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S.S.T. Band

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158-605: The S.S.T. Band ( エスエスティーバンド ) ( S ega S ound T eam) was Sega 's official in-house band from 1988 to 1993, specializing in rock versions of Sega arcade game themes for Japan-only compilation albums and festival appearances. Consisting of six musicians who worked in Sega's sound department at the time, the band included keyboardists Hiroshi Kawaguchi , Katsuhiro Hayashi, and Kimitaka Matsumae; guitarists Koichi Namiki and Jouji Iijima; bassists Sachio Ogawa and Shingo Komori; and drummer Takehiko Tanabe. Kawaguchi and Komori left

316-651: A $ 1 billion stock swap whereby Sega would wholly acquire Bandai, was set to form a company known as Sega Bandai, Ltd. Though it was to be finalized in October of that year, it was called off in May after growing opposition from Bandai's mid-level executives. Bandai instead agreed to a business alliance with Sega. As a result of Sega's deteriorating financial situation, Nakayama resigned as Sega president in January 1998 in favor of Irimajiri. Nakayama's resignation may have in part been due to

474-642: A 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the Super NES PPU into a 60 Hz mode supported by most newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes. All models of the Super NES control deck are predominantly gray, of slightly different shades. The original North American version, designed by Nintendo of America industrial designer Lance Barr (who previously redesigned

632-424: A 40-point scale and allocating marketing resources accordingly. Each region performed separate evaluations. Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. The surprise arcade hit Mortal Kombat (1992), a gory fighting game with huge splashes of blood and graphically violent fatality moves , was heavily censored by Nintendo. Because

790-570: A 92% replay rate. While the eight-player Japanese version of the game was released in 1999, the game was reduced to a smaller four-player version due to size issues and released in North America in 2003. The cabinet was too expensive and the game did not entice casual users which are essential to the western arcade market. While the Japanese market retained core players, western arcades had become more focused on casual players, and Sega Amusements Europe,

948-650: A Dreamcast launch game . It was promoted with a large-scale public demonstration at the Tokyo Kokusai Forum Hall . Due to a high failure rate in the manufacturing process, Sega could not ship enough consoles for the Dreamcast's Japanese launch. As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. Before the launch, Sega announced the release of its New Arcade Operation Machine Idea (NAOMI) arcade system board , which served as

1106-453: A built-in CD-ROM drive that never made it past the prototype phase. The Philips project was canceled without a prototype but Philips retained the contractual right to develop games based on Nintendo franchises, which it published for its CD-i multimedia console. As part of the overall plan for the Super NES, rather than include an expensive CPU that would still become obsolete in a few years,

1264-508: A bundle with Super Mario World 2: Yoshi's Island ; it was subsequently released in Japan on March 27, 1998, where it retailed for ¥7,800. Nintendo marketed it as an entry-level gamer's system for consumers who were apprehensive about the higher price of newer systems such as the Nintendo 64 . Nintendo also introduced a slightly altered controller for it, with the console's logo replaced by an embossed Nintendo logo. The ABS plastic used in

1422-569: A certain amount of time depending on game credits. Manufacturing of this model was discontinued in 1992. A cost-reduced version of the console, referred to as the New-Style Super NES (model SNS-101) in North America and as the Super Famicom Jr. in Japan, was released late in the platform's lifespan; designed by Barr, it incorporates design elements from both the original North American and Japanese/European console models but in

1580-459: A cheaper alternative to the Sega Model 3 . NAOMI shared technology with the Dreamcast, allowing nearly identical ports of arcade games. The Dreamcast launched in Japan on November 27, 1998. The entire stock of 150,000 consoles sold out by the end of the day. Irimajiri estimated that another 200,000 to 300,000 Dreamcast units could have been sold with sufficient supply. He hoped to sell more than

1738-602: A computer, the SC-3000. Learning that Nintendo was developing a games-only console , the Famicom , Sega developed its first home video game system, the SG-1000 , alongside the SC-3000. Rebranded versions of the SG-1000 were released in several other markets worldwide. The SG-1000 sold 160,000 units in 1983, which far exceeded Sega's projection of 50,000 in the first year but was outpaced by

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1896-487: A decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan. At the same time, worsening conditions reduced the profitability of Sega's Japanese arcade business, prompting the closure of 246 locations. Moore became the president and chief operating officer of Sega of America on 8 May 2000. He said the Dreamcast would need to sell 5 million units in

2054-651: A desktop computer or mobile device, such as Snes9x . To compete with the popular Family Computer in Japan, NEC Home Electronics launched the PC Engine in 1987, and Sega followed suit with the Mega Drive in 1988. The two platforms were later launched in North America in 1989 as the TurboGrafx-16 and the Sega Genesis respectively. Both systems were built on 16-bit architectures and offered improved graphics and sound over

2212-604: A downturn in the arcade business in the early 1980s, Sega began to develop video game consoles, starting with the SG-1000 and Master System , but struggled against competitors such as the Nintendo Entertainment System . In 1984, Sega executives David Rosen and Hayao Nakayama led a management buyout , with backing from CSK Corporation . In 1988, Sega released the Mega Drive , or the Genesis in North America. The Mega Drive struggled against competition in Japan, but

2370-508: A former executive at Sony Computer Entertainment of America, became Sega of America's executive vice president in charge of product development and third-party relations. Stolar was not supportive of the Saturn, believing its hardware was poorly designed. While Stolar had said "the Saturn is not our future" at E3 1997, he continued to emphasize the quality of its games, and later reflected that "we tried to wind it down as cleanly as we could for

2528-597: A four-point plan: cut the price of the Genesis, create a US team to develop games targeted at the American market, expand the aggressive advertising campaigns, and replace the bundled game Altered Beast with Sonic the Hedgehog . The Japanese board of directors disapproved, but it was approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it." In large part due to

2686-420: A million Dreamcast units in Japan by February 1999, but less than 900,000 were sold. The low sales undermined Sega's attempts to build up a sufficient installed base to ensure the Dreamcast's survival after the arrival of competition from other manufacturers. Sega suffered a further ¥42.881 billion consolidated net loss in the fiscal year ending March 1999, and announced plans to eliminate 1,000 jobs, nearly

2844-776: A mixture of chemicals is applied to the case and exposed to UV light. Super NES games are distributed on ROM cartridges , officially referred to as Game Pak in most Western regions, and as Cassette ( カセット , Kasetto ) in Japan and parts of Latin America. Though the Super NES can address 128 Mbit, only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM. Most available memory access controllers only support mappings of up to 32 Mbit. The largest games released ( Tales of Phantasia and Star Ocean ) contain 48 Mbit of ROM data, and

3002-549: A much larger library of games, and a lower price point, it only represented an estimated 60% of the American 16-bit console market in June 1992, and neither console could maintain a definitive lead for several years. Donkey Kong Country is said to have helped establish the Super NES's market prominence in the latter years of the 16-bit generation, and for a time, maintain against the PlayStation and Saturn . According to Nintendo,

3160-464: A network via a dial-up modem to compete against other players around the country . Nintendo attempted partnerships with Sony and then Philips , to develop CD-ROM -based peripheral prototypes for the console to compete with the TurboGrafx-CD and Sega CD . Sony produced the PlayStation (a brand name the company would use for their later independently produced console ), a Super NES console with

3318-499: A palette of 32,768 colors. The PPU is clocked by the same signal as the CPU and generates a pixel every two or four cycles. The S-SMP audio subsystem consisted of a 16-bit digital signal processor (DSP) to sequence the mix samples, an 8-bit SPC700 CPU to drive the DSP and 64   KB of dedicated PSRAM . It was designed by Ken Kutaragi and produced by Sony and is completely independent from

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3476-486: A platform game featuring 3D models and textures pre-rendered on Silicon Graphics workstations. With its detailed graphics, fluid animation, and high-quality music, Donkey Kong Country rivals the aesthetic quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, 6.1 million copies were sold, making it the fastest-selling video game in history to that date. This game conveyed that early 32-bit systems had little to offer over

3634-435: A popular form of entertainment among youths across East Asia , laying the foundations for modern selfie culture. By 1997, about 47,000 Purikura machines had been sold, earning Sega an estimated ¥25 billion ( £173 million ) or $ 283,000,000 (equivalent to $ 537,000,000 in 2023) from Purikura sales that year. Various other similar Purikura machines appeared from other manufacturers, with Sega controlling about half of

3792-521: A press release confirming it was considering producing software for the PlayStation   2 and Game Boy Advance as part of its "new management policy". On January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a "platform-agnostic" third-party developer. Sega also announced a Dreamcast price reduction to eliminate its unsold inventory, estimated at 930,000 units as of April 2001. This

3950-550: A quarter of its workforce. Before the Western launch, Sega reduced the price of the Dreamcast in Japan by JP¥9,100, effectively making it unprofitable but increasing sales. On August 11, 1999, Sega of America confirmed that Stolar had been fired. Peter Moore , whom Stolar had hired as a Sega of America executive only six months before, was placed in charge of the North American launch. The Dreamcast launched in North America on September 9, 1999, with 18 games. Sega set

4108-453: A record by selling more than 225,132 Dreamcast units in 24 hours, earning $ 98.4 million in what Moore called "the biggest 24 hours in entertainment retail history". Within two weeks, US Dreamcast sales exceeded 500,000. By Christmas, Sega held 31 percent of the US video game market by revenue. On November 4, Sega announced it had sold more than a million Dreamcast units. Nevertheless, the launch

4266-605: A second, faster processor, vastly expanded system memory, a graphics chip that performed scaling and rotation similar to the company's arcade games, and another sound chip. In North America, it was renamed the Sega CD and launched on October 15, 1992, with a retail price of US$ 299. It was released in Europe as the Mega-CD in 1993. The Mega-CD sold only 100,000 units during its first year in Japan, falling well below expectations. Throughout

4424-472: A slight increase in the fiscal year ended March 1997, partly driven by increasing arcade revenue, while outperforming Nintendo during the mid-term period. However, in the fiscal year ending March 1998, Sega suffered its first financial loss since its 1988 listing on the Tokyo Stock Exchange as both a parent company and a corporation as a whole. In the company's 1998 year end report, Irimajiri placed

4582-477: A smaller form factor. Unlike the original console models, the redesigned model is virtually identical across both regions save for the color palette (the North American model receiving purple buttons and the Japanese model receiving grey buttons). The redesign did not receive a release in Europe. Externally, the power and reset buttons were moved to the left-hand side of the console while the cartridge eject button and power LED indicator were omitted. Internally,

4740-450: A smooth curve on the front and no grooves. The physical incompatibility can be overcome with the use of various adapters, or through modification of the console. Internally, a regional lockout chip ( CIC ) within the console and in each cartridge prevents the PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have

4898-495: A variety of symptoms including graphics glitches in Mode 7, a black screen on power-on, or improperly reading the controllers. The first revision 5A22 has a fatal bug in the DMA controller that can crash games; this was corrected in subsequent revisions. The console contains 128   KB of general-purpose "work" RAM, which is separate from the 64   KB dedicated to the video subsystem and

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5056-653: Is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania and 1993 in South America. In Japan, it is called the Super Famicom ( SFC ). In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics . The system was released in Brazil on August 30, 1993, by Playtronic . In Russia and CIS ,

5214-572: Is a Japanese multinational video game company and subsidiary of Sega Sammy Holdings headquartered in Shinagawa , Tokyo . It produces several multi-million-selling game franchises for arcades and consoles , including Sonic the Hedgehog , Angry Birds , Phantasy Star , Puyo Puyo , Super Monkey Ball , Total War , Virtua Fighter , Megami Tensei , Sakura Wars , Persona , and Yakuza . From 1983 until 2001, Sega also developed its own consoles . Having American origins, Sega

5372-595: Is a satellite modem attached to the Super Famicom's expansion port and connected to the St.GIGA satellite radio station from April 23, 1995, to June 30, 2000. Satellaview subscribers could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom games, and released in installments. In the United States, the relatively short-lived XBAND allowed users to connect to

5530-570: Is on future Nintendo systems since the Nintendo DS . Several peripherals add to the functionality of the Super NES. Some are required by certain games, such as the Super Scope light gun , and the Super NES Mouse for a point and click interface. Various third-parties, under license from Nintendo, released multitap adapters connecting up to five controllers into a single console, starting with

5688-472: Is one of the world's most prolific arcade game producers and its mascot, Sonic , is internationally recognized. Its name and branding are used for owned or affiliated companies that operate amusement arcades and produce other entertainment products, including Sega Fave; however, these are largely separate ventures. Sega is recognized for its video game consoles, creativity and innovations. In more recent years, it has been criticized for its business decisions and

5846-502: The 8-bit NES. It took several years for Sega's system to become successful. Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping. Bill Mensch , the co-creator of the 8-bit MOS Technology 6502 microprocessor and founder of the Western Design Center (WDC), gave Ricoh the exclusive right to supply 8-bit and 16-bit WDC microprocessors for

6004-458: The Famicom and lagged behind Nintendo's Super Famicom and the TurboGrafx-16 , made by NEC , in Japanese sales throughout the 16-bit era . For the North American launch, where the console was renamed Genesis, Sega had no sales and marketing organization. After Atari declined an offer to market the console in the region, Sega launched it through its own Sega of America subsidiary. The Genesis

6162-603: The Interactive Digital Software Association and the Entertainment Software Rating Board and the inclusion of ratings on all video games. With these ratings in place, Nintendo decided its censorship policies were no longer needed. While other companies were moving on to 32-bit systems , Rare and Nintendo proved that the Super NES was still a strong contender in the market. In November 1994, Rare released Donkey Kong Country ,

6320-664: The Life Fitness Entertainment System (an exercise bike controller with built-in monitoring software), the TeeV Golf golf club, and the Justifier (a revolver-shaped light gun made by Konami for Lethal Enforcers ). Though Nintendo never released an adapter for playing NES games on the Super NES, the Super Game Boy adapter cartridge allows games designed for Nintendo's portable Game Boy system to be played on

6478-796: The PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. The Playtronic Super NES in Brazil, although PAL-M , uses the North American design. Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente . The Super NES and Super Famicom launched with few games, but these games were well received. In Japan, only two games were initially available: Super Mario World and F-Zero . Bombuzal

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6636-666: The Ryu Ga Gotoku Studio and Sonic Team brands for several core franchise entries), Sega Sapporo Studio which mainly provides support for the Tokyo-based development teams as well as handling partial game development, and Atlus (including their R&D divisions, such as P-Studio and Studio Zero respectively) and five development studios in the UK and Europe: Creative Assembly , Sports Interactive , Sega Hardlight , Two Point Studios , and Rovio Entertainment (including Ruby Games). Sega

6794-484: The classic games service on Nintendo Switch Online . All Game Boy games are playable with the Super Game Boy add-on. The Super NES controller design expands on that of the NES, with A, B, X, and Y face buttons in a diamond arrangement, and two shoulder buttons. Lance Barr created its ergonomic design, and he later adapted it in 1993 for the NES-039 "dogbone" controller. The Japanese and PAL region versions incorporated

6952-529: The greatest video games of all time , such as Super Mario World (1990), The Legend of Zelda: A Link to the Past (1991), Final Fantasy VI (1994), Donkey Kong Country (1994), EarthBound (1994), Super Metroid (1994), Chrono Trigger (1995) and Yoshi's Island (1995). Many Super NES games have been rereleased several times, including on the Virtual Console , Super NES Classic Edition , and

7110-604: The "Sega!" scream, and holding press events for the education industry. Sega partnered with GE to develop the Sega Model 2 arcade system board, building on 3D technology in the arcade industry at the time. This led to several successful arcade games, including Daytona USA , launched in a limited capacity in late 1993 and worldwide in 1994. Other popular games included Virtua Cop , Sega Rally Championship , and Virtua Fighter 2 . Virtua Fighter and Virtua Fighter 2 became Sega's best-selling arcade games of all time, surpassing their previous record holder Out Run . There

7268-445: The 1980s. Former Sega director Akira Nagai said Hang-On and Out Run helped to pull the arcade game market out of the 1982 downturn and created new genres of video games. With the arcade game market once again growing, Sega was one of the most recognized game brands at the end of the 1980s. In the arcades, the company focused on releasing games to appeal to diverse tastes, including racing games and side-scrollers . Sega released

7426-462: The 1994 release of the Atari Jaguar , and that the Saturn would not be available until the next year. As a result, Nakayama decided to have a second console release to market by the end of 1994. Sega began to develop the 32X , a Genesis add-on which would serve as a less expensive entry into the 32-bit era . The 32X would not be compatible with the Saturn, but would play Genesis games. Sega released

7584-417: The 32X on November 21, 1994, in North America, December 3, 1994, in Japan, and January 1995 in PAL territories, and was sold at less than half of the Saturn's launch price. After the holiday season, interest in the 32X rapidly declined. Sega released the Saturn in Japan on November 22, 1994. Virtua Fighter , a port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn at launch and

7742-600: The 3rd , Case Closed , and Anpanman & Marza Animation Planet , which specializes in CG animation. In May 1940, American businessmen Martin Bromley, Irving Bromberg and James Humpert formed Standard Games in Honolulu , Hawaii. Their aim was to provide coin-operated amusement machines , including slot machines , to military bases as the increase in personnel with the onset of World War II would create demand for entertainment. After

7900-410: The 64   KB dedicated to the audio subsystem. The Picture Processing Unit (PPU) consists of two closely tied IC packages. It contains 64   KB of SRAM for video data, 544 bytes of object attribute memory (OAM) for sprite data, and 256 × 15 bits of color generator RAM (CGRAM) for palette data. This CGRAM provisions up to 256 colors, chosen from the 15-bit RGB color space , from

8058-623: The CEO and managing director, while Stewart was named president and LeMaire was the director of planning. Shortly afterward, Sega stopped leasing to military bases and moved its focus from slot machines to coin-operated amusement machines. Its imports included Rock-Ola jukeboxes, pinball games by Williams , and gun games by Midway Manufacturing . Because Sega imported second-hand machines, which required frequent maintenance, it began constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to

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8216-449: The Dreamcast as much as expected, as many disappointed consumers continued to wait or purchased a PSone . Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, while Sega held only 15 percent. CSK chairman Isao Okawa replaced Irimajiri as president of Sega on May 22, 2000. Okawa had long advocated that Sega abandon the console business. Others shared this view; Sega co-founder David Rosen had "always felt it

8374-497: The Famicom to become the NES ), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to invite interaction and to prevent food or drinks from being placed on the console and spilling as with the flat-surfaced NES. The Japanese and European versions are more rounded, with darker gray accents and buttons. All versions incorporate a top-loading slot for game cartridges, although

8532-417: The Famicom. This was in part because Nintendo expanded its game library by courting third-party developers , whereas Sega was hesitant to collaborate with companies with which it was competing in the arcades. In November 1983, Rosen announced his intention to step down as president of Sega Enterprises, Inc. on January 1, 1984. Jeffrey Rochlis was announced as the new president and CEO of Sega. Shortly after

8690-421: The Genesis as the "cool" console, with games aimed at older audiences, and aggressive advertisements that occasionally attacked the competition. Nintendo scored an early public-relations advantage by securing the first console conversion of Capcom's arcade hit Street Fighter II for Super NES, which took more than a year to make the transition to the Genesis. Though the Genesis had a two-year lead to launch time,

8848-508: The Genesis found success overseas after the release of Sonic the Hedgehog in 1991 and briefly outsold its main competitor, the Super Nintendo Entertainment System , in the US. In 2001, after several commercial failures such as the 32X , Saturn , and Dreamcast , Sega stopped manufacturing consoles to become a third-party developer and publisher, and was acquired by Sammy Corporation in 2004. Sega Holdings Co. Ltd.

9006-412: The Genesis version allowed for an uncensored version via cheat code, it outsold the censored Super NES version by a ratio of nearly three to one. U.S. Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993, to investigate the marketing of violent video games to children. Though Nintendo took the high ground with moderate success, the hearings led to the creation of

9164-434: The Genesis. The CPU is a Ricoh 5A22 , a derivative of the 16-bit WDC 65C816 microprocessor. In NTSC regions, its nominal clock speed is 3.58 MHz will slow to either 2.68 MHz or 1.79 MHz when accessing some slower peripherals. This CPU has an 8-bit data bus and two address buses. The 24-bit "Bus A" is designated for general accesses, and the 8-bit "Bus B" can access support chip registers such as

9322-638: The Master System and featured a full-color screen, in contrast to the monochrome Game Boy screen. Due to its short battery life, lack of original games, and weak support from Sega, the Game Gear did not surpass the Game Boy, having sold approximately 11 million units. Sega launched the Mega-CD in Japan on December 1, 1991, initially retailing at JP¥ 49,800. The add-on uses CD-ROM technology. Further features include

9480-430: The Master System's successor, the Mega Drive , in Japan on October 29, 1988. The launch was overshadowed by Nintendo's release of Super Mario Bros. 3 a week earlier. Positive coverage from magazines Famitsu and Beep! helped establish a following, with the latter launching a new publication dedicated to the console, but Sega shipped only 400,000 units in the first year. The Mega Drive struggled to compete against

9638-527: The NES's 61.9 million unit sales, the Super NES remained popular well into the 32-bit era , with 49.1 million units sold worldwide by the time it was discontinued in 2003. It continues to be popular among collectors and retro gamers , with new homebrew games and Nintendo's emulated rereleases, such as on the Virtual Console , the Super NES Classic Edition , Nintendo Switch Online ; as well as several non-console emulators which operate on

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9796-580: The Nihon Goraku Bussan name. Around the same time, David Rosen , an American officer in the United States Air Force stationed in Japan, launched a photo booth business in Tokyo in 1954. This company became Rosen Enterprises, and in 1957 began importing coin-operated games into Japan. In 1965, Nihon Goraku Bussan acquired Rosen Enterprises to form Sega Enterprises, Ltd. Rosen was installed as

9954-462: The North American home console market without Sega games for over a year, with most of its activity in the country coming from arcade divisions. The Saturn lasted longer in some Europe territories and particularly Japan, with it notably outperforming the Nintendo 64 in the latter. Nonetheless, Irimajiri confirmed in an interview with Japanese newspaper Daily Yomiuri that Saturn development would stop at

10112-455: The PC Engine, and relayed Enix 's clarification that it was waiting on sales figures to select either PC Engine or Super Famicom for its next Dragon Quest game. The magazine and Enix both expressed a strong interest in networking as a standard platform feature. The console was demonstrated to the Japanese press on November 21, 1988, and again on July 28, 1989. Designed by Masayuki Uemura ,

10270-509: The SNES at release. Nintendo's dollar share of the US 16-bit market dropped from 60% at the end of 1992 to 37% at the end of 1993, Sega claimed 55% of all 16-bit hardware sales during 1994, and the SNES outsold the Genesis from 1995 through 1997. In 1990, Sega launched the Game Gear , a handheld console , to compete against Nintendo's Game Boy . The Game Gear was designed as a portable version of

10428-587: The Saturn an advantage over the PlayStation. At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske revealed the release price and that Sega had shipped 30,000 Saturns to Toys "R" Us , Babbage's , Electronics Boutique , and Software Etc. for immediate release. A by-product of the surprise launch was the provocation of retailers not included in Sega's rollout; KB Toys in particular decided to no longer stock its products in response. The Saturn's release in Europe also came before

10586-470: The Sega Enterprises name used in Japan as well as transitioning to the Sega name used globally. Sega stated in a release that this was to display its commitment to its "network entertainment business". On January 23, 2001, Japanese newspaper Nihon Keizai Shinbun reported that Sega would cease production of the Dreamcast and develop software for other platforms. After an initial denial, Sega released

10744-745: The Super Multitap by Hudson Soft in conjunction with the Super Bomberman series. Specialized third-party controllers, such as the AsciiPad and Super Advantage (the successor to the NES Advantage ) by Asciiware, and the Capcom Fighter Power Stick, an arcade-like joystick controller by Capcom designed specifically for Street Fighter II . Unusual controllers include the BatterUP baseball bat,

10902-415: The Super NES incorporates graphics and sound co-processors that perform tiling and simulated 3D effects, a palette of 32,768 colors, and 8-channel ADPCM audio. These base platform features, plus the ability to dramatically extend them all through substantial chip upgrades inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over 16-bit competitors such as

11060-498: The Super NES has unlicensed third-party peripherals, including a new version of the Game Genie cheat cartridge designed for use with Super NES games. Soon after the release of the Super NES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor . These devices create a backup of a cartridge, and can be used to play illicit ROM images or to copy games, violating copyright laws in many jurisdictions. The Japan-only Satellaview

11218-399: The Super NES in North America in 1999, about two years after releasing Kirby's Dream Land 3 (its final second-party game in the US) on November 27, 1997, and one year after releasing Frogger (its final third-party game in the US) in 1998. In Japan, Nintendo continued production of both the Family Computer and the Super Famicom until September 25, 2003, and new games were produced until

11376-478: The Super NES, and proved the market for the more advanced consoles of the near future. According to TRSTS reports, two of the top five bestselling games in the U.S. for December 1996 are Super NES games. In October 1997, Nintendo released a redesigned model of the Super NES (the SNS-101 model referred to as " New-Style Super NES ") in North America for US$ 99 (equivalent to $ 200 in 2023), with some units including

11534-457: The Super NES. The Super Game Boy touts several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and access to the Super NES console's features by specially enhanced Game Boy games. Japan also saw the release of the Super Game Boy 2, which adds a communication port to enable a second Game Boy to connect for multiplayer games. Like the NES before it,

11692-587: The Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$ 199 (equivalent to $ 450 in 2023). It began shipping in limited quantities on August 23, 1991, with an official nationwide release date of September 9, 1991. The Super NES was released in the United Kingdom and Ireland in April 1992 for £150 (equivalent to £390 in 2023). Most of

11850-420: The US by the end of 2000 to remain viable, but Sega fell short of this goal with some 3 million units sold. Moreover, Sega's attempts to spur Dreamcast sales through lower prices and cash rebates caused escalating financial losses. In March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($ 417.5 million). While the PlayStation 2's October 26 US launch was marred by shortages, this did not benefit

12008-482: The US. Sega was surprised by the success, and for the next two years, the company produced and exported between eight and ten games per year. The worldwide success of Periscope led to a "technological renaissance" in the arcade industry, which was reinvigorated by a wave of "audio-visual" EM novelty games that followed in the wake of Periscope during the late 1960s to early 1970s. However, rampant piracy led Sega to cease exporting its games around 1970. In 1969, Sega

12166-534: The United States, as company revenues rose to $ 214 million. 1979 saw the release of Head On , which introduced the "eat-the-dots" gameplay Namco later used in Pac-Man . In 1981, Sega licensed Frogger , its most successful game until then. In 1982, Sega introduced the first game with isometric graphics , Zaxxon . Following a downturn in the arcade business starting in 1982, Gulf and Western sold its North American arcade game manufacturing organization and

12324-647: The Xbox. As part of the restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001. 2002 was Sega's fifth consecutive fiscal year of net losses. After Okawa's death, Hideki Sato, a 30-year Sega veteran who had worked on Sega's consoles, became the company president. Following poor sales in 2002, Sega cut its profit forecast for 2003 by 90 percent, and explored opportunities for mergers. In 2003, Sega began talks with Sammy Corporation –a pachinko and pachislot manufacturing company–and Namco. The president of Sammy, Hajime Satomi , had been mentored by Okawa and

12482-426: The attention of the yakuza criminal organizations, so the devices were shipped at night to avoid robbery. With the Super Famicom quickly outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendo's success was partially due to the retention of most of its key third-party developers, including Capcom , Konami , Tecmo , Square , Koei , and Enix . Nintendo released

12640-457: The back; the redesigned models output composite video only, requiring an external modulator for RF. The Nintendo Super System (NSS) is an arcade system for retail preview of 11 particular Super NES games in the United States, similar to the PlayChoice-10 for NES games. It consists of slightly modified Super NES hardware with a menu interface and 25-inch monitor, that allows gameplay for

12798-443: The band in 1990 and were replaced by Takenobu Mitsuyoshi on keyboards and Masato Saito on bass, respectively. Usually, some of these albums that were released would consists of two especially recorded versions of the game soundtrack and the rest would consist of the game's original soundtrack. After the group split, the members resumed work on Sega projects. Mitsuyoshi composed the soundtrack to Virtua Fighter , Daytona USA and

12956-475: The blame for these losses on the failure to transition from the Genesis to the Saturn in North America and Sega Enterprises covering the debts of Sega of America. Shortly before the announcement of the losses, Sega discontinued the Saturn in North America to prepare for the launch of its successor, the Dreamcast , releasing remaining games in low quantities. The decision to discontinue the Saturn effectively left

13114-418: The casing of some older Super NES and Super Famicom consoles is particularly susceptible to oxidation with exposure to air. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results. This issue may be reversed with a method called Retrobrighting , where

13272-430: The company developing its own games. The first arcade electro-mechanical game (EM game) Sega manufactured was the submarine simulator Periscope , released worldwide in the late 1960s. It featured light and sound effects considered innovative and was successful in Japan. It was then exported to malls and department stores in Europe and the United States and helped standardize the 25-cent-per-play cost for arcade games in

13430-627: The company had sold more than 20 million Super NES units in the U.S. According to a 2014 Wedbush Securities report based on NPD sales data , the Super NES outsold the Genesis in the U.S. market by 1.5 million units. During the NES era, Nintendo maintained exclusive control over games released for the system – the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, such as Konami's " Ultra Games " brand), those games could not be released on another console within two years, and Nintendo

13588-429: The company survive the third-party transition. He held failed talks with Microsoft about a sale or merger with their Xbox division. According to former Microsoft executive Joachim Kempin , Microsoft founder, Bill Gates , decided against acquiring Sega because "he didn't think that Sega had enough muscle to eventually stop Sony". A business alliance with Microsoft was announced whereby Sega would develop 11 games for

13746-601: The company's console, mobile and PC games on a year-to-year basis until the fiscal year of 2014. In order to drive growth in western markets, Sega announced new leadership for Sega of America and Sega Europe in 2005. Simon Jeffery became president and COO of Sega of America, and Mike Hayes president and COO for Sega Europe. In 2009, Hayes became president of the combined outfit of both Sega of America and Sega Europe, due to Jeffery leaving. Sega sold Visual Concepts to Take-Two Interactive , and purchased UK-based developer Creative Assembly , known for its Total War series . In

13904-494: The consumer." At Sony, Stolar had opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America. He advocated a similar policy for the Saturn, generally blocking 2D arcade games and role-playing games from release, although he later sought to distance himself from this stance. Other changes included a softer image in Sega's advertising, including removing

14062-790: The continued popularity of the Genesis; 16-bit sales accounted for 64 percent of the market in 1995. Despite capturing 43 percent of the US market dollar share and selling more than 2 million Genesis units in 1995, Kalinske estimated that, if prepared for demand, another 300,000 could have been sold. Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America in July 1996, while Kalinske left Sega after September 30 of that year. A former Honda executive, Irimajiri had been involved with Sega of America since joining Sega in 1993. The company also announced that Rosen and Nakayama had resigned from their positions at Sega of America, though both remained with Sega. Bernie Stolar ,

14220-408: The decline of the global arcade industry in the late 1990s, Sega created several novel concepts tailored to the Japanese market. Derby Owners Club was an arcade machine with memory cards for data storage, designed to take over half an hour to complete and costing JP¥500 to play. Testing of Derby Owners Club in a Chicago arcade showed that it had become the most popular machine at the location, with

14378-415: The designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990, for ¥25,000 (equivalent to ¥27,804 in 2019). It was an instant success. Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends. This gained

14536-435: The development of the Super Famicom in the newspaper Kyoto Shimbun . On August 30, 1988, in an interview with TOUCH Magazine , Yamauchi announced the development of Super Mario Bros. 4 , Dragon Quest V , three original games, and he projected sales of 3 million units of the upcoming console. Famicom Hissyoubon magazine speculated that Yamauchi's early announcement was probably made to forestall Christmas shopping for

14694-403: The early 1990s, Sega largely continued its success in arcades around the world. In 1992 and 1993, the new Sega Model 1 arcade system board showcased in-house development studio Sega AM2 's Virtua Racing and Virtua Fighter (the first 3D fighting game ), which, though expensive, played a crucial role in popularizing 3D polygonal graphics. In addition, complex simulator equipment like

14852-656: The end of 1998 and games would continue to be produced until mid-1999. With lifetime sales of 9.26 million units, the Saturn is retrospectively considered a commercial failure in much of the world. While Sega had success with the Model 3 arcade board and titles like Virtua Fighter 3 , Sega's arcade divisions struggled in the West during the late 1990s. On the other hand, Sega's arcade divisions were more successful in Asia, with Sega's overall arcade revenues increasing year-on-year throughout

15010-479: The end of 1999 —began to decline as early as January 2000. Poor Japanese sales contributed to Sega's ¥42.88 billion ($ 404 million) consolidated net loss in the fiscal year ending March 2000. This followed a similar loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss. Sega's overall sales for the term increased 27.4 percent, and Dreamcast sales in North America and Europe greatly exceeded its expectations. However, this coincided with

15168-569: The entities of Service Games worldwide. The company expanded over the next seven years to include distribution in South Korea , the Philippines , and South Vietnam . The name Sega, an abbreviation of Service Games, was first used in 1954 on a slot machine, the Diamond Star. Due to notoriety arising from investigations by the US government into criminal business practices, Service Games of Japan

15326-724: The entity created to officially distribute and manufacture Sega's machines on the continent after the consolidation of its regional divisions, subsequently decided to develop more games locally that were better suited to western tastes. In 2005, the GameWorks chain of arcades came under the sole ownership of Sega, which previously was shared with Vivendi Universal , and remained under their ownership until 2011. In 2009, Sega Republic , an indoor theme park, opened in Dubai . Sega gradually reduced its arcade centers from 450 in 2005 to around 200 in 2015. Arcade machine sales incurred higher profits than

15484-493: The failure of the merger, as well as Sega's 1997 performance. Stolar became CEO and president of Sega of America. After the launch of the Nintendo 64 in the US during 1996, sales of the Saturn and its games fell sharply in much of the west. The PlayStation outsold the Saturn three-to-one in the US in 1997, and the latter failed to gain a foothold in Europe and Australia, where the Nintendo 64 would not release until March 1997. After several years of declining profits, Sega had

15642-532: The family-friendly GA rating to the more mature rating of MA-13, and the adults-only rating of MA-17. Executive vice president of Nintendo of America Howard Lincoln was quick to point out in the United States congressional hearings in 1993 that Night Trap was not rated at all. Senator Joe Lieberman called for another hearing in February 1994 to check progress toward a rating system for video game violence. After

15800-434: The four colors of the face buttons into the system's logo. The North American version's buttons were colored to match the redesigned console; the X and Y buttons are lavender with concave faces, and the A and B buttons are purple with convex faces. Several later controller designs have elements from the Super NES controller, including the PlayStation , Dreamcast , Xbox , and Wii Classic Controller . This face button layout

15958-512: The game. UFO Catcher was introduced in 1985 and as of 2005 was Japan's most commonly installed claw crane game. In 1986, Sega of America was established to manage the company's consumer products in North America, beginning with marketing the Master System. During Sega's partnership with Tonka, Sega of America relinquished marketing and distribution of the console and focused on customer support and some localization of games. Out Run , released in 1986, became Sega's best selling arcade cabinet of

16116-564: The hearings, Sega proposed the universal adoption of the VRC; after objections by Nintendo and others, Sega took a role in forming the Entertainment Software Rating Board . Sega began work on the Genesis' successor, the Sega Saturn , more than two years before showcasing it at the Tokyo Toy Show in June 1994. According to former Sega of America producer Scot Bayless, Nakayama became concerned about

16274-459: The high-profile urban areas of Roppongi and Ikebukuro . In 1993, this success was mirrored in overseas territories with the openings of several large branded entertainment centers, such as Sega VirtuaLand in Luxor Las Vegas . In 1994, Sega generated a revenue of ¥354.032 billion or $ 3,464,000,000 (equivalent to $ 7,121,000,000 in 2023). In 1993, the American media began to focus on

16432-481: The late 1970s, with revenues climbing to over US$ 100  million by 1979. During this period, Sega acquired Gremlin Industries , which manufactured microprocessor -based arcade games, and Esco Boueki, a coin-op distributor founded and owned by Hayao Nakayama . Nakayama was placed in a management role of Sega's Japanese operations. In the early 1980s, Sega was one of the top five arcade game manufacturers active in

16590-427: The late 1990s, but it was not enough to offset the significant declining revenues of Sega's home consumer divisions. Despite a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders. Sega announced that Sonic Adventure , the first major 3D Sonic the Hedgehog game, would be

16748-518: The launch of the Genesis, Sega sought a new flagship line of releases to compete with Nintendo's Mario series. Its new character, Sonic the Hedgehog , went on to feature in one of the best-selling video game franchises in history. Sonic the Hedgehog began with a tech demo created by Yuji Naka involving a fast-moving character rolling in a ball through a winding tube; this was fleshed out with Naoto Ohshima 's character design and levels conceived by designer Hirokazu Yasuhara . Sonic's color

16906-478: The launch of the SG-1000, and the death of company founder Charles Bluhdorn , Gulf and Western began to sell off its secondary businesses. Nakayama and Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation , a prominent Japanese software company. Sega's Japanese assets were purchased for $ 38 million by a group of investors led by Rosen and Nakayama. Isao Okawa , head of CSK, became chairman, while Nakayama

17064-478: The licensing rights for its arcade games to Bally Manufacturing in September 1983. Gulf and Western retained Sega's North American R&D operation and its Japanese subsidiary, Sega Enterprises, Ltd. With its arcade business in decline, Sega Enterprises, Ltd. president Nakayama advocated for the company to use its hardware expertise to move into the home consumer market in Japan. This led to Sega's development of

17222-569: The lockout chip as needed. PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz but PAL operates at 50 Hz, resulting in an approximately 16.7% slower framerate. PAL's higher resolution results in letterboxing of the output image. Some commercial PAL region releases exhibit this same problem and, therefore, can be played in NTSC systems without issue, but other games will face

17380-482: The market in 1997. Sega also made forays in the PC market with the 1995 establishment of SegaSoft , which was tasked with creating original Saturn and PC games. From 1994 to 1999, Sega also participated in the arcade pinball market when it took over Data East 's pinball division, renaming it Sega Pinball. In January 1997, Sega announced its intentions to merge with the Japanese toy maker Bandai . The merger, planned as

17538-498: The mature content of certain video games, such as Night Trap for the Sega CD and the Genesis version of Midway's Mortal Kombat . This came at a time when Sega was capitalizing on its image as an "edgy" company with "attitude", and this reinforced that image. To handle this, Sega instituted the United States' first video game ratings system, the Videogame Rating Council (VRC), for all its systems. Ratings ranged from

17696-453: The merger went ahead as both companies were facing difficulties. Satomi said Sega had been operating at a loss for nearly ten years, while Sammy feared stagnation and over-reliance of its highly profitable pachislot and pachinko machine business and wanted to diversify. Sammy acquired the remaining percentages of Sega, completing a takeover . The stock swap deal valued Sega between $ 1.45 billion and $ 1.8 billion. Sega Sammy Holdings

17854-543: The more arcade-like experience available on the Genesis, with slogans including "Genesis does what Nintendon't". Since Nintendo owned the console rights to most arcade games of the time, the second part involved creating a library of games which used the names and likenesses of celebrities, such as Michael Jackson's Moonwalker and Joe Montana Football . Nonetheless, Sega had difficulty overcoming Nintendo's ubiquity in homes. Sega of America sold only 500,000 Genesis units in its first year, half of Nakayama's goal. After

18012-588: The necessary parts. On March 3, 2016, Nintendo Co., Ltd. announced that it would bring Super NES games to the New Nintendo 3DS and New Nintendo 3DS XL (and later the New Nintendo 2DS XL ) via its eShop download service. At the Nintendo Direct event on September 4, 2019, Nintendo announced that it would be bringing select Super NES games to the Nintendo Switch Online platform. The 16-bit design of

18170-426: The new system. Meanwhile, Sony engineer Ken Kutaragi reached an agreement with Nintendo to design the console's sound chip without notifying his supervisors, who were enraged when they discovered the project; though Kutaragi was nearly fired, then-CEO Norio Ohga intervened in support of the project and gave him permission to complete it. On September 9, 1987, then-Nintendo president Hiroshi Yamauchi revealed

18328-527: The overall market share in North America at the end of 1999. On March 2, 1999, in what one report called a "highly publicized, vaporware -like announcement", Sony revealed the first details of the PlayStation 2 . The same year, Nintendo announced that its next console would meet or exceed anything on the market, and Microsoft began development of its own console, the Xbox . Sega's initial momentum proved fleeting as US Dreamcast sales—which exceeded 1.5 million by

18486-426: The pack-in game Super Mario World 2: Yoshi's Island . Like the earlier New-Style NES (model NES-101), this is slimmer and lighter than its predecessor, but it lacks S-Video and RGB output, and it is among the last major Super NES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time. The redesign stayed out of Europe. Nintendo ceased production of

18644-419: The popularity of Sonic the Hedgehog , the Genesis outsold its main competitor, the Super Nintendo Entertainment System (SNES), in the United States nearly two to one during the 1991 holiday season. By January 1992, Sega controlled 65 percent of the 16-bit console market. Sega outsold Nintendo for four consecutive Christmas seasons due to the Genesis' head start, lower price, and a larger library compared to

18802-441: The previously announced North American date, on July 8, 1995. Within two days of the PlayStation's American launch on September 9, 1995, the PlayStation sold more units than the Saturn. Within its first year, the PlayStation secured over twenty percent of the US video game market. The console's high price point, surprise launch, and difficulty handling polygonal graphics were factors in its lack of success. Sega also underestimated

18960-483: The quality of its creative output. Being the entertainment contents division of Sega Sammy Holdings, forming one half of the Sega Sammy Group, Sega also owns a toy and amusement machine company, Sega Fave , which comprises their arcade development and manufacturing divisions that were previously under Sega and two animation studios: TMS Entertainment , which animates, produces, and distributes anime such as Lupin

19118-534: The redesigned model consolidates the console's hardware into a system-on-chip (SoC) design. The redesigned console lacks the bottom expansion slot, rendering it incompatible with the Japan-exclusive Satellaview add-on. For AV output, the redesigned console features the same multi-out port used on the original models. Unlike the latter models, the former's AV port only supports composite video output natively as support for RGB video and S-Video

19276-448: The region, Tectoy . By 2016, the Master System had sold 8 million units in Brazil. During 1984, Sega opened its European division of arcade distribution, Sega Europe. It re-entered the North American arcade market in 1985 with the establishment of Sega Enterprises USA at the end of a deal with Bally. The release of Hang-On in 1985 would prove successful in the region, becoming so popular that Sega struggled to keep up with demand for

19434-460: The region. This was less market share in North America than both Nintendo and Atari , which controlled 80 percent and 12 percent of the market. The Master System was eventually a success in Europe, where its sales were comparable to the NES. As late as 1993, the Master System's active installed user base in Europe was 6.25 million units. The Master System has had continued success in Brazil. New versions continue to be released by Sega's partner in

19592-461: The rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems. It is capable of stereo sound, composed from eight voices generated using 16-bit audio samples compressed using BRR and capable of applying effects such as echo . On early revisions of the motherboard the S-SMP audio system was spread across four chips: the DSP, the CPU, and two RAM modules. On later revisions,

19750-591: The rights to port games from other developers. To help market the console in North America, Sega planned to sell the Master System as a toy, similar to how Nintendo had done with the Nintendo Entertainment System. Sega partnered with Tonka , an American toy company, to make use of Tonka's expertise in the toy industry. Ineffective marketing by Tonka handicapped sales of the Master System. By early 1992, production had ceased in North America. The Master System sold between 1.5 million and 2 million units in

19908-453: The rotational R360 kept Sega competing with machines by rival arcade companies, including Taito . New official region-specific distributors and manufacturers, including the UK's Deith Leisure, allowed Sega to sell its machines outside of Japan with ease. Sega's domestic operations division also opened hundreds of family-oriented suburban Sega World amusement arcades in Japan during this period, as well as large over-18s "GiGO" facilities in

20066-405: The same region chip. This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it became common to install a switch to reconnect

20224-636: The same year, Sega Racing Studio was also formed by former Codemasters employees. In 2006, Sega Europe purchased Sports Interactive , known for its Football Manager series. In the console and handheld business, Sega found success in the Japanese market with the Yakuza , Phantasy Star Portable and Hatsune Miku: Project DIVA series. Sega began providing the 3D imaging for Hatsune Miku holographic concerts in 2010. Sega also distributes games from smaller Japanese game developers and sells localizations of Western games in Japan. In 2013, Index Corporation

20382-421: The same year, Hajime Satomi said Sega's activity would focus on its profitable arcade business as opposed to loss-incurring home software development. In 2004, Sega Sammy Holdings , an entertainment conglomerate, was created; Sega and Sammy became subsidiaries of the new holding company, both companies operating independently while the executive departments merged. According to the first Sega Sammy Annual Report ,

20540-444: The shape of the slot differs between regions to match the different shapes of the cartridges. The MULTI OUT connector (later used on the Nintendo 64 and GameCube ) can output composite video , S-Video and RGB signals, as well as RF with an external RF modulator . Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit and a standard RF output with channel selection switch on

20698-477: The smallest games contain only 2 Mbit. Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum current rating of the console. 1757 Super NES games were officially released: 717 in North America (plus 4 championship cartridges ), 521 in Europe, 1,448 in Japan, 231 on Satellaview , and 13 on Sufami Turbo . Many Super NES games have been called some of

20856-457: The sound hardware consolidated to a single chip, the S-APU. Nintendo employed several types of regional lockout , including both physical and hardware incompatibilities. Physically, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, and other regions' cartridges are narrower with

21014-427: The system was distributed by Steepler from 1994 until 1996. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at

21172-528: The time, like the Sega Genesis . It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be more competitive into the next generation. The Super NES received largely positive reviews and was a global success, becoming the best-selling console of the 16-bit era after launching relatively late and facing intense competition from Sega 's Genesis console in North America and Europe. Overlapping

21330-454: The two installments of Shenmue , while Matsumae would be involved in Sega Rally and Virtua Fighter 3 . Although the original group disbanded in 1993, in 2011, former members of the band reunited under the name "Blind Spot", still regularly releasing albums and performing concerts as of 2021. All titles are released through Pony Canyon unless stated. Sega Sega Corporation

21488-522: The video and audio co-processors. The WDC 65C816 supports an 8-channel DMA unit, an 8-bit parallel I/O port a controller port interface circuits allowing serial and parallel access to controller data, a 16-bit multiplication and division unit, and circuitry for generating non-maskable interrupts on V-blank and IRQ interrupts on calculated screen positions. Early revisions of the 5A22 used in SHVC boards are prone to spontaneous failure which can produce

21646-438: The war, the founders sold Standard Games in 1945, and established Service Games the next year, named for the military focus. After the US government outlawed slot machines in its territories in 1952, Bromley sent employees Richard Stewart and Ray LeMaire to Tokyo to establish Service Games of Japan to provide coin-operated slot machines to US bases in Japan. A year later, all five men established Service Games Panama to control

21804-804: The world proposed to be opened by 2000, however only two, Sega World London and Sega World Sydney , would ultimately materialise in September 1996 and March 1997, respectively. Following on from difficulties faced in setting up theme parks in the United States, Sega established the GameWorks chain of urban entertainment centers in a joint venture with DreamWorks SKG and Universal Studios during March 1997. In 1995, Sega partnered with Atlus to launch Print Club (purikura), an arcade photo sticker machine that produces selfie photos. Atlus and Sega introduced Purikura in February 1995, initially at game arcades, before expanding to other popular culture locations such as fast food shops, train stations, karaoke establishments and bowling alleys. Purikura became

21962-598: The year 2000, ending with the release of Metal Slader Glory Director's Cut on November 29, 2000. Many popular Super NES games were ported to the Game Boy Advance , which has similar video capabilities. In 2005, Nintendo announced that Super NES games would be made available for download via the Wii 's Virtual Console service. On October 31, 2007, Nintendo Co., Ltd. announced that it would no longer repair Family Computer or Super Famicom systems due to an increasing shortage of

22120-549: Was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had suggested Sega should have sold the company to Microsoft. In a September 2000 meeting with Sega's Japanese executives and heads of its first-party game studios, Moore and Sega of America executive Charles Bellfield recommended that Sega abandon its console business. In response, the studio heads walked out. Sega announced an official company name change from Sega Enterprises, Ltd. to Sega Corporation effective November 1, 2000, officially dropping

22278-403: Was also a technological arms race between Sega and Namco during this period, driving the growth of 3D gaming. Beginning in 1994, Sega launched a series of indoor theme parks in Japan under a concept dubbed "Amusement Theme Park", including Joypolis parks sited in urban Tokyo locations such as Yokohama and Odaiba . A rapid overseas rollout was planned, with at least 100 locations across

22436-432: Was chosen to match Sega's cobalt blue logo; his shoes were inspired by Michael Jackson 's boots, and his personality by Bill Clinton 's "can-do" attitude. Nakayama hired Tom Kalinske as CEO of Sega of America in mid-1990, and Katz departed soon after. Kalinske knew little about the video game market, but surrounded himself with industry-savvy advisors. A believer in the razor-and-blades business model , he developed

22594-432: Was crucial to the system's early success in Japan. Sega's initial shipment of 200,000 Saturn units sold out on the first day, and it was more popular than the PlayStation , made by Sony , in Japan. In March 1995, Sega of America CEO Tom Kalinske announced that the Saturn would be released in the US on Saturday, September 2, 1995, advertised as " Saturn-day ". Sega executives in Japan mandated an early launch to give

22752-547: Was disabled internally; however, they can be restored via a "relatively simple" modification. The internal RF modulator was also removed, requiring an external one for such output if needed. Due to the SoC design, it is highly sought after by Super NES/Famicom enthusiasts since its RGB video quality (if restored) is improved over earlier internal revisions of the console. The redesigned console first released in October 1997 in North America, where it originally retailed for US$ 99.95 in

22910-512: Was dissolved on May 31, 1960. On June 3, Bromley established two companies to take over its business activities, Nihon Goraku Bussan and Nihon Kikai Seizō. The two new companies purchased all of Service Games of Japan's assets. Kikai Seizō, doing business as Sega, Inc., focused on manufacturing slot machines. Goraku Bussan, doing business under Stewart as Utamatic, Inc. , served as a distributor and operator of coin-operated machines, particularly jukeboxes . The companies merged in 1964, retaining

23068-502: Was established in 2015; Sega Corporation was renamed to Sega Games Co., Ltd., and its arcade, entertainment, and toy divisions separated into other companies. In 2020, Sega Games and Sega Interactive merged to become Sega Corporation. Sega's international branches, Sega of America and Sega Europe are headquartered in Irvine, California , and London. Its development studios include their internal research and development divisions (which utilize

23226-581: Was followed by further reductions to clear the remaining inventory. The final manufactured Dreamcast was autographed by the heads of all nine of Sega's first-party game studios, plus the heads of sports game developer Visual Concepts and audio studio Wave Master, and given away with all 55 first-party Dreamcast games through a competition organized by GamePro . Okawa, who had loaned Sega $ 500 million in 1999, died on March 16, 2001. Shortly before his death, he forgave Sega's debts to him and returned his $ 695 million worth of Sega and CSK stock, helping

23384-443: Was founded by Martin Bromley and Richard Stewart as Nihon Goraku Bussan on June 3, 1960. Shortly after, the company acquired the assets of its predecessor, Service Games of Japan . In 1965, it became known as Sega Enterprises, Ltd., after acquiring Rosen Enterprises, an importer of coin-operated games . Sega developed its first coin-operated game, Periscope , in 1966. Sega was sold to Gulf and Western Industries in 1969. Following

23542-656: Was installed as CEO of Sega Enterprises, Ltd. In 1985, Sega began working on the Mark III, a redesigned SG-1000. For North America, Sega rebranded the Mark III as the Master System , with a futuristic design intended to appeal to Western tastes. The Mark III was released in Japan in October 1985. Despite featuring more powerful hardware than the Famicom in some ways, it was unsuccessful at launch. As Nintendo required third-party developers not to publish their Famicom games on other consoles, Sega developed its own games and obtained

23700-513: Was launched in New York City and Los Angeles on August 14, 1989, and in the rest of North America later that year. The European version of the Mega Drive was released in September 1990. Former Atari executive and new Sega of America president Michael Katz developed a two-part strategy to build sales in North America. The first part involved a marketing campaign to challenge Nintendo and emphasize

23858-439: Was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs where data was not properly recorded onto the disc. Sega released the Dreamcast in Europe on October 14, 1999. While Sega sold 500,000 units in Europe by Christmas 1999, sales there slowed, and by October 2000 Sega had sold only about a million units. Though the Dreamcast was successful, Sony's PlayStation still held 60 percent of

24016-432: Was previously asked to be CEO of Sega. On February 13, Sega announced that it would merge with Sammy; however, as late as April 17, Sega was still in talks with Namco, which was attempting to overturn the merger. Sega's consideration of Namco's offer upset Sammy executives. The day after Sega announced it no longer planned to merge with Sammy, Namco withdrew its offer. In 2003, Sato and COO Tetsu Kamaya stepped down. Sato

24174-436: Was purchased by Sega Sammy after going bankrupt. The year before, Sega signed a deal to distribute Atlus titles in Japan. After the buyout, Sega implemented a corporate spin-off with Index. The latter's game assets were rebranded as Atlus , a wholly owned subsidiary of Sega. Super Nintendo Entertainment System The Super Nintendo Entertainment System , commonly shortened to Super Nintendo , Super NES or SNES ,

24332-422: Was released during the launch week. In North America, Super Mario World was launched as a bundle with the console; other launch games include F-Zero , Pilotwings (both of which demonstrate the console's Mode 7 pseudo-3D rendering), SimCity , and Gradius III . The rivalry between Nintendo and Sega was described as one of the most notable console wars in video game history, in which Sega positioned

24490-501: Was replaced by Hisao Oguchi, the head of the Sega studio Hitmaker . Moore left Sega in January 2003, feeling that the Japanese executives were refusing to adapt to industry changes, such as the demand for mature games such as Grand Theft Auto III . Hideaki Irie, who had worked at Agetec and ASCII , became the new president and COO of Sega of America in October 2003. In August 2003, Sammy bought 22.4 percent of Sega's shares from CSK, making Sammy into Sega's largest shareholder. In

24648-421: Was sold to the American conglomerate Gulf and Western Industries , although Rosen remained CEO. In 1974, Gulf and Western made Sega Enterprises, Ltd., a subsidiary of an American company renamed Sega Enterprises, Inc. Sega released Pong-Tron , its first video-based game, in 1973. Despite late competition from Taito 's hit arcade game Space Invaders in 1978, Sega prospered from the arcade video game boom of

24806-425: Was structured into four parts: Consumer Business (video games), Amusement Machine Business (arcade games), Amusement Center Business (Sega's theme parks and arcades) and Pachislot and Pachinko Business (Sammy's pachinko and pachislot business). According to an industry survey, as of 2005, sales of arcade machines were up for the previous four years in Japan, while down for nine straight years overseas. In response to

24964-486: Was the exclusive manufacturer and supplier of NES cartridges. Competition from Sega's console brought an end to this practice; in 1991, Acclaim Entertainment began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts. Nintendo continued to carefully review submitted games, scoring them on

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