nowhere until
the legal battle was resolved, and that had already cost Accolade about
US$500,000 in attorney and court fees. The costs were only going to
get higher, but Accolade felt it had no choice in the matter.
Reverse engineering was a common practice in the computer industry, even
if it was not entirely sanctioned under federal law, and Judge Caulfield
obviously did not understand that important factor. "This was a
fundamental step backward," said Accolade's Alan Miller many years later,
"from the way product development had always been done in [Silicon Valley]
and in general throughout the world." If
Accolade did not win its case on appeal, then the affair would probably
put them out of business for good.
The first inkling of how the case would
be decided was going to go came on 28 August 1992. Both Sega and
Accolade had spent days before the federal bench in both courts, arguing
their respective positions and demonstrating their supporting
evidence. Sega had every right to believe it would win - it had
wowed Judge Caulfield with a demonstration by Sega engineer Takeshi
Nagashima of how to make a Genesis game that would not trip the TMSS nor
make use of its code. They had denied Accolade's demand to examine
Nagashima's efforts, and Judge Caulfield had sided with them. She
had also ruled in their favor on all counts, with the trademark and
copyright issues being the most important. Those were the legal
protections that the TMSS had been designed to trip, and it was looking
like that the courts were going to do Sega's dirty work for it exactly as
planned. For its part, Accolade stuck to its guns and insisted that
it had done no wrong, clinging stubbornly to its fair use defense.
Sega expected to win and Accolade expected to lose. Both were
surprised when 9th Circuit Court of Appeals Judge Stephen Reinhardt
reversed in full the original injunction by District Court Judge Barbara
Caulfield and announced that a decision would soon follow. When it
did, it was a decision brief that would rock the computer industry.
In the following quotations, Judge Reinhardt is speaking on behalf of the
full court. The complete decision brief is available at many
locations on the Internet and can be located by use of your favorite
search engine.
We
conclude based on the policies underlying the Copyright Act that
disassembly of copyrighted object code is, as a matter of law, a fair
use of the copyrighted work if such disassembly provides the only means
of access to those elements of the code that are not protected by
copyright and the copier has a legitimate reason for seeking such
access.
Where there is
good reason for studying or examining the unprotected aspects of a
copyrighted computer program, disassembly for purposes of such study or
examination constitutes a fair use.
We conclude that
Accolade copied Sega's code for a legitimate, essentially
non-exploitative purpose, and that the commercial aspect of its use can
best be described as of minimal significance.
An attempt to
monopolize the market by making it impossible for others to compete runs
counter to the statutory purpose of promoting creative expression and
cannot constitute a strong equitable basis for resisting the invocation
of the fair use doctrine.
Because Sega's
video game programs contain unprotected aspects that cannot be examined
without copying, we afford them a lower degree of protection than more
traditional literary works.
The fact that an
entire work was copied does not, however, preclude a finding a fair use
.... In fact, where the ultimate (as opposed to direct) use is as
limited as it was here, the factor is of very little
weight.
The fact that
computer programs are distributed for public use in object code form
often precludes public access to the ideas and functional concepts
contained in those programs, and thus confers on the copyright owner a
de facto monopoly over those ideas and functional concepts. That
result defeats the fundamental purpose of the Copyright Act - to
encourage the production of original works by protecting the expressive
elements of those works while leaving the ideas, facts, and functional
concepts in the public domain for others to build
on.
Under the
Copyright Act, if a work is largely functional, it receives only weak
protection .... Here, while the work may not be largely functional, it
incorporates functional elements which do not merit protection. The
equitable considerations involved weigh on the side of public
access.
We conclude
that where disassembly is the only way to gain access to the ideas and
functional elements embodied in a copyrighted computer program and where
there is a legitimate reason for seeking such access, disassembly is a
fair use of the copyrighted work, as a matter of
law. Although Accolade was not completely absolved
of wrongdoing, neither did Sega get the absolute victory it desired.
Quite the contrary. The real winner here was the computer
industry. The principle of reverse engineering was now legal under
case law. Sega v.
Accolade is one of those few precedent-setting cases that made legal
history, and it has been cited in almost every major court battle
involving the computer industry ever since. It established once and
for all the right of a software owner to make as many copies of a
legitmately obtained program as was needed for a reverse engineering
effort, so long as none of the copied code wound up in the final
product. This would prove to be a key issue in the battle over the
legality of videogame emulation almost a decade later. It would be
another seven years before the notion of reverse engineering itself would
eventually be made a part of federal copyright law.
So what did Accolade get for its
trouble? It got about US$20 million in lost profits and legal fees,
along with the realization that it was going to have to accept a Genesis
contract on Sega's terms if it wanted to keep making games for the
console. And Sega? Its TMSS was vindcated, but that was about
it. Anything else Sega would gain would have to be from Accolade's
hide, for it had decided to settle rather than continue the legal
fight. Under the terms of the contract that Sega forced upon them,
Accolade was required to produce five original Genesis games for every one
that it made for "another system." It was a contract worthy of
Nintendo's strong-arm tactics, but there was nothing Accolade could do
about it. The new contract would ensure that Accolade would do its
part to bring original efforts to the Genesis software library - and more
importantly, practically guarantee that Sega would earn a hefty amount of
royalties from a steady stream of Accolade products.
It is ironic that Accolade may have
had the last laugh after all. In order to meet its contractural
obligations, Accolade's programmers produced anything and everything that
they could for the Genesis. A large part of it, such as the Accolade
Sports series, was not particularly good software. Some of it, such
as Super Off-Road and Warp Speed, was pure junk.
Accolade's Genesis titles were never the top sellers that the company had
originally intended. In fact, things got so bad at one point that
industry observers complained that a situation had been created "... where
Accolade felt obligated to [produce] titles for the Genesis whether they
sucked or not."
Winds of
fortune
As the fateful year of 1994 began to
unfold, Sega was still the dominant force in the North American videogame
market and was poised to remold the industry in its own image. By
the end of the year, Sega was a troubled company. It was beset
within by disputes between its Japanese and American branches. It
was operating under a mountain of debt and practically nonexistent
profits. It was having great difficulty supporting all of the
various products it had on the market. It was having an image
problem with both developers and gamers, who felt Sega had become fat,
sassy, and directionless. Those were not its only problems.
Sega was under assault from without by its rivals. It was already
seeing the rise of the new nextgen wave, the 32-bit consoles, and could
ill afford to be left behind. It would watch as a resurgent Nintendo
would reassert itself and win the first great console war. It would
also see the arrival of a new player on the console scene, a former
third-party vendor for both Sega and Nintendo that would unveil its own
nextgen videogame system before the year was out and thus initiate the
second great console war. The time had come for
the Genesis to step aside.
It is a rule of thumb within the
videogame industry that the average market cycle of any given console is
five years. As the year 1994 opened,
the Genesis was already six years old and showing its age rather
badly. This was the time that another vendor would have had its
nextgen system ready to unleash upon the public, taking over the market in
place of its aging predecessor. Unfortunately, Sega was having
problems doing just that. Sega CD had gone nowhere, and both Sega of
Japan and Sega of America were fighting over the correct vision regarding
the path to a 32-bit videogame system - the hallmark of the new nextgen
wave that was already beginning to wash over the marketplace. This
particular issue is best addressed elsewhere; suffice it to say that a
definite successor to the Genesis was not certain in 1994. Sega's
Japanese executives blamed Sega of America president Tom Kalinske for
mishandling the American business and reasserted themselves. By
1995, Sega of Japan was in effect running Sega of America as it tried to
deal with what it perceived to be Kalinske's bad
judgement.
Actually, it was back in 1992 that
the winds of fortune started to blow against Sega. Sega was the new
master of the U.S. videogame market at that time; however, its continued
rule in that coveted position was not completely assured. Having
seized the throne from longtime rival Nintendo the year before, Sega had
wasted no time in committing many of Nintendo's same mistakes. In
fact, Sega had already begun the process years before their swift
ascendancy to power. You can go right down the list: the
restrictive licensing agreements (not as harsh as Nintendo's, perhaps, but
still quite strict), the all-too-familiar and carefully manipulated
"inventory management" techniques, the expensive (and not always
successful) side ventures, the emphasis of product over substance, and so
on. Almost every single mistake that both
Atari and Nintendo had made in their respective turns in the catbird seat
were now being committed by Sega; and just as its predecessors had behaved
before, Sega seemed blind to its own growing corporate
arrogance. Sega made grandiose plans
for a videogame future molded in its own image, confident that the new
systems and software it already had on the drawing board or beginning
production would redefine the industry as everybody knew it. Nobody
at Sega was listening when former ally Trip Hawkins tried to warn them in
1993 that they simply did not have the resources to support all of those
systems. Not that he had any credibility anymore with Sega - he had
jumped the Sega fold by backing the launch of Panasonic's ill-fated 32-bit
3DO console
that same year. Of course, Sega's behavior
did not go unnoticed. It was more sensed than known at this point by
its loyal customer base, who were becoming confused and more than a little
annoyed at Sega's seemingly never-ending array of expensive software,
peripherals, upgrades, and systems. It was indeed noted by the
industry watchdogs, who tried to warn Sega of what was happening just as
Hawkins had tried - even though Sega still wasn't listening. It
certainly did not escape the ire of the third party developers, the one
group that represented the key to success for any videogame system.
One licensee put it rather bluntly when he said, "As often happens, a
revolutionary accomplishes a coup and becomes the next despot. Sega
was as bad as Nintendo becasue Sega wanted to be
Nintendo." They neither forgave nor forgot the cold shoulder
treatment that they were now beginning to receive - something to which
they were already accustomed from Sega's rival. Interestingly
enough, though, many of their eyes were looking back at a resurgent
Nintendo - who was suddenly all smiles and warm hugs again. "Come
back to my fold," the plumber promised. "I'm sorry. I'll do
better this time." The third parties had no problem with this
proposition - after all, healthy competition among multiple platforms,
with them providing the requisite software (and pocketing the profits
along the way) was what they had wanted all along.
More than anybody else, Nintendo had
watched, endured, and studied Sega's sudden takeover of a market that they
could rightly claim to have single-handedly revived from certain death
almost a decade before. Nintendo had expended over US$25 million on
the SNES launch back in 1991 and everything had seemed to be on the right
track, only to see Sega not only survive the launch but almost blow the
SNES out of the water in 1992. Nintendo CEO Hiroshi Yamauchi
commissioned a study by the independent Market Data Corporation (MDC) as
to Nintendo's future in the videogame industry, and MDC's results were
delivered at a special meeting of the board of directors. That
report, combined with the insights of Nintendo's own analysts, spelled out
in cold and inescapable logic why the Genesis had succeeded against
them. It was a sobering assessment.
- First,
Nintendo had failed to grasp the
significance of sewing up the nextgen market even at the expense of
current market sales. The success
of the Genesis in a market that by all reason should have been
Nintendo's was evidence enough for this
observation.
- Second,
the SNES needed a strong library of games
if it was ever to have a chance of catching the Genesis. Sega's Sonic franchise and the ever-popular
EA Sports library, both popularized by Genesis, were cold proof of that
inescapable fact.
- Third,
Nintendo needed to diversify its software
libraries if it wanted to retain its
customer base. The young kids, Nintendo's traditional targets,
would always be there, but the original generation of Nintendo gamers
were getting older and developing more diverse tastes. Sega's new
system and games better appealed to them; therefore, they were buying
Sega and not Nintendo. To borrow a quote from the Star Trek
episode "Shore Leave," "The more sophisticated the mind, the greater the
need for the simplicity of play." Nintendo still enjoyed its
near-synonymous identity with videogames as a whole, but it would have
to release new and better games and expand its presence in other genres
in order to recapture the older gamers that it was losing to
Sega.
The aging 8-bit NES was by now too old to
maintain Nintendo's monopoly. The 16-bit SNES was superior to the
Genesis in almost every aspect save raw processing power, but it lacked
market presence and good, diverse software. The SNES was all
Nintendo had, for despite its announcements of its own nextgen console
(Project Atlantis, aka Ultra 64, aka N64), Nintendo's executives
knew full well that the new system would not be ready until 1996 at
best. They would have to remold the image of the SNES in the eyes of
Western gamers in such a way that it could successfully take on Sega's
current and nextgen systems simultaneously. With this in mind,
Nintendo reasserted itself and began a comeback the likes of which has yet
to be duplicated in the history of the videogame
industry.
One of the very first things that
Nintendo did was to start revamping its software library with higher
quality and more diverse titles. It secured an exclusive deal with
Capcom in 1992 to make the console ports of the populr Street Fighter 2
arcade games exclusive to the SNES. That didn't stop Capcom from
squeezing out a Genesis port of Street Fighter 2 Special Champion
Edition, but it did mean that the console port of Super Street
Fighter 2 would be a SNES exclusive for four long years. It was
a blow to the Genesis software library that would see no solution until
the following year, and then by from a different vendor
entirely.
Another approach that Nintendo
tried was augmenting the processing power of the console through the use
of external processors fitted inside specially designed SNES carts.
The Super FX
is the best known of these, and StarFox is the best known Super FX
title. It was a well-designed space shooter featuring 3D polygonal
ships whose game engine was almost exclusively handled by the Super
FX. This freed up the system resources inside the SNES and made for
one very fast, great-looking, and great-playing game. It was
impressive, and it made Nintendo a lot of money, but there would be few
other Super FX games. These and other such customized co-processor
carts were very expensive to produce, and it was not long before Nintendo
began other, cheaper avenues of assault on Sega.
On 1 May 1992, Nintendo of America
president Minoru Arakawa lowered the price of the SNES to just $150.
This was partly to celebrate the legal victory that Nintendo had just won
over Atari and its unlicensed Tengen games, but it also gave Nintendo the
chance to better position the SNES to potential customers. The price
reduction was a move that Nintendo's Peter Main, vice president of
marketing, heartily approved. He had wanted the US$150 price tag
right off the start at the U.S. system launch. "I could have
sold an extra million," Main said. Sega's Tom Kalinske promptly
dropped the price of the Genesis to US$130 in reply, but at least sales of
SNES consoles began to pick up. The Genesis was still the cheaper
console, but not by much anymore.
There is one key event in 1993 that bears
on the first great console war. It is the "violence in videogames"
debate and how became the political quagmire that it did. This is
not the place to deal with that particular subject in great detail,
though. That is better left to the history of the Sega CD, which
played a more prominent role in the ensuing debate than any other single
videogame system. Instead, let us examine the true cause of the
affair. Not surprisingly, Nintendo was behind
it.
The videogame sensation known as
Mortal Kombat was first released to U.S. arcades in 1992. A
Midway/Williams product, it was an instant hit. A fighting game in
the best Street Fighter 2 tradition, it distinguished itself with
its own character mythos and array of secret and finishing moves. It
was the latter that caused the biggest stir. Once an opponent had
taken enough of a pounding to be near collapse, he or she would stand in
place and begin to sway dizzily. An unearthly voice would then
solemnly intone "FINISH HIM!" - at which point you were supposed to
execute your character's trademark finishing move. If performed
correctly, the results were spectacularly bloody - disembowling,
decapitation, flaying, spines ripped out, hearts ripped out, and so
on. That had been a deliberate choice of the game's production
team. "It became a huge part of the game," noted designer Ed
Boon. "We didn't know that was going to be such a big
attraction. It just happened."
Acclaim Entertainment owned the exclusive rights to any console ports of
Mortal Kombat and its successors. Both Sega and Nintendo
wanted the game badly, and both paid Acclaim well to get it. There
was just one minor difference between the two, but it would prove to be
the distinguishing selling point between them. The Genesis port was
faithful to the arcade original, right down to the bloody finishing
moves. Nintendo's was not. Acclaim was forced to remove the
finishing moves from the SNES port due to Nintendo's strict quality
control standards. "Having a toned-down version for Nintendo - do
you guys really want us to do that?" Acclaim reps warned. "Does that
really make sense?" It did not to many of Nintendo's American
members, but they were not the ones running the company. Both were
released in September of 1993. Guess which one sold better?
That's right - you win the booby prize. The Genesis port of
Mortal Kombat outsold the SNES version by a ratio of 4-to-1.
"Street Fighter 2?" Genesis fans would sneer. "Who needs
it?! We've got Mortal Kombat - and uncensored
to boot." SNES owners were furious at the decision to deliberately
gymp up their port, and they let it be known to
Nintendo.
There was only one thing Nintendo
could do to stop this unexpected surge in sales for the Genesis.
Fight dirty. If Sega was going to take
a stand on violent videogames as a positive selling point, then Nintendo
would have to come up with a way to pull the rug out from under
them. Nintendo began lobbying the
U.S. Congress about the rise of violence in videogames, and willingly
provided carefully edited videotapes containing footage from the Genesis
port of Mortal Kombat and the Sega CD game Night Trap to
anybody who would listen. One of these was U.S. Senator Joseph P.
Lieberman (D) of Connecticut. He had heard some of the hubbub and
was curious as to what it was all about. Lieberman obtained a copy
of Mortal Kombat as a favor to his chief of staff, Bill Andreson,
who son was interested in the game but who also had misgivings about
buying it. "I was startled," Lieberman would later recall. "It
was very violent, and as you know, rewarded violence." The rest, as
they say, is history. The one thing that
Nintendo got out of the U.S. congressional hearings of 1993-1994 into
videogame violence was the smearing of Sega's reputation in the minds of
America's parents. They would now begin second-guessing their
children's judgement and seek to protect them from the perceived
threat. By openly promoting such violent fare, Sega was guilty of
poisoning the minds of America's youth. Whether or not that was true
was beside the point. Nintendo had caused a shift in public opinion
against Sega, and it was all that they needed.
By the beginning of 1994, both Sega and
Nintendo had their respective consoles marked down to US$100 each.
The two were now on an even playing field as far as the more informed
gaming public was concerned, who had cared little for the congressional
hoopla, so all eyes now turned to the software. Sega's was the same
as always - the expected Sonic titles, the usual array of platformers and
action games, and some kick-ass sporting games. No change. Not
so over at Nintendo. They were the ones who were innovating
now. 1994 would see Nintendo release the two SNES games that finally
brought it back to a position of strength in the videogame market.
The summer of 1994 would herald the coming of Super Metroid,
considered by Nintendo fans as the greatest platform shooter ever made.
Metroid had been one of the hit shooters for the venerable NES and
its fans had been clamouring for Samus to return in an improved SNES
sequel. They got their wish, and the game sold by the truckload.
Super Metroid sales would pale in comparison, though, to the
monster hit that Nintendo was about to unleash just in time for the fall
shopping season.
One of the most noted programming
houses from the glory days of the NES was a company called Rare. They were best
known for their Double Dragon and Battle Toads fighting
games, both of which were hits at the time. It was not long after
that Rare dropped off the radar screen and did not re-emerge until
1994. When they did, it was with the killer app of the year.
Donkey Kong Country, based on the original Nintendo arcade game, was without
doubt one of the best-looking platformers to ever grace a 16-bit
console. Rare's development teams had found a way to convert 24-bit
animation sequences into a format that a 16-bit console rich in system
resources could handle - a console, say, like Nintendo's SNES. The
game's pre-rendered graphics were all created on a high-end SGI
workstation and then ported to the SNES. The game's humor was lifted
straight from the dry wit typical of England. Oh, yeah - it was a
great-playing game, too. It was also the videogame hit of the 1994
holiday shopping season. Over 2.2 million copies of Donkey Kong
Country were pre-ordered - far more than Nintendo claimed it
could deliver in time for Christmas. The initial shipment of 500,000
cartridges were already sold even before they had a chance to be put on
store shelves, and a second shipment sold out within the week. It
would go on to sell over 9 million copies during the official lifetime of
the SNES, making it Nintendo's second-best selling game (behind Super
Mario Brothers 3 for NES). The roles were now reversed. In
comparison, Sega's Sonic and Knuckles seemed rather lame.
There was a cooler Sega game out there, but Star Wars Arcade
required the 32X to play and most folks simply did not want to buy the
expensive peripheral required to play it. Sega still outperformed
Nintendo in overall holiday sales, but Nintendo had the #1 game of the
season.
_box.jpg) _box.jpg) The genre diversification issue was
also addressed by Nintendo in the years following the MDC study, and one
genre in particular deserves special mention. The lack of
role-playing games (RPGs) had always been a glaring weakness of the Genesis software
library. It was not the the console did not have them; rather, it
did not have enough to satisfy fans of this rapidly growing genre.
This is ironic once you consider the fact that it was none other than Sega
who first introduced the U.S. videogame market to console RPGs back in
1987 with Yuji Naka's groundbreaking Phantasy Star for SMS.
Naka's game eventually evolved into its own franchise, with three more
titles in the series released by Sega for Genesis. There were also
the two Shining Force games by Climax Graphics and two other early
efforts for the console - Will Harvey's The Immortal and Yu
Suzuki's Sword of Vermillion. While we are at it, let us not
forget Ancient's Beyond Oasis and Falcom's Ys 3: Wanderers of
Ys. This handful of games were the best RPGs that the West would
ever see for the console, and there weren't that many more of the average
or bad ones, either. Japan was lucky in that they managed to get a
few more, but only a few. These included a special edition reissue
of the original Phantasy Star in all its 8-bit glory, Falcom's
Dragon Slayer: The Legend of Heroes series, Hot-B's Blue
Almanac, Compile's charming Madou Monogatari, Namco's Nadia:
The Secret of Blue Water (based on the anime TV series of the same
name), and Japan Media's Surging Aura. All in all, even by
liberal estimates there were only some two or three dozen RPGs in a
worldwide software library of several hundred official titles.
Unfortunately, even the best of these simply could not measure up to the
avalanche of RPGs that were being released by Nintendo for the SNES.
It was a lost opportunity for Sega upon which its competitor eagerly
seized. "While Super NES pushed out Final Fantasy and its
sequels," noted Game Players in their holiday 1995 issue, "Sega
almost entirely ignored the role-playing audience."
Nintendo had openly courted the RPG
community ever since the days of the NES, and the resource-laden SNES made
the prospect of producing better and more sophisticated efforts all the
more tantalizing. It was not a big niche, to be sure, but was
growing fast - and its many denizens would willingly pay full retail for
quality software. Since Nintendo need all of the market share it
could get to regain its former prominence, it quickly moved to claim
RPGers for its own before Sega took them away. There were dozens of
RPGs being released for the SNES back in Japan on a regular basis, and
Nintendo's quality control people made sure that many of the best of these
made it to Western shores. The company had already enjoyed success
on its own with two Zelda games for the NES, so it made sure that
Zelda: A Link to the Past for SNES would be the best yet. In
fact, it turned out to be one of the console's best selling games.
In addition, Nintendo managed to keep its two best third-party RPG
programming houses in the fold, and they are names that are whispered in
revered awe by RPGers even today. Both Enix and SquareSoft continued their
efforts for Nintendo, although Square did take the time to dabble with the
Genesis hardware with Bahamut Bahant Senki - which was later
reissued in a superior remake as Bahamut Lagoon for SNES. It
would be the only Square title to ever put in an appearance on a Sega
console.
_box.jpg) _box.jpg) Enix is best remembered for its Dragon
Quest (aka Dragon Warrior) series, which made the successful
transition from NES to SNES and is still in production for today's current
crop of videogame systems. Other notable Enix titles for the SNES
include the ActRaiser series, Evo: The Search for Eden, Star
Ocean, and Terranigma. Square, on the other hand, needs
no introduction. Their best-known calling card, the Final Fantasy
franchise, first made its debut on the NES and against all odds became
one of the console's hit titles in Japan. As with Enix, Square's
most notable franchise also made the successful transition to the
SNES. The steampunkish Final Fantasy 3, one of several
Final Fantasy titles released for the SNES, is considered by all
hands to be the finest example of a fantasy RPG ever burned into a
cartridge ROM. It does not receive the title of best RPG ever
created for a cartridge-based console, though. That belongs to
another Square title, 1995's legendary sci-fi RPG Chrono
Trigger. Other notable SNES RPG efforts by Square include such
well-known titles as the Breath of Fire series, the Romancing
SaGa series, Secret of Evermore, Secret of Mana, and the
delightful Treasure Hunter G. Square was also responsible for
the RPGs based on two popular franchises at the time - Bandai's Sailor
Moon: Another Story and Nintendo's Super Mario RPG: Legend of the
Silver Stars. All told, there were
well over a hundred or more RPGs from a dozen or so different vendors
available for the SNES, and at least a good two-fifths of those made it to
Western shores. They pushed the console for all it was worth, and
since RPGs generally do not require as fast a processor as an arcade or
sports title for decent gameplay, they made the SNES shine. It was
no wonder that Sega's best RPGs for the Genesis, from the few that were
available, seemed rather pale and shabby in comparison. Genesis
lacked the audiovisual resources that Yamauchi had insisted on including
with the SNES, and the difference was telling once the two began to duel
it out in side-by-side comparisons.
However you chose to interpret the causes and effects, there is no doubt
that Sega missed a golden opportunity by failing to exploit the rise of
the RPG genre more thoroughly than it did. They left the door wide
open for Nintendo, with the inevitable result that SNES became the console
of choice for RPGers. Remember, it was but a small niche of the
market, but it grew rapidly as the 1990s rolled on. This sudden
surge of interest in RPGs came at a critical time for both companies, and
it would eventually prove to be one of the mainstay forces driving the
videogame market from that point onward. Sega may have been the one
to bring the first RPG to the West, but it was its rival Nintendo who
would wind up reaping the bounty of this particular
harvest.
By the end of 1994, Nintendo was
back on top of the game. Sega's market share had shrunk to only 35%
- a drop of some 30% within the space of one year. Sega executives
claimed that the slump was due to a traditional summer rollback in its
advertising campaigns, but everybody knew better. Nintendo's new
marketing campaign had succeeded. The SNES was now the dominant
16-bit console, with the aging Genesis reduced to the role of second
fiddle. The SNES would remain the dominant 16-bitter from now
on. That was not Sega's only problem. By the end of 1995,
Nakayama was forced to confront the reversal of his company's fortunes and
the rise of the 32-bit videogame systems. It was an acknowledged
fact that the new kid in town, Sony Corporation, had an excellent
videogame system in the Sony
PlayStation and was not about to go away
anytime soon. Nakayama's reaction was to make a decision that would
decide the course of Sega's fortunes for the next three years ... and
possibly more.
Twilight time
In his book The First Quarter: A
25-Year History of Video Games, author and longtime videogame industry
reporter Steven Kent has this to say about Nakayama's decision to kill the
Genesis in favor of the Saturn. "Concentrating on Saturn proved to be a tactical mistake
that cost Sega millions, if not billions of dollars." It was not that Nakayama made his decision in the
dark. He knew full well that Nintendo CEO Hiroshi Yamauchi was
spending millions of dollars that Sega could not hope to match in
arranging secret alliances with technology companies and software houses,
many of whose products would be destined for the SNES. "No one can
stop us," Yamauchi is reported to have said in December of 1992.
Nintendo of America president Minoru Arakawa, Yamauchi's son-in-law, was
not afraid to let his opinions be known. "I don't think the other
companies understand that they do not have what Nintendo has," he said in
a 1993 interview. "It is why we will grow. Maybe that growth
will not always be as fast as it has been, but it will continue."
That was a clear warning that Nintendo was playing for keeps. No
matter how long it took them, no matter what they had to do or to what
lengths they had to go, they fully intended to put Sega "back in its
place" - and they had the ready cash, company resources, and sheer force
of will to do it. Even Sega's own Tom Kalinske went on the record in
1994 when he said, "The 16-bit business ... is going to be very, very
strong for at least another two to three years." It was as candid an assessment that could be heard from
a senior Sega executive; the only problem was that his superior was not
listening to him anymore. Nakayama's 1995 decision to discontinue
Genesis support made no sound business sense unless you were part of the
narrow-minded corporate culture at Sega of Japan that brought it
about. Within that context, focused as it was on the rise of the
32-bit nextgen market in Japan alone, it made perfect sense and all other
opinions be dammed. Kalinske was
ultimately vindicated when his prediction came true. The 16-bit
market remained strong all through 1994, 1995, and well into 1996, when it
finally gave way to the new 32-bit systems in the fall - and even then,
16-bit software sales remained a significant (if no longer leading) factor
in the market for another year or so. Nakayama practically handed
the 16-bit market to Yamauchi on a silver platter when he made his
ill-fated decision near the end of 1995, and all of Sega's lost potential
profits went with it. Nintendo now had the 16-bit console market all
to itself, and its performance during the 1996 holiday shopping season
would be the most profitable that any vendor would enjoy in the U.S.
videogame market. By then, it was too late for Genesis.
It was no longer a significant presence in the
market.
Once Sega made its abrupt official
announcement that it was dropping the Genesis in favor of the more
expensive Saturn, with its obvious dearth of games, there was a sudden
rush by the retail community to dump their inventories in order to make
room for products by Nintendo and Sony. Both Sega and its largest
third-party licensee, Acclaim, were now stuck with warehouses literally
filled to the brim with unsold Genesis carts and no one willing to buy
them. Both took a financial beating in the fiasco, but Sega lost
more than just money. It lost its hard-won reputation with the
gaming public. Sega was no longer cool to its fans because Sega was
now acting like an arrogant ass. Nakayama's decision was a direct
slap in the face of Sega's core consumer group, pre-teen and teenage boys,
and it was a perceived insult that would take years to
heal. Nintendo had won the first great console
war. The irony here is that Sega deliberately chose not to
win. It was from Nakayama's choice that all of Sega's subsequent
misfortunes would come.
Tom Kalinske resigned his job as
president of Sega of America effective 15 July 1996. He had arrived
five years earlier as an outspoken, self-confident executive with a
reputation for success and the resume to prove it. He left five
years later an embittered man, knowning full well that his foes at Sega of
Japan personally blamed him for all of Sega's misfortunes regardless of
cause. Perhaps the worst part of it was that his former friend and
confidant Hayao Nakayama seemed to have bought into the anti-Kalinske
propaganda of his colleagues and eventually turned his back on him, taking
away direct control of Sega of America bit by bit until he was left as
little more than a figurehead. Perhaps it was the fact that he knew
what was wrong with Sega, had said as much time and again, only to see his
actions and suggestions continually thwarted or overruled. Michael
Lantham, a former Sega producer who was acquiainted with Kalinske during
his days at Sega, remembers all too well the final years of Kalinske's
tenure. "He was not allowed to do anything. The U.S. side was
basically no longer in control." Kalinske would write surly or
sarcastic memos to subordinates whenever they made obvious mistakes.
Rarely would he argue for very long about the decisions of Nakayama or his
representatives, who were by now paying frequent visits to Sega of America
and dictating how it would conduct its affairs. Oftentimes, people
would come into his office to see him doing nothing but staring out the
window. We may never know the full story, but Kalinske left Sega a
very different man than he was when he first arrived.
Even though the Genesis was now
officially dead in North America and Japan (it would not be discontiuned
in Europe until 1998), Sega's 16-bitter was about to roar back to life in
South America. Tec Toy, Sega's Brazillian distributor, had already enjoyed
considerable success with the 8-bit SMS and decided to give the newer
console its turn at the wheel. The MegaDrive had been actively
produced in Brazil as early as 1991; however, now was the time to pull it
out from under the shadow of the SMS. It was a guaranteed success,
because Tec Toy and its Sega lineup had held 75% of the Brazillian
videogame market since the beginning of the decade. Rival Dynacom,
who pushed Nintendo's systems, never came close to beating
them. As with the SMS before it, both MegaDrive
consoles and games were produced at Tec Toy's main plant in Manaus -
Brazil's rather unique take on Tokyo's world-famous Akihabara
district. Anyone who has been there will tell you that conducting
business in Manaus gives whole new meanings to the the terms "trade free
zone" and "carry-on luggage." It was an apt place for Tec Toy to
place a plant, for it reflected perfectly the company's free-wheeling,
free-dealing nature - often to the benefit of Brazillian gamers across the
nation. The MegaDrive hit its
stride in Brazil from 1996 to 1998, just as the popularity of the SMS was
beginning to wane. It officially replaced the SMS on Tec Toy's
production schedule as of 1997, and both consoles and games continued to
be produced until the end of 1998. Those three short years would
also see a handful of software releases that are unique to Brazil,
including the only 16-bit console version of Duke Nukem 3D ever
produced.
In late 1997, a New Jersey based company
named Majesco Sales approaced Sega with the idea of refloating the Genesis
as a low-budget alternative system to the higher-priced Sony PlayStation
and Nintendo N64 in the U.S. market. Majesco felt that there was
still enough value left in Sega's name to make a go at it, and it offered
to handle everything it could - marketing, distribution, sales, and so
on. In exchange, Sega would receive royalties on every piece of
hardware or software that Majesco sold. It did not take long for
Sega to assent; after all, it was still sitting on warehouses full of
unsold Genesis inventory and needed to move them any way it could.
Due to a shortage of consoles, Sega went ahead and produced for Majesco
what would be the very last iteration of the Genesis.
The Genesis 3 was released to
little fanfare in early 1998. It was a decidedly no-frills version
of the console that had originally brought about the 16-bit revolution a
full decade earlier. Gone were the sidecar expansion bus (for Sega
CD) and Z80 processor (creating some minor incompatability
problems). The new system was a tightly integrated box about the
size of a man's outstretched hand and resembled a cross between an
oversize hockey puck and a space-age portable CD player. The
original asking price was US$50 - a far cry from the original 1989 U.S.
launch price of $190 and only half that of the system's last offical price
tag of US$100 back in 1996. Along with it came the first new Genesis
game in three years - Frogger, a perfect port of Konami's original
1981 arcade hit which Sega had vended in the U.S. and was now owned by
Hasbro Interactive. It would be the last officially licensed title
ever released for the console. The
re-emergence of the Genesis after an enforced absence of two years also
brought about a brief revival of the first console war. Nintendo had
also been trying to clear its back inventory of SNES stocks, having
produced its own budget version of the SNES in 1997 and filling the
shelves of any willing retailer with excess SNES inventory. Once
Majesco horned in on the action with its US$50 Genesis 3 console, Nintendo
matched its price. Majesco then dropped the price of the Genesis 3
to US$40 and again to US$30, with Nintendo matching them dollar-for-dollar
every step of the way. Software prices for both systems remained
stagnant, ranging anywhere from US$10 to US$25 per title. By this
time 16-bit sales only accounted for 10% of the total U.S. console market,
but it was a brisk and fiercely fought share. "I think you may see
some sharpening of the SNES price in the holidays," said Nintendo vice
president George Harrison. "It's the best kept secret in the
industry," noted Majesco's Morris Sutton. "Retailers have been
making a lot of money on 16-bit."
Majesco would wind up selling between 1 and 2 million Genesis 2 and
Genesis 3 consoles, along with 10 million or so Genesis cartridges for
fiscal year 1998. In comparison, Nintendo would only sell 1 million
SNES consoles and 6 million SNES carts. As with the American Civil
War, the rebels would win the last battle - if not the war
itself.
In
retrospect
I know that there are going to be a lot
of SNES fans and folks associated with Nintendo who will read this article
and get terribly upset. They will dispute my observations and throw
all kinds of statistics in the air to prove their point that the SNES was
and always will be the superior 16-bit console. I have three words
for those of you who belong to this crowd.
Competition promotes
excellence. The SNES would not be
what it is today had it not been for the Genesis. The actual
nonbiased historical record shows that Nintendo was in no hurry to release
the console, let alone decent games, until the Genesis came onto the
scene. Sega's 16-bitter was the benchmark system around which the
fortunes of the SNES revolved, and even several top Nintendo executives
have grudgingly admitted that fact. Just look at what software was
available for the SNES before 1992-1993 and the stuff that followed.
Can you honestly say that there would have been a Super Mario RPG,
Super Metroid, Donkey Kong Country, a Chrono Trigger,
or hundreds of other such excellent SNES titles from 1993 onward had it
not been for the competition fueled by Sega's console? I think
not. Okay, so your system won the first great
console war. Big deal. The Genesis is still there, along with
almost 30 million former users in silent tribute to the fact that
Nintendo's monopoly on the U.S. videogame market was forever broken, never
to be regained again. Even after Nintendo clambered its way back to
the top, it was knocked off again two short years later by Sony and its
PlayStation. Crow all you want. I for one don't care for
pyrrhic victories. Whether you like it
or not, whether you ever admit it or not, the Sega Genesis was the system
to beat. That is something no Nintendo loyalist from the time will
ever admit, and the mere thought will forever stick in their
craw.
SEGA!
*
*
*
*
*
*
*
*
Genesis/MegaDrive
factoids
NOTE: For the sake of
convienence I shall abbreviate the phrase "Genesis/MegaDrive" as
GMD
throughout.
- The
Genesis is Sega's all-time best selling console as of this
date. It enjoyed total worldwide
sales of some 28.5 million units.
- There
are three primary variations of the GMD as depicted below. All
appear identical in Sega's various worldwide markets save for small
differences in case color schemes and product
labels.
Genesis/MegaDrive Model 1
(MK-1601) - Produced by Sega of Japan
or under license to other vendors from 1988 to 1992, this is by far
the most ubiqutous version to be found in Japan and North
America. It is the only model with a volume control for the
headphone jack. The North American Genesis version includes a
set of tabs on the cartridge port to prevent the use of overseas
MegaDrive carts with the console. Certain early accessories -
such as Power Base Converter, the Sega CD/Mega CD Model 1, and Sega's
karaoke unit - are designed specifically around the case styling of
this particular model and must be modified to work with later
models. There are two different unique production batches as
well. GMD MK-1601s made from 1989 to 1990 have only limited
firmware protection and will work with any vendor's cartridges, both
licensed and unlicensed. This includes the early non-standard
Electronic Arts and Accolade carts. Units produced starting in
1991 include the TMSS code in firmware and will only work with
cartridges that can properly interface with the
TMSS.
Genesis/MegaDrive Model 2
(MK-1631) - The sudden success of the
Genesis caused Sega to redesign its entire product line in 1992 for a
sleeker, more "cool" look, and these redesigned products began hitting
store shelves in 1993. The GMD MK-1631s has a more streamlined
case and smaller planar than its ancestors, and are missing the
headphone volume control as well. Other than the reduction in
size, it has identical internal hardware to that of the older GMD
MK-1601. This is the version of the console that is better known
to European, Brazillian, and Australian gamers. As with the GMD
MK-1601, North American Genesis versions include a set of tabs on the
cartridge port to prevent the use of overseas MegaDrive carts with the
console. Certain accessories designed for the case styling of
the older GMD MK-1601 cannot be used with the GMD MK-1631 without
significant adaptation. All GMD MK-1631s incorporate the TMSS
into the system firmware.
Genesis/MegaDrive Model 3 (MK-1641) - This, the very last version of the Genesis console
itself, is believed to be unique to the North American market.
It has the smallest footprint of any version of the console, and is
about the size of a older model portable CD player. Another
significant external difference is the lack of the tabs on the
cartridge port, thus permitting the use of overseas MegaDrive
carts. The major internal difference is the complete absence of
the Z80 processor from the sound processing suite, and change this has
been documented to cause compatability problems with certain Genesis
carts. It also lacks the sidecar expansion port; hence no
possibility of adding a Sega CD unit to the system. Hardcore
Genesis fans avoid the GMD MK-1641 like the plague and have derisively
nicknamed it "the hockey puck."
- That's
not all, folks. There are many more Genesis-based systems out
there. You want to seem some other variations of the Genesis by
both Sega and other vendors? Well then ... hang onto your hat,
because here we go!
_box.jpg) Sega's 16-bit Genesis portable was conceived by Sega of
Japan in 1992 as a means of developing a portable Genesis along the
lines of Game Gear. It was based on the MegaJet, an earlier
screenless Sega portable originally developed by Sega of Japan as a
promotional item for Japan Air Lines. The end result was the
Sega Nomad handheld portable, which came to market in October of
1995. It featured a backlit color LCD screen and works with
almost every single cart in the entire GMD library. It was
expensive (US$180) and went through batteries in record time (about 3
hours of gameplay); nevertheless, it was quite popular among hardcore
Sega fans. It was discontinued by mid-1996 along with the
Genesis itself so Sega could focus its resources on Saturn
support. Because of its heritage, the Nomade works with both
Japanese MegaDrive and North American Genesis carts. There
never was a PAL Nomad released for Europe, although I've
heard from one of my sources that a lone prototype exists. Im
told that the Nomad was the first iteration of the console to drop the
Z80 and therefore suffers from the same compatability problems as the
later Genesis 3 console. Because of its self-contained, portable
nature, the Nomad is the most sought-after version of the console to
be had. They were last priced for retail sale at US$40 (brand
new in the box) at Toys 'R' Us in the spring of 1999 and promptly sold
out shortly after the announcement was made. If you can find a
used one for that price, then consider yourself
lucky.
.gif) The Sega
TeraDrive combined a Genesis and an IBM
compatible personal comptuter into a single unit. It was
designed in conjunction with Amstrad and first marketed in 1991.
Originally intended for the Japanese home market, they quickly became
the darling of the Sega development community overseas - which was a
good thing, because the system failed to impress Japanese
consumers. There are two, possibly three different versions of
the system. The first one sported a 10 MHz i80206 CPU and came
with 2.5 MB of RAM, a 20 MB HDD, and 800x600 SVGA graphics. The
second is the MegaPlus, about which I have no hard
evidence. The third, also known as the Amstrad Mega PC, had the
beefier 25 MHz i80386SX CPU and came with 4 MB of RAM and a 40 MB
HDD. Both are about the size of an IBM PS/2 Model 30 and have
the Genesis hardware incorporated directly onto the system
planar. Japanese versions were almost always black, while
overseas versions tended to be white. According to one of my
U.S. sources, the original asking price for Sega TeraDrive was
US$750. Another source in Europe says that the Amstrad Mega PC
originally retailed in the neighborhood of US$3000, but that price
included the full-blown official Sega MegaDrive Software Developer's
Kit (SDK).
.gif) .gif) It is ironic that the Genesis, itself based on Sega's
System 16 arcade hardware, was itself the basis of three more Sega
arcade boards. All of them used plug-in carts for their games,
like the Genesis, but these were in a custom format and are not
compatible with Genesis consoles. They are the single-game
System C
(1990) and the multigame MegaTech (1991) and
MegaPlay
(1992) arcade boards The MegaTech is also designed to work with
Master System games, again in its own unique format that is not
compatabile with either the SMS or Genesis consoles. While I'm
at it, I would like to thank the folks at the ShinobiZ's Home website
for providing all of the Sega arcade planar pics used in this
document.
.jpg) MSX was
the Japanese attempt at defining a worldwide standard for 8-bit
personal computer systems. It may surprise you to know that
there are two MSX computers, both produced by Sakhr under licence from
Universal, were produced for distribution in Kuiwait and Yemen.
Based on the Yamaha AX-330 and AX-990 MSX2 computers, the Sakhr
versions included built-in MegaDrive hardware and a cartridge
port. In fact, Sakhr's AX-990 variant included additional
firmware with 50 games in Arabic burned into its
ROMs.
.jpg) The latest standalone Genesis clone hails from South
Korea. Produced in 2000, the Noritul FX was vended by
Unitech and retailed for 95,000 won (US$85). It is nothing more than a
Genesis disguised inside an Dreamcast-like system. It has 14
games built into the console, most of which are believed to be
unlicensed. Sega has refused to offer public comment on
Noritul's unit, but most authorities are of the opinion that it was
produced without Sega's permission. This also goes for Shinco's
DVD-868 unit, a DVD player with a built-in MegaDrive emulator,
PlayStation-like controllers, and no cartridge port. Shinco also
distributes nine CD-ROMs for the player that contain ROM dumps of
almost every GMD game ever released.
- All
Sega-produced GMD consoles and official derivatives include firmware
market locks to prevent cartridges produced for one market to be used in
consoles from another. There are a series of well-known hardware
hacks to get around this that can be found with the use of your favorite
Internet search engine. North American owners of Model 1 and Model
2 Genesis consoles will also have to break off the tabs located on
either side of the cartridge port in order to accomodate the slightly
wider MegaDrive carts.
- The
Super NES, Nintendo's answer to the Genesis, was launched in the U.S. on
09/09/91. The Sony PlayStation, which would take over as the
dominant system on the console scene in the back half of the 1990s, made
its U.S. debut on 09/09/95. The Sega Dreamcast, the first of the
128/256-bit nextgen wave of consoles, made its U.S. debut on
09/09/99. 9 September seemes to be
something of a sacred date in the U.S. videogame
industry because of the widespread belief
among videogame vendors that companies who launch their systems on that
day will see their products enjoy successful market runs.
Coincidence? Superstition? Perhaps ....
The Mega
Modem was developed partly in response to
the Nintendo Network, which was first unveiled in Japan in 1989.
Nintendo's NES-based telecommunications system was geared largely
towards businesses, so Sega decided to take up the slack on the modem
gameplay front. The Mega Modem failed miserably; there just wasn't
enough of a market at the time to support modems for videogame
consoles. Only two games were ever released for the device,
Sunsoft's Tel-Tel Baseball and Tel-Tel Mahjong. Its
Western counterpart, the Telegames Modem, was announced but never
released. There were a small number of Western videogames designed
for use with the Telegames Modem, with the unreleased Combat Aces
coming immediately to mind. Sega did not abandon the concept of
networked videogames, however, and would pick it up again approximately
five years later.
 .jpg) The Sega
Channel was a joint venture by Sega, TCI,
and Time Warner that used existing Genesis technology to deliver a
game-on-demand systems to users of TCI's and Time Warner's various U.S.
cable TV franchises. Test-marketed all through the summer and fall
of 1994, the service saw its debut in Pittsburgh, PA in December of 1994
and launched nationwide in both the U.S. and Canada in March of
1995. It was eventually introduced in Europe in June of 1996
through a variety of distributors - Flextech for the UK, Detusche
Telekom for Germany, Eneco in the Netherlands, and Telenor in
Norway. For US$15 a month, Sega Channel subscribers could download
their choice of up to 50 different Genesis games inside specially build
combo modem/RAMsave adapters based on Catapult's X-Band modem
hardware. Many of these were previews of up-and-coming games, such
as Time Killers; others were custom versions of existing games,
such as the 24-bit version of Super Street Fighter 2: The New
Challengers and a custom port of the Sega CD's Earthworm Jim
Special Edition (sans FMVs, of course); and still others were titles
were never released in their subscriber markets, such as MegaMan: The
Wily Wars (a European market exclusve that only U.S. Sega Channel
subscribers got to see in those days). Downlink transmission of
the Sega Channel was carried nationwide across the U.S. on transponder 1
of the Galaxy 7 communications satellite. At its peak of
popularity in 1997, the Sega Channel was carried by over 100 cable TV
systems in 140 U.S. cities and enjoyed a steady subscriber base of some
250,000 users. The Sega Channel was officially discontinued
in the U.S. on 30 June 1997 due to declining popularity in the wake of
the Sony PlayStation.
- If you
ever hear the term J-cart, then this is referring to the special cartridges
released by Codemasters that had two extra joystick ports built into the
cartridge. This permitted four-way gameplay without a multitap
adapter. Only six J-carts were ever released: Pete
Sampras Tennis, Pete Sampras Tennis 96, Micro Machines
2, Micro Machines 96, Micro Machines Military Edition,
and Super Skidmarks. All were later released as standard
carts but retained their distinctive J-cart curved housing (sans extra
ports, of course).
_______________________________
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