| The beginning of
the end
As the memory of E3 1996 faded into the background and the long days of
the summer season slowly ticked by, Sega found itself in the unenviable
position of not being fit to do battle with either Sony or Nintendo.
Many new Saturn titles were suffering production delays. Sega was
losing money hand over fist due to Sony's bold moves in forcing down nextgen
console prices, so much that now Sega could never hope to break even on
Saturn production costs. Rumors were already starting to surface
within the videogame industry that Sega was going to drop the Saturn in
1997. Industry insiders pointed to Sega's steadily shrinking profit
numbers, its shallow pockets, its cranky console, and its lack of software
for it. They confidently predicted that Sony was going to win the
second great console war hands down. Sega's Japanese masters saw
things differently, as you might expect - after all, N64 sales in Japan
had all but stopped due to a dearth of software and Saturn was still outselling
PlayStation. What was happening in Europe didn't matter, because
the market was too small to worry about. What was happening in the
United States was a mere abberation, and would be quickly corrected now
that Kalinske was gone. They were taking moves to correct the situation.
The Americans would come around ... in time.
Sega of Japan's arrogant confidence did not jive, however, with current
company performance in the one market that mattered more than any other.
By this time Sega had somehow manged to sell just over 500,000 Saturns
in the U.S., which was less than half the number of PlayStations being
purchased by consumers nationwide. Gamers
didn't care what was happening on the higher planes - all they knew was
that PlayStation was cheaper and had more of the cool games, and this was
reflected in the market performance numbers.
Sony was giving them more of what they wanted than Sega, which had seemingly
turned its back on its glorious past and was now in the mood to alienate
as many good gamers as it could with high prices, lack of good software,
and broken promises. Sony's share of the videogame industry kept
growing by leaps and bounds as the critical 1996 holiday shopping season
inevitably approached, while Sega's continued to plummet at record speed.
Sega's chances of surviving the second great console war were now slim
to none. It was no longer a question of whether or not Sega could
pull off an upset. Instead, everybody except Sega was wondering just
how far the former champion would fall. They would begin getting
their answers soon enough.
The long-missing Saturn releases in the U.S. started building in the back
half of 1996 as Sega ramped up its software base as fast as possible for
1996. All-new NetLink versions of Daytona USA and Sega
Rally, an Olympic sporting simulation named Decathele (appropriately
enough), Kenji Eno's Enemy Zero, fighting games such as Dark
Savior and Fighting Vipers, and lots more RPGs such as Legend
of Oasis, Albert Odyssey, Shining the Holy Ark Shining Wisdom
excited the Saturn customer base to no end. At long last, Saturn
would have a decent chance of competing against the upstart PlayStation.
The one thing that was obvious with the Saturn from the start was a dearth
of good software. Now, finally, it was here and more was coming.
Oh, if only Sega wasn't so choosy about what titles it brought over from
Japan! The more the merrier, argued Sega fans and supporters - especially
RPGs. GameArts, the company behind the phenomenal Lunar series
for Sega CD, was already having them ported to Saturn and had another epic
in the works named Grandia. The early previews looked as awesome
as its name implied, and since Working Designs had already secured the
rights to the Saturn Lunar ports, there was every reason to expect
that Grandia would also put in a Stateside appearance. Many
a RPG-inclined U.S. Saturn fan began saving their money and hoping for
the best.
If you weren't an RPG fanboy, though, there was one big factor weighing
against Sega's expanding software base. It
didn't have a good American-style football game to draw in the sports crowd.
That's right - Saturn didn't have one. Period. The only one
available was Acclaim's NFL Quarterback Club '97, but that franchise
was well known for being long on looks and short on gameplay, and this
Saturn incarnation proved no different than its 16-bit predecessors.
No, Saturn was not going to have the likes of Sega Sports NFL 96
or EA's Madden NFL 97 this year. Acclaim's game was all football
fanatics were going to get.
"Wha-?"
You heard me. I'm not making this up. It really happened that
way.
"How could this be?" the Sega faitful wail. "Who screwed up this
time?"
The impulsive response is to blame Sega yet again, but that would be too
easy. The actual answer requires a little explaining.
You see, right about the time that Sega of America's in-house programming
teams needed to start work on a football game for 1996, they were not available
and would not be for some time. The reason? Almost everybody
with any programming skill was hard at work on Sonic X-Treme, and
as it turns out they were running into all kinds of programming roadblocks
in the process. Sega would have liked to have contracted an outside
programming house to do the game, but no high-caliber ones were available
- they were all busy developing games for PlayStation. Well, there
was one, a little start-up company by the name of Visual
Concepts, but they had just blown their
first big shot at the limelight by badly flubbing EA's Madden NFL 96
the year before, which had caused EA to miss out on the PlayStation launch.
Madden
NFL 96, which was to have been the first all-3D incarnation of the
game, wound up in the trash can and Sony's own NFL GameDay took
the PlayStation football spotlight that year. Now, in 1996, EA's
own programming teams were working overtime to bring a 3D
Madden NFL
football game to what it considered to be the more profitable of its two
32-bit console licenses and had neither the time nor consideration for
a Saturn port. It is a rather wieldy set of circumstances, but once
combined, they ensured that there would be no good Saturn football game
for fall 1996. It would prove to be a dreadful oversight on Sega's
part once the American football season began and the software sales figures
started rolling in. NFL GameDay 97 would be the #1 football game
of the year almost by default, with EA's Madden NFL 97 a close second.
As for the Saturn port of NFL Quarterback Club '97, it was nowhere
to be seen on the charts.
Yuji Naka's NiGHTS: Into Dreams
hit U.S. store shelves on 21 August 1996, bundled with a special "3D controller"
and backed by a US$8.5 million promotional and merchandising campign.
That was almost as much as Sega had spent promoting the Genesis launch
back in 1989. Sega was taking no chances with its latest killer Saturn
app - it even briefly resurrected its trademark "Sega Scream" in order
to promote the game. Those who remember that campaign will also remember
the "Full Freakin' Frame Footage" TV spots by Ingalls Moranville Advertising,
designed specifically to highlight as many of the game's features within
a 30-second TV commercial as possible. "NiGHTS is the most
significant game launched for the Sega Saturn to date," said Sega of America
president Shoichiro Irimajiri. "It proves the power of our multiprocessor
architecture and demonstrates the fresh new direction in game development
Sga is taking, like those in NiGHTS and the rest of our fall lineup."
NiGHTS
mania was everywhere, and even NextGen magazine admitted that the
game would become one of the best-selling titles of the season. It
did.
According to industry reporter Steven Kent, NiGHTS is probably the
one game more than any other that best typifies both the good and the bad
of the Saturn.
The
game's atmosphere and design were exceptional; but while the game had a
free-flowing 3D feel, most of it actually took place within two dimensions.
While Nintendo and Sony had true 3D game machines, Sega had a 2D console
that did a good job with 3D objects but wasn't optimized for 3D envionments.
Kent's
comment once again reminds us about the Saturn's origins as a 2D console
- a heritage that it was never really able to completely shake. Even
Yuji Naka, arguably among the cream of the crop insofar as Sega's own in-house
programmers were concerned, could not create a Saturn platformer with the
same kind of open-environment feel that his fellows were doing on his competitor's
consoles. It didn't matter that it was a great game. As good
as it was and as fantastically well as it sold, NiGHTS was not enough
to save Saturn from its competitors. It was a situation that would
repeat itself in a eerie echo approximately four years later during the
götterdamerung of Sega's last videogame console.
By the end of August, Sega of America's financial situation was so bad
that president Bernie Stolar ordered the company to discontinue all television
advertising starting the following month. It was a move Sega could
ill afford - after all, television ads had been the backbone of Sega's
earlier promotions - but Stolar could read the numbers as well as anybody.
Sega simply couldn't affort the kind of multimillion dollar, multimedia
blowout for which it had become known in days past. Stolar was berated
by both industry pundits and hardcore Sega gamers for his move, but he
neither regretted his decision nor apologized for it. In all fairness,
Stolar's move probably didn't hurt Sega as much as others made it to be.
By this time, it was pretty obvious who was dominating the American console
markets - and it wasn't Sega. Not by a long shot, and Stolar deemed
it unnecessary to waste precious company resources on a battle he knew
he couldn't win. He was already looking beyond the Saturn ... but
few of his critics at the time realized that.
It was also about this time and during the following months that what few
American gamers were left who had not yet committed to 32-bit consoles
finally began to play their hand. Their choice? The Sony PlayStation.
Why? "It's cheaper," they reasoned, "it has more games, and even
if a lot of these are crap, there's a lot that aren't. Besides, all
of the really cool titles come out on PlayStation first or
exclusively. The only people buying Saturn are either losers or Sega
fanatics, and most of those are losers anyway. They just don't get
it - Sega isn't cool anymore. Sega is so old school ... but PlayStation
is cool. Even Nintendo's looking pretty good these days, what with
the N64 and all." Say what you will about the system itself, but
Sony's marketing machine had done its job and done it well. PlayStation
was now the "in" system, with an installed user base of some 2 million
consoles and growing larger every day. Saturn was definitely "out,"
with just under 900,000 consoles sold and almost no good games to be had.
Nintendo launched its 64-bit N64 videogame console in the U.S. market on
29 September 1996. All 350,000 consoles allocated sold out within
four days, thanks largely to massive gamer interest in just one game.
Nintendo's mascot was making the comeback of a lifetime in his new 3D adventure,
Shigeru Miyamoto's Super Mario 64. Also of interest was a
Star
Wars game exclusive to the system, Shadows of the Empire, again
in full-blown, light-sourced, texture-mapped 3D. That, in a nutshell,
pretty much sums up the N64 software situation at launch time. Just
as there had been in Japan, there was a dreadful lack of games - especially
quality onces - and Nintendo's decision to stick with the cartridge format
meant that new N64 owners were shelling out as much as US$80 a pop for
their games. It didn't matter, though - American gamers had deep
wallets, and there was still a strong sense of loyalty to both the Nintendo
brand and the idea of unbreakable cartridges over easily damaged CD-ROMs.
Besides, the releasing of Star Fox 64 and the impressive first-person
shooter GoldenEye (based on the James Bond movie) in the following
months helped improve console sales even more. Still, N64 sales weren't
about to come anywhere close to those of the Playstation, yet Nintendo's
arrival on the nextgen scene effectively eliminated any chance Sega might
have had of making a Saturn comeback. Sega's already dwindling market
share was cut in half by Nintendo's resurgence, and it would only be a
matter of weeks before N64 sales would surpass and then outstrip the beleaguered
Saturn.
So why couldn't the N64 catch up with PlayStation? You know the answer
as well as I - especially if you were among those of us watching MTV that
fall. You might remember a wildly popular television commercial about
a guy dressed up in a big orange animal suit standing outside of Nintendo
of America's headquarters. Shouting at the building through a bullhorn,
the character challenged "Plumber Boy" to come out for a showdown.
Nintendo's supposed response? A couple of security guards bag the
guy in the funny suit and haul him away at the end of the commercial.
It was the very first commercial for Sony's new 3D platformer, which was
... yep, you guessed right. Crash Bandicoot. Sony's
Kaz Hirai, who was now running the American end of the PlayStation business,
had wasted no time in tearing another page out of Sega's own book by mating
its new quirky corporate mascot with a bad-ass advertising campaign.
Guess what? It worked. Remember, "a rebellious image sells."
Gamers were now seeing in Sony and Crash what they used to see in Sega
and Sonic only a few years before. Crash Bandicoot sales were
phenomenal, and PlayStation console sales figures went up right along with
them.
As PlayStation console and software continued to skyrocket, N64 console
sales continued to soar, and everything Saturn continued to sink, rumors
arose that Sega was beginning to seriously consider leaving the console
business. They had by now grown so persistent that Sega of America's
Ted Hoff was detailed by his masters to address them. In response
to the question of whether or not Saturn would be Sega's last console,
Hoff replied that Sega was still committed to the console business and
that Saturn would not be Sega's last console. His statement
made perfect sense in the eyes of U.S. industry analysts. The sooner
Sega could jettison the boat anchor around its neck that was Saturn, the
better off it would be. They began to watch Sega, collecting tips
and keeping in touch with their contacts. Somewhere, somehow, Sega
was quietly designing a successor to the Saturn. It was as tacit
an admission as any that Sega understodd that the Saturn had failed.
Not only had it bombed, it had bombed big-time. There was only one
way for Sega to even begin to recoup its lost Saturn investments, and that
was by absorbing the costs in the successful launching of a brand new console.
Unfortunately for Sega, hardware development took time and money, and those
were commodities of which it was fast running out. Once again, I
quote from Steven Kent's The First Quarter:
Thngs
were [now] closing in on Sega. The company that had once proved that
the market was big enough for two competitors was now demonstrating that
it wasn't big enough for three.
By September, Sony had shipped over 2.3 million PlayStations in the U.S.
and had shipped over 8 million worldwide. By the end of the year,
they would be making approximately US$12 million a day in PlayStation console
sales alone, having sold about 1 million to eager American gamers during
the 1996 holiday shopping season. Sony now dominated the console
market with an undeniable 50% share, making it the majority (or possibly
monopoly?) player on the field. PlayStations were outselling Saturns
by a more than two-to-one ratio, and the difference in software sales were
even more dramatic. Nintendo would sell considerably more N64s -
some 1.5 million during the same season, in fact - but the sales spike
was not to last and PlayStation would again become the preferred choice
for consumers after the holidays. In comparison, Sega had only sold
just over 3 million Saturns total worldwide since the system's debut back
in 1994. It was "deja vu all over again" for Sega executives - there
was simply no way they could counter that much market muscle. While
mainstream market analysts in the U.S. confidently predicted it would miss
its sales targets in the way of the PlayStation's rising popularity, Sega
of America did its best to buck up support among the Saturn faithful as
best it could and pray that it might pick up some stragglers along the
way. On 18 November 1996, it officially announced the first of its
"Three-In-One" special software deals. This meant that Sega would
include free copies of Virtua Fighter 2, Virtua Cop, and Daytona
USA with every Saturn console sold. This calculated gamble would
work so well that Sega of America would keep extending or renewing it through
the end of the year and well into 1997. Saturn console sales underwent
a big holiday boost as a direct result of the "Three-In-One" pack-in promotion.
Retailers reported anywhere from a fourfold to tenfold increase in combined
Saturn hardware and software sales, while Sega of America itself reported
an approximate 175% increase in combined, according to official company
figures. In fact, Sega of America sold another 500,000 consoles alone
during the 1996 holiday shopping season. It was an impressive figure,
to be sure ... but it was exactly half of its original holiday sales target
of 1 million consoles. By the end of the year, Sega itself would
report total worldwide Saturn sales of only 3.6 million units. Sony
and the PlayStation was still way out in front with 11 million units worldwide.
In comparison, Nintendo and its N64s had caught and passed Sega in the
U.S. market within mere months, and would do so in the worldwide market
by the following year. Sega was far behind and falling fast, and
it looked as if there was no concievable way that it could catch up with
its competition.
So how did 1996 turn out once all was said and done?
To put it bluntly, the second great console war was now effectively over.
Sony had won the field of battle, sweeping away all opposition in its path
and giving both of its competitors a good old-fashioned ass-whuppin'.
In spite of this, Nintendo had successfully joined the nextgen wave with
the N64, supplanting Sega and taking its place as the weak number two on
the console market. There was no room in which a third competitor
could remain profitable for long, and Sega would learn that bitter fact
soon enough. On 31 March 1997, Sega submitted its annual consolidated
financial reports to its stockholders. Sega had against all odds
still managed to pull off a profit, but was a paltry ¥5.57 billion
(US$46.4 million) - less than half of what the company had made the year
before. Sega had not done this badly
in the videogame market since before the days that the Genesis came on
to the scene. As it would turn out,
1996 would be the last year that once-mighty Sega would post a net profit.
It was as if Nakayama and his cohorts at Sega of Japan were deliberately
devolving their company back into the industry whipping boy it had once
been.
Sega's downward spiral would not stop here. The worst was yet to
come.
Paying the piper
1997 would be the year of reckoning for Sega.
The once-proud videogame giant, only the third company to dominate the
American videgame market since its inception, would now be forced suffer
humiliation like it had not experienced since the "great crash" in the
videogame market back in 1983. The culture of corporate arrogance
that had been leading it by the nose was now about to bite it in the proverbial
ass. All of Sega's mistakes of the past few years would come home
to roost in dramatic fashion at this time, thus ensuring that the Saturn
would always be considered a failure in the public eye. While its
rivals were better financed and had stronger market positions, it can be
said in truth that what happened to Sega in 1997 was largely a disaster
of its own making. It was during this year that Sega woud go from
making clear profits per annum to posting massive losses, casting a shadow
over the future of the successor to the doomed Saturn and causing the rest
of the industry to wonder if Sega could ever rebuild itself again.
All that had taken place up until now had set the stage for this one year,
for 1997 would mark the beginning of the end for Sega in the videogame
console industry.
The time had now come for Sega to pay the piper.
The first thing Sega did right out of the gate was, true to form, trumpet
its console sales. 7.16 million Saturns had been sold worldwide as
of 14 January 1997 - 4.4 million in Japan, 1.7 million in the U.S., just
under 900,000 in Europe, and 160,000 in "other markets." They were
impressive considering the beating that Sony had just given them the previous
holiday season, but still impressive just the same. About the same
time, Sega of America did in starting the new year was renew its Three-In-One
promotion, but with a slighly different twist. From 15 February to
15 April, Saturn gamers would get a "buy two and get one free" deal on
a dozen different top Saturn releases. The free games that were initially
offered in the promotion were nothing at which to sneeze - NiGHTS,
Sega
Rally Championship, Sega Worldwide Soccer, and Virtual On.
The new promotion proved as popular as the old one, so much that Sega of
America wound up extending it all the way to the end of May 1997.
Meanwhile, behind the scenes, Sega of America quietly laid off about 100
people and rearranged its operations. They were battening down the
hatches for what they anticipated would be a troubling year for the company.
Sega started 1997 still barely maintaing the nextgen console lead in Japan,
falling way behind in America, and practically nowhere to be seen in Europe.
Sega's lead in its home country was not to last, however and it lacked
the resources to attempt any kind of serious comback in the West.
Anyone who could read the market trends knew what was about to happen.
Sony started 1996 with an installed user base of 3.3 million PlayStations
in the U.S., a full one-third of which had sold during the 1996 holiday
shopping season alone. In contrast, Sega had only 1.6 million Saturns
in the homes of U.S. gamers. It too had sold about one-third of that
number during the holidays, but Sony's console had outsold the Saturn by
more that two to one. It didn't take a rocket scientist to figure
out that 1997 would be the year of the PlayStation. Sony was now
the undisputed king of the hill, with Nintendo showing a stronger-than-expected
second and Sega a very weak third. All that remained was to see just
how far Sega would fall.
The rest of the videogame industry was so sure of the PlayStation's impending
dominance that they didn't mind Sony buying up exclusive rights to many
of the up-and-coming good games for 1997 - a practice that the corporation
had already started the previous year once their success started becoming
evident. While Nintendo couldn't match this, they had something Sony
didn't: their own in-house programming teams that could crank out
many an excellent game in their own right. Sega was fully capable
of matching Nintendo's programming efforts with its own; however, it lacked
Nintendo's financial reserves, superior management practices, and canny
marketing techniques. Yes, 1997 would be the year in which Sega's
reputation for failure as a nextgen console manufacture would begin to
manifest itself, despite the fact that it would turn out to be the best
year that Saturn would ever have. Many
industry pundits blamed the machine itself (rightly or wrongly), its limited
software base, and the obviously dreadful way that Sega was mismanaging
the marketing of their flagship console.
At times, it seemed as if Sega of America would follow one brilliant marketing
move with five or six bad ones. What few realized at the time was
who was really pulling the strings, but already there were voices of dissent
to be heard from within Sega itself.
In mid-March of 1997, Bernie Stolar
was officially promoted to the position of chief operating officer (COO)
of Sega of America. Prior to this he had been in charge of Sega's
third-party licensing; now, he was in charge of the company's entire American
operations. Before joining Sega, he had worked with Steve Race over
at Sony on the successful PlayStation launch. Stolar knew perhaps
better than any other of Sega's Western executives that the Saturn's days
were numbered, and he made no bones about it. "I
felt Saturn was hurting the company more than helping it,"
he later recalled in an interview with MSNBC. "That was a battle
that we weren’t going to win." After taking some time to assess the
situation, he went to his superiors in Japan and bluntly told them the
truth. Sega of Japan needed to re-evalulate the direction it was
taking the company with its flagship console and, to use his own words,
"... see how we can best manage the winding down of Saturn." To his
surprise, Stolar found an audience more receptive than he had anticipated.
It was as if Sega's Japanese executives had been milling about smartly
in their three-piece suits, all knowing something needed to be done about
Saturn but not sure which way to go. "I don't believe there was direction
before," Stolar later recalled. "It was a matter of, 'Let’s see the
plan. Show me how it looks financially to our business plans. Show me how
it looks towards where the company is heading and how it transcends into
that.' And once I did that, they felt comfortable letting me do what I
did." Part of the reason for Stolar's success was due largely to
the fact that he had a previously unavailable ally on Sega's board of directors
- one who knew the business world well and just how right Stolar's analysis
of Sega's situation actually was.
Another notable dissenting voice within Sega was Isao
Okawa, a well known wealthy Japanese venture
capitalist and philantropist, who had officially joined Sega's board of
directors in June of 1997 and was now serving in the largely ceremonial
role of corporate chairman. Before this, he was better known as the
founder and head of CRI (CSK Research Institute), as well as his work with
the Japanese government in building up Japan's high-tech business economy.
CRI had been associated with Sega for many years, and Okawa had long been
appalled at how badly Nakayama and his fellow executives were running things.
"The bottom line is that Sega was too loose
with its money," Okawa later recalled
shortly before his death in 2001. "No matter what I told Nakayama,
he just brushed me off, saying, 'Okawa-san, you do not know the gaming
business.' What I do know is business. [Nakayama] may have
known games, but he did not know business. As a result, Sega kept
going after profit/loss and did not consider its balance sheets.
They did not think about cash flow at all." Another quote by Okawa
on the subject of Sega's mismanagement during this time is as follows:
The
business management [of Sega] left me totally dumbfounded. One of
the the basics of business is that you hand over the product to buyers
and receive money in return. Unfortunately, our management personnel
did not even seem to know this basic fact. That is why their attitude
has been so nonchalant, even if Sega is accumulating debt. They have
no concept of production schedules or product management on their minds.
They think neither of balance sheets nor cash flow. They know a lot
about games, but they do not know how to run the company.
Okawa's
comments do not sound all that different from what Tom Kalinske, Paul Rioux,
and Shinobu Toyoda had tried to tell Nakayama back in 1995, and they chimed
pefectly with what Stolar was now advocating from the West. It was
the one point on which Okawa and Stolar agreed - their personal relationship
was rather strained due to personality clashes - but it was enough for
business purposes. Sega had run the
company into the ground with the Saturn. It was time to jettison
the console and move on to something else that might have a chance of making
a profit while there was still a Sega left to hawk it.
As a matter of fact, on 12 March 1997 a number of videogame-oriented Internet
sites reported that Sega already had a successor to the Saturn in the works.
It was reported under various names - Project Pluto, Saturn 2, Dural, and
Black Belt. By the end of the month, rumors began to circulate across
the videogame industry of a 64-bit upgrade module for the Saturn, similar
to 3DO's aborted M2 plug-in, that would also double as a RAM expansion
cart. Ominously enough, the name Eclipse
was reported for this rumored Saturn upgrade. It seemed to industry
watchers and eager gamers that Sega was exploring two distinct possibilities
for the immediate future - either extending the life of the Saturn for
one or two more years via a hardware upgrade, or ditching it altoghter
in favor of a completely new and more powerful system. Which one
would it be - or perhaps both, or neither? Thoughts of Saturn's future
and Sega's seeming indecisiveness on the matter left many a Sega gamer
feeling confused and disheartened as 1997 continuned to roll onward.
Again, though, we are getting a bit ahead of ourselves. There is
still the rest of 1997 to consider before the policies of Okawa and Stolar
concerning the Saturn's future begin to bear on Sega's ailing fortunes.
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On 27 February 1997, Sony dropped the price of the PlayStation to £200
in Great Britian and AU$200 in Australia. Just four days later, on
3 March 1997, Sony dropped the price of the PlayStation to US$100 in North
America. Three days later, Nintendo CEO Hiroshi Yamauchi announced
that his company would meet Sony's price; approximately two weeks later,
Nintendo of America dropped the price of the N64 to US$150. Ten days
later, Sega announced plans to cut the price of its top five Saturn titles
by as much as 50%. On 17 March 1997, Nintendo officially dropped
the price of the N64 to US$150, noting in passing that the company now
had an installed U.S. user base of some 2 million consoles. On 27
March 1997, rumors began circulating among videogame retailers that Sega
was planning to drop the price of the Saturn to a mere US$100.
About the same time during the month of March, several news articles ran
in the leading videgame magazines of the day concerning a "special loss"
that appeared on Sega's consolidated earnings statement for fiscal year
1996. Sega was postponing its official annual statement until may
due to certain high-level corporate activity which we shall shortly discuss,
but already word about the figures was leaking out. These reports
were based on earlier Internet reports and confidential sources within
Sega's own corporate structure. Sega would be taking a hit of US$216 million
"due to problems with accumulated supplies of outdated gameplayers (i.e.
16-bit consoles and software) and losses at its U.S. subsidary."
This news was as much of a shock to Sega stockholders and supporters as
it was to the rest of the videogame industry, and it was now becoming obvious
to many that Sega's public relations department was going to have to lay
down a lot of smoke to cover the damage - if they could at all. Interestingly
enough, that figure - US$216 million - also happened to coincide with the
net total of operating losses incurred by Sega of America over the Saturn
to date, as reported earlier by Sega managing director Shunichi Nakamaura
back at the end of 1996.
By April, Sony had sold 11.2 million PlayStations worldwide - 5 million
in Japan, 4 million in the U.S., and 2.2 million in Europe. Sega
announced that it would meet Sony's reduction-in-price, but it was yet
another cut in revenue that it simply could not afford. Sega would
now be selling Saturns at a dramatic loss, one which neither profits from
software sales nor additinonal reveues from other company divisions could
cover anymore. Not that it mattered - Sony was still way out in front
and increasing its lead by leaps and bounds. It really didn't matter
what Sega did anymore by this time.
On 25 April 1997, Sega kept its first promise concerning Saturn software
and began cutting the price of some of its most popular Saturn titles.
Among these were such notables as Virtua Fighter 2 and Dragon
Force. On 29 April, Funcoland became the first U.S. vendor to
drop the price of the Saturn to US$150 over the objections of Sega of America.
Not surprisingly, several other retailers promptly followed suit, for they
could see what was happening and were everything was heading. On
28 May, Sega revised its forcasts for worldwide Saturn console sales, noting
that it expected demand for the following year to drop to 1.9 million units
- significantly down from the 4.16 million units that it had already shipped.
It also projected a loss of some 46% in revenue from Saturn software sales.
On June 3, Sega kept its second promise and officially dropped the price
of the Saturn to US$150. Not to be outdone, Sony had already arranged
with many U.S. retailers to sell their stocks of older, less reliable versions
of the Playstation for a mere US$130. By August, Sony's market share
had effectively doubled, and Sony had without question taken the lead away
from Sega in Japan. Sony now dominated the videogame market in a
fashion that had not been done since the late 1980s, when Nintendo had
unleashed the 8-bit NES on a skeptical American audience. There was
absolutely no chance that Sega could ever catch up with Sony, nor did it
have the financial resources anymore to battle Nintendo for second place.
On 23 June, NextGen reported that Sega had officially cancelled
Eclipse - the planned 64-bit upgrade for Saturn. With it, it seemed,
went any hope among Saturn gamers that their beloved console could be saved.
There was only one other avenue for Sega to take on its road in the console
wars. They were forced to face the unpleasant realization that their
favorite gaming system was about to go bye-bye within a matter of months,
and many of them simply refused to accept the facts for what they were.
It was now painfully obvious to anyone with eyes to see and ears to hear
that the sand in the hourglass had run down for Sega. It was out
of time, out of cash, and out of luck.
No one knew Sega's worsening financial situation better than Hayao Nakayama,
Sega's CEO, for he was the one person more responsible than any other for
causing it. Since this mess was his fault, it was now a matter of
corporate honor for him to resolve it. Nakayama
therefore took it upon himself to "save face," as the Japanese would say,
by finding a workable solution to Sega's cash problems. His answer?
A merger with Bandai, the Japanese merchandising giant.
He had broached the idea of merger to Bandai president Makoto Yamashina
over dinner back in 1996, who also shared with his fellow executive the
dream of creating a giant multimedia conglomerate to rival the likes of
the Walt Disney Company over in the United States. It was a great
dream by great minds ... but could they pull it off?
Originally founded in 1950 and having since grown to become Japan's largest
toy manufacturer, Bandai is best known to the West for its merchandising
of anime properties. This was an idea that Yamashina brought with
him once he assumed the company presidency from his aging father (and company
founder) Naoharu, despite the elder Yamashina's objections. Makoto
Yamashima's first such success was with the granddaddy of anime sci-fi
mecha shows, Mobile Suit Gundam. Toys based on the Gundam
franchise sold like gangbusters in Japan, so Yamashima continued the practice
with other so-called joint properties, expanding the concept to include
such live-action television shows as Kamen Rider and other similar
youth-oriented fare. Like Sega, though, Bandai was now experiencing
cash flow troubles due to the economic recession in Japan that had begun
to take root back in 1991. Its most recent joint properties, the
anime television series Sailor Moon and the most recent incarnation
of its live-action Kyoryu Sentai Jyuranger (aka Mighty Morphin'
Power Rangers) television series, were both past their prime and no
longer raking in the profits. In addition, Bandai's initial venture
into the videogame market - the Bandai Pippin - was a complete failure
and eventually had to be ditched altogether. Both Nakayama and Yamashina
along with their respective staffs had been in quiet negotiations during
the latter half of 1996 working out the big picture of the deal, with the
finer details to be finished once the planned merger date became definite.
On 23 January 1997, Sega and Bandai called a joint press conference and
announced that Sega would acquire Bandai in a stock swap deal worth about
¥129 billion (US$1.09 billion). "The idea," said Sega spokesperson
Lee McEnany, " is to become the largest entertainment company from toys
to theme parks to video games and music. We want to run the whole
gamut. This merger will give us more leverage and power."
The intial reaction of investors was rather cool on the stock markets the
following day, but they eventually gave grudging support to the idea.
More news about the merger came four months later on 24 May, after both
companies had released their long-delayed annual financial statements.
Sega and Bandai planned to merge their company-wide operations by 1 October
according to an agreement that was to be signed the following week.
Sega's own Isao Okawa would be the chairman of the combined corporation,
Sega Bandai Ltd, with Nakayama serving as its CEO. Bandai's Yamashima
would be third in line as the company president. All that remained
to do was the allocation of divisonal tasks and the elimination of redundant
personnel. "It's an extremely complex merger, because you're talking
about two global companies coming together," commented financial analyst
Robert Burghart of IGN Barings Securities (Japan) Ltd. for a story by New
Media News.
The signing of the Sega-Bandai merger agreement itself was to take place
on 22 May. It never happened.
It was the middle management of Bandai, most of whose jobs were about to
be eliminated (i.e. the "redundant personnel" mentioned earlier) who first
raised a royal ruckus about the affair. They got wind of it in April,
and the news apparently caused such contention among the ranks of Bandai
management that the company board of directors posoponed its initial decision
to vote on the deal from 1 May to 22 May. It was their hope that
the additional time would permit their subordinates to settle down once
they learned more about the planned merger, but the additional details
apparently had the opposite effect. No way were they going to let
Sega "absorb" their company and then see their jobs eliminated, Bandai
employees swore, and continued to vociferously object to the merger. The
incessant resistance of Bandai middle management, coupled with growing
concern from rank-and-file employees, to Nakayama and Yamashina's merger
plans would eventually grow and gather strength, building to such proportions
that it would spike the planned Sega-Bandai merger within days of it being
carried through. On 26 May, Yamashina
is reported to have contacted Nakayama and apologized, saying, "I'm sorry,
I couldn't persuade them." On 27 May, Bandai senior managing
director Mikio Ishigami informed the press that his company was calling
a special meeting of its managing directors in order to review the planned
merger with Sega. As a result, the official signing of the merger
document had been delayed until mid-July. Why? Over 80% of
Bandai's middle management "had expressed concerns about changes in the
company's culture and working conditions that would occur as a result of
the merger," according to New Media News. Local Japanese newspapers
were even more blunt, reporting that growing numbers of Bandai employees
were dissatisified with the plans to merge with Sega. By the next
day, it was all over. On 28 May in separate press conferences, both
Nakayama and and Yamashina publically acknowledged that the merger had
fallen through, although both would continue to work together along other
lines. Both blamed "cultural differences" for the failure of the
merger, albeit for different reasons. "It appears that among [Bandai's]
younger-generation management class, the true purpose of the merger had
not hit home and only the negative aspects were their focus," Nakayama
said. He also commented that Bandai itself "would feel rather guilty"
about calling off the deal. On the other hand, Yamashina "admitted
that Bandai had run into trouble identifying exactly which synergies would
have resulted from the tie-up, making it more difficult to persuade critics
of the merger's value." On 29 May, Yamashina announced his impending
resignation. On 26 June at a special stockholder's meeting, Yamashima
formally stepped down as Bandai president, retaining his largely ceremonial
role as company chairman while denying that his actions had anything to
do with the failed merger.
So what was the big deal? How were the lower-level personnel of Bandai
able to spike the merger?
There were several reasons - none of them strong enough by themselves,
yet when combined as a whole predicated impending disaster to the critics
of Nakayama and Yamashina's plans. First was Sega itself: a
company that had little in common with Bandai, who was already on shaky
financial ground and stood to gain more from the merger than Bandai.
Second was their respective corporate cultures: Sega had a rather
loose-knit, free-wheeling management style which was largely credited to
its origins as an American entepreneurial enterprise, while Bandai was
a traditionally Japanese company which operated along strict Japanese cultural
lines. Third was Hayao Nakayama himself: he was not perceived
as an ideal choice to run such a large company due to the way in which
he was pile-driving Sega into the ground right before everybody's eyes.
Fourth was a sudden turn of good fortune for Bandai: one of their new toy
products, a virtual pet device named tamogatchi, was proving to
be a big success and looked to generate sufficient revenue to make up in
the near future what losses the company would incur this financial cycle.
Boil it all down to the essentials, and you come up with this inescapable
conclusion - Bandai didn't need Sega. It was the other way around
- Sega needed Bandai. Bandai may have been the one posting a loss
on its books for fiscal year 1996, but it had the merchandising strength
to rebound. Sega didn't and never would. Bandai was always
the deciding partner in the merger, and both Sega's and Nakayama's future
success hinged on whether or not the merger would go through. It
did not, and the rest, as they say, is history.
On 28 May 1997, as news about the failure of the Sega-Bandai merger was
breaking, the following observation was made by a number of financial market
anaylsts. The quote is from the old news archives of Dave's
Sega Saturn Page.
[I]n
the long-term, Sega may have more to lose from the failed merger, as it
had become much harder to restructure its unprofitable game machine operation
without new blood and a boost in its earnings. They said Sega's video-game
machine is losing money and is unlikely to turn profitable in the future.
Nakayama
was never able to bring Sega back into a position of market strength.
The planned merger with Bandai had been his last throw of the dice.
As 1997 rolled on, he quietly began making preparations to leave.
On 12 January 1998, Nakayama tendered his resignation as chief operating
officer of Sega of Japan. "Many speculate that the move by Nakayama
is to take responsibility for the failed merger between Sega and Bandai,
and the less than spectacular business achievements of Sega this past year,"
reported GameSpot News. The resignation became official the following
month, Nakayama was booted upstairs to the newly created ceremonial office
of corporate vice-chairman, and fellow executive Shoichiro Irimajiri was
appointed by the stockholders as the new Sega CEO. By June, he had
left Sega altogether. He was the last of Sega's founding management
team to leave, and with him ended an long and often dictatorial era in
the company's storied history.
Over in the West, Bernie Stolar is the man most often blamed by Sega diehards
in the U.S. for the death of the Saturn.
Many reasons are cited, but they all tend to boil down to three key issues
- his feud with Victor Ireland of Working Designs over Sega booth space
at E3 1997, his public statement at the very same show about the future
of the Saturn, and his implementation of the Five Star Games Policy.
Let us take a moment to look at these three reasons and see just what bearing
they had on Sega's worsening fortunes in 1997. In truth, the Saturn
was dying long before Stolar came onto the scene, but since he is perceived
by many as putting the final nails in its coffin, let us examine why this
may in fact be so.
E3 1997 was held 19-21 June 1997 at the World Congress Center in Atlanta,
Georga. The reason for the change of venue was that the show had
become so big an event that it had outgrown its previous stomping grounds
in Los Angeles. The first keynote address was by IDSA president Douglas
Lowenstein, who discussed the growth of multimedia and the rise of the
Internet. Lowenstein noted in his speech that official NPD research
data indicated that there had been a 58% incress in console game sales,
some 6 million nextgen consoles were already in the homes of U.S. gamers,
and it was expected that there would be as many as 16-18 million by the
end of the year. The second keynoted address was by NBC News anchor
Tom Brokaw, there to discuss the founding of his employer's MSNBC online
news service. So what does all of this have to do with Bernie Stolar
and the demise of the Saturn? Plenty, as it turns out. There
were two things that happened at E3 1997 that bore on Saturn's ailing fortunes,
and both of them are connected directly with Bernie Stolar.
The first problem for Saturn at E3 1997 attributed to Stolar was the apparently
spontaneous eruption of a feud between Sega of America and software licensee
Working Designs, its number one importer of RPGs.
Due to a series of events and misunderstandings concerning scheduling and
booth space that still raise the ire of the principals involved, Working
Designs did not get the large area within Sega's E3 booth that it had thought
it was supposed to receive. Instead, it was relegated to a small
space in the back corner where hardly anybody could find them. Victor
Ireland, the president of Working Designs, had already developed a personal
dislike for Sega of America president Bernie Stolar going back to the latter's
days with Sony due to his brusque manner and dismissal of "non-mainstream
games" (i.e. RPGs) as largely unprofitable. He took personally the
treatment his company received at E3, perceiving it to be a direct insult
levied by Stolar himself, and promptly announced that Working Designs would
no longer support any Sega platform so long as Stolar remained in Sega's
employ. Stolar remained unpreturbed, but Saturn RPG fans went berzerk
at the news. While Working Designs was still committed to release
the long-delayed RPG
Magic Knight Rayearth for Saturn, it had abruptly
cancelled its work on the Saturn port of Lunar Silver Star Story Complete
even though the game was reportedly nearing completion. Instead,
it was jumping ship into Sony's camp as fast as it could and would release
Lunar
SSC for PlayStation instead. An upgraded and overhauled version
of the highly acclaimed RPG for Sega CD, Lunar SSC had long been
awaited by Saturn RPGers, so who could blame them for beside themselves
now that their game had been canned? They took Ireland at his word
and vented all of their fury on Stolar for his reported behavior - even
though a large portion of it was undeserved. While it was true that
Stolar and Ireland were not exactly buddies and never would be, it should
be noted for the record that Ireland had already decided that Saturn was
a dead system and was looking for a convienent excuse to take his company
out of the Sega fold. That infamous E3 1997 incident gave him exactly
the "cause" he needed to pack up his tent take his show elsewhere - away
from a man he personally detested and on to greener, hopefully more profitable
pastures. As for Stolar, he was reported to have privately expressed
delight that Sega didn't have to deal with such a prima donna licensee
anymore.
The second and more damning problem for Saturn at E3 1997 was a single
quote lifted from a speech that Stolar gave on 23 June 1997, just two days
after E3. "The Saturn is not our future," Stolar said without hesitation
during that speech, and it was that one quote that would forever earn him
the ire of the hardcore Saturn fanatics.
Stolar's quote was reprinted in a number of mainstream videogame magazines,
such as Electronic Gaming Monthy, and plastered all over pro- and
anti-Sega Internet sites in the months ahead. Rant after rant, rave
after rave, flame after flame, the ire continued to pour out of the Sega
faithful against Stolar and what he had said, and would do so even years
after it was first reported. "For all practical purposes, [Stolar]
buried the system alive while it still had a pulse left in it," noted one
such Sega site. Gamer Henry Knapp was even more blunt. "It
seems as if Sega didn't want the Saturn to succeed," he fumed in his own
public rant. These two are actually some of the milder comments that
one can find in print and on the Internet that were generated by Stolar's
words, but he never took it back nor apologized for his remark. Why?
Because he was now focused on Sega's next console, and he didn't
really give a damn anymore as to what happened to Saturn. It wasn't
and wouldn't make Sega any more money - but its successor might, provided
it was given the proper time and effort for a successful launch.
That is where Stolar was focusing his talents and efforts: towards
Sega's potentially bright future, instead of wasting his time on its present
failures. He didn't care about the Saturn, its sales, its software,
or anything about it. What he cared about was the new console, for
that repesented Sega's last chance at making a profit and climbing out
of the financial hole it was fast digging for itself. Above all else,
he had faith that the average Sega gamer would eventually understand ...
given time, that is.
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The third of Stolar's perceived problems was his Five Star Games Policy,
which went into effect on 20 June 1997 and is often blamed for the dearth
of good Saturn titles in the West. It
was put together in an effort to assure top quality, top selling Saturn
games for the U.S. market. All submissions from both Sega's own programming
divisions and its third party licensees were subject to the Five Star grading
criteria, which emphasized "quality over quantity." If submissions
did not receive a composite score of 90 or more, then they would have to
be reworked or else they would be dropped from the release list.
It sounded good when it was first announced at E3 1997, but shortly thereafter
came to be blamed by irate Saturn gamers as the reason why so many good
Japanese Saturn titles never made it out of Japan. Take Sakura
Taisen, for instance. This odd yet excellent combination of mech
combat sim and romance simulation was wildly popular in Japan and had a
devoted following in the U.S., yet Sega never saw fit to release the game
in the West. Saturn fans pointed to the Five Star Policy, which seemed
to ensure that such a market-specific title would never see the light of
day in the West - and since Stolar put that policy into place, then it
was Stolar's fault. They point to other titles left behind in Japan,
such as Radiant Silvergun, considered the best shooter ever created
for the platform, and then proceed to call Stolar every dirty name in the
book in every language they know. After all, hadn't he screwed up
good games for the PlayStation launch back when he was with Sony?
A lot of Saturn gamers from that day still blame Stolar and his Five Star
Games Policy for the dearth of good Saturn titles in 1997 and 1998, even
though in truth it had very little to do with them. It was Sega's
own executives over in Japan and not Bernie Stolar who was calling the
shots as to which Saturn titles would make it across the pond. He
had more pressing concerns to worry about - like ensure that the Saturn
left this world with some grace while he readied Sega's next system for
its eventual market debut.
One of the few aspects of the Saturn that was often overlooked in a direct
comparison with its competitor consoles was its dedicated expansion port.
Such a port could be used for various things: Sega's NetLink module,
a dedicated MPEG playback card, or a RAM expansion cart. It was the
RAM cart option that loomed large in the minds of Western Saturn owners
in 1997, because they knew full well that Eastern owners already had them
and were enjoying games specifically coded to take advantage of them; furthermore,
Sega was letting third parties such as Capcom manufacture and sell their
own Saturn RAM carts. Fighting games from Capcom and SNK boasted
faster loading times, more colors, smoother animation, and more intense
action. It was even rumored that Capcom's in-development Saturn port
of Resident Evil 2 represnted such an overhaul of the PlayStation
original that the RAM cart would be required. The RAM expansion capability
was something sorely missed by Western owners of Saturn's competition.
PlayStation was a sealed box that offered no expansion options save those
which could be somehow grafted onto the system's ports, and that did not
include system RAM expansion. Only the N64 had a similar expansion
port that could be used for additional RAM, but Nintendo's mindset on expansion
port devices was typical Nintendo - if it did not have their name on it
or was not manufactured at their facilities, then it would not
exist. Despite this, and the constant clamouring by Saturn owners
in North America, no official Saturn RAM
cart was ever released in the West.
Why? Because Sega knew the Saturn was dying, that's why.
You see, Sega had been in negotiations with Capcom for several months about
licensing Capcom's own RAM cart and selling it in the West under the Sega
label, along with Capcom's X-Men vs. Street Fighter. Those
negotiations fell though, however, because increasing concern over Saturn's
plummeting market fortunes caused Sega executives both East and West to
rethink their strategy. In their joint opinion, there was no point
in releasing a costly piece of hardware to a market that was fast shrinking
for the simple reason that there was no profit to be made. Hardware
is expensive and has the least profit margin in the product line.
Sega was already losing money on Saturn hardware, and stood to lose more
by releasing the RAM cart in the West by every estimate they ran.
No profit, no point. It was a simple business decision that Sega
executives were forced to make time and again during this period over the
Saturn and its product line due to its worsening marketing position, but
this did little to assauge the growing ire of many a Saturn owner in the
West.
On 1 June 1997, Square unleashed the mother of all RPGs on the U.S. market.
Hironobu Sagauchi's love affair with the multimedia capabilities of the
Sony PlayStation had finally borne fruit earlier that year in Japan, where
his game had been an instant sellout. Final
Fantasy VII told
a cyberpunkish story of a young warrior named Cloud and his rebel allies
as they strove against the evil machinations of the Shinra Corporation.
It had everything a next-generation RPG fan could want and more - beautifully
stunning graphics and cinematic sequences, a simple yet balanced game engine,
and hours upon hours of gameplay. The staff of NextGen magazine,
themselves no strangers to RPG gameplay, estimated that it took them a
total of almost 50 hours to play thorough the complete game from start
to finish. It was a monster of an RPG, but most importantly, it was
the genre's first nextgen effort. The 2D superdeformed characters
of the past had now been replaced by 3D polygonal models. Static
overhead screen views were now replaced by dynamic camera angles; moreover,
full-motion video (FMV) was used to an extent that had not been seen since
Lunar
2: Eternal Blue on the old Sega CD some two years before. Final
Fantasy VII sold 2.5 million copies during its first three days on
the Japanese market and was the main reason why the Sony PlayStation finally
surpassed the Sega Saturn in the Japanese videogame market.
Japanese gamers were buying PlayStations for the sole purpose of playing
Square's latest and greatest RPG, thus driving consle sales at a rate with
which Saturn sales simply could not keep pace. Eventually, 90% of
all PlayStation owners in Japan would also own a copy of Square's Final
Fantasy VII.
Realizing a good thing when they saw it, Sony arranged with Square to have
Final
Fantasy VII translated into English and released in the West.
It saw its North American market debut on 1 June 1997, where its reception
was even more phenomenal than it had been in Japan. Final Fantasy
VII for PlayStation was not only the console RPG of the year, it was
the biggest game of the year for any platform. Even to this day,
it is considered a milestone in RPGs and one of the hallmark games of the
genre. The closest thing Sega had in its Saturn arsenal to combat
the Final Fantasy VII phenomena was Grandia by GameArts another
excellent RPG from the company that had brought the Lunar franchise
to the genre. It had done surprisingly well in Japan and Western
gamers were loudly clamouring for its release, but both Sega and GameArts
agreed not to do an English port. More on this subject later; suffice
it for now to say that Sega already knew that the Saturn was dying and
could not justify the expense of such a promising proposition. Thus,
the only piece of software which Sega had that might have had a chance
of dealing with success of Final Fantasy VII in the West remained
behind in Japan, and the PlayStation's popularity continued its wild climb
upward.
On 19 June 1997, Sega of America had five Saturn games on the market for
its much-lauded 28.8 kbps NetLink modem. This allowed Saturn owners
to surf the Internet with the included NetLink browser, as well as play
NetLink compatible games directly on the Internet. These games were
Daytona
USA CCE, Duke Nukem 3D, Saturn Bomberman, Sega Rally Championship,
and Virtual On. By 3 July 1997, however, Sega of Europe had
already scrapped its plans to release NetLink in Europe. It cited
disappointing NetLink sales in the U.S. as the prime motivating factor
in its decision. There were only some 15,000 NetLink users all told
in the U.S. market, representing a dismal figure by any estimation.
No wonder Sega of Europe changed its plans accordingly.
NetLink is one of the few instances where a bad Sega decision was not due
to autocratic management. In this instance, it was the decision to
tap a marked that really wasn't quite there yet.
NetLink was way too early and far too expensive to be nothing more than
a interesting novelty. Having the first Internet-capable console
added another plus to Sega's portfolio for inventiveness, but it added
nothing to Sega's constantly eroding bottom line. In addition, many
online-savvy gamers claimed that NetLink lacked the fun, challenge, and
spontenaiety of Catapult's XBand network for the 16-bit console generation.
NetLink had no sports games (such as Madden NFL) and no fighting
games (read Capcom fare). In other words, it was just plain boring
unless you were a
Duke Nukem 3D fan, but that was about it as far
as the action genre went. Most gamers looked at NetLink, smiled and
said, "That's neat, but I wish it had better games," and went right back
to their Sony and Nintendo consoles. Like so many other Sega products,
NetLink was an idea that had come soon to do Sega any good in the current
videogame market.
By the time that August 1997 rolled around, with the U.S. videogame market
primed for the final four months of the year and the massive amounts of
revenue that would be generated therein, the handwriting was on the wall
for Sega and the Saturn. Sony, the
new king of the hill, still dominated the market with a 47% share for its
PlayStation. It had the most impressive software lineup of the year,
with hit titles like Final Fantasy VII raking in profits by the
millions. Not far behind was Nintendo at 40%, the largest share of
the U.S. videogame market that it would ever recoup. As Nintendo
of America vice president Peter Main had correctly predicted, N64 was feeding
off Saturn's corpse - even though the console still wasn't dead yet.
His numbers may have proven wrong, but his take on the initial trends had
been right on the money. Poor Sega had by now fallen to a 12% market
share and was still trending downward. It could not match the rapid-fire
price changes of its richer competitors quickly enough, Saturn's year-end
software library paled in comparison to what was to be had on PlayStation
and N64, and what few American Sega gamers were left were for the most
part bitching about the lack of good software and complaining bitterly
about the way Bernie Stolar was driving their console into the ground with
his recently instituted Five-Star Software
policy. It wasn't really his fault - he was doing his level best
to make the best of a bad situation - but since Saturn gamers did not have
the big picture at that time, they had nobody else and nowhere else to
vent their rage. As for the rest of the videogame industry, they
had written off Saturn months before. Most of the mainstream industry
magazines, such as NextGen and Electronic Gaming Monthly,
had already taken to calling Saturn "a dying system." A few even
went so far as to say that they couldn't wait to see the PlayStation ports
of hot Saturn titles - like Grandia - that never made it out of
Japan due to Saturn's failure in the West. It wasn't so hard to believe
by this point - Sony had an installed user base of 20.4 million PlayStations
worldwide by the time September rolled around, and that number just kept
right on growing.
Saturn was not the only console going down the proverbial drain.
Its immediate predecessor in the 32-bit CD-ROM based console wars was about
to bow out altogether. On 3 September 1997, Panasonic formally withdrew
from the U.S. videogame market. With it went 3DO, the console that
started it all, along with the planned 64-bit M2 upgrade announced less
than a year before by Panasonic's parent company, Matsushita. Trip
Hawkins and his dream of a single console standard among hardware manufacturers
would have to wait a while longer. His was a vision that had proved
largely unworkable amid the proprietary-minded Japanese companies that
dominated the scene, and it would take at least another market cycle before
some of the seeds that he had planted with 3DO began to take root.
On 30 September 1997, Sega of America launched its last major advertising
campaing in hopes of salvaging something of the season for the beleaguered
Saturn. Bernie Stolar managed to scrape up about US$25 million for
the effort, which touting the Saturn's prowess and the strength of its
fall software lineup. There were the spot-on-accurate ports, of course:
Manx
TT, Sega Touring Car Championship, Last Bronx. There were the
Saturn-specific efforts: Fighters Megamix, Enemy Zero, and
the highly touted Sonic R - which Saturn gamers got in place of
Sonic
X-Treme, but that whole sordid story will be told soon enough.
There was the sports lineup: both Madden 97 and Sega's own
NFL
97 were available this time. There were also the third party
efforts: Capcom's presence (Street Fighter Collection, MegaMan
X4, Resident Evil) as well as that of id Software (DOOM, Quake)
and 3D Realms (Duke Nukem 3D), among others. Sega could rightly
boast that Saturn was the only console on the market to have the uncut,
uncensored versions of all three of the world's best-known first-person
shooters of the day. Stolar even managed to bring in a new advertising
firm to manage the effort. The figure was only a fraction of what
his two chief competitors, Sony and Nintendo, were spending on their own
fall advertising campaigns, but he knew full well that Sega did not have
the extra funds to spare in order to match their efforts. Not surprisingly,
Stolar's effort was a complete failure despite his effort.
In retrospect, the final Saturn ad campaign is largely remembered for what
didn't make it into the ad copy that should have - more details the games
themselves. Most Saturn owners were
offended by what they perceived as a big waste of time and mone.
It failed to make almost any impression at all on the average gamer, who
was constantly being wowed by the constant barrage of TV commercials and
print ad copy touting products for Sony and Nintendo consoles. They
went on spending their money elsewhere, while Sega countinued its mad spiral
downwards into oblivion. Not a single Saturn title - new, old, or
otherwise, made it into the NPD TRST Top 25 Console Games list for October.
None made it in November, and there was not a single Saturn title to be
seen on NextGen's list of the top 20 console games of the year.
Why? To quote one industry observer, "A disturbing trend easily becomes
apparent. The average Saturn owner has become a bargain hunter and
an NFL junkie in need of a fix - any fix." When all was said and
done, the Sega Saturn only accounted for at most 5% of total combined holiday
console sales. Sega was now unofficially in the hole - big time -
and those were numbers that no corporate executive in his or her right
mind could ignore for long.
On 17 December 1997, just as the holiday season entered its final mad week
of shopping frenzy, NextGen reported that Sega of America was planning
to undertake "a substantial downsizing" after Christmas. An official
spokesman for Sega denied the story, but nobody believed him. Rumors
of all kinds were seeping through the cracks, and unofficial estimates
of Sega's yearly profit-loss statement had the once-proud industry giant
losing hundreds of millions of dollars. The official figures would
be announced at the end of the fiscal year, 31 March 1998, and they were
damning. Sega had sustained a net loss of some ¥43.3 billion
(US$360.8 million) company for fiscal year 1997, and even Sega's own annual
statement laid the blame squarely on the poor market performance of the
Saturn. No one knew how such massive losses would affect the fate
of Sega's next videogame console, Katana,
which had already been officially announced back on 8 September (and which
in a few short months would be renamed Dreamcast).
One thing was certain, though - Saturn was about to go bye-bye. It
was now a matter of when, not
if, and how soon the
axe would fall.
There is an old country saying here in the United States that some of you
may know. "If you can't run with the big dogs, then stay on the porch."
Sega was no longer capable of running anywhere with its better financed
and better resouced competition. Years of bad management and poor
judgement had now caught up with it. The one major videogame company
which enjoyed a reputation for innovation and creativity like few others
found itself hoist by its own pretard. Sega
had violated one of its own major business axioms - it had failed to properly
anticipate and adjust to a changing market.
That failure had doomed the Saturn before it even launched, and it was
now time for Sega to pay the price.
1997 was the year in which Sega paid the piper. All of its chickens
were now home to roost. Sega would never be the same after this fateful
year, and the events of 1997 would pretty much dictate the eventual fate
of Sega itself, as well as its next - and last - videogame console.
The case of the missing software
With all the negative things that were being said by almost everyone about
Saturn, including Sega itself, it was no wonder that a lot of top-notch
titles either never made it out of Japan or were never released at all.
While it is true that the last days of the Saturn would see some of finest
games that would ever appear in its software library - Burning Rangers,
Panzer
Dragoon Saga, and Magic Knight Rayearth, to name but three -
there were just as many more that in the opinion of its Western fans should
have also hit store shelves but didn't. The loss of some of these
are frequently blamed on Bernie Stolar and the Five Star Games Policy that
he implemented in mid-1997, yet in truth the reasons why none of these
were released in the West have anything to do with Stolar or his policies.
Here in brief is an overview of some of the more notable Saturn titles
that might have been bigger than they were or that never got out of the
gates. It is the opinion of most Saturn fans and many game historians
that their presence was especially missed in the West, where Saturn frankly
needed all of the help it could get. Why were they not released?
Let's find out!
Eternal Champions:
The Final Chapter
This was perhaps the most acclaimed 2D fighting game to ever be created
somebody other than Capcom or SNK. In fact, Eternal Champions
was dreamed up by none other than Deep Water, one of Sega of America's
own in-house programming teams. The Genesis version was pretty good,
and the Sega CD version was spectacular but suffered from the limitations
of its consoles. Eternal Champions: The Final Chapter would
have picked up on one of the loose ends from the Sega CD game - the appearance
of the Infernals - and gone on to introduce new characts and an all-new
tournament.
Sega of America was already making plans to release the third and final
installment on Saturn and souping up the game engine big time when their
superiors over in Japan put their foot down and said "NO!"
It wasn't going to happen because they wanted Virtua Fighter - a
game that had come out of their own programming stable - to be the definitive
fighting game for the platform. Not only did Eternal Champions
for Saturn never see the light of day, it never even got its foot in the
door. It's a crying shame, too, because the Sega CD version received
a lot of good reviews and many American gamers were looking forward to
playing a spiffed-up Saturn version. Word leaked in October 1996
that the game was indeed going to be axed, and Sega of America reluctantly
confirmed that sad reality before the year was out.
In retrospect, Eternal Champions: The Final Chapter might have been
one of those regional titles that could have helped push console sales
had it been given a fair chance, but it never got that opportunity.
Sega of Japan killed Eternal Champions for Saturn before one line
of alpha code ever made it through a Saturn development kit.
Grandia
In 1997, everyone knew that Final Fantasy VII was turning out to
be the monster hit that had been expected; furthermore, everybody thought
they knew what Saturn RPG that Sega had in its Japanese arsenal to best
counter it. This was none other than Grandia by GameArts,
which was released in December of 1997 to eager Saturn gamers in Japan
and was already being hailed as a masterpiece and a milestone insofar as
the use of 3D environments in an RPG was concerned. To the surprise
and anger of Western gamers, though, Sega passed on Grandia in 1997
and instead opted to translated and release the first installment of its
own Shining Force III series. This seemed to fly in the face
of all reason, if you were an eager Saturn gamer or RPG addict following
the videogame market that year. It was quite a different story in
the corporate boardrooms of the companies involved.
What most Western gamers do not understand is that Grandia for Saturn
did not do all that well in Japan. It may have been one helluva game,
in fact the best RPG ever created for the console and one of the all-time
RPG classics, but it didn't exactly take the Japanese market by storm.
Grandia
for Saturn only sold some 350,000 copies during its original market lifetime
- large numbers for a Saturn game to be sure, but nowhere in the ballpark
compared to what Square's Final Fantasy VII was doing. That,
combined with the sad reality that Saturn had failed in the West, was the
reason why both Sega and GameArts agreed not to do an English language
port of the game. Their sales projections show that they couldn't
make enough money off of an English language port in the West, where the
Saturn market was already small and shrinking daily, to justify the expense
of the translation effort. On 10 January 1998, Sega angered
RPG fans worldwide when it announced that
Grandia for Saturn would
never be translated into English for a Western release. It is a grudge
that both Sega diehards and RPGers hold against Sega even to this day,
made all the more painful by an obviously inferior English-language port
for PlayStation released by Sony approximately two years later.
Legacy of Kain: Blood
Omen
This groundbreaking action RPG casts players in the role of Kain, a formidable
warrior of old who comes back from the dead as a powerful vampire in order
to wreak wrath and havoc upon those who murdered him. One of the
very first games specifically designed to take advantage of the CD-ROM
format, it represented not only a milestone in videogame construction but
a new and novel experience in its own right. It was released in August
1996 for the PlayStation to rave reviews, and not long after Saturn gamers
heard rumors of a port for their own beloved consle. The Saturn port,
which was said to have been started shortly after the PlayStation version,
was to have addressed all of the deficencies of the earlier incarnation
and more. The fact of the Saturn's 2D legacy would have made its
port Legacy of Kain the faster loading and playing of the two versions,
and Saturn gamers were eagerly looking forward to its release. In
fact, a Saturn port was known to have been under development as of January
1997 and rumors ran rampant that it would be released by that fall, but
nothing more happened after that. The Saturn port of Legacy of
Kain: Blood Omen was quietly scrapped by Eidos long before it got anywhere
near playable form. The reason? The Saturn was dying right
before everybody's eyes, and Eidos corporate heads felt that they couldn't
recoup their investment in the port. Sad, but that's business.
Resident Evil 2
The followup to Capcom's 1996's groundbreaking blockbuster "survival horror"
hit, Shinji Mikami's Resident Evil 2 moved its monstrous escapades
from the country hills right to the middle of downtown itself. This
time around, RPD rookie police officer Leon Kennedy and female biker Eliza
Walker are forced to team up in order to survive a city overrun with zombies
and all sorts of other horrific creatures, with the resourceful personnel
of RPD STARS nowhere to be found. The PlayStation game was about
70% complete and work had already begun on a Saturn port when Mikami personally
ordered it cancelled and the game completely overhauled. He was not
happy with how Resident Evil 2 was developing, and felt that it
looked and played too much like the original Resident Evil.
In addition, the character of Eliza Walker was not working in the plot
as intended, and some of the game's new features (body armor/clothing that
could be damaged and worn down throughout the game, for instance) were
proving difficult to implement. Capcom's RE2 team essentially
started over and rebuilt the game plot and engine from the ground up, although
a fair portion of the work they had done earlier eventually wound up in
the new version. As for the Saturn port (which had been announced
by none other than Bernie Stolar himself on 10 January 1997), it was scrapped
for two simple reasons: there wasn't time to work on it, and the
Saturn was by now obviously dying. The planned overhaul of RE2
was going to take a significant amount of time, delaying its release by
at least a full year. Since the PlayStation version was to be released
first, and work on it was already at the playable beta stage, it would
be the easier of the two to retool. Also, by the time work was complete,
which would have been 1998 at the earliest, Capcom felt that the Saturn
would most likely be dead (as it proved to be), so they could not justify
the additional work. Early Saturn alphas of Resident Evil
"1.5," as fans now call the earlier game, are thought to still be in existence,
but their fate is unknown.
One final note for fans of the series. As far as my research can
determine, the aborted Saturn port of Resident Evil 2 would not
have required a RAM cart for gameplay, as was rumored to be the case at
the time. My sources come from developers who were familiar with
the Saturn and were coding for it at the time. It would have required
no more system resources from the Saturn than did the PlayStation original
of its respective hardware.
Sakura Taisen (Sakura
Wars)
Perhaps the one classic Saturn game that anime addicts dearly wanted Sega
to bring to the West in an English translation is the one classic Saturn
game that was guaranteed never to make it out of Japan. Sakura
Taisen, i.e. Sakura Wars, combined the action-packed antics
of mech combat with a delightfully entertaining dating simulation ... and
therein lay its problem. Dating simulations are quite popular in
Japan due to the culture of that country, but they have almost always bombed
in the West. It didn't matter one whit that it achieved the prestigous
title of Overall Game of the Year in Japan - there was simply no way that
Sega was going to release such a game in a market where a sizeable audience
for it simply did not exist. To be frightfully honest though, and
I know this is going to irritate a lot of Sakura Taisen fans, nobody
else save them has missed its presence or that of its later Dreamcast incarnations.
Sonic X-Treme
Without doubt, Sonic X-Treme is the saddest "lost software" story
in the saga of the Sega Saturn. You see, despite stories to the contrary,
Sega planned all along to have a brand-new Sonic game for Saturn that would
showcase the console's power - just as the original Sonic had done
with the Genesis years before. Sonic X-Treme, originally planned
for the 32X, was to have been that game. Its loss is due in part
to its develoment team and in part to none other than Sega of Japan.
As with the later Sonic efforts, Sega Technical Institute (STI)
over in America was tasked with the latest incarnation of Sega's beloved
mascot. This time, they had the formidable job of creating the first-ever
fully 3D next-generation Sonic game. They had lots of ideas
and wasted no time in throwing together executable code in order to demonstrate
their ideas. Sonic X-Treme, as was revealed to a number of
videogame industry reporters and magazines at the time, looked nothing
short of fantastic. It had the look of every Sonic lover's dream
- full 3D environments in which Sonic could maneuver in all directions,
rich gameplay enviroments true to the series legacy, and so on. Sonic
fans worldwide were salivating as 1996 came to its end and 1997 loomed
on the horizon.
This is where Sega of Japan enters the picture.
You see, STI also had some major problems coding Sonic X-Treme.
Even the executable alphas they created took up far too much of the Saturn's
resources to ever hope to make a playable game out of theme. The
situation was so bad that Sega of America was pulling programming resources
from other departments (such as Sega Sports) in an effort to overcome the
obstacles. They wanted Yuji Naka's help, but he was busy working
on NiGHTS and was therefore unavailable. Executives over at
Sega of Japan were not pleased by the reports they were getting about STI's
production problems, so a delegation was sent over to review their work
first-hand. According to reports, they came back appalled and reported
the dismal findings to their superiors, who then relayed them to Sega CEO
Hayao Nakayama and the senior corporate staff at Sega. A short time
later, in early 1997, STI was coldly informed that Sonic X-Treme
had been officially canned. STI never recovered from this debacle
and broke up shortly thereafter. Parts of Sonic X-Treme would
later wind up in Sonic R, Sonic Jam, Sonic 3D Blast,
and Sonic Adventure for Dreamcast a few years later.
On 08 December 1997, Sega of America released Sonic R for Saturn
to a disappointed American gaming public. Although it received wide
acclaim for its stunning graphics, it was not the 3D Sonic riot that Sega
of America had originally promised. Even to this day there are many
Sega diehards who complain that Sonic R was no "true Sonic game"
and deride it at every opportunity. Overall, opinions about Sonic
R remain mixed to this day.
Virtua Fighter 3
Virtua Fighter 3, the third incarnation of Yu Suzuki's groundbreaking
3D fighting game, first hit Japanese arcades on 10 September 1996.
It immediately became the standard by which all comers were measured -
partly due to the depth of its gameplay, and partly because the game's
graphics (generated by the new Sega Model 3 board) shattered all previous
records for polygon counts in a videogame. Sega brought over some
cabinets for display at that year's Electronics Consumer Trade Show in
the U.S., and both vendors and gamers alike were wowed by what they saw.
VF3,
as it is commonly abbreviated, soon became the topic of much speculation
among Saturn owners. A port was inevitable - they just knew it -
and rumors were already flying that such a port was well underway.
Officially, Sega kept mum, but the hype continued to build through the
rest of the year and into 1997. On 28 November, Yu Suzuki himself
said in a public interview, "AM2 and myself will take full responsibility
for the translation." It was now official - VF3 was coming
to a Saturn near you.
Or was it?
Sega kept promising a Saturn port ... and it kept getting delayed ... and
delayed ... and delayed ... until it dropped off the radarscope altogether.
Sega of Japan had already started to hint that the port might be canned
in early 1997, and its absence in the Saturn software section at E3 1997
seemed only to confirm this. Sega of America did a lot of back-pedalling
on these and other reports, but they (as we know) were not the ones running
the show by that point. Actually, and this was unknown to everybody
until the following year, Yu Suzuki and his staff at AM2 had finished a
considerably scaled-down Saturn port of VF3 by 03 July 1998, but
by time Sega of Japan was dead set against releasing it. Why?
As it was later revealed, Sega of Japan executives felt that a port of
VF3
for the dying Saturn might hurt the superior port already in development
for Sega's newest console - the Dreamcast. Instead, they just kept
on tweaking the game and refused to release it. VF3 for Saturn
was officially cancelled on 17 September 1998 even though Sega of Japan
had the completed game ready to send to the pressing plants. In the
meantime, however, gamers got tired of Sega putting them on hold yet again
and went to PlayStation for Tekken 3 instead.
Last rites
As the horror that was 1997 ended and the new calendar year of 1998 began,
Sega chairman Isao Okawa proceeded to do something he had not yet done
in what up until now had been his largely cermonial role as leader of the
company. He proceeded to act in order to salvage what was still salvageable
in order to keep Sega from sinking altogether. Sega had been overwhelmed
by the market dominance of Sony and the surprise resurgence of Nintendo.
Now was the time for Okawa to act. "I changed the management, cleared
the inventory, closed down unprofitable retailers, and restructured the
distribution system," Okawa later recalled. He did all of this within
the space of a few short months in order to clear the decks for what would
be Sega's last shot at the videogame console business. Sega already
had Katana in the development pipeline and both the money and resources
had already been allocated in order to bring it to market. It was
designed to be everything that Saturn had not been, so the last thing Sega
needed was the anvil of the dying Saturn still hanging around its neck.
Okawa knew this, as did Bernie Stolar over in North America, and now was
the time to act on everything they had discussed and planned up to this
point.
Even as the opening days of 1998 began, knowledgeable newshounds fluent
in Japanese knew that Sega had already
stopped production of the Saturn back at the end of 1997.
On 8 January 1998, last year's rumor became stark reality as Sega of America,
acting under direct orders from Okawa back in Japan, gave 30% of its employees
their pink slips. Both Sega of Japan and Sega of Europe underwent
a similar downsizing about the same time. Within the space of about
five to six weeks, during the months of January and February, Okawa engineered
a major reorganization of Sega itself. Several of the corporation's
less profitable ventures and divisions were eliminated outright, while
others found their staffs and allocated resources considerably reduced.
Okawa's reorganization of Sega's internal company structure was such that
division managers were now more independent than before of senior management,
but as a result were more accountable for their actions. "When you
separate those divisions into their own companies," Okawa noted, "you turn
them into administrators, where they have to frantically deal with delivery
and collect on accounts receivable. The branching process was done to root
management senses to the divisions." The culmination of Okawa's maneuvering
was shaking up the board of directors itself, with 15 of its 25 memebers
either encouraged to leave or voluntarily resigning on their own.
Among their number was none other than Sega CEO Hayao Nakayama himself,
who tendered his resignation on 12 January and was later replaced by Shoichiro
Irimajiri on 10 February. Okawa once again spun off the job of Sega
of Japan chief operating officer, which Nakayama had also held, and gave
it to longtime Sega tecnical wizard Hideki Sato.
Okawa was reportedly not happy with the choice of Irimajiri as the new
Sega CEO, but there was nobody else at the time as qualified to fill the
vacancy. "He is really good at technology, but not very good at running
a business," Okawa would later comment, yet it seemed a fair enough choice
at the time. Sega was getting ready to launch a new console based
on new technology in a highly skeptical market, so who better to lead the
charge than a Sega executive who knew that very technology inside and out?
Beside, Irimajiri got along better with Stolar than did Okawa, for the
personality clashes and market sense of both Okawa and Stolar were finally
beginning to manifest themselves. However, that is another story
for another time.
While Sega was busy arranging its internal affairs, its third parties were
not waiting around for marching orders. On 6 January 1998, Capcom
officially dropped plans to release its 4 MB Saturn RAM cart in the West.
Along with it went the Saturn port of Resident Evil 2, which had
already reached beta test phase. Four days later, on 10 January 1998,
Sega announced that the planned English-language port of Grandia
by GameArts had also been axed. Saturn RPG fans were besides
themseves in anger at the news, but the other shoe had yet to fall.
About a week later, on 16 January 1998, Working Designs announced that
it had canned the in-development English language enhanced Saturn port
of Lunar: Silver Star Story and that furthermore it would not be
doing any more RPGs for the platform (aside from finishing Magic Knight
Rayearth, which was way behind schedule already). Both games
would instead be released on PlayStation within two years.
On 23 January 1998, Sega of America dropped the price of the Saturn console
to just US$100 and most of its software to just US$10 a pop in a concerted
effort to clear its inventories of all Saturn stock.
This was again on the direct orders of Sega chairman Isao Okawa, who had
told Stolar to rid Sega of America of its "useless stockpiles" as fast
as possible. Stolar readily consented. A similar move took
place about the same time in both Japan and Europe, again per Okawa's instructions.
"I told [our people that] if you're going to stockpile it, then you might
as well give it away," he later recalled. Sega had sat on these unsold
Saturn inventories for so long that they pretty much wound up doing just
that. Many nationwide retailers, such as Wal-Mart and Electronics
Boutique, lowered the price of the console still further to US$75 and software
prices to just US$5 per title. Virtually all of the so-called "good"
Saturn titles - names like Duke Nukem 3D, Enemy Zero, NiGHTS: Into Dreams,
the
Panzer
Dragoon trilogy, Resident Evil, Tomb Raider, Virtua Fighter 2, Daytona
USA CCE, Capcom fighting games, and so on - disappered from U.S. store
shelves practically overnight, while all kinds of Saturn sports games would
linger on in discount bins for years afterward. Not a single dime
of profit from the great Saturn selloff evern found its way into Sega's
coffers. As a matter of fact, Sega actually lost a lot of money over
the affair. It couldn't be helped - the steep discounts necessitated
by Okawa's orders had been too severe for anything of the kind; besides,
any potential profits had already been lost by the products not selling
in the first place. Sega of America was going to need all the room
it could get for new inventory, because the ramp-up for Sega's next videogame
console had already begun.
On 11 March 1998, Sega began distributing first-generation versions
of its two Katana software development kits to interested third-party vendors.
Six days later, Sega of Japan began a new round of hirings as it beefed
up its staff in preparation for the initial production run of the new console.
Three days later at the Spring Tokyo Game Show, on 20 March 1998, Sega
held a joint press conference with noted videogame designer Kenji Eno,
whose latest effort had seemingly died along with Panasonic's 3DO M2 upgrade
the previous year. Eno revealed that his game, D2 (the sequel
to D for both Saturn and PlayStation), would in fact be completed
and released - but for Sega's new console instead. On 24 March 1998,
Sega CEO Shoichiro Irimajiri formally promoted Sega of America COO Bernie
Stolar to the position of president and made a number of other management
changes to better support Stolar's efforts at launching Katana in the west.
On 21 May 1998, in a special press briefing hosted by none other than Irimajiri
himself, Sega formally unveiled the successor to the Saturn. No longer
shrouded in secrecy, no longer hiding under the project name of Katana,
the 128-bit Sega Dreamcast
was demonstrated for the first time in public to a receptive audience.
It was a console of which Sega could be proud, and it was staking its future
hopes and dreams on a last-chance comeback bid based on this quite remarkable
system.
By then, the curtain had already fallen on Saturn.
On 31 March 1998, the Sega Saturn was officially discontinued in the North
American market. A few short weeks
later on 15 April 1998, noted videogame retailer Electronics Boutique announced
that it would no longer be importing Saturn titles from Japan. Just
over a month later, on 31 May 1998, all official Sega-sanctioned software
development projects for Saturn were canned. While Capcom and one
or two other lone third-party developers decided to go ahead and finish
what Saturn projects they had that were already nearing completion, the
majority went ahead and bowed out along with Sega's own in-house programming
teams. For Sega fans worldwide, 31
May 1998 will be forever remembered as the day that the Saturn died.
Only four more Saturn titles made it out the door in North America after
the death of the system. The first three were by Sega itself, representing
its grand sendoff for the system: the arcade shooter House of
the Dead, the fantasy RPG Shining Force 3, and the action game
Burning
Rangers. The very last Saturn title ever released in the U.S.
was the long-delayed RPG Magic Knight Rayearth by Working Designs.
Originally scheduled for a late 1997 release, the English-language version
of Rayearth did not see the light of day until 2 September 1998,
thus making it the last official Saturn release for North America.
The last three Saturn titles released for any market came years later,
all from Japan: Street Fighter Zero 3 on 3 August 1999, Final
Fight Revenge on 5 April 2000, and Yuyu Gensyokuoku Deluxe Edition
on 7 December 2000 (Pearl Harbor Day in the U.S.).
The last official figures regarding the market performance of the Sega
Saturn were released on 10 September 1998. Sega
had sold approximately 10 million consoles worldwide - about 1 million
in Europe, about 2 million in North America, and the rest in Japan and
Asia. It was a pittance compared to over 30 million PlayStations
that Sony was wielding in the world markets about that time.
By the end of the year, Sega of America's share of the videogame market
had shrunk to about 1%, its employee roster had shrunk from over 1,000
to around 300, and practically all of the management team that had led
the company to fame and fortune during the glory days of the Genesis were
gone. Things weren't much better over in Japan, with its complete
turnover in management earlier in the year and continuing legal and production
problems the rest of the year in getting the Dreamcast to market.
Europe got off easy, but then again Saturn had never been big over there
to begin with. Its gamers, perhaps more perceptive about Saturn than
had been their American and Japanese counterparts, had for the most part
shrugged their shoulders and walked away early on.
Shades of Sega's bad market days from the 1980s, perhaps? Possibly
... or perhaps it was a warning that Sega's
days as a hardware vendor were numbered
- a warning that Sega chose not to heed.
From 1993 (year of greatest profit) to 1997 (the previous fiscal year),
Sega had gone from a net yearly profit of about US$230 million (1993) to
a net loss of about US$389 million (1997). This means that Sega had
lost about US$620 million in five years, or about 1/5th of the company's
entire net worth back in 1993. Sega would lose another US$450 million
for fiscal year 1998, pushing that composite loss to US$1.07 billion -
or about 1/3rd the company's net worth back in 1993, when it was at the
height of its success. For those of you outside the United States.,
that's about ¥81.6 trillion in Japanese currency or 1.14 thousand million
euros in the European common currency.
Taking the American figure as a benchmark, do you know how big a US$1.07
billion dollar deficit over five years
happens to be? It's a big number just writing it out - let's see,
that's 1.07 thousand million per the formal English standard, or 1,070,000,000
in numerical digits. Suppose Sega had instead paid you, Joe or Jane
Schmuck gamer, approximately US$1,000 a day every day without fail,
without any kind of adjustments, withholding, or taxes. It would
have taken them just over 2,900 years to pay you the amount of money that
they lost within five years. Look at it another way - Sega would
have done just as well to give each and every citizen or resident (legal
or illegal) within U.S. territorial borders about US$3,700 each - or every
inhabitant of Japan about ¥683,000 each; or every resident of Europe
about 1424e each.
That's a lot of money to lose in five years, folks, but Sega did it.
They had taken themselves in that amount of time from the vaunted position
of market leader to dead last in the videogame market. Sega had now
put itself back in the place from which it had started its rise to fame
over a decade before. It had resumed its historical role as the perennial
whipping boy of the videogame industry, and it had nobody to blame but
itself.
Now you know how it happened. The question remains - how
did they do it? What were the fatal mistakes that Sega
made?
Laying the blame
"You
can have the best games in the world, you can have the best machine on
the market, but unless you roll the two together with solid marketing and
add to it a wide range of creative software from a varied mix of talented
developers, you won't succeed."
-
Mark Hartley
Despite common wisdom to the contrary, Saturn was not the absolute failure
that most U.S. gamers make it out to be. It is a testament to the
brand name recognition of Sega that it managed to sell as many systems
as it did. It did this despite making a number of critical mistakes
almost every step of the way in Saturn's life cycle. If it had not
been for certain key software releases (NiGHTS: Into Dreams, Sega
AM2's arcade ports, the Three-In-One deals, the Panzer Dragoon series)
and the promotions surrounding them, then the system might have failed
completely. "It is a shining example of Sega's marketing strength
and its irregular strokes of brilliance that the console reached a 2 million
unit installed base [in the U.S.]," notes Rodney Desjarlais of Dimension
Sega. Unfortunately, this cruel combination of tragic blunders and
crippled genius ensured that Saturn would follow in the steps of the NEC's
Turbo Graph/X 16 almost a decade before - a specialty system that was almost
exclusively the purview of diehard system loyalists, but little more.
So where did Sega screw up with the Saturn? What were the mistakes
that put one of the world's oldest and most experienced videogame companies
into the deepest financial hole of its entire history? Why not ask
some of the principal players themselves?
Bernie Stolar, former president of Sega of America and the man Sega diehards
love to hate, has been quite candid in his comments over the years regarding
the failure of the Saturn. In his opinion, the Saturn was a victim
of multiple issues that all came together at the right moment in time to
kill the platform.
I
really think it was a combination of things. Bad timing, high price,
launch software that didn't sell the hardware, no Sonic at launch,
limited retail distribution, and [the] 32X didn't help out our position
at retail, with the consumer or with the developer/publisher community.
I don't think any one thing was the issue - it was the layering effect
that these things had on the business. Remember, no launch has ever
been perfect for anyone. You can hide a lot of mistakes by overcopensating
in different areas.
Unfortunately,
Sega either would not or could not "overcompensate," as Stolar put it,
for all the mistakes that the company's executives (including himself)
were making at the time.
Kazutoshi Miyake, former chief operating officer of Sega of Europe, was
quick in his remarks to point out Sega's failure with the third party development
community.
I
think the key to success in video games nowadays is how quickly and firmly
you form the business model and how the manufacturer is obliged to launch
hardware at the right price, with the right timing, and with the right
marketing. This encourages the third-party community to develop games for
the platform. Third-party games follow after the initial launch. Then,
we must appeal to the right user, and we also must review the price point
of the hardware. We also need games to appeal to the right users and various
publishers, and then also we need an overall marketing strategy. I think
Sega didn't make this business model in the right way. This is the reason
we've been behind our competitors .... I think they thought our business
model was not attractive enough to them for making a huge investment ....
Maybe because of our huge success with 16-bit machines, we paid less attention
to the importance of the reliance on third-party publishers.
What about the folks at Sega of Japan? Remember, it was Sega CEO
Hayao Nakayama and his fellow Japanese executives who must bear the lion's
share of the blame for the Saturn debacle. Here are a couple of comments
that Nakayama's replacement, newly installed Sega CEO Shoichiro Irimajiri,
had to say about the Saturn in 1998 during an exclusive interview conducted
with NextGen magazine.
We
have lost some credibility among our Saturn users - even in Japan - because
they have seen the PlayStation become the dominant force [in the worldwide
videogame market] .... In the past, I think that Sega has maybe been arrogant.
I would
also like to remind you what Sega chairman Isao Okawa also had to say in
1999 concerning Sega's problems during its Saturn days:
The
bottom line is that Sega was too loose with its money. No matter
what I told Nakayama, he just brushed me off, saying, "Okawa-san, you do
not know the gaming business." What I do know is business.
[Nakayama] may have known games, but he did not know business. As
a result, Sega kept going after profit/loss and did not consider its balance
sheets. They did not think about cash flow at all .... The business
management [of Sega] left me totally dumbfounded. One of the the
basics of business is that you hand over the product to buyers and receive
money in return. Unfortunately, our management personnel did not
even seem to know this basic fact. That is why their attitude has
been so nonchalant, even if Sega is accumulating debt. They have
no concept of production schedules or product management on their minds.
They think neither of balance sheets nor cash flow. They know a lot
about games, but they do not know how to run the company.
It is
apparent that many of Sega's own personnel knew about the problems that
Saturn had either caused or exacerbated. Unfortunately, the new management
team took over far too late in the console's life cycle to be able to really
do anything about it - and some would argue that they went ahead and carried
on with some of the very same mistakes. We will come back to that
last observation when it comes time to discuss the Dreamcast, but for now
it can be noted in all fairness that those Sega personnel who knew about
the problems and were willing to do something about it were unable to act
until Okawa began to personally intervene in company affairs, staring in
mid-1997 - by which time it was too little, too late.
"Sega never expected that an outsider would have so swiftly demolished
its preeminence in the videogame market," noted the writers of NextGen
magazine, "but armed with a powerful machine, Sony did just that - pulling
the rug out from under its rival's feet and redefining how a console could
- and should - be marketed." Instead, Sega was too busy basking in
its culture of corporate arrogance, which kept its top management personnel
from realizing they had a problem on their hands until it had grown beyond
their ability to control. The following is a comprehensive summary
of all of the mistakes that Sega committed for the sake of the Saturn.
It is a list of which all prospective console vendors should take heed.
Overly
sophisticated system architecture - If
you will recall, the common perception was that Saturn was the most notoriously
difficult to program nextgen videogame console on the market at tha
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