| The beginning of the
end
As the memory of E3 1996 faded into the
background and the long days of the summer season slowly ticked by, Sega
found itself in the unenviable position of not being fit to do battle with
either Sony or Nintendo. Many new Saturn titles were suffering
production delays. Sega was losing money hand over fist due to
Sony's bold moves in forcing down nextgen console prices, so much that now
Sega could never hope to break even on Saturn production costs.
Rumors were already starting to surface within the videogame industry that
Sega was going to drop the Saturn in 1997. Industry insiders pointed
to Sega's steadily shrinking profit numbers, its shallow pockets, its
cranky console, and its lack of software for it. They confidently
predicted that Sony was going to win the second great console war hands
down. Sega's Japanese masters saw things differently, as you might
expect - after all, N64 sales in Japan had all but stopped due to a dearth
of software and Saturn was still outselling PlayStation. What was
happening in Europe didn't matter, because the market was too small to
worry about. What was happening in the United States was a mere
abberation, and would be quickly corrected now that Kalinske was
gone. They were taking moves to correct the situation. The
Americans would come around ... in time. Sega of Japan's arrogant confidence
did not jive, however, with current company performance in the one market
that mattered more than any other. By this time Sega had somehow
manged to sell just over 500,000 Saturns in the U.S., which was less than
half the number of PlayStations being purchased by consumers
nationwide. Gamers didn't care what
was happening on the higher planes - all they knew was that PlayStation
was cheaper and had more of the cool games, and this was reflected in the
market performance numbers. Sony was
giving them more of what they wanted than Sega, which had seemingly turned
its back on its glorious past and was now in the mood to alienate as many
good gamers as it could with high prices, lack of good software, and
broken promises. Sony's share of the videogame industry kept growing
by leaps and bounds as the critical 1996 holiday shopping season
inevitably approached, while Sega's continued to plummet at record
speed. Sega's chances of
surviving the second great console war were now slim to none. It was
no longer a question of whether or not Sega could pull off an upset.
Instead, everybody except Sega was wondering just how far the former
champion would fall. They would begin getting their answers soon
enough.
The long-missing Saturn releases in the
U.S. started building in the back half of 1996 as Sega ramped up its
software base as fast as possible for 1996. All-new NetLink versions
of Daytona USA and Sega Rally, an Olympic sporting
simulation named Decathele (appropriately enough), Kenji Eno's
Enemy Zero, fighting games such as Dark Savior and
Fighting Vipers, and lots more RPGs such as Legend of Oasis,
Albert Odyssey, Shining the Holy Ark Shining Wisdom excited the
Saturn customer base to no end. At long last, Saturn would have a
decent chance of competing against the upstart PlayStation. The one
thing that was obvious with the Saturn from the start was a dearth of good
software. Now, finally, it was here and more was coming. Oh,
if only Sega wasn't so choosy about what titles it brought over from
Japan! The more the merrier, argued Sega fans and supporters -
especially RPGs. GameArts, the company behind the phenomenal
Lunar series for Sega CD, was already having them ported to Saturn
and had another epic in the works named Grandia. The early
previews looked as awesome as its name implied, and since Working Designs
had already secured the rights to the Saturn Lunar ports, there was
every reason to expect that Grandia would also put in a Stateside
appearance. Many a RPG-inclined U.S. Saturn fan began saving their
money and hoping for the best. If you weren't an RPG fanboy,
though, there was one big factor weighing against Sega's expanding
software base. It didn't have a good
American-style football game to draw in the sports crowd. That's right - Saturn didn't have one.
Period. The only one available was Acclaim's NFL Quarterback Club
'97, but that franchise was well known for being long on looks and
short on gameplay, and this Saturn incarnation proved no different than
its 16-bit predecessors. No, Saturn was not going to have the likes
of Sega Sports NFL 96 or EA's Madden NFL 97 this year.
Acclaim's game was all football fanatics were going to
get.
"Wha-?" You heard me. I'm not making this
up. It really happened that way. "How could this be?" the Sega faitful
wail. "Who screwed up this time?" The impulsive response is to blame Sega
yet again, but that would be too easy. The actual answer requires a
little explaining. You see, right about the time that
Sega of America's in-house programming teams needed to start work on a
football game for 1996, they were not available and would not be for some
time. The reason? Almost everybody with any programming skill
was hard at work on Sonic X-Treme, and as it turns out they were
running into all kinds of programming roadblocks in the process.
Sega would have liked to have contracted an outside programming house to
do the game, but no high-caliber ones were available - they were all busy
developing games for PlayStation. Well, there was one, a little
start-up company by the name of Visual
Concepts, but they had just blown their
first big shot at the limelight by badly flubbing EA's Madden NFL
96 the year before, which had caused EA to miss out on the PlayStation
launch. Madden NFL 96, which was to have been the first all-3D
incarnation of the game, wound up in the trash can and Sony's own NFL
GameDay took the PlayStation football spotlight that year. Now,
in 1996, EA's own programming teams were working overtime to bring a 3D
Madden NFL football game to what it considered to be the more
profitable of its two 32-bit console licenses and had neither the time nor
consideration for a Saturn port. It is a rather wieldy set of
circumstances, but once combined, they ensured that there would be no good
Saturn football game for fall 1996. It would prove to be a dreadful
oversight on Sega's part once the American football season began and the
software sales figures started rolling in. NFL GameDay 97 would be
the #1 football game of the year almost by default, with EA's Madden
NFL 97 a close second. As for the Saturn port of NFL
Quarterback Club '97, it was nowhere to be seen on the
charts.
Yuji Naka's NiGHTS: Into Dreams hit
U.S. store shelves on 21 August 1996, bundled with a special "3D
controller" and backed by a US$8.5 million promotional and merchandising
campign. That was almost as much as Sega had spent promoting the
Genesis launch back in 1989. Sega was taking no chances with its
latest killer Saturn app - it even briefly resurrected its trademark "Sega
Scream" in order to promote the game. Those who remember that
campaign will also remember the "Full Freakin' Frame Footage" TV spots by
Ingalls Moranville Advertising, designed specifically to highlight as many
of the game's features within a 30-second TV commercial as possible.
"NiGHTS is the most significant game launched for the Sega Saturn
to date," said Sega of America president Shoichiro Irimajiri. "It
proves the power of our multiprocessor architecture and demonstrates the
fresh new direction in game development Sga is taking, like those in
NiGHTS and the rest of our fall lineup." NiGHTS mania was
everywhere, and even NextGen magazine admitted that the game would
become one of the best-selling titles of the season. It
did. According to industry
reporter Steven Kent, NiGHTS is probably the one game more than any
other that best typifies both the good and the bad of the
Saturn.
The game's atmosphere and design were exceptional; but while the
game had a free-flowing 3D feel, most of it actually took place within
two dimensions. While Nintendo and Sony had true 3D game machines,
Sega had a 2D console that did a good job with 3D objects but wasn't
optimized for 3D envionments. Kent's comment once
again reminds us about the Saturn's origins as a 2D console - a heritage
that it was never really able to completely shake. Even Yuji Naka,
arguably among the cream of the crop insofar as Sega's own in-house
programmers were concerned, could not create a Saturn platformer with the
same kind of open-environment feel that his fellows were doing on his
competitor's consoles. It didn't matter that it was a great
game. As good as it was and as fantastically well as it sold,
NiGHTS was not enough to save Saturn from its competitors. It
was a situation that would repeat itself in a eerie echo approximately
four years later during the götterdamerung of Sega's last videogame
console.
By the end of August, Sega of America's
financial situation was so bad that president Bernie Stolar ordered the
company to discontinue all television advertising starting the following
month. It was a move Sega could ill afford - after all, television
ads had been the backbone of Sega's earlier promotions - but Stolar could
read the numbers as well as anybody. Sega simply couldn't affort the
kind of multimillion dollar, multimedia blowout for which it had become
known in days past. Stolar was berated by both industry pundits and
hardcore Sega gamers for his move, but he neither regretted his decision
nor apologized for it. In all fairness, Stolar's move probably
didn't hurt Sega as much as others made it to be. By this time, it
was pretty obvious who was dominating the American console markets - and
it wasn't Sega. Not by a long shot, and Stolar deemed it unnecessary
to waste precious company resources on a battle he knew he couldn't
win. He was already looking beyond the Saturn ... but few of his
critics at the time realized that.
It was also about this time and during
the following months that what few American gamers were left who had not
yet committed to 32-bit consoles finally began to play their hand.
Their choice? The Sony PlayStation. Why? "It's cheaper,"
they reasoned, "it has more games, and even if a lot of these are crap,
there's a lot that aren't. Besides, all of the really
cool titles come out on PlayStation first or
exclusively. The only people buying Saturn are either losers or Sega
fanatics, and most of those are losers anyway. They just don't get
it - Sega isn't cool anymore. Sega is so old school ... but
PlayStation is cool. Even Nintendo's looking pretty good these days,
what with the N64 and all." Say what you will about the system
itself, but Sony's marketing machine had done its job and done it
well. PlayStation was now the "in" system, with an installed user
base of some 2 million consoles and growing larger every day. Saturn
was definitely "out," with just under 900,000 consoles sold and almost no
good games to be had.
Nintendo launched its 64-bit N64
videogame console in the U.S. market on 29 September 1996. All
350,000 consoles allocated sold out within four days, thanks largely to
massive gamer interest in just one game. Nintendo's mascot was
making the comeback of a lifetime in his new 3D adventure, Shigeru
Miyamoto's Super Mario 64. Also of interest was a Star
Wars game exclusive to the system, Shadows of the Empire, again
in full-blown, light-sourced, texture-mapped 3D. That, in a
nutshell, pretty much sums up the N64 software situation at launch
time. Just as there had been in Japan, there was a dreadful lack of
games - especially quality onces - and Nintendo's decision to stick with
the cartridge format meant that new N64 owners were shelling out as much
as US$80 a pop for their games. It didn't matter, though - American
gamers had deep wallets, and there was still a strong sense of loyalty to
both the Nintendo brand and the idea of unbreakable cartridges over easily
damaged CD-ROMs. Besides, the releasing of Star Fox 64 and
the impressive first-person shooter GoldenEye (based on the James
Bond movie) in the following months helped improve console sales even
more. Still, N64 sales weren't about to come anywhere close to those
of the Playstation, yet Nintendo's arrival on the nextgen scene
effectively eliminated any chance Sega might have had of making a Saturn
comeback. Sega's already dwindling market share was cut in half by
Nintendo's resurgence, and it would only be a matter of weeks before N64
sales would surpass and then outstrip the beleaguered
Saturn.
So why couldn't
the N64 catch up with PlayStation? You know the answer as well as I
- especially if you were among those of us watching MTV that fall.
You might remember a wildly popular television commercial about a guy
dressed up in a big orange animal suit standing outside of Nintendo of
America's headquarters. Shouting at the building through a bullhorn,
the character challenged "Plumber Boy" to come out for a showdown.
Nintendo's supposed response? A couple of security guards bag the
guy in the funny suit and haul him away at the end of the
commercial. It was the very first commercial for Sony's new 3D
platformer, which was ... yep, you guessed right. Crash
Bandicoot. Sony's Kaz Hirai, who was now running the American
end of the PlayStation business, had wasted no time in tearing another
page out of Sega's own book by mating its new quirky corporate mascot with
a bad-ass advertising campaign. Guess what? It worked.
Remember, "a rebellious image sells." Gamers were now seeing in Sony
and Crash what they used to see in Sega and Sonic only a few years
before. Crash Bandicoot sales were phenomenal, and
PlayStation console sales figures went up right along with
them. As PlayStation
console and software continued to skyrocket, N64 console sales continued
to soar, and everything Saturn continued to sink, rumors arose that Sega
was beginning to seriously consider leaving the console business.
They had by now grown so persistent that Sega of America's Ted Hoff was
detailed by his masters to address them. In response to the question
of whether or not Saturn would be Sega's last console, Hoff replied that
Sega was still committed to the console business and that Saturn would
not be Sega's last console. His statement made perfect sense
in the eyes of U.S. industry analysts. The sooner Sega could
jettison the boat anchor around its neck that was Saturn, the better off
it would be. They began to watch Sega, collecting tips and keeping
in touch with their contacts. Somewhere, somehow, Sega was quietly
designing a successor to the Saturn. It was as tacit an admission as
any that Sega understodd that the Saturn had failed. Not only had it
bombed, it had bombed big-time. There was only one way for Sega to
even begin to recoup its lost Saturn investments, and that was by
absorbing the costs in the successful launching of a brand new
console. Unfortunately for Sega, hardware development took time and
money, and those were commodities of which it was fast running out.
Once again, I quote from Steven Kent's The First
Quarter:
Thngs were [now] closing in on Sega. The company that had
once proved that the market was big enough for two competitors was now
demonstrating that it wasn't big enough for
three. By September, Sony
had shipped over 2.3 million PlayStations in the U.S. and had shipped over
8 million worldwide. By the end of the year, they would be making
approximately US$12 million a day in PlayStation console sales alone,
having sold about 1 million to eager American gamers during the 1996
holiday shopping season. Sony now dominated the console market with
an undeniable 50% share, making it the majority (or possibly monopoly?)
player on the field. PlayStations were outselling Saturns by a more
than two-to-one ratio, and the difference in software sales were even more
dramatic. Nintendo would sell considerably more N64s - some 1.5
million during the same season, in fact - but the sales spike was not to
last and PlayStation would again become the preferred choice for consumers
after the holidays. In comparison, Sega had only sold just over 3
million Saturns total worldwide since the system's debut back in
1994. It was "deja vu all over again" for Sega executives - there
was simply no way they could counter that much market muscle. While
mainstream market analysts in the U.S. confidently predicted it would miss
its sales targets in the way of the PlayStation's rising popularity, Sega
of America did its best to buck up support among the Saturn faithful as
best it could and pray that it might pick up some stragglers along the
way. On 18 November 1996, it officially announced the first of its
"Three-In-One" special software deals. This meant that Sega would
include free copies of Virtua Fighter 2, Virtua Cop, and Daytona
USA with every Saturn console sold. This calculated gamble would
work so well that Sega of America would keep extending or renewing it
through the end of the year and well into 1997. Saturn console sales
underwent a big holiday boost as a direct result of the "Three-In-One"
pack-in promotion. Retailers reported anywhere from a fourfold to
tenfold increase in combined Saturn hardware and software sales, while
Sega of America itself reported an approximate 175% increase in combined,
according to official company figures. In fact, Sega of America sold
another 500,000 consoles alone during the 1996 holiday shopping
season. It was an impressive figure, to be sure ... but it was
exactly half of its original holiday sales target of 1 million
consoles. By the end of the year, Sega itself would report total
worldwide Saturn sales of only 3.6 million units. Sony and the
PlayStation was still way out in front with 11 million units
worldwide. In comparison, Nintendo and its N64s had caught and
passed Sega in the U.S. market within mere months, and would do so in the
worldwide market by the following year. Sega was far behind and
falling fast, and it looked as if there was no concievable way that it
could catch up with its competition.
So how did 1996 turn out once all was
said and done? To put it bluntly,
the second great console war was now effectively over. Sony had won
the field of battle, sweeping away all opposition in its path and giving
both of its competitors a good old-fashioned ass-whuppin'. In spite
of this, Nintendo had successfully joined the nextgen wave with the N64,
supplanting Sega and taking its place as the weak number two on the
console market. There was no room in which a third competitor could
remain profitable for long, and Sega would learn that bitter fact soon
enough. On 31 March 1997, Sega submitted its annual consolidated
financial reports to its stockholders. Sega had against all odds
still managed to pull off a profit, but was a paltry ¥5.57 billion
(US$46.4 million) - less than half of what the company had made the year
before. Sega had not done this badly
in the videogame market since before the days that the Genesis came on to
the scene. As it would turn out, 1996
would be the last year that once-mighty Sega would post a net
profit. It was as if Nakayama and his cohorts at Sega of Japan were
deliberately devolving their company back into the industry whipping boy
it had once been. Sega's downward spiral would not stop
here. The worst was yet to come.
Paying the piper
1997 would be the year of reckoning
for Sega. The once-proud videogame
giant, only the third company to dominate the American videgame market
since its inception, would now be forced suffer humiliation like it had
not experienced since the "great crash" in the videogame market back in
1983. The culture of corporate arrogance that had been leading it by
the nose was now about to bite it in the proverbial ass. All of
Sega's mistakes of the past few years would come home to roost in dramatic
fashion at this time, thus ensuring that the Saturn would always be
considered a failure in the public eye. While its rivals were better
financed and had stronger market positions, it can be said in truth that
what happened to Sega in 1997 was largely a disaster of its own
making. It was during this year that Sega woud go from making clear
profits per annum to posting massive losses, casting a shadow over the
future of the successor to the doomed Saturn and causing the rest of the
industry to wonder if Sega could ever rebuild itself again. All that
had taken place up until now had set the stage for this one year, for 1997
would mark the beginning of the end for Sega in the videogame console
industry. The time had now come
for Sega to pay the piper.
The first thing Sega did right out of the
gate was, true to form, trumpet its console sales. 7.16 million
Saturns had been sold worldwide as of 14 January 1997 - 4.4 million in
Japan, 1.7 million in the U.S., just under 900,000 in Europe, and 160,000
in "other markets." They were impressive considering the beating
that Sony had just given them the previous holiday season, but still
impressive just the same. About the same time, Sega of America did
in starting the new year was renew its Three-In-One promotion, but with a
slighly different twist. From 15 February to 15 April, Saturn gamers
would get a "buy two and get one free" deal on a dozen different top
Saturn releases. The free games that were initially offered in the
promotion were nothing at which to sneeze - NiGHTS, Sega Rally
Championship, Sega Worldwide Soccer, and Virtual
On. The new promotion proved as popular as the old one, so
much that Sega of America wound up extending it all the way to the end of
May 1997. Meanwhile, behind the scenes, Sega of America quietly laid
off about 100 people and rearranged its operations. They were
battening down the hatches for what they anticipated would be a troubling
year for the company.
Sega started 1997 still barely maintaing the nextgen console lead in
Japan, falling way behind in America, and practically nowhere to be seen
in Europe. Sega's lead in its home country was not to last, however
and it lacked the resources to attempt any kind of serious comback in the
West. Anyone who could read the market trends knew what was about to
happen. Sony started 1996 with an installed user base of 3.3 million
PlayStations in the U.S., a full one-third of which had sold during the
1996 holiday shopping season alone. In contrast, Sega had only 1.6
million Saturns in the homes of U.S. gamers. It too had sold about
one-third of that number during the holidays, but Sony's console had
outsold the Saturn by more that two to one. It didn't take a rocket
scientist to figure out that 1997 would be the year of the
PlayStation. Sony was now the undisputed king of the hill, with
Nintendo showing a stronger-than-expected second and Sega a very weak
third. All that remained was to see just how far Sega would
fall. The rest of the
videogame industry was so sure of the PlayStation's impending dominance
that they didn't mind Sony buying up exclusive rights to many of the
up-and-coming good games for 1997 - a practice that the corporation had
already started the previous year once their success started becoming
evident. While Nintendo couldn't match this, they had something Sony
didn't: their own in-house programming teams that could crank out
many an excellent game in their own right. Sega was fully capable of
matching Nintendo's programming efforts with its own; however, it lacked
Nintendo's financial reserves, superior management practices, and canny
marketing techniques. Yes, 1997 would be the year in which Sega's
reputation for failure as a nextgen console manufacture would begin to
manifest itself, despite the fact that it would turn out to be the best
year that Saturn would ever have. Many
industry pundits blamed the machine itself (rightly or wrongly), its
limited software base, and the obviously dreadful way that Sega was
mismanaging the marketing of their flagship console. At times, it seemed as if Sega of America would
follow one brilliant marketing move with five or six bad ones. What
few realized at the time was who was really pulling the strings, but
already there were voices of dissent to be heard from within Sega
itself.
In mid-March of 1997,
Bernie Stolar
was officially promoted to the position of chief operating officer (COO)
of Sega of America. Prior to this he had been in charge of Sega's
third-party licensing; now, he was in charge of the company's entire
American operations. Before joining Sega, he had worked with Steve
Race over at Sony on the successful PlayStation launch. Stolar knew
perhaps better than any other of Sega's Western executives that the
Saturn's days were numbered, and he made no bones about it.
"I felt Saturn was hurting the company more
than helping it," he later recalled in an
interview with MSNBC. "That was a battle that we weren’t going to
win." After taking some time to assess the situation, he went to his
superiors in Japan and bluntly told them the truth. Sega of Japan
needed to re-evalulate the direction it was taking the company with its
flagship console and, to use his own words, "... see how we can best
manage the winding down of Saturn." To his surprise, Stolar found an
audience more receptive than he had anticipated. It was as if Sega's
Japanese executives had been milling about smartly in their three-piece
suits, all knowing something needed to be done about Saturn but not sure
which way to go. "I don't believe there was direction before,"
Stolar later recalled. "It was a matter of, 'Let’s see the plan.
Show me how it looks financially to our business plans. Show me how it
looks towards where the company is heading and how it transcends into
that.' And once I did that, they felt comfortable letting me do what I
did." Part of the reason for Stolar's success was due largely to the
fact that he had a previously unavailable ally on Sega's board of
directors - one who knew the business world well and just how right
Stolar's analysis of Sega's situation actually was.
Another notable dissenting voice
within Sega was Isao Okawa, a well known wealthy Japanese venture capitalist and
philantropist, who had officially joined Sega's board of directors in June
of 1997 and was now serving in the largely ceremonial role of corporate
chairman. Before this, he was better known as the founder and head
of CRI (CSK Research Institute), as well as his work with the Japanese
government in building up Japan's high-tech business economy.
CRI had been associated with Sega for many years, and Okawa had long been
appalled at how badly Nakayama and his fellow executives were running
things. "The bottom line is that Sega
was too loose with its money," Okawa later
recalled shortly before his death in 2001. "No matter what I told
Nakayama, he just brushed me off, saying, 'Okawa-san, you do not know the
gaming business.' What I do know is business. [Nakayama] may
have known games, but he did not know business. As a result, Sega
kept going after profit/loss and did not consider its balance
sheets. They did not think about cash flow at all." Another
quote by Okawa on the subject of Sega's mismanagement during this time is
as follows:
The business management [of Sega] left me totally
dumbfounded. One of the the basics of business is that you hand
over the product to buyers and receive money in return.
Unfortunately, our management personnel did not even seem to know this
basic fact. That is why their attitude has been so nonchalant,
even if Sega is accumulating debt. They have no concept of
production schedules or product management on their minds. They think
neither of balance sheets nor cash flow. They know a lot about
games, but they do not know how to run the
company. Okawa's comments do not sound all that
different from what Tom Kalinske, Paul Rioux, and Shinobu Toyoda had tried
to tell Nakayama back in 1995, and they chimed pefectly with what Stolar
was now advocating from the West. It was the one point on which
Okawa and Stolar agreed - their personal relationship was rather strained
due to personality clashes - but it was enough for business
purposes. Sega had run the company
into the ground with the Saturn. It was time to jettison the console
and move on to something else that might have a chance of making a profit
while there was still a Sega left to hawk it.
As a matter of fact, on 12 March
1997 a number of videogame-oriented Internet sites reported that Sega
already had a successor to the Saturn in the works. It was reported
under various names - Project Pluto, Saturn 2, Dural, and Black
Belt. By the end of the month, rumors began to circulate across the
videogame industry of a 64-bit upgrade module for the Saturn, similar to
3DO's aborted M2 plug-in, that would also double as a RAM expansion
cart. Ominously enough, the name Eclipse was reported for this
rumored Saturn upgrade. It seemed to industry watchers and eager
gamers that Sega was exploring two distinct possibilities for the
immediate future - either extending the life of the Saturn for one or two
more years via a hardware upgrade, or ditching it altoghter in favor of a
completely new and more powerful system. Which one would it be - or
perhaps both, or neither? Thoughts of Saturn's future and Sega's
seeming indecisiveness on the matter left many a Sega gamer feeling
confused and disheartened as 1997 continuned to roll
onward. Again, though, we are
getting a bit ahead of ourselves. There is still the rest of 1997 to
consider before the policies of Okawa and Stolar concerning the Saturn's
future begin to bear on Sega's ailing fortunes.
_files/HW-N64(U).gif) _files/HW-PlayStation(U).jpg) On 27 February 1997, Sony dropped the
price of the PlayStation to £200 in Great Britian and AU$200 in
Australia. Just four days later, on 3 March 1997, Sony dropped the
price of the PlayStation to US$100 in North America. Three days
later, Nintendo CEO Hiroshi Yamauchi announced that his company would meet
Sony's price; approximately two weeks later, Nintendo of America dropped
the price of the N64 to US$150. Ten days later, Sega announced plans
to cut the price of its top five Saturn titles by as much as 50%. On
17 March 1997, Nintendo officially dropped the price of the N64 to US$150,
noting in passing that the company now had an installed U.S. user base of
some 2 million consoles. On 27 March 1997, rumors began circulating
among videogame retailers that Sega was planning to drop the price of the
Saturn to a mere US$100. About the same time during the month of
March, several news articles ran in the leading videgame magazines of the
day concerning a "special loss" that appeared on Sega's consolidated
earnings statement for fiscal year 1996. Sega was postponing its
official annual statement until may due to certain high-level corporate
activity which we shall shortly discuss, but already word about the
figures was leaking out. These reports were based on earlier
Internet reports and confidential sources within Sega's own corporate
structure. Sega would be taking a hit of US$216 million "due to problems
with accumulated supplies of outdated gameplayers (i.e. 16-bit consoles
and software) and losses at its U.S. subsidary." This news was as
much of a shock to Sega stockholders and supporters as it was to the rest
of the videogame industry, and it was now becoming obvious to many that
Sega's public relations department was going to have to lay down a lot of
smoke to cover the damage - if they could at all. Interestingly
enough, that figure - US$216 million - also happened to coincide with the
net total of operating losses incurred by Sega of America over the Saturn
to date, as reported earlier by Sega managing director Shunichi Nakamaura
back at the end of 1996. By April, Sony had sold 11.2 million
PlayStations worldwide - 5 million in Japan, 4 million in the U.S., and
2.2 million in Europe. Sega announced that it would meet Sony's
reduction-in-price, but it was yet another cut in revenue that it simply
could not afford. Sega would now be selling Saturns at a dramatic
loss, one which neither profits from software sales nor additinonal
reveues from other company divisions could cover anymore. Not that
it mattered - Sony was still way out in front and increasing its lead by
leaps and bounds. It really didn't matter what Sega did anymore by
this time. On 25 April 1997,
Sega kept its first promise concerning Saturn software and began cutting
the price of some of its most popular Saturn titles. Among these
were such notables as Virtua Fighter 2 and Dragon
Force. On 29 April, Funcoland became the first U.S. vendor to
drop the price of the Saturn to US$150 over the objections of Sega of
America. Not surprisingly, several other retailers promptly followed
suit, for they could see what was happening and were everything was
heading. On 28 May, Sega revised its forcasts for worldwide Saturn
console sales, noting that it expected demand for the following year to
drop to 1.9 million units - significantly down from the 4.16 million units
that it had already shipped. It also projected a loss of some 46% in
revenue from Saturn software sales. On June 3, Sega kept its second promise
and officially dropped the price of the Saturn to US$150. Not to be
outdone, Sony had already arranged with many U.S. retailers to sell their
stocks of older, less reliable versions of the Playstation for a mere
US$130. By August, Sony's market share had effectively doubled, and
Sony had without question taken the lead away from Sega in Japan.
Sony now dominated the videogame market in a fashion that had not been
done since the late 1980s, when Nintendo had unleashed the 8-bit NES on a
skeptical American audience. There was absolutely no chance that
Sega could ever catch up with Sony, nor did it have the financial
resources anymore to battle Nintendo for second place. On 23 June,
NextGen reported that Sega had officially cancelled Eclipse - the
planned 64-bit upgrade for Saturn. With it, it seemed, went any hope
among Saturn gamers that their beloved console could be saved. There
was only one other avenue for Sega to take on its road in the console
wars. They were forced to face the unpleasant realization that their
favorite gaming system was about to go bye-bye within a matter of months,
and many of them simply refused to accept the facts for what they
were. It was now painfully
obvious to anyone with eyes to see and ears to hear that the sand in the
hourglass had run down for Sega. It was out of time, out of cash,
and out of luck.
No one knew Sega's worsening
financial situation better than Hayao Nakayama, Sega's CEO, for he was the
one person more responsible than any other for causing it. Since
this mess was his fault, it was now a matter of corporate honor for him to
resolve it. Nakayama therefore took it
upon himself to "save face," as the Japanese would say, by finding a
workable solution to Sega's cash problems. His answer? A
merger with Bandai, the Japanese merchandising giant. He had broached the idea of merger to Bandai
president Makoto Yamashina over dinner back in 1996, who also shared with
his fellow executive the dream of creating a giant multimedia conglomerate
to rival the likes of the Walt Disney Company over in the United
States. It was a great dream by great minds ... but could they pull
it off?
Originally founded in 1950 and having
since grown to become Japan's largest toy manufacturer, Bandai is best
known to the West for its merchandising of anime properties. This
was an idea that Yamashina brought with him once he assumed the company
presidency from his aging father (and company founder) Naoharu, despite
the elder Yamashina's objections. Makoto Yamashima's first such
success was with the granddaddy of anime sci-fi mecha shows, Mobile
Suit Gundam. Toys based on the Gundam franchise sold like
gangbusters in Japan, so Yamashima continued the practice with other
so-called joint properties, expanding the concept to include such
live-action television shows as Kamen Rider and other similar
youth-oriented fare. Like Sega, though, Bandai was now experiencing
cash flow troubles due to the economic recession in Japan that had begun
to take root back in 1991. Its most recent joint properties, the
anime television series Sailor Moon and the most recent incarnation
of its live-action Kyoryu Sentai Jyuranger (aka Mighty Morphin'
Power Rangers) television series, were both past their prime and no
longer raking in the profits. In addition, Bandai's initial venture
into the videogame market - the Bandai Pippin - was a complete failure and
eventually had to be ditched altogether. Both Nakayama and Yamashina
along with their respective staffs had been in quiet negotiations during
the latter half of 1996 working out the big picture of the deal, with the
finer details to be finished once the planned merger date became
definite. On 23 January 1997, Sega and Bandai called a joint press
conference and announced that Sega would acquire Bandai in a stock swap
deal worth about ¥129 billion (US$1.09 billion). "The idea," said
Sega spokesperson Lee McEnany, " is to become the largest entertainment
company from toys to theme parks to video games and music. We want
to run the whole gamut. This merger will give us more leverage and
power." The intial reaction of
investors was rather cool on the stock markets the following day, but they
eventually gave grudging support to the idea. More news about the
merger came four months later on 24 May, after both companies had released
their long-delayed annual financial statements. Sega and Bandai
planned to merge their company-wide operations by 1 October according to
an agreement that was to be signed the following week. Sega's own
Isao Okawa would be the chairman of the combined corporation, Sega Bandai
Ltd, with Nakayama serving as its CEO. Bandai's Yamashima would be
third in line as the company president. All that remained to do was
the allocation of divisonal tasks and the elimination of redundant
personnel. "It's an extremely complex merger, because you're talking
about two global companies coming together," commented financial analyst
Robert Burghart of IGN Barings Securities (Japan) Ltd. for a story by
New Media News. The signing of the Sega-Bandai merger
agreement itself was to take place on 22 May. It never
happened. It was the middle
management of Bandai, most of whose jobs were about to be eliminated (i.e.
the "redundant personnel" mentioned earlier) who first raised a royal
ruckus about the affair. They got wind of it in April, and the news
apparently caused such contention among the ranks of Bandai management
that the company board of directors posoponed its initial decision to vote
on the deal from 1 May to 22 May. It was their hope that the
additional time would permit their subordinates to settle down once they
learned more about the planned merger, but the additional details
apparently had the opposite effect. No way were they going to let
Sega "absorb" their company and then see their jobs eliminated, Bandai
employees swore, and continued to vociferously object to the merger.
The incessant resistance of Bandai middle
management, coupled with growing concern from rank-and-file employees, to
Nakayama and Yamashina's merger plans would eventually grow and gather
strength, building to such proportions that it would spike the planned
Sega-Bandai merger within days of it being carried
through. On 26 May, Yamashina is
reported to have contacted Nakayama and apologized, saying, "I'm sorry, I
couldn't persuade them." On 27 May, Bandai senior managing
director Mikio Ishigami informed the press that his company was calling a
special meeting of its managing directors in order to review the planned
merger with Sega. As a result, the official signing of the merger
document had been delayed until mid-July. Why? Over 80% of
Bandai's middle management "had expressed concerns about changes in the
company's culture and working conditions that would occur as a result of
the merger," according to New Media News. Local Japanese
newspapers were even more blunt, reporting that growing numbers of Bandai
employees were dissatisified with the plans to merge with Sega. By
the next day, it was all over. On 28 May in separate press
conferences, both Nakayama and and Yamashina publically acknowledged that
the merger had fallen through, although both would continue to work
together along other lines. Both blamed "cultural differences" for
the failure of the merger, albeit for different reasons. "It appears
that among [Bandai's] younger-generation management class, the true
purpose of the merger had not hit home and only the negative aspects were
their focus," Nakayama said. He also commented that Bandai itself
"would feel rather guilty" about calling off the deal. On the other
hand, Yamashina "admitted that Bandai had run into trouble identifying
exactly which synergies would have resulted from the tie-up, making it
more difficult to persuade critics of the merger's value." On 29
May, Yamashina announced his impending resignation. On 26 June at a
special stockholder's meeting, Yamashima formally stepped down as Bandai
president, retaining his largely ceremonial role as company chairman while
denying that his actions had anything to do with the failed
merger. So what was the big
deal? How were the lower-level personnel of Bandai able to spike the
merger? There were several
reasons - none of them strong enough by themselves, yet when combined as a
whole predicated impending disaster to the critics of Nakayama and
Yamashina's plans. First was Sega itself: a company that had
little in common with Bandai, who was already on shaky financial ground
and stood to gain more from the merger than Bandai. Second was their
respective corporate cultures: Sega had a rather loose-knit,
free-wheeling management style which was largely credited to its origins
as an American entepreneurial enterprise, while Bandai was a traditionally
Japanese company which operated along strict Japanese cultural
lines. Third was Hayao Nakayama himself: he was not perceived
as an ideal choice to run such a large company due to the way in which he
was pile-driving Sega into the ground right before everybody's eyes.
Fourth was a sudden turn of good fortune for Bandai: one of their new toy
products, a virtual pet device named tamogatchi, was proving to be
a big success and looked to generate sufficient revenue to make up in the
near future what losses the company would incur this financial
cycle. Boil it all down to the essentials, and you come up with this
inescapable conclusion - Bandai didn't need Sega. It was the other
way around - Sega needed Bandai. Bandai may have been the one
posting a loss on its books for fiscal year 1996, but it had the
merchandising strength to rebound. Sega didn't and never
would. Bandai was always the deciding partner in the merger, and
both Sega's and Nakayama's future success hinged on whether or not the
merger would go through. It did not, and the rest, as they say, is
history. On 28 May 1997, as
news about the failure of the Sega-Bandai merger was breaking, the
following observation was made by a number of financial market
anaylsts. The quote is from the old news archives of Dave's Sega Saturn
Page.
[I]n the long-term, Sega may have more to lose from the failed
merger, as it had become much harder to restructure its unprofitable
game machine operation without new blood and a boost in its earnings.
They said Sega's video-game machine is losing money and is unlikely to
turn profitable in the future. Nakayama was never
able to bring Sega back into a position of market strength. The
planned merger with Bandai had been his last throw of the dice. As
1997 rolled on, he quietly began making preparations to leave. On 12
January 1998, Nakayama tendered his resignation as chief operating officer
of Sega of Japan. "Many speculate that the move by Nakayama is to
take responsibility for the failed merger between Sega and Bandai, and the
less than spectacular business achievements of Sega this past year,"
reported GameSpot News. The resignation became official the
following month, Nakayama was booted upstairs to the newly created
ceremonial office of corporate vice-chairman, and fellow executive
Shoichiro Irimajiri was appointed by the stockholders as the new Sega
CEO. By June, he had left Sega altogether. He was the last of
Sega's founding management team to leave, and with him ended an long and
often dictatorial era in the company's storied
history.
Over in the West, Bernie Stolar is
the man most often blamed by Sega diehards in the U.S. for the death of
the Saturn. Many reasons are cited,
but they all tend to boil down to three key issues - his feud with Victor
Ireland of Working Designs over Sega booth space at E3 1997, his public
statement at the very same show about the future of the Saturn, and his
implementation of the Five Star Games Policy. Let us take a moment
to look at these three reasons and see just what bearing they had on
Sega's worsening fortunes in 1997. In truth, the Saturn was dying
long before Stolar came onto the scene, but since he is perceived by many
as putting the final nails in its coffin, let us examine why this may in
fact be so. E3 1997 was held
19-21 June 1997 at the World Congress Center in Atlanta, Georga. The
reason for the change of venue was that the show had become so big an
event that it had outgrown its previous stomping grounds in Los
Angeles. The first keynote address was by IDSA president Douglas
Lowenstein, who discussed the growth of multimedia and the rise of the
Internet. Lowenstein noted in his speech that official NPD research
data indicated that there had been a 58% incress in console game sales,
some 6 million nextgen consoles were already in the homes of U.S. gamers,
and it was expected that there would be as many as 16-18 million by the
end of the year. The second keynoted address was by NBC News anchor
Tom Brokaw, there to discuss the founding of his employer's MSNBC online
news service. So what does all of this have to do with Bernie Stolar
and the demise of the Saturn? Plenty, as it turns out. There
were two things that happened at E3 1997 that bore on Saturn's ailing
fortunes, and both of them are connected directly with Bernie
Stolar.
The first problem for Saturn at E3
1997 attributed to Stolar was the apparently spontaneous eruption of a
feud between Sega of America and software licensee Working Designs, its
number one importer of RPGs. Due to a
series of events and misunderstandings concerning scheduling and booth
space that still raise the ire of the principals involved, Working Designs
did not get the large area within Sega's E3 booth that it had thought it
was supposed to receive. Instead, it was relegated to a small space
in the back corner where hardly anybody could find them. Victor
Ireland, the president of Working Designs, had already developed a
personal dislike for Sega of America president Bernie Stolar going back to
the latter's days with Sony due to his brusque manner and dismissal of
"non-mainstream games" (i.e. RPGs) as largely unprofitable. He took
personally the treatment his company received at E3, perceiving it to be a
direct insult levied by Stolar himself, and promptly announced that
Working Designs would no longer support any Sega platform so long as
Stolar remained in Sega's employ. Stolar remained unpreturbed, but
Saturn RPG fans went berzerk at the news. While Working Designs was
still committed to release the long-delayed RPG Magic Knight
Rayearth for Saturn, it had abruptly cancelled its work on the Saturn
port of Lunar Silver Star Story Complete even though the game was
reportedly nearing completion. Instead, it was jumping ship into
Sony's camp as fast as it could and would release Lunar SSC for
PlayStation instead. An upgraded and overhauled version of the
highly acclaimed RPG for Sega CD, Lunar SSC had long been awaited
by Saturn RPGers, so who could blame them for beside themselves now that
their game had been canned? They took Ireland at his word and vented
all of their fury on Stolar for his reported behavior - even though a
large portion of it was undeserved. While it was true that Stolar
and Ireland were not exactly buddies and never would be, it should be
noted for the record that Ireland had already decided that Saturn was a
dead system and was looking for a convienent excuse to take his company
out of the Sega fold. That infamous E3 1997 incident gave him
exactly the "cause" he needed to pack up his tent take his show elsewhere
- away from a man he personally detested and on to greener, hopefully more
profitable pastures. As for Stolar, he was reported to have
privately expressed delight that Sega didn't have to deal with such a
prima donna licensee anymore.
The second and more damning problem
for Saturn at E3 1997 was a single quote lifted from a speech that Stolar
gave on 23 June 1997, just two days after E3. "The Saturn is not our
future," Stolar said without hesitation during that speech, and it was
that one quote that would forever earn him the ire of the hardcore Saturn
fanatics. Stolar's quote was
reprinted in a number of mainstream videogame magazines, such as
Electronic Gaming Monthy, and plastered all over pro- and anti-Sega
Internet sites in the months ahead. Rant after rant, rave after
rave, flame after flame, the ire continued to pour out of the Sega
faithful against Stolar and what he had said, and would do so even years
after it was first reported. "For all practical purposes, [Stolar]
buried the system alive while it still had a pulse left in it," noted one
such Sega site. Gamer Henry Knapp was even more blunt. "It
seems as if Sega didn't want the Saturn to succeed," he fumed in his own
public rant. These two are actually some of the milder comments that
one can find in print and on the Internet that were generated by Stolar's
words, but he never took it back nor apologized for his remark.
Why? Because he was now focused on Sega's next console, and
he didn't really give a damn anymore as to what happened to Saturn.
It wasn't and wouldn't make Sega any more money - but its successor might,
provided it was given the proper time and effort for a successful
launch. That is where Stolar was focusing his talents and
efforts: towards Sega's potentially bright future, instead of
wasting his time on its present failures. He didn't care about the
Saturn, its sales, its software, or anything about it. What he cared
about was the new console, for that repesented Sega's last chance at
making a profit and climbing out of the financial hole it was fast digging
for itself. Above all else, he had faith that the average Sega gamer
would eventually understand ... given time, that is.
_files/SS-RadiantSilvergun(J)_box.jpg) The third of
Stolar's perceived problems was his Five Star Games Policy, which went
into effect on 20 June 1997 and is often blamed for the dearth of good
Saturn titles in the West. It was put
together in an effort to assure top quality, top selling Saturn games for
the U.S. market. All submissions from both Sega's own programming
divisions and its third party licensees were subject to the Five Star
grading criteria, which emphasized "quality over quantity." If
submissions did not receive a composite score of 90 or more, then they
would have to be reworked or else they would be dropped from the release
list. It sounded good when it was first announced at E3 1997, but
shortly thereafter came to be blamed by irate Saturn gamers as the reason
why so many good Japanese Saturn titles never made it out of Japan.
Take Sakura Taisen, for instance. This odd yet excellent
combination of mech combat sim and romance simulation was wildly popular
in Japan and had a devoted following in the U.S., yet Sega never saw fit
to release the game in the West. Saturn fans pointed to the Five
Star Policy, which seemed to ensure that such a market-specific title
would never see the light of day in the West - and since Stolar put that
policy into place, then it was Stolar's fault. They point to other
titles left behind in Japan, such as Radiant Silvergun, considered
the best shooter ever created for the platform, and then proceed to call
Stolar every dirty name in the book in every language they know.
After all, hadn't he screwed up good games for the PlayStation launch back
when he was with Sony? A lot of Saturn gamers from that day still
blame Stolar and his Five Star Games Policy for the dearth of good Saturn
titles in 1997 and 1998, even though in truth it had very little to do
with them. It was Sega's own executives over in Japan and not Bernie
Stolar who was calling the shots as to which Saturn titles would make it
across the pond. He had more pressing concerns to worry about - like
ensure that the Saturn left this world with some grace while he readied
Sega's next system for its eventual market debut.
One of the few aspects of the Saturn that
was often overlooked in a direct comparison with its competitor consoles
was its dedicated expansion port. Such a port could be used for
various things: Sega's NetLink module, a dedicated MPEG playback
card, or a RAM expansion cart. It was the RAM cart option that
loomed large in the minds of Western Saturn owners in 1997, because they
knew full well that Eastern owners already had them and were enjoying
games specifically coded to take advantage of them; furthermore, Sega was
letting third parties such as Capcom manufacture and sell their own Saturn
RAM carts. Fighting games from Capcom and SNK boasted faster loading
times, more colors, smoother animation, and more intense action. It
was even rumored that Capcom's in-development Saturn port of Resident
Evil 2 represnted such an overhaul of the PlayStation original that
the RAM cart would be required. The RAM expansion capability was
something sorely missed by Western owners of Saturn's competition.
PlayStation was a sealed box that offered no expansion options save those
which could be somehow grafted onto the system's ports, and that did not
include system RAM expansion. Only the N64 had a similar expansion
port that could be used for additional RAM, but Nintendo's mindset on
expansion port devices was typical Nintendo - if it did not have their
name on it or was not manufactured at their facilities, then it
would not exist. Despite this, and the constant
clamouring by Saturn owners in North America, no official Saturn RAM cart was ever released in the
West. Why? Because Sega knew the Saturn
was dying, that's why. You see, Sega had been in negotiations
with Capcom for several months about licensing Capcom's own RAM cart and
selling it in the West under the Sega label, along with Capcom's X-Men
vs. Street Fighter. Those negotiations fell though, however,
because increasing concern over Saturn's plummeting market fortunes caused
Sega executives both East and West to rethink their strategy. In
their joint opinion, there was no point in releasing a costly piece of
hardware to a market that was fast shrinking for the simple reason that
there was no profit to be made. Hardware is expensive and has the
least profit margin in the product line. Sega was already losing
money on Saturn hardware, and stood to lose more by releasing the RAM cart
in the West by every estimate they ran. No profit, no point.
It was a simple business decision that Sega executives were forced to make
time and again during this period over the Saturn and its product line due
to its worsening marketing position, but this did little to assauge the
growing ire of many a Saturn owner in the West.
On 1 June 1997,
Square unleashed the mother of all RPGs on the U.S.
market. Hironobu Sagauchi's love
affair with the multimedia capabilities of the Sony PlayStation had
finally borne fruit earlier that year in Japan, where his game had been an
instant sellout. Final Fantasy
VII told a
cyberpunkish story of a young warrior named Cloud and his rebel allies as
they strove against the evil machinations of the Shinra Corporation.
It had everything a next-generation RPG fan could want and more -
beautifully stunning graphics and cinematic sequences, a simple yet
balanced game engine, and hours upon hours of gameplay. The staff of
NextGen magazine, themselves no strangers to RPG gameplay,
estimated that it took them a total of almost 50 hours to play thorough
the complete game from start to finish. It was a monster of an RPG,
but most importantly, it was the genre's first nextgen effort. The
2D superdeformed characters of the past had now been replaced by 3D
polygonal models. Static overhead screen views were now replaced by
dynamic camera angles; moreover, full-motion video (FMV) was used to an
extent that had not been seen since Lunar 2: Eternal Blue on the
old Sega CD some two years before. Final Fantasy VII sold 2.5 million copies during its
first three days on the Japanese market and was the main reason why the
Sony PlayStation finally surpassed the Sega Saturn in the Japanese
videogame market. Japanese gamers
were buying PlayStations for the sole purpose of playing Square's latest
and greatest RPG, thus driving consle sales at a rate with which Saturn
sales simply could not keep pace. Eventually, 90% of all PlayStation
owners in Japan would also own a copy of Square's Final Fantasy
VII. Realizing a good thing when
they saw it, Sony arranged with Square to have Final Fantasy VII
translated into English and released in the West. It saw its North
American market debut on 1 June 1997, where its reception was even more
phenomenal than it had been in Japan. Final Fantasy VII for
PlayStation was not only the console RPG of the year, it was the biggest
game of the year for any platform. Even to this day, it is
considered a milestone in RPGs and one of the hallmark games of the
genre. The closest thing Sega had in its Saturn arsenal to combat
the Final Fantasy VII phenomena was Grandia by GameArts
another excellent RPG from the company that had brought the Lunar
franchise to the genre. It had done surprisingly well in Japan
and Western gamers were loudly clamouring for its release, but both Sega
and GameArts agreed not to do an English port. More on this subject
later; suffice it for now to say that Sega already knew that the Saturn
was dying and could not justify the expense of such a promising
proposition. Thus, the only piece of software which Sega had that
might have had a chance of dealing with success of Final Fantasy
VII in the West remained behind in Japan, and the PlayStation's
popularity continued its wild climb upward.
On 19 June 1997, Sega of America had five
Saturn games on the market for its much-lauded 28.8 kbps NetLink
modem. This allowed Saturn owners to surf the Internet with the
included NetLink browser, as well as play NetLink compatible games
directly on the Internet. These games were Daytona USA CCE, Duke
Nukem 3D, Saturn Bomberman, Sega Rally Championship, and Virtual
On. By 3 July 1997, however, Sega of Europe had already scrapped
its plans to release NetLink in Europe. It cited disappointing
NetLink sales in the U.S. as the prime motivating factor in its
decision. There were only some 15,000 NetLink users all told in the
U.S. market, representing a dismal figure by any estimation. No
wonder Sega of Europe changed its plans accordingly.
NetLink is one of the few instances
where a bad Sega decision was not due to autocratic management. In
this instance, it was the decision to tap a marked that really wasn't
quite there yet. NetLink was way too
early and far too expensive to be nothing more than a interesting
novelty. Having the first Internet-capable console added another
plus to Sega's portfolio for inventiveness, but it added nothing to Sega's
constantly eroding bottom line. In addition, many online-savvy
gamers claimed that NetLink lacked the fun, challenge, and spontenaiety of
Catapult's XBand network for the 16-bit console generation. NetLink
had no sports games (such as Madden NFL) and no fighting games
(read Capcom fare). In other words, it was just plain boring
unless you were a Duke Nukem 3D fan, but that was about it as far
as the action genre went. Most gamers looked at NetLink, smiled and
said, "That's neat, but I wish it had better games," and went right back
to their Sony and Nintendo consoles. Like so many other Sega
products, NetLink was an idea that had come soon to do Sega any good in
the current videogame market.
By the time that August 1997 rolled
around, with the U.S. videogame market primed for the final four months of
the year and the massive amounts of revenue that would be generated
therein, the handwriting was on the wall for Sega and the
Saturn. Sony, the new king of the
hill, still dominated the market with a 47% share for its
PlayStation. It had the most impressive software lineup of the year,
with hit titles like Final Fantasy VII raking in profits by the
millions. Not far behind was Nintendo at 40%, the largest share of
the U.S. videogame market that it would ever recoup. As Nintendo of
America vice president Peter Main had correctly predicted, N64 was feeding
off Saturn's corpse - even though the console still wasn't dead yet.
His numbers may have proven wrong, but his take on the initial trends had
been right on the money. Poor Sega had by now fallen to a 12% market
share and was still trending downward. It could not match the
rapid-fire price changes of its richer competitors quickly enough,
Saturn's year-end software library paled in comparison to what was to be
had on PlayStation and N64, and what few American Sega gamers were left
were for the most part bitching about the lack of good software and
complaining bitterly about the way Bernie Stolar was driving their console
into the ground with his recently instituted Five-Star Software
policy. It wasn't really his fault - he was doing his level best to
make the best of a bad situation - but since Saturn gamers did not have
the big picture at that time, they had nobody else and nowhere else to
vent their rage. As for the rest of the videogame industry, they had
written off Saturn months before. Most of the mainstream industry
magazines, such as NextGen and Electronic Gaming Monthly,
had already taken to calling Saturn "a dying system." A few even
went so far as to say that they couldn't wait to see the PlayStation ports
of hot Saturn titles - like Grandia - that never made it out of
Japan due to Saturn's failure in the West. It wasn't so hard to
believe by this point - Sony had an installed user base of 20.4 million
PlayStations worldwide by the time September rolled around, and that
number just kept right on growing.
Saturn was not the only console going
down the proverbial drain. Its immediate predecessor in the 32-bit
CD-ROM based console wars was about to bow out altogether. On 3
September 1997, Panasonic formally withdrew from the U.S. videogame
market. With it went 3DO, the console that started it all, along
with the planned 64-bit M2 upgrade announced less than a year before by
Panasonic's parent company, Matsushita. Trip Hawkins and his dream
of a single console standard among hardware manufacturers would have to
wait a while longer. His was a vision that had proved largely
unworkable amid the proprietary-minded Japanese companies that dominated
the scene, and it would take at least another market cycle before some of
the seeds that he had planted with 3DO began to take
root.
On 30 September 1997, Sega of America
launched its last major advertising campaing in hopes of salvaging
something of the season for the beleaguered Saturn. Bernie Stolar
managed to scrape up about US$25 million for the effort, which touting the
Saturn's prowess and the strength of its fall software lineup. There
were the spot-on-accurate ports, of course: Manx TT, Sega Touring Car
Championship, Last Bronx. There were the Saturn-specific
efforts: Fighters Megamix, Enemy Zero, and the highly touted
Sonic R - which Saturn gamers got in place of Sonic X-Treme,
but that whole sordid story will be told soon enough. There was the
sports lineup: both Madden 97 and Sega's own NFL 97
were available this time. There were also the third party
efforts: Capcom's presence (Street Fighter Collection, MegaMan
X4, Resident Evil) as well as that of id Software (DOOM, Quake)
and 3D Realms (Duke Nukem 3D), among others. Sega could
rightly boast that Saturn was the only console on the market to have the
uncut, uncensored versions of all three of the world's best-known
first-person shooters of the day. Stolar even managed to bring in a
new advertising firm to manage the effort. The figure was only a
fraction of what his two chief competitors, Sony and Nintendo, were
spending on their own fall advertising campaigns, but he knew full well
that Sega did not have the extra funds to spare in order to match their
efforts. Not surprisingly, Stolar's effort was a complete failure
despite his effort. In retrospect, the final Saturn ad
campaign is largely remembered for what didn't make it into the ad copy
that should have - more details the games themselves. Most Saturn owners were offended by what they
perceived as a big waste of time and mone. It failed to make almost
any impression at all on the average gamer, who was constantly being wowed
by the constant barrage of TV commercials and print ad copy touting
products for Sony and Nintendo consoles. They went on spending their
money elsewhere, while Sega countinued its mad spiral downwards into
oblivion. Not a single Saturn title - new, old, or otherwise, made
it into the NPD TRST Top 25 Console Games list for October. None
made it in November, and there was not a single Saturn title to be seen on
NextGen's list of the top 20 console games of the year.
Why? To quote one industry observer, "A disturbing trend easily
becomes apparent. The average Saturn owner has become a bargain
hunter and an NFL junkie in need of a fix - any fix." When all was
said and done, the Sega Saturn only accounted for at most 5% of total
combined holiday console sales. Sega was now unofficially in the
hole - big time - and those were numbers that no corporate executive in
his or her right mind could ignore for long.
On 17 December 1997, just as the
holiday season entered its final mad week of shopping frenzy,
NextGen reported that Sega of America was planning to undertake "a
substantial downsizing" after Christmas. An official spokesman for
Sega denied the story, but nobody believed him. Rumors of all kinds
were seeping through the cracks, and unofficial estimates of Sega's yearly
profit-loss statement had the once-proud industry giant losing hundreds of
millions of dollars. The official figures would be announced at the
end of the fiscal year, 31 March 1998, and they were damning. Sega
had sustained a net loss of some ¥43.3 billion (US$360.8 million) company
for fiscal year 1997, and even Sega's own annual statement laid the blame
squarely on the poor market performance of the Saturn. No one knew
how such massive losses would affect the fate of Sega's next videogame
console, Katana, which had already been officially announced back on 8
September (and which in a few short months would be renamed
Dreamcast). One thing was certain, though - Saturn was about to
go bye-bye. It was now a matter of when, not if, and
how soon the axe would fall. There is an old country saying here
in the United States that some of you may know. "If you can't run
with the big dogs, then stay on the porch." Sega was no longer
capable of running anywhere with its better financed and better resouced
competition. Years of bad management and poor judgement had now
caught up with it. The one major videogame company which enjoyed a
reputation for innovation and creativity like few others found itself
hoist by its own pretard. Sega had
violated one of its own major business axioms - it had failed to properly
anticipate and adjust to a changing market. That failure had doomed the Saturn before it even
launched, and it was now time for Sega to pay the
price. 1997 was the year in
which Sega paid the piper. All of its chickens were now home to
roost. Sega would never be the same after this fateful year, and the
events of 1997 would pretty much dictate the eventual fate of Sega
itself, as well as its next - and last - videogame
console.
The case of the missing
software
With all the negative things that were
being said by almost everyone about Saturn, including Sega itself, it was
no wonder that a lot of top-notch titles either never made it out of Japan
or were never released at all. While it is true that the last days
of the Saturn would see some of finest games that would ever appear in its
software library - Burning Rangers, Panzer Dragoon Saga, and
Magic Knight Rayearth, to name but three - there were just as many
more that in the opinion of its Western fans should have also hit store
shelves but didn't. The loss of some of these are frequently blamed
on Bernie Stolar and the Five Star Games Policy that he implemented in
mid-1997, yet in truth the reasons why none of these were released in the
West have anything to do with Stolar or his policies. Here in brief
is an overview of some of the more notable Saturn titles that might have
been bigger than they were or that never got out of the gates. It is
the opinion of most Saturn fans and many game historians that their
presence was especially missed in the West, where Saturn frankly needed
all of the help it could get. Why were they not released?
Let's find out!
Eternal Champions: The
Final Chapter
This was perhaps the
most acclaimed 2D fighting game to ever be created somebody other than
Capcom or SNK. In fact, Eternal Champions was dreamed up by
none other than Deep Water, one of Sega of America's own in-house
programming teams. The Genesis version was pretty good, and the Sega
CD version was spectacular but suffered from the limitations of its
consoles. Eternal Champions: The Final Chapter would have
picked up on one of the loose ends from the Sega CD game - the appearance
of the Infernals - and gone on to introduce new characts and an all-new
tournament. Sega of America was
already making plans to release the third and final installment on Saturn
and souping up the game engine big time when their superiors over in Japan
put their foot down and said "NO!" It wasn't
going to happen because they wanted Virtua Fighter - a game that
had come out of their own programming stable - to be the definitive
fighting game for the platform. Not only did Eternal
Champions for Saturn never see the light of day, it never even got its
foot in the door. It's a crying shame, too, because the Sega CD
version received a lot of good reviews and many American gamers were
looking forward to playing a spiffed-up Saturn version. Word leaked
in October 1996 that the game was indeed going to be axed, and Sega of
America reluctantly confirmed that sad reality before the year was
out. In retrospect,
Eternal Champions: The Final Chapter might have been one of those
regional titles that could have helped push console sales had it been
given a fair chance, but it never got that opportunity. Sega of
Japan killed Eternal Champions for Saturn before one line of alpha
code ever made it through a Saturn development kit.
Grandia
In 1997, everyone
knew that Final Fantasy VII was turning out to be the monster hit
that had been expected; furthermore, everybody thought they knew what
Saturn RPG that Sega had in its Japanese arsenal to best counter it.
This was none other than Grandia by GameArts, which was released in
December of 1997 to eager Saturn gamers in Japan and was already being
hailed as a masterpiece and a milestone insofar as the use of 3D
environments in an RPG was concerned. To the surprise and anger of
Western gamers, though, Sega passed on Grandia in 1997 and instead
opted to translated and release the first installment of its own
Shining Force III series. This seemed to fly in the face of
all reason, if you were an eager Saturn gamer or RPG addict following the
videogame market that year. It was quite a different story in the
corporate boardrooms of the companies involved.
What most Western gamers do not
understand is that Grandia for Saturn did not do all that well in
Japan. It may have been one helluva game, in fact the best RPG ever
created for the console and one of the all-time RPG classics, but it
didn't exactly take the Japanese market by storm. Grandia for
Saturn only sold some 350,000 copies during its original market lifetime -
large numbers for a Saturn game to be sure, but nowhere in the ballpark
compared to what Square's Final Fantasy VII was doing. That,
combined with the sad reality that Saturn had failed in the West, was the
reason why both Sega and GameArts agreed not to do an English language
port of the game. Their sales projections show that they couldn't
make enough money off of an English language port in the West, where the
Saturn market was already small and shrinking daily, to justify the
expense of the translation effort. On 10 January 1998, Sega
angered RPG fans worldwide when it announced that Grandia for
Saturn would never be translated into English for a Western release.
It is a grudge that both Sega diehards and RPGers hold against Sega even
to this day, made all the more painful by an obviously inferior
English-language port for PlayStation released by Sony approximately two
years later.
Legacy of Kain: Blood
Omen
This groundbreaking
action RPG casts players in the role of Kain, a formidable warrior of old
who comes back from the dead as a powerful vampire in order to wreak wrath
and havoc upon those who murdered him. One of the very first games
specifically designed to take advantage of the CD-ROM format, it
represented not only a milestone in videogame construction but a new and
novel experience in its own right. It was released in August 1996
for the PlayStation to rave reviews, and not long after Saturn gamers
heard rumors of a port for their own beloved consle. The Saturn
port, which was said to have been started shortly after the PlayStation
version, was to have addressed all of the deficencies of the earlier
incarnation and more. The fact of the Saturn's 2D legacy would have
made its port Legacy of Kain the faster loading and playing of the
two versions, and Saturn gamers were eagerly looking forward to its
release. In fact, a Saturn port was known to have been under
development as of January 1997 and rumors ran rampant that it would be
released by that fall, but nothing more happened after that. The
Saturn port of Legacy of Kain: Blood Omen was quietly scrapped by
Eidos long before it got anywhere near playable form. The
reason? The Saturn was dying right before everybody's eyes, and
Eidos corporate heads felt that they couldn't recoup their investment in
the port. Sad, but that's business.
Resident Evil
2
The followup to
Capcom's 1996's groundbreaking blockbuster "survival horror" hit, Shinji
Mikami's Resident Evil 2 moved its monstrous escapades from the
country hills right to the middle of downtown itself. This time
around, RPD rookie police officer Leon Kennedy and female biker Eliza
Walker are forced to team up in order to survive a city overrun with
zombies and all sorts of other horrific creatures, with the resourceful
personnel of RPD STARS nowhere to be found. The PlayStation game was
about 70% complete and work had already begun on a Saturn port when Mikami
personally ordered it cancelled and the game completely overhauled.
He was not happy with how Resident Evil 2 was developing, and felt
that it looked and played too much like the original Resident
Evil. In addition, the character of Eliza Walker was not working
in the plot as intended, and some of the game's new features (body
armor/clothing that could be damaged and worn down throughout the game,
for instance) were proving difficult to implement. Capcom's
RE2 team essentially started over and rebuilt the game plot and
engine from the ground up, although a fair portion of the work they had
done earlier eventually wound up in the new version. As for the
Saturn port (which had been announced by none other than Bernie Stolar
himself on 10 January 1997), it was scrapped for two simple reasons:
there wasn't time to work on it, and the Saturn was by now obviously
dying. The planned overhaul of RE2 was going to take a
significant amount of time, delaying its release by at least a full
year. Since the PlayStation version was to be released first, and
work on it was already at the playable beta stage, it would be the easier
of the two to retool. Also, by the time work was complete, which
would have been 1998 at the earliest, Capcom felt that the Saturn would
most likely be dead (as it proved to be), so they could not justify the
additional work. Early Saturn alphas of Resident Evil "1.5,"
as fans now call the earlier game, are thought to still be in existence,
but their fate is unknown. One final note for fans of the
series. As far as my research can determine, the aborted Saturn port
of Resident Evil 2 would not have required a
RAM cart for gameplay, as was rumored to be the case at the time. My
sources come from developers who were familiar with the Saturn and were
coding for it at the time. It would have required no more system
resources from the Saturn than did the PlayStation original of its
respective hardware.
Sakura Taisen (Sakura
Wars)
Perhaps the one
classic Saturn game that anime addicts dearly wanted Sega to bring to the
West in an English translation is the one classic Saturn game that was
guaranteed never to make it out of Japan. Sakura Taisen, i.e.
Sakura Wars, combined the action-packed antics of mech combat with
a delightfully entertaining dating simulation ... and therein lay its
problem. Dating simulations are quite popular in Japan due to the
culture of that country, but they have almost always bombed in the
West. It didn't matter one whit that it achieved the prestigous
title of Overall Game of the Year in Japan - there was simply no way that
Sega was going to release such a game in a market where a sizeable
audience for it simply did not exist. To be frightfully honest
though, and I know this is going to irritate a lot of Sakura Taisen
fans, nobody else save them has missed its presence or that of its later
Dreamcast incarnations.
Sonic
X-Treme
Without doubt,
Sonic X-Treme is the saddest "lost software" story in the saga of
the Sega Saturn. You see, despite stories to the contrary, Sega
planned all along to have a brand-new Sonic game for Saturn that would
showcase the console's power - just as the original Sonic had done
with the Genesis years before. Sonic X-Treme, originally
planned for the 32X, was to have been that game. Its loss is due in
part to its develoment team and in part to none other than Sega of
Japan. As with the later
Sonic efforts, Sega Technical Institute (STI) over in America was
tasked with the latest incarnation of Sega's beloved mascot. This
time, they had the formidable job of creating the first-ever fully 3D
next-generation Sonic game. They had lots of ideas and wasted
no time in throwing together executable code in order to demonstrate their
ideas. Sonic X-Treme, as was revealed to a number of
videogame industry reporters and magazines at the time, looked nothing
short of fantastic. It had the look of every Sonic lover's dream -
full 3D environments in which Sonic could maneuver in all directions, rich
gameplay enviroments true to the series legacy, and so on. Sonic
fans worldwide were salivating as 1996 came to its end and 1997 loomed on
the horizon. This is where Sega of
Japan enters the picture. You see, STI also had some major problems
coding Sonic X-Treme. Even the executable alphas they created
took up far too much of the Saturn's resources to ever hope to make a
playable game out of theme. The situation was so bad that Sega of
America was pulling programming resources from other departments (such as
Sega Sports) in an effort to overcome the obstacles. They wanted
Yuji Naka's help, but he was busy working on NiGHTS and was
therefore unavailable. Executives over at Sega of Japan were not
pleased by the reports they were getting about STI's production problems,
so a delegation was sent over to review their work first-hand.
According to reports, they came back appalled and reported the dismal
findings to their superiors, who then relayed them to Sega CEO Hayao
Nakayama and the senior corporate staff at Sega. A short time later,
in early 1997, STI was coldly informed that Sonic X-Treme had been
officially canned. STI never recovered from this debacle and broke
up shortly thereafter. Parts of Sonic X-Treme would later
wind up in Sonic R, Sonic Jam, Sonic 3D Blast, and
Sonic Adventure for Dreamcast a few years
later. On 08 December 1997,
Sega of America released Sonic R for Saturn to a disappointed
American gaming public. Although it received wide acclaim for its
stunning graphics, it was not the 3D Sonic riot that Sega of America had
originally promised. Even to this day there are many Sega diehards
who complain that Sonic R was no "true Sonic game" and deride it at
every opportunity. Overall, opinions about Sonic R remain
mixed to this day.
Virtua Fighter
3
Virtua Fighter
3, the third incarnation of Yu Suzuki's groundbreaking 3D fighting
game, first hit Japanese arcades on 10 September 1996. It
immediately became the standard by which all comers were measured - partly
due to the depth of its gameplay, and partly because the game's graphics
(generated by the new Sega Model 3 board) shattered all previous records
for polygon counts in a videogame. Sega brought over some cabinets
for display at that year's Electronics Consumer Trade Show in the U.S.,
and both vendors and gamers alike were wowed by what they saw. VF3,
as it is commonly abbreviated, soon became the topic of much speculation
among Saturn owners. A port was inevitable - they just knew it - and
rumors were already flying that such a port was well underway.
Officially, Sega kept mum, but the hype continued to build through the
rest of the year and into 1997. On 28 November, Yu Suzuki himself
said in a public interview, "AM2 and myself will take full responsibility
for the translation." It was now official - VF3 was coming to
a Saturn near you. Or was it? Sega kept promising a Saturn port ... and
it kept getting delayed ... and delayed ... and delayed ... until it
dropped off the radarscope altogether. Sega of Japan had already
started to hint that the port might be canned in early 1997, and its
absence in the Saturn software section at E3 1997 seemed only to confirm
this. Sega of America did a lot of back-pedalling on these and other
reports, but they (as we know) were not the ones running the show by that
point. Actually, and this was unknown to everybody until the
following year, Yu Suzuki and his staff at AM2 had finished a considerably
scaled-down Saturn port of VF3 by 03 July 1998, but by time Sega of
Japan was dead set against releasing it. Why? As it was later
revealed, Sega of Japan executives felt that a port of VF3 for the
dying Saturn might hurt the superior port already in development for
Sega's newest console - the Dreamcast. Instead, they just kept on
tweaking the game and refused to release it. VF3 for Saturn
was officially cancelled on 17 September 1998 even though Sega of Japan
had the completed game ready to send to the pressing plants. In the
meantime, however, gamers got tired of Sega putting them on hold yet again
and went to PlayStation for Tekken 3 instead.
Last rites
As the horror that was 1997 ended and the
new calendar year of 1998 began, Sega chairman Isao Okawa proceeded to do
something he had not yet done in what up until now had been his largely
cermonial role as leader of the company. He proceeded to act in
order to salvage what was still salvageable in order to keep Sega from
sinking altogether. Sega had been overwhelmed by the market
dominance of Sony and the surprise resurgence of Nintendo. Now was
the time for Okawa to act. "I changed the management, cleared the
inventory, closed down unprofitable retailers, and restructured the
distribution system," Okawa later recalled. He did all of this
within the space of a few short months in order to clear the decks for
what would be Sega's last shot at the videogame console business.
Sega already had Katana in the development pipeline and both the money and
resources had already been allocated in order to bring it to market.
It was designed to be everything that Saturn had not been, so the last
thing Sega needed was the anvil of the dying Saturn still hanging around
its neck. Okawa knew this, as did Bernie Stolar over in North
America, and now was the time to act on everything they had discussed and
planned up to this point.
Even as the opening days of 1998
began, knowledgeable newshounds fluent in Japanese knew that
Sega had already stopped production of the
Saturn back at the end of 1997. On 8
January 1998, last year's rumor became stark reality as Sega of America,
acting under direct orders from Okawa back in Japan, gave 30% of its
employees their pink slips. Both Sega of Japan and Sega of Europe
underwent a similar downsizing about the same time. Within the space
of about five to six weeks, during the months of January and February,
Okawa engineered a major reorganization of Sega itself. Several of
the corporation's less profitable ventures and divisions were eliminated
outright, while others found their staffs and allocated resources
considerably reduced. Okawa's reorganization of Sega's internal
company structure was such that division managers were now more
independent than before of senior management, but as a result were more
accountable for their actions. "When you separate those divisions
into their own companies," Okawa noted, "you turn them into
administrators, where they have to frantically deal with delivery and
collect on accounts receivable. The branching process was done to root
management senses to the divisions." The culmination of Okawa's
maneuvering was shaking up the board of directors itself, with 15 of its
25 memebers either encouraged to leave or voluntarily resigning on their
own. Among their number was none other than Sega CEO Hayao Nakayama
himself, who tendered his resignation on 12 January and was later replaced
by Shoichiro Irimajiri on 10 February. Okawa once again spun off the
job of Sega of Japan chief operating officer, which Nakayama had also
held, and gave it to longtime Sega tecnical wizard Hideki
Sato.
Okawa was reportedly not happy with the
choice of Irimajiri as the new Sega CEO, but there was nobody else at the
time as qualified to fill the vacancy. "He is really good at
technology, but not very good at running a business," Okawa would later
comment, yet it seemed a fair enough choice at the time. Sega was
getting ready to launch a new console based on new technology in a highly
skeptical market, so who better to lead the charge than a Sega executive
who knew that very technology inside and out? Beside, Irimajiri got
along better with Stolar than did Okawa, for the personality clashes and
market sense of both Okawa and Stolar were finally beginning to manifest
themselves. However, that is another story for another
time. While Sega was busy
arranging its internal affairs, its third parties were not waiting around
for marching orders. On 6 January 1998, Capcom officially dropped
plans to release its 4 MB Saturn RAM cart in the West. Along with it
went the Saturn port of Resident Evil 2, which had already reached
beta test phase. Four days later, on 10 January 1998, Sega announced
that the planned English-language port of Grandia by GameArts had
also been axed. Saturn RPG fans were besides themseves in
anger at the news, but the other shoe had yet to fall. About a week
later, on 16 January 1998, Working Designs announced that it had canned
the in-development English language enhanced Saturn port of Lunar:
Silver Star Story and that furthermore it would not be doing any more
RPGs for the platform (aside from finishing Magic Knight Rayearth,
which was way behind schedule already). Both games would instead be
released on PlayStation within two years. On 23 January 1998, Sega of America
dropped the price of the Saturn console to just US$100 and most of its
software to just US$10 a pop in a concerted effort to clear its
inventories of all Saturn stock. This
was again on the direct orders of Sega chairman Isao Okawa, who had told
Stolar to rid Sega of America of its "useless stockpiles" as fast as
possible. Stolar readily consented. A similar move took place
about the same time in both Japan and Europe, again per Okawa's
instructions. "I told [our people that] if you're going to stockpile
it, then you might as well give it away," he later recalled. Sega
had sat on these unsold Saturn inventories for so long that they pretty
much wound up doing just that. Many nationwide retailers, such as
Wal-Mart and Electronics Boutique, lowered the price of the console still
further to US$75 and software prices to just US$5 per title.
Virtually all of the so-called "good" Saturn titles - names like Duke
Nukem 3D, Enemy Zero, NiGHTS: Into Dreams, the Panzer Dragoon
trilogy, Resident Evil, Tomb Raider, Virtua Fighter 2, Daytona USA
CCE, Capcom fighting games, and so on - disappered from U.S. store
shelves practically overnight, while all kinds of Saturn sports games
would linger on in discount bins for years afterward. Not a single
dime of profit from the great Saturn selloff evern found its way into
Sega's coffers. As a matter of fact, Sega actually lost a lot of
money over the affair. It couldn't be helped - the steep discounts
necessitated by Okawa's orders had been too severe for anything of the
kind; besides, any potential profits had already been lost by the products
not selling in the first place. Sega of America was going to need
all the room it could get for new inventory, because the ramp-up for
Sega's next videogame console had already begun.
On 11 March 1998, Sega began
distributing first-generation versions of its two Katana software
development kits to interested third-party vendors. Six days later,
Sega of Japan began a new round of hirings as it beefed up its staff in
preparation for the initial production run of the new console. Three
days later at the Spring Tokyo Game Show, on 20 March 1998, Sega held a
joint press conference with noted videogame designer Kenji Eno, whose
latest effort had seemingly died along with Panasonic's 3DO M2 upgrade the
previous year. Eno revealed that his game, D2 (the sequel to
D for both Saturn and PlayStation), would in fact be completed and
released - but for Sega's new console instead. On 24 March 1998,
Sega CEO Shoichiro Irimajiri formally promoted Sega of America COO Bernie
Stolar to the position of president and made a number of other management
changes to better support Stolar's efforts at launching Katana in the
west. On 21 May 1998, in a special press briefing hosted by none
other than Irimajiri himself, Sega formally unveiled the successor to the
Saturn. No longer shrouded in secrecy, no longer hiding under the
project name of Katana, the 128-bit Sega Dreamcast was demonstrated
for the first time in public to a receptive audience. It was a
console of which Sega could be proud, and it was staking its future hopes
and dreams on a last-chance comeback bid based on this quite remarkable
system. By then, the curtain
had already fallen on Saturn.
On 31 March 1998, the Sega Saturn
was officially discontinued in the North American market. A few short weeks later on 15 April 1998, noted
videogame retailer Electronics Boutique announced that it would no longer
be importing Saturn titles from Japan. Just over a month later, on
31 May 1998, all official Sega-sanctioned software development projects
for Saturn were canned. While Capcom and one or two other lone
third-party developers decided to go ahead and finish what Saturn projects
they had that were already nearing completion, the majority went ahead and
bowed out along with Sega's own in-house programming teams.
For Sega fans worldwide, 31 May 1998 will be
forever remembered as the day that the Saturn
died.
|