| Saving face
As the year 1998 came into view and the
video game console industry readied itself for the 128-bit nextgen wave of
systems, once proud Sega found itself looking up from the bottom of the
digital barrel. At the beginning of the decade, David Rosen's little
Japanese startup had not only ruled the roost in the U.S. video game
market but also enjoyed a worldwide reputation for programming
excellence. The end of the decade was a different story,
however. Rosen was long gone, having left in despair at the way his
Japanese business partners were running his company into the ground.
Sega's reputation had suffered greatly, tarnished by intransigent company
executives who had become caught in the same culture of corporate
arrogance that had practically destroyed Atari and humbled fellow rival
Nintendo not too many years before. Sega's customer base had long
since departed for greener pastures, save for the absolute diehards,
confused by a plethora of questionable Sega hardware and downright
incensed by the company's apparent arrogance. Sega had once had
aspirations of redefining the video game industry in its own image, but
now it was struggling just to stay alive, fighting a losing battle on a
quarterly basis just to keep its head above the waters of
bankruptcy.
_files/HW-Saturn(J).gif) _files/HW-32X(U).gif) _files/HW-SegaCD2(U).gif) _files/HW-Genny(U).gif) Sales of Sega
products had been trending downward since 1993, the year that Nintendo's
16-bit SNES finally pulled ahead of the aging Genesis in overall console
sales. It was not that Sega had not tried; it was that the public
either did not want or did not care about Sega's attempts to field a
worthy successor to its venerable Genesis. Instead of
capitalizing on the success of the Genesis as it should have, Sega instead
chose to squander its windfall on corporate posturing and overly
complicated hardware. 1992 saw the release of Sega CD, a console
that by any reasonable assessment was too far ahead of its time to ever
become a success. It never did, and its failure was a big reason why
Sega's sales began their downward trend the following year. 1994 saw
the sudden rise and subsequent swift fall of the Sega 32X. It
probably should have never been released in the first place, given its
rushed development and absolute lack of software worthy of the hardware
for which it was intended. 1995 saw the launch of the Sega Saturn, a
console whose confused development and rushed production ensured its
inevitable failure at the hands of the Sony PlayStation. By 1996,
Sega's heir apparent to the Genesis was in no position to carry the load
intended for it, suffering as it did from a poor software base and lack of
support on all fronts. Saturn would cost Sega approximately US$1.06
billion over five years (1993-1998, and there was no way that Sega's other
more profitable divisions could offset those kind of losses. By
1997, the Sony PlayStation dominated the video game console market,
longtime rival Nintendo was playing strong second with its N64, and
onetime king Sega had been reduced to a distant and weak third. That
sam year Sega posted one of the largest single-year losses in the history
of the company at that time, and the US$389 million bath that Sega in 1997
was one largely of its own pouring. 1998 would see Sega suffer a
massive 21% drop in overall product sales and managing an even larger
single-year operating loss of US$450 million. The one-time dominant
force in the North American video game market was now little more than a
heavily indebted pauper, still struggling to live the life of Riley and
doing a rather poor job at that. There is an old adage that certain
members of Sega's top management seems to have taken to heart at this
time. "When you're at the bottom, the only way to look is
up."
_files/P-JFCecillion.gif) _files/P-BernieStolar.jpg) _files/P-ShoichiroIrimajiri.jpg) _files/P-HayaoNakayama.gif) After he began to assert direct control
over the company's affairs in 1997, Sega chairman Isao Okawa moved
decisively to rescue Sega from the sad shape it was in. He was
firmly convinced that if Sega was ever to have a chance to survive as a
major player in the video game console market, then it was going to have
to make drastic changes in the way it was doing business. Okawa, a
veteran of Japan's post-World War II economic reconstruction, knew what
had to be done in troublesome times and was not afraid to act once he had
made up his mind. As a result of this, a massive shake-up of top
echelon Sega personnel took place. Okawa worked to clear Sega's top
ranks as best he could of the bad managment that had been the chief cause
of Sega's internal woes. Fifteen of Sega's twenty-five corporate
directors were either fired outright or encouraged to leave via voluntary
resignations. Hayao Nakayama, the aging CEO of Sega and one of the
company's original founders, was uncerimoniously booted out of the picture
and replaced by his subordinate, Shoichiro Irimajiri. The ex-Honda
executive and former Formula One race car engine designer was now thrust
into the unwelcome role of reinvigorating Sega and providing it with a new
sence of purpose and direction. As for Sega of America's Bernie
Stolar, the former Sony pitchman was placed in sole charge of Sega's
flagging North American fortunes. Sega of Europe also saw a
management shakeup at this time, with the charismatic J.F. Cecilion
assuming the helm over in the Old World. Many of the new people that
Okawa brought into Sega's corporate ranks at this time were from outside
Sega's rather close-knit ranks. This was a deliberate choice on
Okawa's part; he felt it was high time for Sega to get some new ideas from
new people and hopefully regain something of its lost vision of old.
"It seems that Sega wants some fresh perspective on the business," noted
NextGen magazine's Markus Webb. Okawa's personnel shakeups
would countinue through the remainder of the year and well into the first
half of 1998. In analyzing its
recent failures and subsequent fall from grace within the video game
console industry, Sega's new leadership team reached the following
conclusions concerning the collapse of Sega's
fortunes:
Lack of a good development
environment: The chief complaint about Sega CD was that it
came too early for its full potential to be tapped. The chief
complaint about the 32X was that its full potential was never
tapped. The chief complaint about the Saturn was that its full
potential was too difficult to tap. The common cause of these
complaints was the lack of a good development environment early
on. The software development kits (SDKs) for Sega CD were late in
arriving from Japan, which was one of the major contributing factors
towards the lack of a good software base, which also in part explained
with the Sega CD software library wound up being as lousy as it
was. The SDKs for the 32X shipped the same day as the Saturn SDKs,
so developers naturally gravitated towards what looked to be the more
powerful, more long-term, more marketable console. As for the
Saturn, Sony's SDK for the PlayStation made the creation of software so
much easier than did Sega's Saturn SDK that the choice between the two
was a no-brainer. Sega may have (and still did) enjoy a reputation
as one of the best video game creators in the business, but the software
development environment it wound up creating for its Genesis successor
consoles left a lot to be desired. Okawa and his management team
resolved that Sega's newest console, already in the develoment pipeline,
would have one of the most sophisticated yet user-friendly development
environments ever brought about for a Sega video game
system.
Lack of third-party support.
The presence of a poor development environment for its Genesis successor
consoles was perhaps the major cause behind the lost of third-party
support for Sega's later systems. This in turn wound up being yet
another major factor behind Sega's failing fortunes in the video game
marketplace. One of the first things that rival Sony had done with
the PlayStation was to line up major third-party support long before it
launched the system. The way Sony sold the PlayStation to them, as
opposed to the way this had been done by other vendors in the past, was
threefold. First, it worked the third parties long before launch
time to perk their interest in the new console. Second, it placed
into their hands console SDKs with lots of easy-to-use tools for
software development. Third, it provided them whatever support
they needed whenever they needed it. Sony's battle plan was a
mixture of all the successful techinques it had seen other vendors use
in the past, including Sega itself. The key difference was the
timing. Instead of asking Muhammed to come to the mountain, Sony
brought the mountain to Muhammed. Instead of building the system
and inviting the third parties in afterward to do what they could with
it, Sony in effect brought in the third parties as early in the console
creation process as it could. This practically guaranteed that the
PlayStation launched with a bigger and broader software base than Sega
could have ever hoped to have had with the Saturn. Bringing in the
third parties as early as possible was a major change in mindset for the
video game console industry. It was also one which Okawa and his
team knew Sega would have to successfully duplicate in order for Sega's
next console to succeed.
Lack of superior marketing
techniques. To quote NextGen magazine, "Sega never
expected that an outsider would have so swiftly demolished its
preeminence in the video game industry, but armed with a powerful
machine, Sony did just that. [It] pulled the rug from under its
rival's feet, redefining how a console could - and should - be
marketed." Sony had been in the software development business for
its rivals for years, and had time to study and analyze the sucesses and
failures of the marketing techniques of both Sega and Nintendo. It
managed to successfuly combine parts of Nintendo's inventory management
promotionals with the youthful brashness of the Sega scream, melding
them together into a multimillion dollar advertising campaign that wound
up pushing far more consoles that its rivals dared to hope. There
was also another factor at play here, one that Sega knew all too
well: it had turned its back on the Sega scream. This
beloved ad campaign had defined Sega to its audience during its Genesis
glory days, and its abandonment had been one of the major factors in the
erosion of support among Sega's once-loyal user base. Okawa and
his team knew they had a twofold responsibility in pitching their newest
console. First, it had to create an ad campaign following the new
parameters Sony had recently defined in order to promote the system
launch to the general gaming public. Second, it had to bring back
Sega's rebellious advertising image of old as fast as possible in order
to win back the support of as many of its die-hard loyalists as it
could. Sega's new leadership
team was not about to let Sega echo the mistakes of the past. The
Sega of 1998 knew that the Sega that had existed from 1992 to 1997 had
screwed up big time. In so doing, the Sega of days past had almost
taken the company down with them. Okawa and his team were not about
to let Sega continue this sad legacy if it could help it. Shoichiro
Irimajiri, the new Sega CEO, was rather blunt about the situation in an
interview he gave to NextGen magazine, saying, "In the past, I
think that Sega has maybe been arrogant." The editors at
NextGen magazine put it this way: "Unlike the Sega of 1995,
which refused to admit that anything was wrong, the Sega of 1998 is
composed of an entirely new team, one that recognizes the mistakes of its
past and is determined not to repeat them. Can the company come
back? That will be decided by the marketplace, but the initial plans
and efforts seem promising." Eclipse ... Dural ... Black Belt ...
Katana .... These and other names for a new and more powerful Sega
console had been floating around the videogaming scene for almost as long
as the Saturn's failure had become apparent. Even so, few people
were taking them seriously. "Sega's washed up," was the word on the
street. "They're gonna make the same mistakes as before, screw up
just as bad as before, and fall just as flat on their face as
before. You just watch. They'll work up a new system, then
turn right around and abandon it before it can do anything, just like they
did with the 32X. They'll stab us in the back with an expensive
console and keep almost all the good games in Japan, just like they did
with the Saturn. We won't be fooled again. We're sticking with
the PlayStation until Sega proves it's serious." This is just a
general representation, but you can at least get some idea of just how far
Sega's reputation had sank with the gaming public. Deep down,
almost all of them wanted the new and cool Sega games that would come with
a new and more powerful console. The only drawback was the
console itself, especially if it was going to be another Sega
effort. Was Sega going to get serious this time and release a
real console with real support, or was it just going to be
another infamous Sega flash in the pan? It was going to take a lot
of work on Sega's part to regain its lost reputation among gamers, and it
was going to take one helluva console for consumers to bring Sega back
into their homes again.
The revolutionary and short-lived video
game console known as the Sega Dreamcast was the product of the
final act in this troubled period in Sega's history. It represented
Sega's last desperate bid to remain a major player in the console
wars. This was a fight that Sega had been steadily losing since
1994, when Nintendo briefly regained its number one position in the market
prior to Sony's arrival. The fact that Sega had three failed console
efforts in a role didn't help matters any, either. Couple that with
classic Sega mismanagement, the increasing inability of its revenues in
other venues to cover its mounting console division losses, and a growing
public lack of trust in Sega's assurances, and you can begin to understand
why Sega was willing to take this gamble. It was over US$1 billion
in the hole, so Sega had to start making money however it could, any way
it could, or go belly up. Dreamcast, which was already in the
development pipeline, was Sega's last desperate throw of the dice.
Sega had to take its chances with Dreamcast because it simply had no other
choice. It was do or die time for Sega, and Dreamcast would be the
product upon which Sega's future would balance. If Dreamcast was
even a modest success, then Sega would rally and in time go back to
business as usual as one of the video game industry's major players.
If not, well ... it would depend on how things went. All eyes within
and without Sega were on Dreamcast as Sega's latest and greatest console
was made ready for the starting gate. All Sega could do now was
deliver the goods ... and pray.
128
bits - the new nextgen wave
Hideki Sato and his engineering teams had
already began looking at a new Sega console as early as 1996, once it
became clear that Saturn had failed to catch on with the public. The
clean, simple design they came up with might have come straight from the
32-bit console proposal Tom Kalinske and company had fielded back in
1994: a single-processor design utilizing the best graphics and
sound chipsets to be had at the time. This was because Sato and his
fellow engineers were deliberately designing Saturn's successor to be
everything that Saturn was not: user-friendly, programmer friendly,
market friendly, and reasonably affordable by the averager consumer.
As it just so happened, Sega was in a perfect position to lead the next
generation of video game consoles with its own. None of their
current or potential rivals would be able to field a comparable system for
at least a year after Sega's new console had debuted. To have that
much guaranteed lead time over the competition allowed Sato and his team
to make sure that they "got it right" this time. Given Sega's
limited financial resouces, there would be no second
chance.
A lot of changes had taken place in the
computer and electronics industry since Saturn had bolted out of the
starting gate. The exponential increases in graphics processing
technology, spearheaded by the friendly rivalry between 3Dfx and nVidia,
had resulted in high-speed 128-bit 3D graphics processors that could
generate the kinds of high-res, high-color, high-texture, photo-quality
images previously reserved for movies and video demonstations. The
processor speed war between Intel and former partner AMD had pushed the
top speed of CPU technology up to 200 MHz and promised to go even higher
in the near future. Advances in sound technology spearheaded by
Creative Labs, Ensoniq, and Yamaha was bringing theater-quality
surround-sound stereo home to the average personal computer user.
Once again, the console industry was lagging behind the personal computer
and video arcade industry in terms of hardware. Once again, it
was time for "the nextgen wave." This time, it would be based on
128-bit processing technology, and once again, stuff that had previously
been reserved for the arcade and the computer geeks was about to find its
way into a console near you. Sega, by luck of the draw, would be the
leading the pack with Dreamcast. It didn't really matter what Sega
fielded, because whatever it was would automatically become the benchmark
by which the rest of the 128-bit (and 256-bit) generation of consoles
would be measured. Sega could either rise to the challenge with
what resources remained to it, or pass on the opportunity and possibly
never get such a chance again. Sato and company were going to make
sure that Sega's once-legendary technical prowess would meet that
challenge. In so doing, the Sega Dreamcast would make the 128-bit
console standard a high one to meet. In developing the hardware behind the
Dreamcast, Sega lined up four major players in the computer
industry. NEC, the well-known Japanese computer giant and onetime
friendly rival back in the Genesis days, won the contract to come up with
the console's 128-bit chipset. Hitachi, another famous Japanese
electronics powerhouse, was again tapped by Sega to provide the new
console's CPU with its brand-new 200 MHz SH-4 processor. Yamaha,
whose excellent reputation in the music industry spoke for itself, wound
up with the twin jobs of providing both the console's 64-bit 3D stereo
sound system and a customized CD-ROM based delivery system. Finally,
none other than Microsoft itself was approached (and willingly accepted)
the task of providing an alternate programming environment to Sega's own
with its industry-standard DirectX APIs.
Microsoft's involvment with the
development of the Dreamcast hardware is important to note at this
point. Both Sega and Microsoft had already worked together on joint
projects, such as the porting of popular Saturn titles to the then-new
Windows 95 operating system. Sega executives were willing to
bend over backwards in providing a programming environment as friendly as
possible to third-party development. It was a lesson that Sega had
learned at Sony's hands back in the bad ol' Saturn days, so it moved as
swiftly as it could to make such an environment possible. The rapid
acceptance of Microsoft's DirectX as a standard within the personal
computer gaming industry seemed to Sega to be the most reasonable approach
to adopt. In addition to its own proprietary SDK, Sega had Microsoft
come up with a customized version of Windows CE for Dreamcast as an
alternate development environment. WinCE was a stripped down
version of Windows geared specifically for small computer systems,
such as pocket and palm devices, so its small size would work fairly well
in a dedicated video game system such as Dreamcast. The only major
change, and it would prove to be a significant one, was the inclusion of
the DirectX graphical programming environment from the full-blown version
of Windows. This opened up a whole new world of development
possibilities for Dreamcast and immediately caught the eye of the
third-party community, just as Sega hoped it would. While Sega's
proprietary APIs were faster and made the most of the hardware,
Microsoft's DirectX was already well-known to the industry and therefore
easier to program. It also made for easy porting of existing
software titles to the new platform, and a number of vendors began making
such plans even before the console was officially launched.
Meanwhile, Microsoft also took note of the rapid acceptance of DirectX
among the console gaming community and filed this fact away for future
reference.
One of the most unusual aspects of Sega's
newest console to be addressed was the issue of removeable memory
cards. The idea was not new to Sega (remember the Sega CD Backup RAM
Cart and the prized Saturn memory expansion modules?), but once again Sony
had taken the lead with its compact PlayStation memory cards. Sega's
engineers seized upon the concept and took it one step farther.
Instead of making Dreamcast's removeable memory cards just a place to dump
game save files, Sato and company designed them to be standalone
accessories. The Dreamcast Virtual Memory Unit (VMU) could be used
for more than just a removeable RAM cart; it had its own built-in LCD
display and controls and was also designed with interlink capability with
both the console and other VMUs. The potential possibilities were
not missed by the video game industry. To quote EGM on the
subject:
You can save games on them. You can download mini-games on
them .... You can push them together and pass information back and
forth on them. You can use the screen to do secret stuff in
games. You can use them as a calendar and a clock. [The VMU
is p]ossibly the most versatile peripheral for a games system ever made
... and we bet Sony and Nintendo are kicking themselves because they
didn't think of it first. Perhaps the most important piece of
hardware that was to be included with Dreamcast was an internal high-speed
modem for Internet access. This was done at the insistence of none
other than Okawa himself. He believed strongly in the power of the
burgeoning Internet and felt now was the right time to invest in its
future promise. It was not Sega's first Internet effort for a
console; however, Saturn's NetLink had proven to be little more than an
expensive test bed for the concept. By making the modem part of the
Dreamcast itself instead of an expensive accessory, Okawa was enabling
Sega to set yet another standard for the rest of the industry to
follow. How it would play remained to be seen, but the promise of
online console gaming cause more than a few heads to turn and look Sega's
way that had not been looking before.
_files/HW-NUONSamsung(J).jpg) _files/HW-Indrema(U).jpg) There were currently four
other systems in the making by Sega's rivals waiting to pass the Dreamcast
bar. Sony was already in the process of developing a successor to
the PlayStation, and once again Ken Kuratagi and his team were in charge
of making Sony's newest console. It would not hit the market until
about a year after Sega released the Dreamcast, but Sony had something
Sega did not: an excellent reputation with the public and large cash
reserves for the inevitable pre-launch market push. Nintendo was
farther behind with its own effort, being some two years out, and at this
point not even the name of its new console had been decided. The
other two, Project X (i.e. NUON) and the Linux-based Indrema deserve lip
service even if they were no serious threat for the simple fact that at
least some effort was being made to break the console industry out of its
traditional confines and move it into previously unexplored
territory. Perhaps the best observation
about this state of affairs came from SegaWeb's Sheriden Hortness:
"The one thing that everybody seems to have overlooked in this whole DC
vs. PSX2 ... debate is the fact that Sega started this round of the war
and the gamers of the world should thank them for it .... In effect,
Sega forced the industry to take a huge step forward." That debate
was about to come into play in the most profitable video game market in
the world, where the stakes were highest and the gamble the biggest.
This was Sega's last throw at playing with the big boys in the home
console market. It had to do well, somehow, someway, because too
many other competitors were now lining up behind them, readying themselves
for their turn to catch the 128-bit nextgen wave. There would never
be another chance, not with a market opportunity as wide open as this
one. Sega simply had no choice. Dreamcast had to succeed, or
else.
Dreamcast did not come cheaply for
Sega. Making sure that it had the right system at the right time
to catch the 128-bit generation - the video game market's latest "nextgen
wave" - cost Sega dearly. Remember, Sega was suffering from the
reputation of putting out one underpowered or overly complicated system
after another, abandoning them almost as soon as the bad reviews began to
roll in. Not so this time, if Sega CEO Shoichiro Irimajiri had
anything to say about it. According to an interview that he gave to
NextGen magazine, Sega spent almost US$600 million in pre-launch
research and development in order to make sure that Dreamcast was done
right - the way that it needed to be and the way that the market wanted it
to be. To use Irimajiri's own numbers, between US$50 and 80 million
was spent on hardware development, US$150 to 200 million on software
development, and an additional US$100 million per venue for each of Sega's
three major distribution markets (Japan, the U.S., and Europe) in
advertising and promotion. "When I was involved in the auto
industry," Irimajiri laughed, "to launch a new car it cost US$600 million,
the same as to launch this tiny machine!"
Given the fact that Sega was over US$1
billion in the hole at this point, it may seem absurd to the uninformed
that Sega was out spending money it didn't have on a system that might not
even succeed. It was a big gamble, perhaps the biggest in Sega's
long and storied history, but Isao Okawa's convictions remained
unshaken. He authorized the expense knowing full well just how
precarious Sega's position now was in the market. He also knew that
Sega would eventually have to get out of the console hardware business
altogether, because it was simply too expensive for a company with limited
resources like Sega to keep going. Nevertheless, Okawa did not
want Sega to have to bail with the stink of Saturn on its back.
It was going to cost money that Sega did not have, putting his beloved
company further in the hole, but it was now a matter of honor for
Okawa. Remember, Japanese businessmen such as Isao Okawa place a
great amount of value in the concept of honor, and Okawa still believe
that Sega was and always would be an honorable company. Dreamcast
would mean many things to many people, but perhaps most importantly it
gave Sega the perfect opportunity to rebuild its long-lost reputation with
the gaming public. If presented properly and managed carefullly, the
name of Sega would once again shine in the positive light that it had
enjoyed mere years before. There was also the outside chance,
however remote, that Sega might actually pull some some kind of profit on
the Dreamcast gamble. Okawa was no stranger to market gambles;
however, the Sega Dreamcast would prove to be one of the biggest of his
life.
Up from
the depths
On 12 March 1997, stories appeared on
several Internet sites that Sega was working on a 64-bit upgrade module,
code-named Eclipse, for its ailing Saturn. At the end of the month,
on 31 March 1997, the story changed. Instead of a mere upgrade, Sega
was in fact designing a whole new console. While details were
extremely sketchy, it became known on 28 June 1997 that Sega had two
different design specs ready for final consideration for its newest
console. These were code-named Black Belt and
Dural. The two specs were practically identical save in the
processor departments, and just happened to match well with the specs for
Sega's newest arcade board, code-named NAOMI. It seemed that
Sega had found its way around the cost part of the console by once again
basing it on its arcade technology. Identical hardware,
straightfoward ports. Sega fans were excited, because they hadn't
seen anything like this out of Sega since the glory days of the
Genesis. A lot of gamers and industry watchers began speculating as
to which of the two competing console desgins would be chosen for the
final design. In an eerie parallel
to the preproduction days of the Saturn, Sega had once again found itself
with two competing designs for its newest video game console. This
time, however, instead of backing Sega of Japan's preferences and not
giving Sega of America's a chance, Okawa ordered that full-blown working
prototypes of both designs were to be fabbed for better
evaluation. He wanted the best bang for his buck, even if it meant
going with hardware that had not yet had time to prove its market staying
power. As might be expected, Sega of Japan backed one and Sega of
America backed the other. Sega of Europe sat on the sidelines and
watched, but secretly it also leaned toward Sega of America's favored
system. Who wanted what design, and what made that design
unique?
- Black Belt (Sega of America): IBM/Motorola PowerPC
603e CPU, 3Dfx Voodoo2 graphics chipset
- Katana (Sega of Japan): Hitachi SH-4 CPU,
NEC/Videologic PowerVR2 graphics chipset
Note that both systems were built around 128-bit RISC CPUs from
the start. The PowerPC had already proven itself with the newest
generation of Apple Macintosh personal computers, whereas the SH-4 was a
natural (and unproven) extention of technology with which Sega's tech
teams was already familiar. 3Dfx's Voodoo2 was at that time the
industry standard for 3D video on personal computers; however, the company
was losing the battle with rival nVidia for that very market and needed to
broaden its customer base. NEC's PowerVR2 might not have been as
popular as 3Dfx's Voodoo2, however it was well known in the industry and
was just as capable of bearing the high-end 3D processing burden as its
upstart rival. Some hard choices were going to have to be made, so
Sega began its official evaluation of both designs as soon as the
prototypes were functional. By summer, it had finalized the design
of the console. By fall, Sega was ready to
proceed.
Sega's successor to the Saturn, still
unnamed at this point, was offically anounced to the public on 8 September
1997, with official specs coming about a week later. Sega had gone
with the Katana design, but with one significant difference. The
production model would have 16 MB of video RAM instead of the 8 MB in the
Katana prototype. This change would permit greater renedering
capabilities and texture storage, thus making for a video graphics suite
as powerful as the best personal computer of the day had to offer.
Other than that, the differences between Sega's newest console and the
Saturn were mind-numbing. Its 200 MHz Hitachi SH-4 CPU meant that it
had over 10 times the processing capability of Saturn, parallel processing
notwithstanding. Its 128-bit PowerVR2 graphics processor could
render a practical limit of about 3 million polygons on screen per second,
which was a thousandfold increase over the Saturn. In comparison, Saturn
had a theoretical limit of 500,000 with its twin 32-bit VDPs, but system
limitations constrained it to a practical limit of about 3 thousand polys
per second. Only a blind fool could not take notice of what Sega was
planning for its new system, and many within the industry were quietly
pleased at Sega's plans.
First
blood
Sega of America was not happy that Okawa
and senior Sega management had chosen to go with the Katana design.
Their work on Black Belt had reached such an advanced stage that they were
already in the process of selecting and awarding production
contracts. Many of its members felt deceived once again by what they
considered to be an about-face on the Japanese side of the company, having
been assured time and again that this time Sega of America would have a
far greater say in affairs than it had before. Almost all of the
Black Belt development team quit in disgust and moved on to other fields
of endeavor. That should have ended the matter then and there;
however, it did not. Before Sega was ever able to gear up Dreamcast
for production, it had to deal with a sudden and unexpected legal batle
over the way that the console was designed. This went largely
unnoticed saved by industry watchers and insiders; however, it would
eventually prove to be a major headache for Sega and would significally
impact the company's already strained resources for some months to
come.
On 17 July 1997, the industry trade
magazine Microprocessor Report was the first to break the news that
Sega was planning to use the NEC/Videologic PowerVR2 as the graphics
processor for its new video game console. Word on the street had it
that Sega of Japan had been highly vocal in objecting to the use of 3Dfx's
Voodoo2, claiming that it was "unproven technology" and that continued
work with it was "a waste of time." The story caught everybody by
surprise - including 3Dfx, which had in its possession a contract drawn up
by Sega authorizing it to provide the graphics chipset for Sega's newest
console. They wasted little time in reminding Sega of its
existence. On 21 July 1997, in a carefully worded press statement,
3Dfx said that Sega had "... a contractural oblication to 3Dfx Interactive
to utilize the company's Voodoo graphics technology as the graphics engine
for its next consumer gaming platform. Should they choose to
introduce a product that does not utilize this technology, 3Dfx believes
that the terms of the contract entitle it to commensurate damages."
The following day, Sega officially broke all ties with 3Dfx and publically
renounced any plan to use Voodoo technology in any Sega hardware
product. Approximately six weeks later, on 2 September 1997, 3Dfx
filed a multimillion dollar breach-of-contract lawsuit against Sega.
On 27 October 1997, 3Dfx expanded its suit to include both NEC and
Videologic, makers of the PowerVR2 that Sega had chosen over 3Dfx's
Voodoo. The 3Dfx vs.
Sega took about a year to wind its way through the torturous twists
and turns of the American legal system before it resurfaced in the news,
but by then it was all over. On 4 August 1998, Sega and 3Dfx agreed
to settle the suit out of court. While the exact terms of the
agreement remain undisclosed, it was later reported by the BBC that Sega
had agreed to pay 3Dfx approximately US$10.5 million in exchange for
dropping the suit and setting aside all claims for punitive damages.
That figure tallies roughly with the amout of money 3Dfx claimed that Sega
owed it as part of their original contract. It may seem like a small
amount, but it was US$10.5 million wasted on a court battle that should
have never taken place - funds that could have been better spent
elsewhere.
To DVD
or not DVD?
So where could have Sega spent an extra
US$10.5 million in Dreamcast development? Probably on the one
feature of the system that users were anticipating the most: the
inclusion of a DVD-ROM drive for playing high-capacity discs and DVD
movies.
On 5 February 1998, it was reported by
several sources claiming inside information that Sega had decided against
including a DVD-ROM drive as a standard feature of the Dreamcast.
Instead, Sega had opted to develop its own proprietary 1 GB disc format
based on time-tested standard CD-ROM technology. The news was a cold
douche to gamers worldwide, who had been speculating for months that,
given all of its other firsts, Dreamcast would also end up being the
industry's first DVD-capable video game console. The two major
reasons cited by these anonymous inside sources were the high cost of
DVD-ROM technology and no pressing need for such large amounts of storage
capability (about 3-4 GB per DVD-ROM, depending on the format employed) in
a market where the majority of games didn't fill a stock 650 MB
CD-ROM. Sega's proprietary technology, dubbed GD-ROM, was
significantly cheaper than DVD-ROM to use, and the extra 350 MB of storage
would be that much more incentive for software developers to tap
Dreamcast's deep resources. Besides, having your own proprietary
format is one of the simplest and most effective copy-protection measures
around, and Sega hoped that GD-ROM would keep the software pirates at bay
long enough for them to turn a profit. Sega would have preferred
DVD-ROM, which at that time would have been the ultimate proprietary
format due to the special discs required, but then again there was that
nagging issue of the cost involved.
The possibility of a DVD-capable
Dreamcast wound up being one of the most contested issues about the
console. It was debated from the moment the console was announced in
1997 well into the summer of 2000, over a year after having first hit the
market. Sega's Charles Bellfield said flat out on 15 March 2000 that
Dreamcast never had DVD and never would. Even so, just two months
later on 13 May 2000 at the annual E3 consumer electronics show, Sega
displayed an upgraded Dreamcast mockup with DVD capability. The rest
of the industry seemed impressed, yet Sega itself sounded strangely
uncommitted to the idea. To quote Sega of America's Peter
Moore:
To me, if the DVD format allows better gaming, then it’s a
rational reason that it has got a place in gaming. If it's simply to
play DVD movies, then that's one that we would have a more difficult
time in the US to rationalize .... It's still not clear to me now
- it may clear up tomorrow - what DVD does for gaming. Obviously
you can pack more data to the disc, but other than that, we're pretty
committed to the GD-ROM format. In typical Sega
fashison, it subsequently backed away from the notion of a DVD-capable
Dreamcast and by the end of the summer had dumped the idea
altogether. Again, it was the issue of the cost involved that was
the chief concern, although by this time other market factors had crept
into the picture. The whole thing would up being a sore spot with
Sega fans, resurrecting memories of the bad days during the 1990s when
Sega had a nagging habit of making one broken promise after
another.
It wasn't that Sega didn't want a
DVD-equipped Dreamcast. It simply couldn't afford it, and it knew
full well it was making a major mistake in not including one with the
console. It had no choice; DVD-ROMs cost in the hundreds of dollars
apiece at the time and were still something of a pricey novelty. It
was a price that Sega simply could not afford to bear given its
cash-strapped resources. Sega's own Hideki Sato had this to say
about the DVD affair, as quoted from an inteview with EDGE magazine
published on January 1999:
We gave [DVD] up because it was still too expensive and the
development environment was a major problem. We needed to create
the authoring tools from scratch! So we searched for a new
cost-effective solution, and we came up with the
GD-ROM. Sato knew better than anybody at Sega that
DVD-ROM would be the wave of the future for large-capacity disc-based
delivery of video game software. He also knew that this time Sega
was in no position to ride the cutting edge and lead the industry in this
regard. It simply couldn't afford to blaze the trail for everybody
else to follow as it had done in the past with other technologies.
There was no money to spare in Sega's coffers. Sato knew, as did
everybody else at Sega, that they were taking a big market risk by not
including DVD with Dreamcast for the simple reason that it could have been
one of the console's biggest selling points. The market was there,
especially in Japan, for a cheap DVD player, and a reasonably priced video
game console that could play DVDs would sell itself in such an
environment. Sega simply couldn't afford it, the development environment
wasn't there, and there really wasn't any decent video game software yet
that required such vast amounts of storage (save for the odd RPG here and
there). It was another gamble that Sega took with Dreamcast solely
because it had no choice in the matter. In retrospect, though,
the failure to include DVD capability with Dreamcast may have been one of
the worst hardware mistakes Sega ever made.
Foot in
the door
On 20 October 1997, Sega of Japan gave a
private in-house demonstration to several software companies who had
expressed interest in developing for Sega's next video game console.
The console in question was the 128-bit Dural prototype system; the game
demonstrated for consideration was a workable port of Sega's first-ever
Model 3 arcade game, the highly regarded road racer Super GT (aka
Scud Race in Japan). Sega's visitors were reportedly
impressed by how well the arcade-quality port looked on the console.
The following day, Core Design became the first third-party vendor to
commit to Sega's newest console, and other notables such as Capcom,
GameArts, Namco would follow in the weeks and months to come. By
March of 1998, Sega managment had gathered enough interest in the new
console, now known as Katana, to justify the hiring of a significant
number of new personnel. Their services would be required once the
new system began the ramp-up process towards
production.
The very first piece
of software announced for Sega's new 128-bitter was Kenji Eno's D2,
originally intended for Matsushit's ill-fated 3DO M2 upgrade. Eno
made his announcement at the spring Tokyo Game Show on 20 March
1998. Up until this announcement, a fair number of vendors had
expressed interest in the system and several were rumored to have software
under develompent, but nothing had been officially announced. As
such, D2 gets credit for being the first official Dreamcast title
ever announced to the public. It had been hoped that Sega would also
officially unveil the system itself at the show, but this did not
happen. Instead, on April Fool's Day, Sega officiall unveiled its
NAOMI arcade hardware to the public. Almost identical to Sega's new
home video game console save in a few minor areas, it gave a news-thirsty
public some of the "hard stuff" on which to ponder as the new console was
readied for production. Everybody agreed that having nearly
identical home and arcade hardware was going to make the software porting
process dreadfully easy. In addition, NAOMI easily blew Sega's most
sophisticated piece of arcade hardware at the time, the venerable Model 3
board, clear out of the water in terms of processing power and graphics
capability. On 21 April 1998, Sega began shipping first-generation
Katana development kits to most of the major and minor third-party
software houses within the video game industry.
On 21 May 1998 during the Sega New
Challenge Conference, hosted by Sega CEO Shoichiro Irimajiri, Sega
offically unveiled its newest video game console to the public. The
design had been finalized into that which we know it by today and it now
had the official name of Dreamcast. Sega's explanation of the name
was that it "... symbolizes the universe and the infinite power of human
beings." Dreamcast now had an official Japanese release date of 20
November 1998, with some 120 software developers reportedly at work on
games for Sega's newest platform. Over 11,000 people showed up for
the event, and Irimajiri's polite handling of the event was a big hit with
the attendees. He clearly enjoyed himself during the event, fielding
a number of questions about Dreamcast and conducting several
interviews. The following comments by Irimajiri are reproduced from
his interview by NextGen magazine during this
event:
Most of the third
parties say they want to develop their lead titles for Dreamcast because
of the superiority of the hardware, and I think that gives us the upper
hand for one or two years. The most important thing is that before
PlayStation 2 comes out, we get a considerable share of the market and
generate enough momentum to carry it through ....
We have lost some credibility among our
Saturn users - even in Japan - because they have seen the PlayStation
become the dominant force [in the market]. To recapture them, we
have to convince them that Sega is serious about satisfying its
customers .... I have been saying
only one thing: think and look at things from the customer's
point-of-view. In the past, I think maybe Sega has been
arrogant. We decided to be far more open and listen to our
customers .... Online facilities
will be a mandatory requirement for all game development in the very
near future. At the same time, we know we can't make money from
the online gaming business, but we also know that everyone has to add
value by developing online gaming. I discussed this issue with
lots of top management people from the big publishers. They all
said that it would be hard to make a profit from online gaming over the
next few years, but they still have to explore the business
opportunities.... Sonic will remain as the major
character for Sega, but we also want to bring lots of new characters
forward, and that's one of the major
challenges.
The following day, a major executive representing
Sega's biggest technology partner in its latest console effort said that
"... Dreamcast will set a new standard for
entertainment ... and will achieve huge success in this industry."
That man was none other than Bill Gates, founder and CEO of
Microsoft.
Developing for Dreamcast proved to be
ridiculously easy, thanks to Sega's early insight on the SDK issue, and it
was not long before word began to spread about all kinds of high-caliber
software under development for the platform. Epic Games was reported
to have ported their hit shooter Unreal to Dreamcast within a few
weeks. Bizzare Creations threw together a playable, decent-looking
in-house Dreamcast game inside of a month. By September, Europe's
UbiSoft was already in the process of porting a number of its hit
Windows-based personal computer games to Dreamcast - including
Redline F1 Racer, Monaco Grand Prix 2, Speed Busters,
and Sub Culture. Other software houses took Sega's excellent
SDKs and began creating high-end original efforts on their own. The
news just kept getting better and better ... a perfect port of Tecmo's
newest fighting game, Dead or Alive 2 ... Project Berkeley,
a sprawling 3D RPG authored by none other than Sega's own Yu Suzuki ...
the new Phantasy Star game that Sega reportedly had in the works
... Resident Evil - CODE: Veronica, the latest installment in
Capcom's hit horror series (and slated to be a Dreamcast exclusive for its
debut) ... Yuji Naka's Sonic Adventure - the first
real Sonic game for a Sega platform since the glory
days of the Genesis ... Namco's latest sword fighter, Soul Calibur
... and for Japanese dating sim fanatics, no Sega plaform would be
complete without a new installment of Sakura
Taisen. Developers from
around the world praised the power of the Dreamcast. "The
Dreamcast hardware gives us all the features that we could ever want from
a gaming system," noted Bioware's Cameron Toffer, and it was an attitude
shared by many of his Western peers. His Eastern counterparts felt
the same way. "Switching to Dreamcast development will be our
biggest challenge," said Capcom's Noritaka Funamizu. "Up to now,
we've never been able to do what we really wanted to do because there's
always been some kind of hardware limitation ... we pushed [both the Super
Nintendo and the PlayStation] to [their] limit, but the Dreamcast is too
powerful - we'll never be able to do that."
Sega's strategy was working. Not only were the third parties accepting
Dreamcast, they were welcoming it with open arms. The time had come
to get Dreamcast out of the back room and onto the sales
floor.
The
Japanese launch
It was on 22 September 1998 that the
first delay in the Japanese launch date for Dreamcast was announced.
There were two reasons given by Sega for the delay. The first, and
most important to Sega fans, was that Yuji Naka and Sonic Team needed more
time to polish up Sonic Adventure for Dreamcast. The first
"real Sonic game" in ages promised to be (and was) one kick-ass game, so a
delay like this was understandable - so long as it didn't take too
long. The second reason, which tended to be glossed over at the
time, was that Sega needed more time to produce more consoles. It
was here, as events subsequently proved, wherein the real problem
lay.
_files/HW-Dreamcast(U).gif) On 20 October 1998, Sega of Japan started
accepting preorders for Dreamcast consoles. Two days later, in a
written letter to Japanese retailers, Sega CEO Shoichiro Irimajiri asked
them to stop. The reason given was that the retailers were wanting
to order far more consoles than Sega could make for them in time for the
launch. Some retailers had ordered as many as 600 units apiece,
which meant that over 100,000 units had been ordered by the time Irimajiri
pulled the plug. That seems like a rather small number of consoles
to make available, but then again this was Sega. Many observers both
East and West correctly surmised that the struggling video game company
was having production problems, and this was in fact the case. There
were two things slowing Dreamcast production: a dreadfully short
supply of PowerVR2DC graphics processors (NEC was having its own fabbing
problems with a brand new plant), and the extremly rigorous internal
quality control that Irimajiri was insisting for Dreamcast
production. 1 November 1998 came and went, significant for the fact
that it marked the beginning of Sega's official pre-launch Dreamcast
promotional blitz in Japan, and still the production issues wouldn't go
away. If anything, they got worse, and company executives began to
fear that they couldn't fill the orders they had on hand. Two days
later, on 3 November 1998, Sega began shaking up the Dreamcast software
release schedule, pushing titles back down the calendar. On 17
November, the schedule was revised yet again. On 19 November,
Irimajiri offered a formal apology for the production delays. The
following rough translation is taken from the Japanese gaming magazine
Famitsu Weekly:
To
everyone who went to the stores to buy a Dreamcast but could not, I
offer my most humble apologies. Thanks to you, the popularity of
the Dreamcast has reached the boiling point. [Because of this,]
all of our advance orders were filled more quickly than we had
anticipated. We [at Sega] are doing our best to produce many more
units, so please be paitent. On the side, Famitsu
noted that NEC's PowerVR production problems were so severe that Sega
would definitely miss its goal of having 1 million consoles ready to ship
by launch time. It also reported that NEC believed it would not be
until February 1999 until it could get the rest of the kinks out of the
fabbing process. 20 November 1998 came
... and went ... with nary a Dreamcast to be seen on Japanese store
shelves. Sega had delayed the launch a full week hoping to get as
many consoles produced as it could without further delay. Instead,
Sega took the opportunity to revise its sales goals
downward. Instead of wanting to sell
800,000 Dreamcast by the end of 1998 and 1.5 million by March 1999, it
hoped to sell 500,000 by the end of the year and 1 million
by March. On 25 November 1998, NEC revealed that the biggest issue
behind the PowerVR2 DC production delay was in reducing the complete chip
mask down to the 0.25 micro level, which had caused far more headaches
than originally anticipated. The following day, thanks to the
arrival of their initial shipment of consoles, Hong Kong vendors began
selling Dreamcasts to the public.
27 November 1998 was the date that
Dreamcast officially launched in Japan. At 10:00 am, vendors in
Tokyo's Akihabara district (known for its electronics) opened their shop
doors to long lines of prospective customers. Sega only had 150,000
consoles on hand, but that was 50,000 more than they looked like they were
going to have earlier. The week's delay in the launch had helped in
this regard. In fact, all 150,000 sold out that day, and Dreamcast
would continue to remain sold out until Sega was able to ship more in
mid-December. Sega management was as pleased as punch at the success
of the launch, modest as it was. "We have the big advantage of
releasing [a] next-generation machine well ahead of [our] rivals," noted a
Sega spokesman. "By the time Sony launches a new PlayStation model,
we will have retail know-how [on such systems] and become more price
competetive through cost cutting. Our goal is to capture 50% of the
market." Those were rather big words for Sega to be saying, because
at that time, Sony enjoyed a 55% share of the video game market, with
Nintendo second at 30% and Sega a distant third at 15%. Still,
spirits were high, and who could blame Sega for getting a bit carried
away. They were behind schedule, below target, and out of stock, but
at least Dreamcast was now officially out the door! It was quickly
dubbed "the PlayStation killer" by the Japanese trades reporting on the
launch. Sega CEO Shoichiro Irimajiri was widely quoted as saying
that his company was looking forward to selling "10 million Dreamcast
units in Japan within 3-4 years." Industry insiders quipped that
Sega would have to sell at least 3 million units in Japan alone just to
break even on its investment. They also noted that Sega's biggest
tasks will be gaining "support from powerful software manufacturers" along
with "improving its relatively weak sales network in overseas
markets."
By 16 December 1998, over 175,000
Dreamcasts had been sold in Japan. On 23 December 1998, sales of the
Sega Dreamcast broke the 200,000 mark. Incidentally, in an eerie
parallel to the Saturn, just over 188,000 copies of VIrtua Fighter
3tb for Dreamcast had also sold, making Yu Suzuki's fighting franchise
the biggest launch hit of both systems. Sonic Adventure had
been the second biggest seller, despite a number of graphics bugs and
camera control problems that escaped Sega beta testers. Dreamcast
saw its first full-blown RPG on 19 Januarry 1999 with the release of
GameArt's Evolution: World of Sacred Device, and that drew the
attention of RPG groupies nationwide. Console sales began to pick up
significantly in January 1999 once Sega Rally 2 was released, and
by the end of the month Sega's 128-bit racer was the #1 best-selling video
game in all of Japan. By 1 February 1999, Sega of Japan was so
confident of the impending success of the Dreamcast that it released new
sales figures. Sega's press statements claimed sales of some 500,000
consoles by the end of 1998, with goals to sell 2 million by the summer
and 4 million by March of next year. This was pure bunk to anyone
who was monitoring actual vendor-to-customer sales figures, which showed
that Sega had only moved about 200,000 Dreamcast consoles by then;
however, there was no doubt that Dreamcast was making its presence felt in
the Japanese video game market.
The biggest news of all, though,
insofar as the Dreamcast cast was concerned, was Shenmue - the
newest video game creation by Sega master programmer Yu Suzuki.
Previously known as Project Berkeley and conceived during the dying
days of the Saturn, Shenmue was designed to be a first-person
action-style RPG like no other before. Combining the visual
horsepower of the Dreamcast with an epic storyline and Suzuki's
sophisticated programming, Shenmue promised to set new standards
for the genre. It was first publically unveiled at the International Meeting Assembly Hall in
Yokohama, Japan, before a stunned audience of over 15,000, with live
simulcast video feeds to the Internet. At that demonstation, an
extensive video demo utilizing pre-rendered was shown demonstrating the
game's incredible graphics; however, it was made clear that all everyone
had seen was to be rendered in real time on the Dreamcast. Reception
was very positive by both the gaming public and the press corps with
numerous reports calling Shenmue "the best looking game in the
history of videogames." The only problem was that Suzuki's ambitions
outstripped Sega's resources, and Shenmue began missing production
deadlines. It would not be released until the end of the year, but
when it came, Shenmue promised to draw all eyes to the Dreamcast in
a way no other game had done for a console before..
A
sleeping giant stirs
On 13 November 1998, software programmer
Toby Gard of Confounding Factor offered this opinion about Sega's new
video game console. "The Dreamcast is exceptionally good, and if
Sony doesn't do something about it fairly swiftly then they deserve to be
utterly trounced by Sega." His was an astute observation, for
Sony had not been sitting idle while Sega fiddled. This was the
major drawback for Sega being being the first out of the gate: it
gave Sony time to better its efforts and capitalize on its mistakes.
Kuratagi and company might not have the hardware quite ready, but Sony
still had its marketing muscle and every intention to use it. The
multimedia giant had no intention of letting Sega get its foot back in the
door if it could help it. The time was now ripe for the PlayStation
2 hype machine to kick into gear. On
16 November 1998, just three days after Toby Gard made his observation,
Sony executives decided to go ahead and jump-start the PlayStation 2
public relations machine. They were understandably worried about
Sega's Dreamcast. While its CPU was not as fast as PlayStation 2
(200 MHz, as opposed to PS2's 350 MHz), its graphics suite was easier to
program and had deeper memory resources (16 MB, as opposed to PS2's 4 MB).
In layman's terms, this meant that the two machines were fairly well
matched - what one lacked the other had, which tended to cancel out any
real advantages of each insofar as the hardware was concerned. Sony
knew this, but it also knew how to go after Sega. There were two
keys upon which the success of Dreamcast rode: third-party support
and consumer acceptance. Remove those keys, and Dreamcast's car
could never get started. It would just roll along the tracks on
whatever momentum Sega could give it, which was precious little in
comparison to Sony's vast marketing resources. That was how Sony
planned to derail Sega's comeback bid, and that is just exactly what it
proceeded to do.
On 2 March 1999, just as Dreamcast was
beginning to establish a foothold in the Japanese video game market, Sony
held a public press conference concerning its newest video game console,
the PlayStation 2. "I believe this is something that will surpass a
mere game machine," said new Sony chairman Nobuyuki Idei as he unveiled
the machine to the assembled throng. Sony had over $160 million
already invested in its newest system, which hadn't even hit the market
yet but promised to deliver more goods than even the most wistful gamer
could dream. Ken Kuratagi, creator of the original PlayStation and
godfather of its successor, calmly delivered the specs to his astonished
audience. In the words of MSNBC reporter Steven Kent, as quoted in
his book The Last Quarter:
As [Kuratagi] explained the performance
specifications of his new console, it became obvious that Sony had
created a stripped-down version of a super computer. Sega's
Dreamcast rendered 3 million polygons per second, nearly 10 times as
many as the original PlayStation. That sounded impressive until
Kuratagi revealed that his next-generation machine could render ... more
than 16 million polygons per second. Central to the new console's
performance was an amazing new processor which Kuratagi called the
"Emotion Engine." ... [I]ts floating-point calculation performance was
rated at 6.2 gigaflops (billion) per second, making it as fast as most
super computers. Kuratagi's team had
pulled out all the stops. The new console would run games on DVD
.... While he would not commit to whether the new console would
play movies on DVD, the announcement led to widespread speculation that
it would. What Kuratagi did confirm, however, was that the new
console would be backwards-compatible with the original PlayStation,
meaning that it could play the thousands of games that had been released
for the Sony platform worldwide. A gaming machine with enough
raw graphics horsepower to render the kind of computer-generated graphics
that LucasFilm was using in its movies (according to none other than
George Lucas himself) ... a set-top console that was equipped with DVD-ROM
and would (in all probability, if Sony had any sense) play DVD movies ...
a next-generation PlayStation that would also play last generation's
games. If it sounds like gaming heaven now to you seasoned gamers
reading this, imagine how it sounded to gamers and consumers worldwide at
the time. Industry observers thought so, too, because many of them
promptly predicted the death of the Dreamcast at the hands of Sony's
"killer console." Sega's response to
Sony's move was what one might have expected from the underdog. The
following day, Sega of Japan proudly announced that Dreamcast sales had
exceeded 800,000 units. Sega of America's Bernie Stolar also paid a
call to the press a few days after the Sony announcement. The
response is recorded by Steven Kent from his book The Last
Quarter:
On paper Sony's machine sounds impressive, but the fact is it is
still on paper. Dreamcast is here now. Frankly, Sony really
has their work cut out for them creating a machine with the specs they
unveiled on Tuesday and supporting it with a strong line-up of
games. With a launch just one year away, [that] will be a
challenge. And while Sony is working to create that hardware, Sega
will already be in the marketplace with Dreamcast, building our
installed base and developing an impressive library of
games. Stolar's brash bluster was the kind of verbage
one might expect from Sega of America, which was still smarting over the
Saturn debacle and hell-bent on rebuilding itself with or without the
support of its Japanese superiors at any cost. Sega of Europe echoed
their counterparts in America, albeit in muted form - after all, for them,
Dreamcast was still almost two years away. As for Sega of
Japan? Hardly a peep, aside from the usual predictable press
releases. They knew the truth of the matter despite Stolar's bold
proclamations. All eyes in Japan were now firmly locked on
Sony. They would do so as well in the West unless Sega struck first
and hard, because the West was now Dreamcast's last chance at making a
market for itself. The sad truth of
the matter was that Sega's presence in Japan was never strong enough to
establish the kind of momentum Dreamcast needed to establish a firm
beachhead. It would never be now that Sony had sprang its PS2
Pandora's box on the Japanese gaming public. The one
factor upon which the fate of the Dreamcast had hung in those early days
was the lack of supply of its PowerVR2 DC graphics processor. Thanks
to NEC's production problems at its new plant, there simply weren't enough
to make all the consoles that Sega might have sold. Now that PS2 was
"on the scene," as it were, thanks to the Sony hype machine, Sega and the
Dreamcast didn't have a chance. Shoichiro Irimajiri was brutally
honest about this issue when he was interviewed about Dreamcast's early
days by industry reporter Steven Kent: "We set up the whole program,
and it seemed perfect except for the supply of the graphics chips
.... It was very sad to have the shortage of the graphics
chips. We [at Sega] felt that 200,000 to 300,000 additional
[consoles] could have been sold if we could have had enough
supply."
In the closing chapter of his book The
Last Quarter, Steven Kent made this telling observation about
Dreamcast's fortunes at this point: "Sega's only hope was to beat Sony
on the basis of price and games." The two consoles were about
evenly matched in terms of gaming capability, but Sega would never be able
to scream above Sony's stormy thunder. It had Sony beat in terms of
game programming prowess ... but then there was that small problem of
proper pricing. If Sega priced Dreamcast and its games too high too
long, it would lose customers. If it priced them too low too soon,
it could never make a profit. Sega was caught between a rock and a
hard place, and no matter which way it turned, it was damned if it did,
and damned if it didn't. On 28 May
1999, Sega Enterprises annouced that it was anticipating its third
straight yearly loss in a row. They expected to end the year some
¥19.8 billion (US$165 million) in the red. "Sales of Dreamcast in
Japan have fallen short of Sega's original forecasts and wide adoptance
has been found wanting. Monthly sales of the PlayStation have
outpaced Dreamcast sales handily in [Japan]," according to National
Console Support. Dreamcast was not making Sega any money in
Japan. It was time to look elsewhere for those elusive profits that
Sega was so desperately seeking. It
was time to bring the West into the next generation. It was time to
send Dreamcast across the big pond.
Across
the big pond
In the West, Dreamcast first made its
presence felt at the Nürnberger Spielwarenmesse (Nuremberg Toy Show) in
Germany. The show lasted six days, from 4 to 10 February 1999, with
many announcements being made by Sega and its European Dreamcast
developers. Among these was a color change in the European Dreamcast
logo from orange to blue - explained away by Sega for asthetic reasons -
and confirmation that country lockout technology would be employed in all
versions of the Dreamcast. They noted that defeating the lockout
"will be very difficult," and publically expressd doubt that it will be
possible. Days later, industry sources cited possible trademark
infringement as the reason for Sega changing the color of the Dreamcast
"swirl" logo in Europe. The German multimedia company Tivola had
already been using a similar orange swirl logo for
years.
On 5 March 1999, Sega of America
president Bernie Stolar reported that U.S. Dreamcast preorders from
chain-store retailers had exceeded 11,000 units to date. He
predicted that over 15,000 retail locations would have consoles in stock
in time for the launch. Stolar commented that a U.S. pre-launch ad
blitz was set to begin in April, some four months in advance, and would
consist "of successful cross-promotional and PR methods." Just days
later, Namco officially announced the impending release of Soul
Calibur for Dreamcast, ported directly from the Naomi arcade version
of the game. This move got a lot of people excited, since a console
with Namco's support was obviously worth considering given how it had
helped build the success of Sony's original PlayStation. It was
therefore with more attention given that might have been expected
otherwise that Sega's Bernie Stolar gave a major presentation at the Game
Developer's Conference in San Jose, California. "I'm here to
challenge you to dream big," Stolar announced right off the bat, "and tell
you that everything you know about video gaming is about to change, thanks
to Dreamcast ... I know that Dreamcast is the platform that will change
more than a few minds." Previewed for the first time at that
conference were working alphas of NFL 2K and NBA 2K, as well
as mid-stage betas of Cart-to-Cart Racing and Geist
Force. Sega of America was taking no chances with the sports
game screw-up that had helped kill Saturn. It was going to have its
Sega Sports lineup ready to go and hit the ground running once the U.S
Dreamcast launc commenced. Stolar confirmed that Dreamcast would
come standard with a 56K modem for the U.S. as opposed to the 33.6K modems
being included with the Japanese and European versions. As part of
his speech, he also took the opportunity to chide his former employer
Sony, claiming that their rush to announce the impending release of
PlayStation 2 proved that they were scared of Sega and the
Dreamcast. A lot of anxious
Western eyes were also focused on the 1999 Spring Tokyo Game Show, since
this would be the place were Sega's upcoming lineup for Dreamcast in the
West would get its first real public preview. As expected, Sega
stole the spotlight on the first day of the show. Its booth featured
demos and trailers for such in-progress Dreamcast and NAOMI titles as
Shenmue, D2, Street Fighter Alpha 3, Rippin'
Riders, Resident Evil 2, Resident Evil - CODE: Veronica,
and the acknowledged showstopper : a late-stage, working beta of Namco's
Soul Calibur. The spectacular, lifelike graphics and seamless
animation combined with first-rate gameplay made this perfect port of
Namco's popular blade fighter the most popular game of the
show. On 25 May 1999 - Sega
of Europe formally unveiled the Dreamcast to a stunned audience at a
special showing in London's West End in anticipation of the system's
planned October launch. "We are committed to a market which is very
different from the last market we were in," commented Giles Thomas,
Director of Sega UK. The announced price was £199, with the European
retail system essentially identical to the American one apart from
packaging and the inclusion of the slower 33.6kbaud
modem.
If there is one title
that is revered above all others among diehard Sega RPG fans, it is one
that comprises two words - Phantasy Star. Therefore, when
word leaked out from the Sega New Challenge Conference on 1 June 1999 that
Sega had reformed the old Phantasy Star development team, well, you
can guess the rest. A working title managed to slip between the
cracks - Project Ares - and the rumor mill went wild with news of a
new Phantasy Star for the Dreamcast. The only problem was
that the few pictures that were leaked didn't resemble any of the previous
(or abandoned) Phantasy Star titles for any of the older Sega
consoles. Perhaps it was an all-new adventure in new locales?
The rumor mill would continue to grind on until the fall, when it was
eventuall learned that Project Aries was the working title for an
all-new RPG named Eternal Arcadia. Phantasy Star fans were
understandably disappointed, but they liked how the new game was taking
shape. After all, it had the Phantasy Star development team
behind it, right? Also, there was another well-founded rumor that
Sega had even bigger plans for its trademark RPG franchise. It might
take a while, but there would be a new Phantasy Star for a Sega
console after all, and that was enough to mollify fans for the time
being.
On 28 June 1999, Bernie Stolar and his
staff at Sega of America unveiled the advertising campaign that they had
put in place for Dreamcast's debut in the U.S. While it was not the
Sega scream of old, as many had hoped, it was nevertheless just as
eye-catching and thought-provoking. "IT'S THINKING," went the ad
copy. "IT KNOWS IT'S ALIVE ... IT LEARNS FROM ITS MISTAKES ... EVEN
IF YOUR MEMERY DOESN'T FAIL YOU, IT CAN'T HELP YOU ...," and so on and so
on. The emphasis was on the Dreamcast not as a mere video game
console, but as an intelligent opponent that even the most hardcore gamers
would find a challenge. "This is not your typical ad campaign,"
Peter Moore quipped in an interview. "It's all about building an
aura around a platform. You'll see gameplay introduced in a very
innovative way in the next phase. It will be interwoven into the entire
campaign .... It's alive. It's actually working against you,
fighting you, challenging you, and in some instances humbling you."
The first three "IT'S THINKING" TV spots made their debut on MTV later
that evening, and a corresponding print campaign begans showing up on a
regular basis in most major video game magazines. "IT'S THINKING"
would be the Dreamcast's calling card in the U.S. until well into
2000. Hardcore Sega fans were not happy with the new ad campaign,
and en masse pleaded for Sega to revive its trademark Sega scream.
Griping over the "IT'S THINKING" ad campaign continued among the Sega
faithful, but so did Sega's new ads.
Good press in the form of increased
Japanese sales added fuel to the Dreamcast fire during July. Sega of
Japan had dropped the price of the console by $10 and reduced prices on a
number of older titles at the end of June. This caused a dramatic
surge in Dreamcast hardware and software sales that, two weeks later,
caused Sega to pass longtime rival Nintendo and retake the #2 position on
the market. As of 16 July 1999, Dreamcast consoles were outselling
Nintendo's aging N64 by a 3-to-1 ratio. It was not enough to pass
Sony's 7,000 unit per week lead in PlayStation sales, and it was not to
last. Sega slipped back into third place by the end of the month
once the novelty of the promotion wore off, but the affair did make Sega
some good press at a time when it desperately needed
it.
24 July 1999 saw the Japanese release of
the game that would prove to be the biggest showcase for the Dreamcast in
the buildup to the American and European launches. Namco's Soul
Calibur was a complex 3D fighting game in the same vein as the
Tekken series for the PSX, and the sequel to its own fighter
Soul Edge for the Sega Saturn. What set it on a pedestal
above the rest were its literally eye-popping graphics. The fighters
looked real, acted real, their movements and costumes flowed with the
action as in real life, the environments were true to reality - and it had
an excellent game engine to boot. There was really no need to
advertise the game, and Namco's advance American ads were simple
enough. "This is the heart," read the ad copy, showing a mostly
empty screen with a small Dreamcast near the center of the page.
Intrigued readers flipping the page found a gorgeously rendered two-page
spread of Mitsurugi the samurai in a "drawing stance" with his hand on his
katana blade - riotously rendered in multi-million color and smoothly
textured 3D. "This is the soul," read the accompanying
caption. Simple, yet effective. There was absolutely no other
video game console on the market that could even come close to rendering
that picture in real time save the Sega Dreamcast, of course. For
that matter, only an expensive handful of 3D accellerator cards for
personal computers of the day could claim to approach it. A lot of
potential buyers would drool over that ad, the advance screen shots, and
both Internet movie clips and trade show demos as the countdown to
launchtime grew closer.
By August, the Dreamcast had completely
shattered the advance sales record set by the PlayStation, with some
200,000 pre-orders placed through various retail outlets nationwide.
Most major retailers reported that they were averaging 14,000 pre-orders a
week, and Sega of America confidently predicted the trend would
continue. Stolar and company were predicting Dreamcast console
sales of 400,000 units in the first 30 days after launch, 1 million by the
end of the year, and 1.5 million by 31 March 2000. One week
later, Sega of America announced its upcoming "Mobile Assault Tour" to
promote the U.S. Dreamcast launch. Starting 23 August and continuing
for the next 22 weeks, two six-ton Sega "assault trucks" with trailers
would tour 39 major U.S. cities, carrying sixteen Dreamcast system kiosks
each and a variety of software to eager gamers across the nation in order
to give them a taste of Sega's newest gaming experience. Old-time
European Sega fans, upon hearing the news, could not help but draw
parallels to Sega's "Pirate TV" ads for the 16-bit MegaDrive in Europe
back in the early 1990s. The arrogant and overbearing Sega of the
Saturn days had disappeared. In its place, it seemed, the bad and
brash Sega of old had returned.
Sega of America's heavy-handed promotion
of the Dreamcast to both potential vendors and customers had its price,
though. Without warning, Sega of America president Bernie Stolar,
who many credit with making the success of the Dreamcast launch possible
in the first place, was forced to resign and leave the company. His
was not the only head to roll - Gretchen Eichenger, vice president of
third-party development, and Eric Hammond, vice president of internal
development, also left around the same time. This meant that Sega of
America was now going into Dreamcast launch mode without the management
team that had laid its foundation in the first place. Stolar's
replacement as head of Sega of America was Toshiro Kezuka, and among the
chief members of Kezuka's management team was one Peter Moore, senior vice
president of marketing. It was widely believed (and later confirmed)
that Stolar's departure was encouraged in order to open up further
third-party support, as his flamboyant style had caused measurable
resentment among certain top-name third-party software houses.
Stolar's departure may have also had a lot to do with his constant
personality clashes with his boss, Sega CEO Isao Okawa, with whom he had
never really gotten along. One can only imagine the scene at Sega of
America, with thousands of fingers crossing as 9.9.99 inexorably
approached. There was no more to be done, though, and those who had
led the charge were now gone. It was going to be up to the whims of
American consumers to decide Dreamcast's ultimate
fate.
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