| Foundations
As the late Carl Sagan might have said,
let us board the starship of our imagination and take a trip beyond the
boundaries of space and time to a place and an era that is now no
more. Our journey begins in the island nation of Japan, which has
been under military occupation by American forces ever since the end of
World War II. The year is 1950, long before most of you readers were
born. Our object? We are looking for beginnings, you could
say. "The beginnings of
what?" you might ask. We seek the beginnings of a company which
has since gone on to become one of the major players in the videogame
industry. A company whose name is legend, whose people are revered,
whose software is almost worshipped by millions of gamers worldwide of all
ages and social backgrounds. A company which has made a point of
surfing the cutting edge of technology, one which has seen its fortunes
rise and fall, one whose finances have run the gamut from excessive
profitability to the brink of near-bankruptcy. This is a company
that has had its successes and failures, a corporate entity that has had
its share of internal rivalries and confusions, and an organization that
has always managed to pull itself back up by its own bootstraps even
during times when it seemed that it could not be saved from its own
blindness. "What company?" is
the inevitable question. Sega - one of the true pioneers in videogame
history.
The birth of the
legend
On 24 June 1950, Communist forces from
North Korea invaded South Korea with aid from Communist China, attacking
United Nations forces along a broad front. U.S. General of the Army
Douglas MacArthur, military governor of Japan and looking forward to an
honorable retirement, was suddenly thrust into the unwelcome role of
supreme commander of U.S. military forces in what would become known as
the Korean War. It was a part he did not relish despite his eariler
war record, for he viewed the conflict as another Manchuria - or Anschluss
for you European readers - and was determined to stop the spread of
Communism on the Korean peninsula by any means necessary. He
therefore ordered a hurried evacuation of American civilian personnel from
Korea, brought the U.S. Seventh Fleet to the area, and began working with
his staff on preparations for a counterattack even as North Korean forces
drove the U.N. defenders southward towards Pusan.
One of the inevitable results of
the Korean War was a massive buildup of American personnel at U.S.
military bases across Japan. By now, the Japanese were quite used to
the loud and brash American culture, and many a Japanese company quickly
moved to profit from this unexpected situation. One of these was
Nihon Goraku Bussan, a vending company originally founded in April of
1951. They secured contracts with an American entepreneur named
Marty Bromley
in May of 1952 to provide American bases and staging areas with all
different kinds of coin-op vending machines. Eventualy the
Bromley/Bussan partnership became so large that the operation was
officially organized in 1960 as its own subsidiary of Bussan - the Japan
Entertainment Trading Company. As for Nihon Gorkau Bussan, it would
in time become the second biggest player in the Japanese amusement
industry. Bromley's involvement in the enterprise was purely
profit-driven - the U.S. Senate had imposed severe restrictions on the
vending machine industry back in the early 1950s and had just thrown his
coin-op business out of out of Hawaii's many military installations in
1952. He saw Japan as an excellent place to run his game rooms
without a bunch of do-gooding American politicians looking over his
shoulder. Once he set up shop and began to do well, Bromley never
looked back. Many a soft drink dispenser, slot machine, and jukebox
at American military installations across Japan was put there by the
Bussan/Bromley partnetship, as well as a new type of coin-op machine.
Pinball was
by now a mainstay of American pop culture - a table game not unlike the
pachinko with which the Japanese were so familar and to which they could
easily relate. Bromley seized upon this opportunity and dutifully
imported pinball games to Nihon Goraku Bussan under their lucrative
American military contracts. Their move was welcomed by American
servicemen, and made quite an impression on one in
particular.
Serving with the U.S. forces during
the Korean conflict was a young man by the name of David Rosen. He was
station in Japan from 1949 to 1952 and spent a lot of time absorbing the
local culture, as well as making several trips to China as his military
duties required. He fell in love with Japan and saw a budding
opportunity for business in the burgeoning Japanese coin-op market.
Once his tour of duty was over, Rosen set up shop in his newly adopted
country and founded Rosen Enterprises, Ltd. in 1954. He started by
importing coin-op photo booths to American military bases for shooting
passport photos under the brand name Nifun
Shashin, i.e. Photorama, charging
approximately ¥200 per picture. Rosen soon found himself at the head
of a rather profitable and growing business, and was eventually forced to
franchise Photorama out to independent in order to remain
competitive. He was the first Japanese entepreneur to establish a
franchise business, but Photorama eventually collapsed due to its own
weight. By then, however, Rosen's second business venture was
already well underway. In 1956 he began importing coin-op target gun
arcade games and setting them out outside his Photorama booths. He
bought them used from American warehouse sales at US$200 apiece and had
them shipped to Japan, charging roughly US10¢ per play. Rosen is often credited with founding Japan's arcade
game industry just by this seemingly simple
act. Rosen's games, such as Bear Gun, used modified air
rifles to simulate the experience of a real target range. They
eventually proved so popular that he made back his initial investment
within two months and began installing them at U.S. military bases across
Asia. It was there he eventually came into direct competition with Nihon
Goraku Bussan, who had started producing its own home-grown coin-op arcade
games but simply could not compete with the superior American
machines. They were better by far than anything that Bussan and
other local Japanese companies such as Taito could crank out, and it
was as a result of this experience that Rosen would learn a valuable
business formula for success - superior
technology plus great gameplay equals market success.
Rosen dearly desired to expand his
operations and service local Japanese businesses, but it was at this
point that he ran afoul of the Japanese government. In order to
establish a vending company that would service Japan proper, Rosen needed
a license from the Ministry of Industrial Trade and Industry (MITI), and
they were not forthcoming in giving it. You must remember that Japan
was still in the process of rebuilding from the devastation wrought by
American carpet bombing during the closing stages of World War II, with
the average Japanese worker having a 6.5 day work week, and the Ministry
felt that Japanese citizens were too busy to enjoy such luxuries. It
took Rosen over a year to convince the Industry that "such luxuries" could
actually benefit Japan by giving its people an emotional release from the
drudgery of work, and he was eventually granted a license to import some
US$200,000 worth of used coin-op arcade games in 1957. As it turned
out, Rosen's instincts had been right all along. The Japanese took
to the coin-op arcades in droves - even more so than the Americans - and
both games imported from America and produced locally raked in profits for
all of the industry players, Rosen Enterprises included. Branching
out from an initial toehold with two major Japanese theater chains, Rosen
Enterprises soon had dedicated arcades in every major Japanese city.
By 1960, Rosen Enterprises had cornered the arcade game business, Bussan
dominated the jukebox business, and another Japanese company,
Taito, played
strong number two to both.
In 1964, Rosen and Bromley joined
forces and merged their export businesses into a single organization under
the Rosen Enterprises banner. By the following year, Rosen
Enterprises had become so successful that it merged with former rival
Nihon Goraku Bussan, thus gaining access to the latter's 6,000
manufacturing plants in Japan. This was something of a coup for
Rosen, since it greatly expanded his company's manufacturing base.
More importantly, gaining access to their former rival's large local
resources meant that it no longer had to continually import new products
from America. Rosen stayed on as president of the newly merged
company, with the rest of the organization retained its strong Japanese
cultural roots. This was fine with Rosen, who would not have had it
any other way. The name of the new firm was changed to
Sega Enterprises, Ltd. "Sega" was an acronym originally conceived by Nihon
Goraku Bussan that stood for "SErvice
GAmes" - the name under which they had
marketed their products in Japan itself. It was meant to remind
employees and customers of the company's primary purpose - to serve the
public by providing and servicing the best coin-op arcade games
available. Sega Enterprises, or Sega for short, remained committed
to Nihon Goraku Bussan's goal of serving the public with quality products
and to Rosen's business axiom of providing high-tech, great-playing
games. Their dedication would pay off sooner than any of them had
hoped. Sega's first
locally produced arcade game, Periscope, was released in Japan in
1966. It was an instant hit, and
gained rapid worldwide popularity in a fairly short amount of time.
A submarine combat game, it allowed players to "stand at the con" of a
military submarine and sink as many enemy vessels as they could. It
even included a custom periscope controller, similar to a real periscope,
so players could sight their targets just like real sub commanders
did. Mind you, this was a electromechanical game, since that was all
the available technology could produce at the time. It was exported
to the West the following year, and its success caught the attention of
the Gulf and Western corporation. They decided that Sega would be a
valuable asset to their portfolio, so in 1967 Gulf and Western made Sega
an offer it couldn't refuse. Gulf and Western bought out Sega in
1970 after three years of extensive negotiations, making it a wholly owned
subsidiary but retaining the Sega name and logo, and again Rosen stayed on
as Sega president after the transition. Not so Marty Bromley - he
was getting along in years, so he took the opportunity to retire from the
business. In 1974, Sega "went public" for the first time, with its
stock openly traded on the New York Stock Exchange. Not
surprisingly, Gulf and Western was listed as its principal
shareholder.
The emergence of Sega
videogames
It is around this time that a new
industry begins to emerge, thanks to the birth and rapid growth of the
Information Age. The computer has begun to play an increasingly
large role in every aspect of business. A new form of entertainment,
computer videogames, has literally burst upon the scene and was rapidly
increasing in popularity. The concept had actually been invented by
William Higginbotham back in 1958, but it took the pioneering efforts of
such giants as Steve Russell, Ralph Baer, and Nolan Bushnell to mold the
concept into a profitable reality. Videogames promise to remold the
entertainment industry in ways that are almost impossible to
imagine. Gulf and Western is in a perfect position to take advantage
of this new market, for its arcade subsidiary, Sega, is already hard at
work riding its edge. They gave free rein to Sega's innovative
ideas, while at the same time continuing to build on company's original
marketing and strategy formulas. In fact, Gulf and Western narrowed
Sega's focus so that its sole remaining purpose was the creation and
marketing of videogames. Sega would produce at least one videogame
game a year from that point forward. They were new to the business,
new to the concepts involved, but as with most Japanese companies, they
learned quickly. The first thing Sega
did was to buy a U.S. videogame company named Gremlin. The company
would go on to develop many arcade videogames for Sega for the U.S. market
and also marketed Sega's own Japanese-produced titles Stateside.
Many classic Sega arcade titles from this era were produced under the Sega
and Gremlin trademarks, or more frequently a combination of both.
There was The Fonz (1976) which was inspired by the
motorcycle-riding character from the TV sitcom Happy Days.
Not long after came Space Attack (1977) - an unabashed clone of
Taito's Space Invaders - and the following year saw the classic
arcade racing game Head-On (1979) - itself a shameless ripoff of
Atari's Dodge 'Em. None of these were very original, but at
least they kept the cash coming in while Sega's R&D was busy cooking
up its own concepts.
  It was in the 1980s, though that Sega's
arcade videogames really began to hit their stride. Most of the
vintage Sega titles that arcade gamers fondly remember come from this
decade, and their influences continued throughout Sega's subsequent
product lineup. Here are some of the best known examples of what
kind of videogames Sega was producing during this time: Monaco GP
(1980), Astro Blaster (1980), Space Fury (1981),
Eliminator (1981), Pulsar (1981), Frogger (1981),
Turbo (1981), Pengo (1982), Tac/Scan (1982),
Zaxxon (1982), Star Trek (1982), Up 'n' Down (1983),
and SpyHunter (1984). All of these are now considered arcade
videogame classics, and it comes as no surprise that people are still
playing them today. Sega also helped lead the burgeoning videogame
market in technical innovations. They introduced the first color
vector graphics game (Space Fury), the first laserdisc-based
videogame (Astron Belt), and the first 3D videogame
(SubRoc). Zaxxon in particular proved so successful that
Sega opened up its very first American corporate office with proceeds from
sales of the game. They also jumped on another industry bandwagon
for another type of product - one which had been pioneered in American and
was selling like crazy over there. If it was good enough for
America, Sega reasoned, then the idea should work equally well in
Japan.
The rise and fall of
the home videogame market
_box.jpg) The early 1980s also found Sega involved
in a subgenre of the evolving videogame industry - the home consumer
market. These were the heady days for Nolan Bushnell's Atari, which
dominated both the arcade and home vidoegame industries, so it should come
as no surprise that Sega was approached to make ports of its popular
arcade games for Atari's home systems. This they subsequently did,
due largely in part to a new wrinkle in its business dealings. Gulf
and Western, which had by this time spun of 20% of Sega's U.S. holdings,
had by this time bought back all of its public shares of Sega stock and
subsequently sold the U.S. division to Bally Manufacturing. The
popular American videogame company was looking to enter the home cartridge
sweepstakes, and Sega seemed to be the perfect vehicle for doing just
that. Ports of popular Bally and Sega arcade titles were produced
for the dominant console at the time, the Atari VCS (i.e. the Atari 2600),
as well as its successor system the Atari 5200. It also produced
ports for several other popular consoles and computer systems of the day -
including the ColecoVision, the Mattel Intellivision, and the Commodore 64
personal computer. Soon enough, titles of such popular Sega arcade
favorites as Buck Rogers, Congo Bongo, and Star Trek
found their way in cartridge form to the homes of many an American
gamer.
Like all other players in the
market at that time, though, Sega was caught completely off guard by the
"great crash" of 1983. Over in America, the videogame market
imploded of its own weight largely due to the heavy-handed behavior of a
profit-hungry Atari. This caused a market crash beginning at the
tail end of 1982 and continuing through 1983 whose effects would be felt
around the world. Sega's fortunes failed in the West along with many
other players in the videogame market at that time; however, things took
quite a different turn in Japan. Sega managed to survive in its home
country thanks to the intervention of its founder, David Rosen. Back
in 1979, he had bought a Japanese distribution company which had been
founded by a entepreneur named Hayao
Nakayama. After the videogame market
crashed, Rosen and Nakayama personally intervened to save Sega from
destruction. With the backing of Nakayama and a number of other
investors, they managed to buy the entire Japanese assets of the company
from Bally in March of 1984 for a mere US$38 million, along with the Sega
name. The newly revived Sega was then split into two major branches,
with Nakayama becoming the first president of Sega of Japan and Rosen
becoming the first president of Sega of America. Rosen also retained
his titular role as Sega CEO for the time being, thus reassuring investors
that the company would continue with business as usual once the smoke and
debris had been cleared, but eventually ceded the job to Nakayama and
focused his energies instead on propping up Sega of
America. According to Sega's
own public accounts, it was from this time that they learned a new lesson,
and one that they would learn well - never
stick with the same concept for too long, since every form of technology
has a limited life span. It also
marked would turn out to be something of a trend for Sega's corporate
mindset - when faced with abject failure of your product line, work the
problem and try not to make the same mistakes
again.
Sega's first
system
_box.jpg) In July of 1983, Sega produced the
SG-1000 - its very first home videogame console. It represented the company's first stab at
making and selling a home console of their own. It was first
released in Japan for ¥15,000 (US$125) and made it to the rest of Asia
shortly thereafter. Like its fellow consoles from that time, it was
a 4-bit system with 64K of RAM running at a "speedy" 1.2 MHz. It
came with one SJ-300 control pad. A second incarnation, the SG-1000
Mark II, or Sega Mark II for short, was introduced about a year later featured three
significant changes - a redesigned case, a detachable keyboard (model
SK-1000), and a beefier 2.3 MHz CPU. The Mark II model was intended
to serve primarily as a personal computer, with an optional keyboard and
printer, while the original Mark I was designed purely to play videgames
and nothing else. To that end, a BASIC programming cartridge was
developed and marketed for the Mark II system. Both versions were
distributed exclusively in Japan, although a few managed to squeeze out to
such export markets in Australia and New Zealand at ridiculously high
prices - even for that time. Both systems supported software loading
via cartridges, but the Mark II model also permitted users to load
software from tape as well. The Mark II was also the first to
introduce the Sega 4-bit Game
Card, which were essentially smaller
cartridges and could be played on either console model by means of the
special Card Catcher module.
It was unfortunate for Sega that they
brought the SG-1000 product line to market when they did. The market
crash of 1983 combined with the advent of the Commodore 64 - the most
powerful and popular 8-bit computer of its day - pretty much ruined any
chance Sega had of marketing the SG-1000 Mark II as a personal computer
outside of Japan. While it did quite well in its home country, the
collapse of the American videogame market meant that the SG-1000 would
never saw the light of day in the West - save as a pricey export in such
out-of-the-way places as Australia and South Africa. It was no
surprise that Sega instead quickly move on to an 8-bit product line as its
primary focus until it could come up with something else. For the
next three years, all new software and what few hardware accessories Sega
released were designed exclusively for the 8-bit product line. The
original SG-1000s quickly faded away into obscurity, save for the last of
them (an 8-bitter, by the way), and were rarely heard from again after
that. All of their accessories and software library would eventually
be absorbed into the new product line. Sega would continue to offer
belated support for the older SG-1000 consoles, but mostly as a matter of
corporate honor. Only 100 or so titles would ever be made for the
4-bit SG-1000 hardware, and a fair number of those would be produced long
after the system itself had faded into official obscurity. Most of
the software and add-on hardware developed for the system in later years
would be by hobbyists and what few third parties remained dedicated to the
system.
The penultimate
configuration
.jpg) Not long after the SG-1000 product
line was first introduced, Sega integrated the planned SG-1000 Mark II and
its optional keyboard into a single housing. Redubbed the
SC-3000, or
CSC-3000 according to some accounts, the new system was released in
November 1983 for an initial asking price of ¥29,800 (US$250). It
marked what would be the first iteration of Sega's 8-bit product
line. Sega's marketing plans for the SC-3000 were rather
straightforward. If you wanted a dedidcated gaming system, you would
buy a SG-1000. If you wanted something more, you would buy an
SC-3000. It was of course compatible with all SG-1000 hardware and
software, and even worked with the SG-1000's "card catcher" adapter for
the small Sega Game Cards. Officially, the SC-3000 was available in
three flavors - white with tactile keyboard (Japan), black with tactile
keyboard (export), and black with standard keyboard and extra memory
(SC-3000H, all markets). A redesigned, smaller SJ-300 control stick
was provided with each and every SC-3000 sold. An add-on expansion
unit, the SF-7000, added such personal computer essentials as a 3" floppy
disk drive (similar to that used in other Japanese systems), a parallel
printer port, and additional system memory. Here is a complete
rundown of the SC-3000 system specs.
 
|
Component |
Description |
|
Processors |
-
Zilog Z-80A NEC D780C-1 CPU (Zilog Z80 clone) running at 3.58
MHz - Texas Instruments SN-76596 PCM audio
processor (6 channel sound) |
|
Graphics |
-
Texas Instruments TMS9929A VDP - 16K
VRAM - 16-color palette with 16 intensities
each (64 colors from a 256-color palette)
-
Support for both 256x220 (SG-1000) and 256x192 (SC-3000) display
modes - 40x25 character text display
mode - Custom video out connector for color
composite monitors - Built-in RF
adapter for direct TV connection |
|
Memory |
-
18K system ROM - 32K RAM
(48K in SC-3000H) - 64K total
system (96K in SC-3000H) |
|
Connection |
-
One expansion slot - Cartridge
port - SR-1000 tape drive
port - Dual joystick
ports - Commodore-style A/V and serial device
ports |
|
Storage |
-
SG-1000 compatible cartridge port (Game Card "card catcher"
optional) - Standard audio cassettes (using
SR-1000) - 3" floppy disk drive
(optional) |
One should
note that system memory was upped in the SC-3000H from 32 to 48K.
That was because using Sega's BASIC 3 cartridge for programming left only
515 bytes free in the original SC-3000! The extra memory in the
SC-3000H was included to get around this limitation but did not come
cheaply - the original asking price was ¥33,800 (US$300), or about US$50
more for the privilige of having the additional 16K of system
RAM.
Not many folks remember the Sega
SC-3000 nowadays because it died a rather swift death in its home
country. It was not fully compatible
with the new MSX standard for personal computers, and the emergence of these
systems marked the doom of the SC-3000. In comparison, MSX comptuers
were more powerful and far less expensive than the SC-3000, so many a
prospective Japanese buyer (like their counterparts around the world) let
their pocketbooks govern their thinking. The SC-3000 quickly faded
away into obscurity, with the Sega Mark II replacing it as the company's
mainstay system in the computer videogame market. Nevertheless, you
are well advised to remember the specifications for the Sega SC-3000
personal computer. They are going to bear an uncanny resemblance to
the next Sega system we come across in our journey.
Fortunately for Sega, though, as well as
the other players in the videogame industry, the hard times were not to
last. Change was on the way, fresh ideas and new innovations were
already in the wind, and the price of hardware was dropping. Cheap
DRAM came into abundant supply by 1984, thus making available one of the
primary ingredients for the next generation of home videogame
consoles. Sega was ready, willing and able to join the industry's
second generation despite its earlier failures, and work soon began on
what would become the company's first 8-bit home system. It would be
one that would incorporate ideas new and old, would bank on Sega's
existing experience, would play ports of popular Sega arcade titles, and
would pit it against a foe from its own country with which it had first
rubbed shoulders back in the boom days of the arcade videogame
industry. It would be the start of a sometimes genteel, sometimes
bitter, but always entertaining rivalry that would last though the years
up to this day. It would take Sega three years before they would
re-enter the U.S. home videogame market with another product line - but
once they did, they never looked back.
*
*
*
*
*
*
*
SG-1000/SC-3000
Factoids
- There are a number of 4-bit and 8-bit
clones of Sega's SG-1000 console hardware. Most are dedicated
SG-1000 clones, but at least one is actually a multiple-format machine
and support games produced for another system. These include the
following:
- Dyna
2-in-1 (Telegames, 1983 - Japan,
supports both SG-1000 and ColecoVision games)
-
Othello Multivision FG-1000 and
FG-2000 (Tsudaka, 1983 - Japan, both
originally selling for ¥19800) -
Pioneer TV Video Game Pack
SD-G5 (Pioneer, 1983 -
Japan) - Telegames
Personal Arcade (Telegames, 1983 - U.S.
version of the Dyna 2-in-1) - The Sega Card
Catcher was a special accessory module
that plugged into the unit's cartridge port. It allowed SG-1000
owners to play games released on the smaller and cheaper Sega Game
Cards. It was later integrated directly into the hardware as part
of Sega's 8-bit product line.
- The
only version of the SG-1000 product line that did not provide support
for the optional SK-1000 keyboard was the original SG-1000 Mark
I.
- The
issue of the SC-3000's rather limited RAM resources became such a
problem for Sega that they eventually issued a standalone 16K RAM
expansion module for it.
- The
SF-7000 expansion unit was probably the ultimate in terms of accessories for the
SC-3000 personal computer. Like the expansion box for the Texas
Insturments TI-99/4A computer, it provided Sega's system with a lot of
hardware that was not built into the system. In Sega's case, this
included a Japanese standard 3" floppy disk drive, a Centronics parallel
port, and 16 of additional system RAM. Also like the TI-99/4A
expansion box, the SF-7000 was the single most expensive peripheral Sega
ever made for the SC-3000. Its initial asking price of ¥79800
(US$830) meant that very few were ever sold.
- Both
the SG-1000 and SC-3000 was exported to Australia and New Zealand, where
it was marketed by Grandstand Leisure Ltd. under license to Sega from
1984 to 1986. The Grandstand SC-3000 far outsold the SG-1000,
where it developed a loyal following similar to that enjoyed by the
Commodore 64 in other parts of the world. According to the Obscure
Pixels website, a number of market-specific tape-based applications
and games were produced. In addition, certain third-part SC-3000
peripherals, such as a lightpen and a speech synthesis unit, were
Australian and New Zealand market
exclusives. _______________________________
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2000.
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Press, 1999.
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Michael. "Sega SG-1000 and SC-3000." Obscure Pixels,
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