  


The following article was written by Sam Pettus (aka.
The Scribe) and was originally
featured on the now closed SegaBase website. It has been posted here in it's
entirety with only minor formatting changes and spelling mistakes fixed. Any
opinions stated are not necessarily the opinions of Video Game Rebirth. Any
questions, related problems or feedback should be directed to the author, and
are in no way the responsibility of this website or its staff.

Volume 3 - Genesis/MegaDrive - Genesis: A New Beginning
2001.01.03 :: Sam Pettus (The Scribe)
» Back to Index
The 16-bit Revolution
The year 1987 found Sega in a most curious position. On the one hand,
it had utterly failed to shake Nintendo's grip on the videogame industry
with its 8-bit Sega Master System (SMS). On the other hand,
that same industry's base technology was fast becoming obsolete. New and
more powerful personal computer systems, predominantly of the 16-bit variety,
had made and were continuing to make significant inroads into the market.
New and revolutionary systems such as the Commodore Amiga and
Atari ST were causing home consumers to re-evaluate how videogames should
look and play. This new generation of personal computers were finally
powerful enough to deliver a videogame experience every bit as good as
that found in the arcades of the day. Why not the same for home
videogame consoles?
The answer was simple. The home console market was still trapped
inside its 8-bit prison, with a certain Italian plumber of Japanese extraction
as its erstwhile jailer. Nintendo had a virtual iron grip on the
industry and was not about to let go for any reason. It held a 95%
share of the Japanese market and a 92% share of the U.S. market, and those
two illegal monopolies gave Nintendo all the profits it could ever want
and more. Other vendors in the field didn't stand a chance on the
fertile ground that Nintendo had exploited for years. Even Sega,
which arguably had the superior 8-bit console with the SMS, fared no better
against Nintendo's venerable NES
than had its predecessors. Sega was not going to get anywhere playing
by Nintendo's rules on Nintendo's turf. The answer was to join the
fight on a new battlefield, with new rules and standards of play, in a
venue over which Nintendo had no control. That venue was the nextgen
wave of its day - the arrival of the 16-bit generation of home consoles.
By this time Sega had already enjoyed considerable success in the arcades
with 16-bit hardware. Sega games such as Afterburner 2, OutRun,
Shinobi, Space Harrier, and Super HangOn had become extremely
popular with gamers. Sega had a reputation for producing arcade games
like nobody else on the scene, due largely to its use of the high-end 16-bit
Motorola MC68000 central processing unit (CPU) - or in some cases twin
Motorola CPUs - in conjunction with the best 16-bit video display processors
(VDPs) and sound systems that the company could devise. The major
iteration of this design scheme at the time was called System
16, and many a Sega game based directly
on or derived from it could be found with a crowd of eager gamers clustered
around in most arcades. The considerable success of System 16 in
the arcades coupled with its console woes on the home market caused Sega
CEO Hayao Nakayama to start thinking. The time seemed ripe, he reasoned,
to literally "bring the arcades home." If Sega could come up with
an all-new console, one that was radically different from Nintendo's, one
that would appeal to an all-new user base, then Sega might find the niche
market upon which it could build. Producing a 16-bit videogame console,
as opposed to yet another system based on tried-and-true 8-bit technology,
would put Sega on a technological cutting edge that no competitor could
match for some time. This would be the new system's main selling
point. By the time the competition - meaning Nintendo, of course
- did catch up, Sega's box would already be the established leader with
a healthy software base and the tables would be turned. For once,
the plumber would be the one trying to catch up. Furthermore, the
time was now to bring this new system to market.
The new customer base was already there, and Sega did not want Nintendo
to snag them first.
It was a good thing for Sega that they chose to act when they did.
Nintendo already had its own 16-bit console in the design pipeline. This
was the system that would later become known as the Super
Famicom in Japan and the Super NES (SNES)
in the rest of the world. Nintendo CEO Hiroshi Yamauchi had warned
his company that they needed to be poised to seize the 16-bit console market
by 1990; however, his statement did not have the binding edge of command
that his pronouncements usually carried. Nintendo was still reaping
huge profits from the NES, so there was no hurry to come up with a successor
system. There was also another reason for the delay - Nintendo was
having development problems with this newest box. It was little more
than a design concept and a few barely working prototypes at this point,
but already certain issues had surfaced that demanded attention.
The system as originally designed was way too expensive to be produced
in a version affordable for the average consumer, let alone cost-effective
for Nintendo. On top of that, project leader Masayuki Uemura was
unable to meet Yamauchi's demand that the new box be back-compatible with
the NES. The back-compatibility feature was eventually abandoned;
however, that only saved about US$75 on the anticipated end-user price
tag. The chief culprit of the cost was, of course, the all-new graphics
and sound processing suite upon which Yamauchi insisted. Designed
in anticipation of the coming multimedia boom, it drove up the cost of
the system so much that Nintendo was again forced to cut costs elsewhere
or scrap it and risk being left behind. The problem was eventually
solved by installing a slower CPU - a Motorola-based WDC65816 CPU - instead
of the faster 10 MHz MC68000 that Uemura originally intended. This
meant that the new box would not be that much faster than the NES itself,
so a math coprocessor (as cheap as Nintendo could cobble together) was
thrown in to ease the processing strain a bit.
Meanwhile, over in Sega R&D, a team of engineers under the direction
of Hideki Sato proceeded at a rapid pace on development of Sega's new 16-bitter.
This new system was little more than a redesigned System 16 arcade board
that had been scaled down and shoehorned inside a sleek-looking black case.
An RF adapter and SMS-style audiovisual port replaced the custom monitor
connections for an arcade cabinet, and a cartridge slot for interchangeable
games replaced the on-board EPROMs. In fact, the resulting design
worked so well that Sega would turn right around and use it as the basis
for three more arcade boards (MegaTech, MegaPlay, and System C).
The similarity between existing arcade hardware and Sega's new 16-bit home
console meant that it would not be terribly difficult to convert existing
System 16 games for the new console. The resultant ports would be
almost letter-perfect versions of the arcade originals, allowing Sega to
build up a large library of games fairly quickly until its console programmers
had found time to develop all-new titles specifically for the new system.
Of course, all of those games - both old and new - would be running on
16-bit hardware as opposed to 8-bit, so gamers would be able to tell the
difference between Sega's and Nintendo's consoles right away.
There was also another advantage to Sega's new system that was exploited
right away. Sega typically built its arcade games using a layered
approach - adding a layer or two of new technology to older designs for
the interim until the new stuff proved itself, then designing a successor
system using the new technology throughout. This was the case with
System 16, as it still retained vestiges of its 8-bit ancestor boards.
The components in question were practically identical to those found the
existing 8-bit SMS console save in layout and the absence of the SMS boot
ROM. In finalizing the design for its new 16-bit console, Sega R&D
made sure that the system had a mode that would make it back-compatible
with existing 8-bit SMS games. The only thing lacking would be the
SMS boot ROM and the appropriate adapter for the cartridge port, so an
external accessory was designed just for this purpose. This automatically
added the entire 8-bit SMS library to that of the new console, comprising
some 80 games or so as far as the U.S. was concerned and a somewhat greater
number of releases in Japan and Europe. The back-compatibility feature
made another good selling point - Sega gamers could play their old 8-bit
favorites on the new system while saving up money to buy new and better
16-bit games.
As with Sega's earlier home consoles, a number of peripherals were planned
for use with the new system. The half-moon shaped controllers that
are taken for granted nowadays were the first to be done. Next came
the SMS cartridge adapter, which by now had gained the unwieldy but workable
title of Power Base Converter. Third was the Mega Modem (aka Telegames Modem),
designed expressly for a series of modem-playable games that Sega planned
to market in Japan in cooperation with Sunsoft. Three other accessories
were also planned at this point - a keyboard, disc drive, and SG-1000 style
drawing tablet . Their eventual market materialization depended largely
on how well the Mega Modem sold. If it failed, then there was no
point in wasting money on the additional peripherals. Besides, Nintendo
was already experimenting with modem-based technology for the NES, so it
seemed a logical choice.
The last issue to solve was giving the new system a name. The official
in-house designation of MK-1601 was not about to sell anything. After
a great deal of debate, Sega's Japanese executives finally settled on MegaDrive.
It would be one that their small but loyal customer base would understand.
Most Japanese have a basic training in the English language, and English
loanwords are quite common and frequently used in the various multimedia
industries for the purpose of emphasis. The English loanword mega
was already in use as part of Sega's SMS advertising campaign to promote
games that were supposed to be more powerful than their ancestors.
Tack on another English loanword, drive, and the resultant name
conjured up a mental image of some massively powerful engine churning away.
Unfortunately, Sega of America would not be permitted to use the name in
its respective market. Another American firm had already registered
the term megadrive as a trademark, so Sega's new console was to
be renamed Genesis for its U.S. launch. It was a fortuitous choice in retrospect.
The name's Biblical connotations would not be lost on conservative-minded
American parents, many of whose kids would want to buy the new system.
There was also a hidden meaning within the console's new name. Genesis
in Hebrew means "in the beginning," and that is exactly what Sega was doing
- beginning the nextgen wave of consoles with a Sega system. Up to
this point Sega had been playing catch-up to Nintendo. Now it would
be leading the way.
Here are the final specifications for Sega's new 16-bit home console as
they stood prior to the official system launch. It is not surprising
that they are almost identical to a stock Sega System 16 arcade board save
for the obvious cabinet issues.
Sega MK-1601 (aka Genesis/MegaDrive)
| Component |
Description |
| Processors |
Motorola MC68000 CPU running at 7.61 MHz (main system functions) (1)
Zilog Z80 CPU running at 3.51 MHz (sound suite control)
|
| Graphics |
16-bit VDP for playfield and sprite control
3 graphics planes, 1 sprite plane, and 2 scrolling playfields
64K VRAM
64x9kbit CRAM (dedicated color RAM)
64 simultaneous colors on-screen from a 512-color palette
320x224 native graphics display mode
40x28 text display mode
|
| Sound |
8 KB sound RAM
Texas Instruments TI-76489 PSG (programmable sound generator)
Yamaha YM-2612 FM synthesizer (2)
14db signal-to-noise ratio
|
| Memory |
1 MB system ROM
64 K system RAM
|
| Connection |
1 sidecar expansion slot
1 cartridge port
2 joystick ports
Commodore-style A/V port
Internal RF adapter
|
| Storage |
Videogame cartridges (3)
|
| Other |
Back-compatible with all Sega Master System (SMS) games through use of
the Power Base Converter accessory
|
(1) The original System 16 arcade hardware used a 10 MHz MC68000 CPU. Certain variants used twin MC68000s.
(2) The original System 16 arcade hardware used a YM-2151 FM synthesizer
(3) System 16 boards had their games burned into ROM on the board itself.
|
|
In short, Sega planned to deliver nothing less than a full-fledged
arcade-quality gaming console to the homes of average consumers. It was a
bold move for a bold company and would cost a lot of money up front, but Hayao
Nakayama was confident that the new system would succeed in creating its own
market. After all, given Nintendo's continuing dominance of the old market, Sega
had nothing to lose.
The only real wild card in the deck at this point was NEC. The Japanese
computer giant, sensing potential profits in a new field, had decided to
join the resurgent videogame market. Not only did this prospect disturb
Sega, but it also worried Nintendo as well. NEC had everything going
for it - plants, resources, personnel, and a hefty bank account that dwarfed
anything that even mighty Nintendo could muster. Nintendo's total
net profits were roughly about the same as what NEC budgeted its R&D
division ... all by itself. They had the best hardware they could
make or money could buy, they could afford the best developers in the business,
and work was already underway on a home console that they called the PC
Engine (PCE). Not a lot was known about NEC's new box, but one thing
was certain - it would be one of the best-designed consoles to ever hit the
market. As long as it had the games to match, it might prove a worthy competitor
to Nintendo and derail Sega's carefully laid plans. The threat of
the PC Engine was an ever-present shadow over Sega as they labored long
hours across many nights in order to bring their newest home console to
market.
It is now the third quarter of 1988 - that part of the year in which new
products are generally released to the public.
The first of the great console wars is about to commence.
The Initial Campaign
There are those who would say that the first of the console wars took place
from 1982 to 1983 among Atari, Mattel, and Coleco. Be that as it
may, any real battle among them was prematurely terminated when the bottom
fell out of the U.S. videogame market at the end of 1983. What most
videogame historians define as the first of the great console wars did
not come about until almost a decade later, by which time the playing field
had been cleared of its American pioneers and a new breed of Japanese contenders
had entered the fray. Say what you will about the early days of console
videogames, but it was not until Sega decided to challenge Nintendo's illegal
videogame market monopoly with the Genesis that the real fighting began.
There had never been a battle for dominance like this in the entire history
of the videogame industry up to this time, and the titanic struggle between
Nintendo and Sega for control of the U.S. market would set the stage for
all others that followed. The Japanese and European markets were
mere side players in the ensuing fracas. They simply could not generate
the large revenues that could be reaped from millions of cash-toting, materialistic
American buyers. The videogame industry's lesser two main markets
will receive mention from time to time, but it was in the U.S. starting
in 1989 where the first great console war began to unfold before everybody's
eyes.
The staging area for the first great console war (and subsequent ones)
was the island nation of Japan. It was home to all three of the major
players in the fight - Nintendo, the veritable 900-pound gorilla of the
industry and long time dominator; Sega, the presumptive rival with a reputation
for talent (and a hidden ace up its sleeve); and newcomer NEC, the resource-rich
dark horse who was fully capable of outspending both. In the words
of a common American cliché, it promised to be "a real knock-down,
drag-out fight."
NEC got the jump on everybody by releasing the PC Engine on 30 October
1987, approximately one full year before the Sega MegaDrive would enter
the fray. It was an impressive bit of hardware - for an 8-bit system,
that is. In truth, the PC Engine was actually driven by an 8-bit
CPU, same as the NES, but NEC had used its technical prowess to develop
a console with enough graphical processing oomph that it could make a justifiable
claim to belong in the 16-bit generation. The resultant games looked
and sounded better than anything Nintendo had done or was going to do for
the NES ... and therein lay the problem. They didn't play any better
than NES games; in fact, many of the early PCE games played decidedly worse.
There were two reasons for NEC's tragic blunder in this regard. First,
Nintendo had the best among the third-party software community in Japan
eating out of the palm of its hand with its restrictive yet lucrative development
contracts. Second, NEC's own stable of programmers were not yet up
to speed on the full capabilities of their own system. It was an
awesome box for its day and many great games would eventually be written
for it a few years later, yet by that time NEC would no longer be a contender.
However, we digress. We are getting a bit ahead of ourselves.
First-year PC Engine sales were decent, but did not so much as put a dent
in Nintendo's market share.
What would prove to be the true contender in the first great console war
joined the fight on 29 October 1988. On that day, Sega launched its
16-bit MegaDrive home videogame console in Japan. The initial asking
price was ¥21000, and the first two games available for the system
were Space Harrier 2 and
Super Thunder Blade.
Both were ports of the Sega arcade games of the same name. The new console
was respectfully acknowledged, and then everybody went right back to buying
and playing Nintendo's products. Nevertheless, Sega went ahead with
its schedule of planned direct arcade ports and detailed some of its in-house
programming teams to develop new games for its system. It was early,
and Japan would the hardest market in which the new box would seek a foothold.
It was going to take time.
Sega got its first big break the following year when Namco, the number
one third-party developer in Japan and creator of the classic arcade game
Pac-Man, abruptly joined the MegaDrive fold. Up to that time, Namco was one
of the few companies to enjoy a sweetheart deal with Nintendo, made during
the early days of the Famicom (NES) when Nintendo was trying to sign anybody
and everybody they could to code for the new system. Namco's lucrative
contract ended in 1989, at which time Nintendo's Yamauchi bluntly informed
Namco representatives that they would have to sign the same standard development
contract as everybody else. This would cut Namco's profit margins
and severely restrict the number of Famicom titles it could develop, as
well as making said titles exclusive to the Famicom. In other words,
no more side benefits. Namco CEO Masaya Nakamura is said to have
exploded into a fit of rage when given the bad news, and he promptly decided
to do what no other Nintendo licensee in Japan had yet dared. In
a carefully worded interview with Japan's top-selling newspaper, the Nihon
Keizai Shinbun, Nakamura accused Nintendo of holding an illegal monopoly
on the Japanese videogame market, quick to silence any company that dared
question its judgement. To question Nintendo would be the same as
committing virtual suicide, claimed Nakamura - and some in the industry
wondered if Namco was about to do just that.
The resulting war of words was quite predictable. Yamauchi promptly
gave his own interview, in which he publicly chided Namco for not being
gracious about the profits it had earned as the Famicom's very first licensee.
As a result, Namco's "privileges" would be withheld in any future contract.
Namco quickly responded that they would support the console market's newcomer,
the Sega MegaDrive, instead of Nintendo's aging warhorse. Nintendo
said that Namco's threat was hollow and again accused it of welshing on
its exclusive privileges. Namco then responded with a federal lawsuit
filed with the Kyoto District Judiciary, charging Nintendo with anti-competitive
behavior and monopolistic practices. Yamauchi laughed it off.
"Frankly, Namco is envious of us," he said in a published interview with
Zakai magazine. "If they are not satisfied with Nintendo and the way we
do business, they should create their own market. That is the advantage
of the free market." The comment was not entirely truthful - the
market was not free no matter what Yamauchi claimed - and Namco was forced
to face that sad reality soon enough.
It did not take long for Namco to go crawling back to Nintendo. They
had a half-dozen or so arcade ports already under development for the MegaDrive
(Phelios,
Klax,
Burning Force,
MegaPanel, and
Dangerous Seed),
but none of them would be ready for market until the middle
of 1990. In the meantime, Namco's bottom line took a royal pounding
from the loss of its Nintendo license. Several months after the fireworks
had first commenced, Namco quietly withdrew its lawsuit against Nintendo.
Masaya Nakamura sullenly instructed his staff to make arrangements to secure
a standard Nintendo development contract. There would be no argument
- he had Namco's latest financial returns before him in all their dismal
splendor. Namco's new contract would include Nintendo's standard
restriction clauses, severely limiting Namco's ability to develop for the
Sega MegaDrive and other competing platforms. The behemoth of the
industry had flexed its muscles. Even so venerated an outfit as Namco,
one of the founders of the arcade videogame industry, had been forced to
toe the Nintendo company line. Nakamura would never forgive his humiliation
at the hands of Yamauchi, nor did the latter particularly care how Namco
perceived his company's behavior. The affair would come back to haunt
Nintendo in later years, however. As soon as it was able, Namco dropped
out of the Nintendo fold and openly developed software for the systems
of its competitors. It is a grudge that has separated the two companies
to this day, and it is a rare and notable event whenever a Namco title
makes an appearance on a Nintendo console.
Over at Sega, Hayao Nakayama got the message loud and clear. Despite
fielding a superior console for the second time in a row, Nintendo was
not about to let Sega make any serious inroads into its home turf.
Sega would have to take its new console abroad if it had any chance of
surviving and growing.
That is exactly what Sega did.
Hyakumandai!
Once again, NEC tried to get the jump on Sega. Having met with unimpressive
results in Japan, NEC executives felt that the system might stand a better
chance in North America. Rechristened the Turbo GraphX 16 (TG16),
NEC's powerful 8-bitter hit U.S. store shelves approximately six months
prior to the scheduled launch date of the Genesis. Unfortunately
for NEC, its initial U.S. lineup was even less impressive than it had been
for the system back in Japan. The best title it could field for the
TG16 launch was the rather bland side-scroller
Keith Courage in Alpha Zones.
Being a neophyte on the console market, NEC had yet to
grasp a lesson that Nintendo had learned early - good software drives console
sales. Nintendo is reported to have been delighted with the subsequently
poor market performance of the TG16 during its early troubled years.
It really didn't have to do anything about combating the NEC threat - the
befuddled computer giant was doing their job for them. In time, the
TG16/PCE would see some excellent titles that truly showcased the system's
power, but by then it was too late - it had been effectively eliminated
from the console wars. It would survive as the most notable of the
lesser niche systems, acquiring a small yet doggedly loyal following in
all markets, and over the years would gradually gain the reputation of
being the system that should have won the first great console war.
It did not, because thanks to NEC's initial fumbling of its software library,
it never had the chance.
In the meantime, Sega of America remained unruffled by NEC's early launch
of the TG16. Their response was to issue an official press release
describing the impending arrival of the 16-bit Genesis to North America.
Here is how that document opened:
Only Sega, the master of arcade entertainment, could introduce
a whole now dimension in home video entertainment - the Genesis System. The
first and only system with true 16-bit technology to bring you the
ultimate in game play fun and excitement. Your world will never be the
same again once you've experienced Genesis' high-definition arcade quality
graphics, stereo music and sound effects, realistic voices and unsurpassed
gameplay.
The rest of the press release went on to describe the features of the new
system, stressed Sega's experience in creating top-notch arcade games and how
that resulted in the Genesis, gave an initial release date (09/01/1989), and
some initial pricing information ("under $200" for a complete system). Other
data was made available in subsequent announcements. There were about a dozen
titles scheduled for release at launch time, most of them being ports of popular
Sega arcade games that were already on the MegaDrive market in Japan. Sega's
own Altered Beast,
the third game released for the system, was to be a
pack-in title with every console sold. Michael Katz, the man hired by none other
than company founder David Rosen as the new president of Sega of America, was
taking no chances on the system launch and was putting all of his ducks in a row.
He was still betting that the Genesis and not the TG16 would be the only worthy
competitor that could take on mighty Nintendo.
The Sega Genesis saw its official U.S. launch on 14 August 1989 in two
cities, Los Angeles and New York. The rest of the country got the
system on 15 September 1989, along with a launch lineup of six games.
The 15 September 1989 date is generally regarded as the official launch
date of the Genesis due to the limited nature of the earlier event.
The original retail price for a complete system was US$190, some US$10
less than had been originally planned.
Altered Beast was the
system pack-in game, as promised, but new Genesis gamers could also purchase
Last Battle,
Space Harrier 2,
Super Thunder Blade,
Thunder Force II, and
Tommy Lasorda Baseball.
The advertising tag line for the new system was coined by Sega of America
CEO Michael Katz: "Sega Genesis does what Nintendon't."
Right away, U.S. gamers could tell that the Genesis was quite a different
animal than the aging NES. It was blazingly fast. It had eye-popping
graphics. It had stereo sound. It had accurate ports of some of the
best-known arcade games of its day. There were other, less obvious features
that they noticed as well. It was black, and black was cool. It had a
straightforward top-down cartridge port design - no damn door and
spring-mounted loading bay like a certain other console. This meant that
the Genesis Game Genie, once it arrived (and everybody knew
it was coming) would not be the convoluted affair that Nintendo had forced
for its NES after much legal wrangling. Initial launch sales of the Genesis
were respectable enough, although they were not about to break Nintendo's
92% market share, but more importantly a lot of gamers and game magazines
began talking about Sega's newcomer. To them, the Genesis was a speedy black
Porsche in comparison to Nintendo's lumbering two-tone Volkswagen. Now, if
it could only get some really great games to go with it - can you imagine
that?!
Europe would not get Sega's 16-bitter until November of 1990. The
island nation of Great Britain, Sega's predominant European stronghold
ever since the early days of the SMS, was the first to receive its MegaDrives.
Originally retailing for £190 per system, the initial shipment of
some 30,000 consoles first went on sale in such major British department
stores as Dixon's and Rumbelow's. Its arrival in the Old World was
welcome news to gamers across the continent, who had long enjoyed the fruit
from the Sega vine. It was not good news for Nintendo, whose still-struggling
European division was then in the process of opening a major distribution
center in Grossheim, Germany. Nintendo may have dominated the Japanese
and U.S. videogame markets, but it was Sega who ruled the roost in Europe.
Nintendo's measly 10% market share stood in stark contrast to its
utter dominance outside of Europe, and that inescapable fact pretty much
dictated its European strategy. They let Sega of Europe's new MegaDrive
go largely unchallenged while they worked on increasing their market share
to a modest 25% and concentrated on more profitable products, such as their GameBoy
handheld system. Thus it was that the Sega MegaDrive took Europe
by storm and would remain the dominant home videogame console until the
mid-1990s. In fact, it would outsell all other Sega systems, even
the 32-bit Saturn, until it was officially discontinued by Sega of Europe
in 1998. Nintendo of Europe had no choice but to let it happen.
It simply did not have the resources and market share to compete.
Let us take a moment to focus on a common observation made by most gamers
about the Genesis in those early days. The biggest complaint by far
was about the games. It wasn't that they lacked in ear and eye candy
- that much was obvious. What they lacked was good gameplay.
Sega knew full well that good games would push system sales, so they had
made sure that top-notch ports of many of their hit arcade titles were
available as soon as the system was launched. Unfortunately for Sega,
what worked well as an arcade game did not necessarily work well as a home
console game. Players did not have to worry anymore about having
a pocketful of quarters to learn how to beat the bad guys and move on to
the next level. They could take as much time as they wanted, and
many of them did. Soon, complaints such as "short," "shallow," and
"repetitive" became all too common on the Genesis scene. The expected
success of Sega's near-perfect arcade ports never materialized. For
example, the pack-in arcade conversion of
Altered Beast
was soundly criticized by all hands as being far too short for a home console game.
Michael Jackson's Moonwalker,
a game upon which Sega had reportedly spent millions in securing the rights,
was derided for endlessly repetitive gameplay. A common theme was beginning
to emerge regarding Sega's first-generation Genesis games - great-looking
but no gameplay. Even Sega's early dedicated Genesis efforts suffered from this affliction.
Castle of Illusion and
Fantasia,
both Mickey Mouse games produced under license from
Disney, set new standards for sprite animation in a videogame yet played
little better than their ported arcade predecessors. Sega's games
may have looked better than Nintendo's, but they didn't seem to play any
better. It was evident that better-playing games would have to be
produced before the Genesis suffered the same fate as NEC's new system.
Genesis as yet had no "killer app" to push console sales, because Sega
didn't have its own Shigeru Miyamoto (
Super Mario Brothers)
or Alexey Pajitnov (Tetris)
as did Nintendo. Actually it did, as we shall soon see, but it
had yet to appreciate this fact.
In the meantime, an American cavalry rode to Sega's rescue in the form
of noted software powerhouse Electronic Arts (EA).
The company was already a legend in its own time: it was well known in
the personal computer industry for such groundbreaking fare as M.U.L.E.
and Seven Cities of Gold, and now it wanted a share of the highly
profitable console market. EA had originally passed on an NES license
during that system's early days in 1984, when it could have gotten one
on favorable terms, and was a mistake that the company had rued ever since.
Now, EA president Trip Hawkins was eyeing the emergence of the 16-bit consoles
and came to the conclusion that the Sega Genesis would be the next big
system. His R&D teams had already examined the hardware and come
up with good proposals for porting and developing EA games on Sega's new
system. In early 1990, Hawkins directed his staff to enter into formal
negotiations for a licensing deal with Sega on terms favorable to EA.
The gist of it was that EA would get to make as many games as it wanted
- something Nintendo had not offered them - and a reduction in licensing
fees. Sega said no. It planned to impose a restrictive contract
on EA just as it had done its other licensees, one that echoed similar
Nintendo arrangements. Hawkins had anticipated this, however, and
pulled a one-two sucker punch on Sega. Acting on his direction, EA's
negotiators brusquely informed Sega of America that it didn't have that
kind of clout to throw around; furthermore, EA had already reverse engineered
the console and knew how to manufacture its own unlicensed Sega cartridges.
It was at this point that Sega caved - after all, EA was right about Sega's
market presence and both wanted to advance Genesis sales. The two
eventually settled on a licensing agreement that, while it was not everything
Hawkins has originally wanted, came close enough for his purposes.
In exchange, Sega got one of the best third-party software houses in America
on its side and their best programming teams to boot. EA games began
to appear for the Genesis as fast as the company could churn them out,
and this sudden influx of new and more sophisticated titles helped push
console sales. Three of these early hits were Will Harvey's
The Immortal
(an isometric-view RPG),
Budokan: The Martial Spirit
(a fighting game), and the first instalment in the now-legendary
John Madden Football
(aka Madden NFL) franchise.
Madden
competed directly with Sega's own
Joe Montana Football,
and a friendly rivalry grew between the two company's sports game divisions that would
eventually result in some of the best 16-bit sports videogames ever created.
By now, it had become evident who was going to make up the nextgen console
market - the niche in which Sega was struggling to establish its beachhead.
These were the older kids, mostly teenage boys, that had comprised the
original Nintendo masses of the mid-1980s. In the case of certain
sages among them, they were the forgotten gamers of the Atari generation
almost a decade before. You must remember that this generation had
grown up on a steady diet of computers and videogame systems, and was the
first such one in America to do so. Their tastes in videogames had
grown more sophisticated as they aged, and they had for the most part moved
beyond the simple and safe family-oriented fare that Nintendo was still
force-feeding upon them. They envisioned themselves as anti-establishment,
living on the edge (as a popular Aerosmith music video put it), and desirous
of the most that they could get out of whatever experience they had.
They were already attracted to the looks and power of the Genesis, and
the arrival of EA on the console along with its reputation for excellence
impressed them. In their minds, if you wanted to play baby games,
you played Nintendo. If you wanted a real game, especially a real
sports game, you played Sega. Their respect for Sega's new system
got a big boost with the arrival of Capcom's
Strider later that
year. A perfect port of an arcade game that had largely been ignored
when it first arrived in the U.S., it was the title that finally offered
these gamers something of the mind-torturing, thumb-callusing, hell-on-wheels
lengthy quality gameplay that they so desired from the new box.
Strider
would win Capcom the prestigious Console Game of the Year Award for 1990,
but more importantly, it helped build Sega's reputation with its growing
fans. It also marked the beginning of a long-standing relationship
between Capcom and Sega that has continued over the years to the present
day.
Genesis was beginning to become the embodiment of all that was cool in
a videogame console. The only thing still lacking was a killer app
to put the final seal on that oft-whispered opinion.
By the summer of 1990, sales of the Sega Genesis had surpassed the 1 million
mark in the North American marketplace. This figure had been Nakayama's
original first-year sales target for the console, and he had even gone
so far as to have Sega employees chant "Hyakumandai!" (Japanese
for one million) at the end of each day's morning briefing sessions.
By the end of the year, Sega's new console had raked in over US$100 million
in sales. It was a modest profit, to be sure, but it was a definite
profit. It was not enough to satisfy Nakayama, however, who was still
irked by the fact that Nintendo had stubbornly clung to its 92% market
share despite Sega's best efforts. He therefore sacked Katz in January
of 1991 and replaced him with long time friend Tom Kalinske. Despite
this, latter-day videogame historians credit Katz with the successful launch
of the Genesis in the U.S. market. It was upon the solid foundation
that Katz built during his turn at the helm from which all else sprang
forth.
1 million Genesis consoles sounds like an impressive number today, until
you do a little digging and discover that Nintendo had an installed user
base of 31.7 million NES consoles. Thirty-to-one against - those
were odds that no Las Vegas bookie in his right mind would take.
It was a good thing that this was not Vegas, because Hayao Nakayama probably
would not have listened anyway. He was used to getting his way, and
he wasn't going to let a trivial thing like long odds stop him. Besides,
he had more immediate concerns. Nintendo was beginning to stir.
The sleeping giant had at last awakened to the fact that its next intended
market was being stolen right out from under its very nose by an upstart
- one that it thought it had buried back in Japan years before. With
this shocking realization in mind, Nintendo promptly swung into action.
Work on the company's nextgen console was wrapped up and the system was
hurriedly rushed to market. Shigeru Miyamoto and his team of developers
hurriedly put together a new Mario game for it. Nintendo of
Japan officially announced the Super Famicom in October of 1990; by early
November pre-orders had reached 1.5 million units and the company was forced
to stop taking them. All night long on 20 November 1990, a large
assortment of panel trucks drove up to the main Nintendo warehouse in Kyoto,
were quickly filled with cases of boxed consoles and cartridges, then departed
to select retail locations all across Japan in an event known as "Operation
Midnight Shipping." It was a mess - there were simply not enough
consoles to meet customer demand despite Nintendo's best production efforts.
Over 300,000 Super Famicoms were sold the next day, along with copies of
the system's two launch titles (
Super Mario World and
F-Zero),
but Nintendo could have sold considerably more had it not been caught napping.
Things had settled out by year's end, though. By the first quarter
of 1991, Nintendo had sold some 2 million Super Famicoms in Japan, and
knew beyond a shadow of a doubt that the system would be as big a success
as had been the NES.
With the Japanese launch of the Super Famicom now under its belt, Nintendo
made ready to launch the SNES (the export version of the Super Famicom,
remember) in the U.S. market on 9 September 1991. The company had
every reason to believe that the U.S. launch would be even more successful
than the Japanese launch. Besides, its American division would have
a full year to iron out the kinks and ramp up the system with the usual
full-court press advertising campaign. It even had a tag line for
the new system, throwing Sega's own right back into its face - "Nintendo
is what Genesis isn't." Nintendo was now poised to do something that
no other player in the videogame industry had yet pulled off - dominate
the market two generations in a row with two successive systems.
It was guaranteed to succeed, because Nintendo still owned the U.S. market
lock, stock, and barrel. Nothing would stand in its way. Nothing
could go wrong.
Nakayama was not about to let Sega get caught again under Nintendo's thumb.
He planned to unravel his rival's stranglehold on the U.S. videogame market
long before the SNES arrived. When that time finally came, Sega would
break Nintendo's monopoly with a market-shattering sonic boom that would
be heard around the world and still echoes to this very day.
Move Over, Mario
It was now a full-blown war - the first of the great console wars.
According to Nintendo of America's Minoru Arakawa, Sega had fired the first
shot by challenging its right to "cultivate" the U.S. market. According
to Sega of America's Tom Kalinske, Nintendo had started the whole thing
just by dominating the market in true yakuza fashion. Whatever
the reason, whatever the cause, both were now locked in a wrestler's embrace
and both were determined to pin the other guy to the mat. Nintendo
had the obvious advantages - size, reach, strength. Sega enjoyed
the adrenaline rush of someone who had nothing to lose and was willing
to try anything. It had everything it needed to beat the 900-pound
videogame gorilla save two items - a corporate mascot and a marketing campaign.
Like the plumber, Sega's mascot would have to be instantly recognizable,
easily associated with the company, and star in one really bad-ass game.
Like the marketing machine, Sega would have to come up with a new advertising
campaign that would let the average consumer know within the space of a
few seconds exactly who Sega was and what the company was all about.
The issue of the mascot was addressed first, for it allowed Sega to kill
two birds with one stone and develop what it hoped would be the system's
first true killer app. The ensuing marketing campaign could then
use the new game as a starting point and build from there.
It was time to take on Mario.
Hayao Nakayama was, if anything, a meticulous planner. When it came
time to take on Nintendo's corporate mascot, he had his staff analyze everything
about the plumber and try to determine just exactly what made him tick.
Once that was established, then it would be time to develop a character
that was as much the opposite of Nintendo's rotund spokesman as possible.
Nintendo considered the arrival of the Sega Genesis on the U.S. market
to be nothing less than the coming of the Antichrist. Fine, then.
Sega would take the antithesis one step further. It would come up
with its own corporate mascot that was everything Mario was not.
Even as 1990 continued to roll along and the early U.S. sales figures began
to come in, Nakayama put out the word to Sega's R&D teams worldwide.
He wanted them to come up with a corporate mascot and videogame to match
that could compete against Nintendo's Mario. His instructions were
quite specific. The new mascot would have to be as easily recognizable
as Mario, yet as unlike him as possible. The new mascot would have
to be a rather unorthodox character, and the game developed for him would
have to reflect this. Above all else, the new mascot could not and
would not be cute.
A number of proposals were submitted and rejected. The one that came
the closest to acceptance was by American programmer Mark Voorsanger.
His submission was a pair of "funkadelic" aliens named Toejam and Earl,
who were both very hip and very cool. Nakayama liked the idea and
liked the game, but he had two problems with it. First, Toejam and
Earl were too laid back for his sensibilities. Second, they were
too American in nature. It was a noble effort, but Nakayama wanted
a mascot that would have worldwide appeal. Toejam and Earl were subsequently
rejected as the new Sega mascots, although they were deemed good enough
to go ahead with the creation of their game. If anything, it would
be yet another completely original offering in the growing Genesis library.
The answer to Nakayama's problem was still out there somewhere, waiting
to be discovered. "Ah, if only we had the likes of Shigeru Miyamoto
on our staff!" Nakayama would often reflect to himself.
It was about this time that Nakayama heard from someone in his own back
yard. One of Sega of Japan's programming teams - Sega Consumer Department
#3, aka AM8 - had come up with an idea for a mascot and a game to go with
it. Intrigued, Nakayama contacted the team leader, Shinobu Toyoda,
and asked to see it and the man who would be responsible for the game.
Toyoda complied, and together with project director Naoto Oshima and lead
programmer Yuji Naka took their work up to Nakayama's office for his review.
When all was said and done, Nakayama nodded his approval. The presentation
had been most impressive, and it was obvious to him that AM8's lead programmer
was a very talented young man.
Nakayama had found what he sought. Sega had found its Miyamoto.
Yuji Naka was born on 17 September 1965 in the old provincial city of Osaka.
A bright, energetic young lad, he found himself as a teenager attracted
to the music of Riyuchi Sakamoto and his Yellow Magic Orchestra.
His love for Sakamoto's synthesized strains were what led him into his
lifelong attraction to computers, especially the new phenomena known as
videogames. Naka not only played every one on which he could get
his hands on, but he also analyzed them and tried to figure out how they worked.
Shortly thereafter, he began coding his own. The gifted young student
could have had his choice of any of the top colleges in Japan, but he passed
on enrolment. This was a daring move given Japan's cultural stresses
on a good education, but Naka did not feel like wasting four years or so
at university when the personal computer revolution was unfolding about
him. Four more years of academics did not offer much in the way of
opportunities in this rapidly growing field.
In 1983 the newly graduated Naka moved to Tokyo and applied for employment
with Namco, the world's leading arcade videogame company at the time.
His lack of a college degree hampered any chance he had, and it turned
out to be the main reason why Namco did not offer him a job. Undaunted,
he shopped his talents around and by 1984 found himself working as an entry-level
coder for Sega. The mid-1980s were not good years for Sega, as they
were struggling against Nintendo like everybody else, but Naka made the
most of it. After all, it was a steady job, and creating videogames
was one of the things he truly liked to do. He quickly gained a reputation
as a micro-managing perfectionist, and it was not unusual for him to be
heard arguing with his co-workers over some seemingly insignificant coding
detail. "Not just programming," Naka would comment many years later,
"everything ... the graphics, the pictures. I'm really careful about
everything." It was a personality profile that fit well with Nakayama's
autocratic management style, although Naka was hardly known to Sega's boss
until his programming efforts bore fruit.
Naka's very first effort for Sega was
Girl's Garden
for the SG-1000, its original home console system. Over
the next seven years, Naka's programming excellence demonstrated itself
in a number of impressive original videogames and console conversions for
Sega. His credits during this period include such legendary titles as
Space Harrier,
OutRun,
and the groundbreaking RPG
Phantasy Star -
widely regarded as the
best game ever released for the SMS. In 1988 his team was detailed
to begin developing software for the MegaDrive, Sega's new console, and
again Naka made his programming presence felt. He was the one responsible
for Super Thunder Blade,
a port of the arcade original and one of the system's two launch titles,
and no one but he could have been called upon to develop the system's first hit RPG,
Phantasy Star 2 -
the sequel to his earlier 8-bit effort. After that
monumental effort, he assisted in the port of Capcom's
Daimakaimura
(aka Ghouls 'n' Ghosts)
and spent part of his spare time trying to figure out how
to make Nintendo cartridges work with the MegaDrive. His efforts
would eventually result in the world's first videogame system emulator,
although he knew it could never be released. All this and more gained
him the respect of his fellow AM8 team members. They were willing
to put up with his idiosyncrasies because he was obviously one helluva
good coder.
It was in the opening months of 1990 that AM8 got the directive from Hayao
Nakayama to come up with a new company mascot and a game to go with it.
Team leader Shinobu Toyoda and his staff bounced around ideas. The
first character they came up with was a rabbit-like being with long ears
that could extend and pick up objects and then throw them at his enemies,
but it proved difficult to execute and the concept eventually went nowhere.
Looking at the rough sketches one bright April day, Naka remarked to fellow
team member Naoto Oshima that what was needed was something fast.
Oshima was intrigued, so Naka continued. Years ago, Naka had conceived
of a videogame featuring a character that could roll himself into a ball
and then slam into his enemies, knocking them over.
"You're talking about a hedgehog," Oshima replied.
"Yeah," said Naka, "you're right." Both grinned as the realization
dawned upon them.
The concept for the new character quickly evolved over the next few days.
He would be blue because that was the color of Sega's corporate logo.
Since a round ball did not offer a lot in the way of graphics and quills
could not be easily depicted on screen, the blue hedgehog was given spiked
hair. Since he would be a fast character and hedgehogs are not known
for speed, he was also given a pair of running shoes. The sneakers
might also serve as a good power-up in the game that Naka was by now beginning
to code. One day, Naka gave his fellow AM8 team members a demonstration
of his earliest efforts on the new game. They watched in amazement
as the speedy blue hedgehog zipped around the screen.
"You know, that fellow's supersonic," one of the team members remarked.
"Super-sonic."
Naka never forgot the comment. Sonic would be the hedgehog's name
from now on.
Sonic's very look defined his attitude, so Naka built his new game to showcase
as much of AM8's new star as he could. He was a fast, impudent little
fellow who blazed his way through the game's intricately designed levels.
Originally conceived as a power-up, what would become Sonic's trademark
red sneakers soon became an essential part of the character. He needed
them, because he would be on the move almost constantly. Sonic was
not limited to simple running. He could put on extra bursts of speed
when needed, and could go even faster when he rolled up into a blue, spike-haired
ball. Since Sonic seemed to always want to be in motion, Naka added
an extra programming touch to emphasize this. If he stood still in
one place for too long due to player inaction, he would give the gamer
a cross look and begin tapping his foot, impatiently waiting to start running
again. Naka did not stop there. Each and every move that Sonic
made was exquisitely animated - running, jumping, leaping, falling, spinning,
and so on. Sonic had a unique pose and facial expression for every
single move in his repertoire. The levels were large, colorful, highly
detailed, and were best played with Sonic running at full tilt all the
way. The game that Naka wound up creating for Sonic has more than
once been compared to a 2D side-scrolling roller coaster ride, and it is
an apt assessment. It also helped emphasize the differences between
Sonic and Mario. In comparison to the speedy little blue hedgehog,
with the spiked hair of a punk rocker and the rebellious attitude to match,
Mario took on the appearance of a slow, fat, lackadaisical old fart.
The rest of the game was built around Sonic's colorful and stylized world,
and he was given a suitable archnemesis that could kick King Koopa's ass
any day of the week. Dr. Ivo Robotnik, aka "the Eggman" (as he is
known in Japan), didn't have to recruit his underlings - he created them.
Naka tapped into a common Japanese storytelling theme of encroaching mechanization
and made the Eggman into a mad scientist bent on mechanizing the entire
world. His goons were actually Sonic's fellow animals trapped inside
mechanical shells, which Sonic could rescue by cracking them open with
his trademark rolling "spin attack."
It all seems so obvious now that gamers today tend to take Sonic's success
for granted. What most of them fail to understand are the circumstances
that brought about both the game and Sonic himself. Sonic was Sega's
answer to Mario. If Sonic was anything less than a total success,
then it would have been quite easy for Nintendo to bury the Genesis under
tons of SNES hype. The fate of the company was now resting in the
hands of Yuji Naka and his fellow team members at Sega AM8. Nobody,
not even Naka himself, was sure that the gamble would succeed.
Nakayama was betting the company's future on Naka's efforts, but he was
not about to bet the bank. Under his direction, Sega quietly built
up a US$400 million dollar contingency fund. It would see the company
through the hard times to come should Sonic fail to deliver the goods,
paying the necessary bills until some fresh ideas could be developed.
Years later, former Sega of America president Michael Katz would have this
to say about Sonic: "We thought it was silly, but to the credit of
[Naka's] game, which was so good, the character [of Sonic] became established
.... The character could have been anything, but it was a hedgehog which
would have died a dismal death had it not been for a very good game."
The very first inkling that the gaming public got of Sega's new mascot
was on 7 November 1990. Dreams Come True, a new J-pop band that had
just hit the Japanese music scene the year before, went on their second
nationwide tour. It was to promote their second album, Love Goes
On, which had produced the hit single "Warai Gao no Yukue" (The Whereabouts
of a Shining Face). Dedicated otaku will instantly recognize
it as the theme song to the hit anime TV series Graduation.
Splashed across their tour bus and equipment trailers that made the long
journeys from town to town was the image of a blue, spike-haired hedgehog.
What was unknown to the public at that time was that the band's composer,
Masato Nakamura (no relation to Namco's CEO), had contributed the music
for Yuji Naka's new videogame. The image caused quite a stir, because
nobody knew what it meant. As for the game itself, it would not be
released until the summer of the following year.
Nakayama had decided to entrust the game's debut to newly installed Sega
of America president Tom Kalinske. His was the market where the game
would debut, because it was in the U.S. where the stakes were the most
critical for Sega. Kalinske immediately realized what Sonic could
do for Sega and designed his ad campaigns accordingly. More about
Kalinske's marketing efforts will be said later, but his tag line for
Sonic the Hedgehog
was that this was "the fastest videogame in history."
Yuji Naka's latest Sega videogame,
Sonic the Hedgehog,
rushed its way into videogame history on 23 June 1991, when it made its
worldwide debut in the United States. It found its way back to its native Japan
approximately one month later on 26 July 1991. Naka used the extra month to
put in a few additional graphics enhancements that had been left out of the
U.S. version, such as scrolling clouds and improved water effects.
Sonic did not
make it to Europe until June of 1991, but by that time it needed no introduction.
To say that
Sonic the Hedgehog
was a success would be an understatement.
Players had never seen anything like it before. Sonic's cocky attitude
coupled with the sheer speed, great music, and brilliant graphics of the
game became legend and struck a chord with many a rebellious-minded American
youth. No other videogame at the time, not even Nintendo's much-lauded
Super Mario World
for the SNES could compare with
Sonic.
Not only did Nakayama finally get the corporate mascot he so desperately
wanted, Sega finally got its "killer app" for the Genesis.
Sonic
sold out wherever it was on sale. Sales of the console skyrocketed as news about
Sonic
spread among U.S. gamers. The same thing happened for the MegaDrive
in the overseas markets, although not quite to the same extent as it did
in the U.S. To commemorate its newfound success, Sega launched a massive
US$10 million, two-day nationwide media blitz on 15-16 September 1991,
the week after the SNES launch, touting the proven capabilities of Genesis and
Sonic
against Nintendo's new arrival and its own platformer,
Super Mario World. "This
is war!" Sega of America's Al Nilsen declared, and Sega's new ad campaign
touted the "Sega advantage" - over 100 titles available or in development
for Genesis, including
Sonic,
in comparison to the limited, lame, and rather weak offerings being fielded
by Nintendo for the SNES. It was now easy going for Sega, for by this time
Sonic
had become almost as well-known as Nintendo's acerbic plumber.
While most critics insisted that
Super Mario World
was actually the better game, the general public wasn't paying any attention to them.
Independent market research conducted at the time showed that 7 out of
10 young gamers, Nintendo's traditional audience, preferred
Sonic
to Super Mario World.
Nintendo's first reaction was to belittle
Naka's achievement. "It was not a great game," comments unofficial
Nintendo historian David Sheff in his book Game Over. Richard
Brudvick-Linder, who was one of Nintendo's top accountants at the time
but later left to work for Sega, has his own opinion as to what happened.
"[People were saying,] 'Look, they're trying to copy us with
Super Mario Brothers
and it's the same kind of game. They can't do anything
really as good as we do it.' Over time, there was this kind of dawning
realization that this was ... not such a bad product." Even so noted
a figure as Nintendo of America president Minoru Arakawa admitted, "They
[Sega] came up with a darn good game." Arakawa's statement was made
in sworn testimony during the hearings conducted that year as part of the
ongoing Nintendo v. Atari lawsuit. He more than anybody else
recognized the fact that
Sonic the Hedgehog
had hit Nintendo like a hard body blow to the
stomach, and it was a blow from which the aging NES would never recover.
Thanks to the instant and steadfast popularity of
Sonic,
over 2.3 million Genesis consoles were sitting in the homes of proud U.S.
owners by the end of 1991 in comparison to just under 2 million of the
newly arrived SNES consoles. The figure was way off the mark from the 4
million units that Nintendo had originally predicted. "[Nintendo's] failure
to blow Sega away with the SNES was a sobering cold shower," notes David
Sheff in Game Over.
Sonic
had turned back the Nintendo tide. In fact,
Sonic
became so popular among U.S. gamers that Kalinske convinced Nakayama to let
Sonic
become the new pack-in for the next batch of consoles. The
Sonic
pack-in versions of the Genesis base system would sell for only US$150 - a
substantial drop in retail price. It was a great bargain for a great
console, and best of all, you were going to get Sega's best game free
with it! That was the public perception, anyway, and Kalinske's plan worked.
Genesis sales continued their rapid climb, and Sega's overseas branches
subsequently followed suit.
It would not be long before Sega would become king of the hill in the U.S.
videogame industry, and it all started with this one silly little game.
The Sega Scream
One of the most popular shows on MTV from 1991 to 1996 was Mike Judge's
first full-length animated TV series. Beavis and Butt-head
dealt with the hilarious misadventures of two moronic juvenile delinquents,
along with their Mystery Science Theatre 3000 style commentary on
a number of selected music videos that regularly ran on the popular cable
TV service. Beavis and Butt-head could do just about everything most
American males had wanted to do in their misguided youth. The pair
terrorized their home town of Highland, Texas - often at the expense of
their high school, local businesses, or nearby neighbor Tom Anderson.
The show was an instant success and considered to be very cool by its audience
- this author included. I was a zealous fan of the show, videotaping
it every night while I was away at work and then dubbing off archival copies
on the weekends, editing out the commercials in the process. Starting
in 1992 and continuing well into 1993, I began noticing a series of commercials
for a well-known videogame company that were so off-kilter and fit so well
with the anti-establishment theme propounded by the show that I left them
in place. The passage of time and two moves have long ago claimed
my Beavis and Butt-head videotape archive, but one of those crazy
videogame commercials has forever stuck in my mind. I am told that
it is probably from the back half of 1993, when this particular ad campaign
had already been in full swing for almost a year, but it will suffice to
illustrate my point.
The setting is a dark and somber parlor. Bookshelves and hunting
trophies are in ample evidence. An elderly yet vigorous and imposing
gentleman seated in an easy chair sharply raps his cane on the wood panel
floor and bellows at the young man in front of him, "What TIME will
my DAUGHTER be HOME?!!!" The expectant girl looks to her erstwhile
suitors but comes away disappointed. Two are dispatched in short
order - a nerd and a dweeb, who are both thoroughly intimidated by the
angry old man. Not so the third - a rather roguish looking young
chap with long hair and a mischievous twinkle in his eye. As the
pleased girl looks on, he sneers at her father and snarls in reply,
"You want her BACK?!!!" Immediately the viewer is barraged with a
cacophony of fast-moving and fast-playing videogame images, while a self-assured
announcer plugs away in the background, accompanied by a blast of hard
rock music, extolling the virtues of the games and that of their maker.
At the end, the camera cuts to a close-up of one of the stuffed animals,
who opens its mouth and screams just one word. "SEGA!"
That is my recollection of the original Sega scream - perhaps the
most memorable videogame advertising campaign in U.S. history.
If you will recall, Nakayama's Genesis success strategy was two-pronged.
First would be a corporate mascot and accompanying videogame worthy to
take on Nintendo's plumber. Second would be a full-scale advertising
campaign to promote both game and system, the likes of which would dwarf
all such previous efforts in comparison. There was an edge of desperation
in Nakayama's efforts. First-year Genesis sales, while moderately
successful, had not been as well as had been hoped and had done little
to erase Nintendo's lead. Nakayama felt that they might not be enough
to boost sales of
Sonic the Hedgehog
and thereby offset the arrival of the SNES. The new ad campaign would
be his ace in the hole - his insurance policy to guarantee Genesis
sales. Desperate times called for desperate measures, so one of the
very first things he did was fire Sega of America president Michael
Katz and bring in a long time friend to manage Sega's American affairs.
Tom Kalinske had a proven track record for success. A long-time advertising
executive with a reputation as a maverick, Kalinske had graduated from the
University of Wisconsin with a degree in marketing. His first major job was
with the Mattel toy company, where his boldness and self-assuredness caught
management's eye. Moving quickly up the ranks, he was soon put in
charge of Mattel's highly lucrative Barbie accounts. In the twelve
years that followed under Kalinske's oversight, Barbie grew from a US$42
million to a US$1 billon dollar a year franchise for Mattel. Kalinske
was also one of the Mattel executives that oversaw the swift rise and fall
of the Intellivision videogame console. By this time he was a member
of the corporation's board of directors, and he was prudent enough to spin
off Mattel's new electronics division into its own separate company, Mattel
Electronics. His action helped Mattel better absorb its losses once
the videogame market crashed in 1983. Kalinske spent the last three
years of his stay at Mattel as its president, during which time he helped
create and market the He-Man and the Masters of the Universe animated
TV series and product line. It was during this three-year period
that he went toe-to-toe with the American television industry, learning
firsthand the lessons of television marketing. Kalinske got his virtual
baptism of fire in creating, promoting, and selling a successful product
advertising campaign with the He-Man account, and it would prove
him in good stead in the years to come.
The first thing that Kalinske did upon his arrival at Sega of America was
to learn everything he could that his staff would teach him about the videogame
industry. They did so with some reluctance, because many had been
supporters of Katz and felt that he had been unjustly dismissed.
They were not overly fond of Nakayama's "Ken doll," as some staff members
sarcastically nick-named him due to his time with Mattel, yet they eventually
complied and helped Kalinske find his way around. Once he had a grasp
on his duties and the market he was supposed to conquer for Sega, Kalinske
promptly swung into action. He surrounded himself with an executive
team comprised of some of Sega's top people and some talents quietly spirited
away from rival Atari. Together, he and his team analyzed the market
performance of the Genesis from launch to present, noting what had succeeded
and what had failed. He welcomed the services of the Goodby, Berlin,
and Silverstein advertising agency, who had just won the US$45 million
account to promote the Genesis by converting their board room into a Sega
videogame arcade and inviting a team of Sega executives over to enjoy the
spectacle. They had a number of good ideas on how Sega should change
its advertising, and Kalinske incorporated these into his team's own internal
analysis. It was during this phase in Kalinske's tenure that Sega
of America began to gain confidence in its new boss. He might not
know videogames very well, but he was a quick student and his management
style was one of detached confidence. Kalinske was quite capable
of making the big decisions, but he also made a point of listening to his
subordinates and trusting to their judgement in lesser matters.
When all was said and done, Kalinske made the long trip to Japan and confronted
Sega of Japan's board of directors in an executive meeting that is now
the stuff of Sega legend. It opened with Sega CEO Hayao Nakayama
questioning Kalinske's idea to attack Nintendo head-on. "I don't
understand," Nakayama is reported to have said. "Why do you want
to do it this way? I don't like it." Kalinske then proceeded
to explain his plan, and its scope went beyond anything in Sega of Japan's
worst nightmares. What was needed, Kalinske argued, was a radical
change in the way Sega of America was doing its business. He then
boldly spelled out his proposals to his shocked Japanese counterparts:
-
Sega would have to aggressively market the Genesis in the U.S.
Aggressive marketing was a concept that was completely unknown in Japan,
where subtlety was a time-honored tradition. Americans were aggressive,
Kalinske argued, and so was its market. Sega would have to be aggressive
in order to take that market away from Nintendo. If Sega did not
come out swinging, he warned, Nintendo would surely crush it yet again.
-
Sega would have to pitch the speed of the hardware itself.
Sega was at heart an arcade videogame company. They made the best-looking,
best-sounding, best-playing arcade videogames in the business. That
reputation would have to be transferred to the Genesis, and straightforward
ports of old arcade games weren't going to cut it. Genesis was a
fast console. A fast console needed fast games.
Sonic
was just a start. Genesis needed more games like
Sonic -
faster and with more flair than their Nintendo counterparts.
-
Sega would have to grab and hold the attention of its newfound audience.
It did the company no good, Kalinske argued, to know it had discovered
a new audience yet did little to tailor its marketing to suit their tastes.
Theirs was a very hip bunch, and to them the Genesis was the epitome of
cool. Now that they had these kids' attention, Kalinske reasoned,
Sega needed to grab it and hold onto it with both hands with a marketing
campaign specifically geared to their attitudes. If Sega failed to
do this, then they might lose interest and drift back towards Nintendo
again.
-
Sega would have to drop the price of key products. In keeping
with his common theme of aggressive marketing, Kalinske proposed two
specific changes to the Genesis product line. The first was to lower
the price of the Genesis console itself from US$200 to US$150. Second
was an announcement that caused the board of directors to sit bolt upright
in their chairs. Kalinske coolly informed them that he planned to replace
Altered Beast with
Sonic the Hedgehog
as the console's new pack-in title.
Sonic
was Sega's best-selling game, went his reasoning, so prospective buyers
would be more inclined to buy the system with the
Sonic
pack-in than they would with
Altered Beast.
Kalinske was a keen student of the "razor and blades" school of
marketing, having learned his lessons well during his tenure at Mattel,
and reminded his Japanese audience that software was the true money
train for any computer system. It meant losing money up front on standalone
Sonic
cartridge sales, but the popularity of
Sonic
would help sales of consoles and additional software, thereby offsetting
any potential lost revenue.
Needless to say, Sega of Japan's board of directors was outraged. How dare
this impudent American tell them how to run their own company! He had no
experience in the videogame industry. Who the hell was he
to tell them what to do?! "Are you out of your mind?" one of them
yelled, and then others chimed in. "You want to lower the price until
we don't have any profit at all? You want to take out our regular
software and put in our best software? You want to take on a company
that has 92% of the market in an advertising campaign?"
All eyes now turned to Hayao Nakayama, who sat quietly at the head of the
table. The aging, autocratic ruler of all that was Sega seemed unperturbed
by the ruckus that Kalinske had caused. He sat quietly as the others
prepared to leave. When he began to speak, everybody froze in their
seats.
"I hired him to make the decisions for the U.S. market," Nakayama slowly
said. "If that is what he thinks needs to be done, then he should
go ahead and do it." He now looked directly at Kalinske. "It's
your call. This is why I hired you. Do whatever you think is
right."
Nakayama's support was absolute in every sense of the word.
The Sega scream advertising campaign was based upon the research of Irina
Heirakuji, associate planning director for Goodby, Berlin, and Silverstein.
"We knew that we would have to make Sega a cultural phenomena if we were going
to beat Nintendo," Heirakuji said in an interview with Wired magazine.
The GBS staff spent many months during 1991 observing American youth in their
own homes, "... filming what kids wanted, what kids said, and why kids thought
Sega was cool." Their research not only mirrored Sega's own earlier analysis
but also expanded upon it. Here is how Wired described their findings:
Heirakuji's research and the frenetic ads that sprang from it captured
the post-MTV mores of a culture hooked on visual images, an impatient culture that
absorbs and processes information literally in four-frame riffs. In schoolyards,
living rooms, workplaces, even in bars and other "grown-up" venues, perfectly
normal folk might look at each other, pause for a pregnant second, then
exclaim with lunatic eyes: SEGA!
The first 35 commercials were produced in just four months and made their debut
not during Saturday morning cartoons - traditional Nintendo stomping grounds -
but at the 1992 MTV Music Video Awards, where Sega's core audience was more prone
to be found on the TV dial. New sets of commercials were cycled every few
months. Why so many? "Kids don't want to see the same commercial
over and over again," commented Greg Stern, director of the Sega account.
"We focused on new games and branding the Sega image." Shortly thereafter,
Sega expanded its coverage to include many of MTV's top shows at the time,
and that is how this author was able to stumble across the Sega scream
in all of its original glory.
The Sega scream was not just limited to Genesis, either. Kalinske had the
campaign expanded to cover the entire Sega product line. One of the most controversial
Sega scream adverts ever produced was for Game Gear, Sega's color 8-bit
handheld portable that had been developed in response to Nintendo's monochrome
GameBoy. The scene, filmed at a Batman-esque cocked angle, is of a family
of stereotypical Southern rednecks taking great delight in the power of their bug
zapper. "Some people are content to be entertained by simple one-color
electronics." ZAP!!! The rednecks snickered and chortled in delight.
"Somehow these people have never heard of Game Gear, the multicolor portable
from Sega with tons of new titles." ZAP!!! Snicker-snicker-snicker.
"Yeah, some people are like that, but then --" and with this the family's fat
patriarch reached into a greasy looking jar, "-- some people like to eat pickled
pork lips, too." Chomp-chomp-slurp-slurp. ZAP!!! goes the bug zapper,
and the newly fallen fly screams, "SEGA!" Nintendo executives
were outraged. Company attorney Harold Lincoln promptly promised a lawsuit,
accusing Sega of slandering its customers. Sega was eventually forced to pull
that particular ad, but by then it had done its job. The rest of the Sega scream
campaign continued unhindered.
Europe has its own fond memories of Sega's multimedia marketing from this time.
Most remember a character called Jimmy, a rather irritating young man who helped
promote the launch of the MegaDrive back in 1990. While Europe did not get the
notorious Sega scream, they got an ad campaign that in their eyes was every bit
as worthy. The new campaign opened with the infamous Apocalypse Now advert,
inspired by the Francis Ford Coppola movie of the same name. It depicted a group
of adventuresome gamers piloting their boat up the Mekong Delta to a lost temple.
Once inside, they discovered Sega's newest console, the MegaDrive. It was
without doubt one of the most controversial adverts to ever air in the United
Kingdom. That one ad alone is rumored to have cost Sega of Europe some US$500,000,
but it was apparently worth every penny spent. In its wake followed the Pirate
TV ad campaign, created by Philip Ley, in which Sega of Europe played off the
romanticism that the continent's hackers had for their nonconformist brethren
for all it was worth. All of the adverts began the same way - a faux cat food or
washing detergent commercial would start to air, only to be jammed and then knocked
off the air by Pirate TV, an unlicensed television station presumably operating
from inside a mobile studio somewhere in England. Pirate TV's punkish announcer,
actor Steven O'Donnel ("Spud Gun" from the comedy TV series Bottom) would
then extol the virtues of Sega and its MegaDrive games. The old commercial would
then morph into something more cool and hip right before the viewer's eyes, and the
announcer would rejoice in glee at the way Sega could change the world. The Pirate
TV adverts shared several things in common with the Sega scream: they were radical
and hip, there was a veritable multitude of them, they were designed to appeal to
Sega's core audience, and all of them ended the same way. Each Pirate TV commercial
closed with the image of a skull and crossbones and the tagline "To be this good
takes ages." It was a deliberate wordplay on the Sega name, because ages spelled
backward is Sega. Soon, Sega's big black Pirate TV truck would be as familiar
to European Sega fans as was the Sega scream in the United States. Pirate TV would
eventually prove to be so successful that it would result in another wild round of
Sega advertising. The best of these was the award-winning Cyber Razor Cut
commercial, one of the most famous videogame adverts ever made in the United Kingdom.
It was produced by Geoff Boyle, who also did Sega's famous Howdedodat! advert.
"It is clear that a rebellious image sells," noted professor Graham Barfield
in an article about Sega for the UK's Living Marxism newsletter.
He continued by saying, "No amount of hysteria will stop them coining it.
If anything, the latest video nightmare scenarios were made in marketing
heaven. After all, who needs to pretend to be a pirate station when
every columnist and news broadcaster is already telling your target audience
that you're the devil incarnate?" While you may not agree with Barfield's
politics, he did score a telling point and one that was borne out by Sega's
own market research. This attitude is best put by American actor
Corey Haim, one of the stars of the Sega CD game
Double Switch
who at one time courted the possibility of becoming Sega of America's
celebrity spokesman. "Sega is definitely where it's happening," he told a
Wired reporter in an interview. "Like, have you seen their ads? Far
fuckin' out. I want to be in them. I want to be, like, the Sega boy." A
lot of other young men across North America and Europe felt the same way,
too. Cory Ker, who is now the editor of the Internet site Gaming Target,
put it this way. "While Nintendo appeared to barely squeak out its name
in a pre-pubescent whisper, Sega went right for the balls. You couldn't
help taking notice of this company when it was yelling "SEGA!"
A lot of attention has been given to the fact that
Sonic the Hedgehog
helped define Sega's corporate identity. What many people forget is that
both the Sega scream and Pirate TV gave the company its reputation for
rebelliousness. Together, they tapped a deep vein in the psyche of Western
youth, who promptly responded to its call and made the company into the success
that it became. When Sega of America finally abandoned the Sega scream in
1996 as part of the company's effort to reshape itself for the Saturn, many
gamers quickly assumed that Sega was no longer hip. Instead of being anti-establishment,
Sega had become the establishment. This impression would prove to be a major
blow to the company's image and helped contribute to its rapid decline during
that time. It would not be until the arrival of the Dreamcast's SegaNet online
gameplay service in 2000 that the Sega scream would once again roar across America
in all of its outspoken brashness, and its return would be triumphantly welcomed
by the Sega fans of old.
The period of time from 1992 to 1993 were the salad days for the Genesis.
Nakayama's gamble had paid off handsomely, and Sega's 16-bitter would now
enjoy the fruits of his long labor. These were the best days that
Genesis would ever see, and it had taken the likes of Yuji Naka, Tom Kalinske,
Irina Heirakuji, and Philip Ley to bring his plans into reality.
Right off the bat in the opening days of 1992, many of the third-party
holdouts from the early days of the Genesis threw their support behind
the console. Acclaim, Capcom, Micronet, Namco, Electronic Arts, and
other early supporters were now joined by the likes of Activision, Core,
Konami, Tecmo, Taito, and many more. Yuji Naka made the long trip
to the U.S. in order to work with his fellows at the Sega Technical Institute,
Sega of America's exclusive playground for its own stable of videogame
programmers, and the end result was
Sonic the Hedgehog 2 -
the best-selling Genesis game of all time. While Nintendo may have
kept Sega away from Capcom's lucrative
Street Fighter II
franchise for a few years by signing an exclusive contract, that
didn't stop Sega's programmers from coming up with the now-legendary
Streets of Rage in reply.
Sonic 2,
Streets of Rage,
ToeJam & Earl,
and other such irreverent fare spearheaded Sega's 1992 marketing assault
on Nintendo. The low price of the console combined with a 10-to-1 ratio
in software availability to the SNES library and Sega's radical
philosophy on both advertising and games resulted in an assault that Nintendo
was simply ill-equipped to handle. According
to official U.S. market data compiled by the NPD Group, Sega passed Nintendo
in 1992 to become the #1 vendor on the U.S. videogame market.
Sega finished 1992 with a 55% market share, whereas Nintendo limped into
second place with 45% - a far cry from the 92% that they had held a mere
two years before. Sega had sold an additional 2.2 million Genesis
systems in 1992 and now had over 10 million of the consoles in the homes
of young American gamers, whereas Nintendo had only managed to sell just
under 2 million SNES consoles - an official NPD TRST figure that Nintendo
still disputes to this day. In fact, Sega was so popular by the end
of 1992 that when Sony ran its initial U.S. videogame market surveys, they
discovered that most gamers who owned an SNES refused to admit it to their
friends. "They always claimed that there was a time after the [SNES]
launch when they pulled ahead of us, but our research said there wasn't,"
Kalinske would later comment. In reward for the support of his customers
and in response to new Nintendo measures, Kalinske had the price of the
Genesis base system cut again from US$150 to US$130.
The great console war was not without its casualties, however, and 1992
saw it claim its most prominent victim. NEC had never been able to
keep pace with its two older and more established rivals in the U.S. marketplace,
and the best that its Turbo Grafx 16 could do was establish a small yet
vocal niche market for itself. The console had a loyal cult following
in Japan, where it was the #2 system on the market, but its dreadfully
small North American market share was not large enough for it to successfully
compete there. In 1992, NEC made the decision to cut its losses and
quit vending its videogame console in the U.S. marketplace. It turned
over responsibilities for the system to a smaller vendor, Turbo Technologies.
The new company would fold up shop approximately two years later, and with
it would go what some would say was the last and greatest of the 8-bit
consoles.
By the end of 1993, Nintendo was still playing catch-up to Sega.
Sega maintained its lead over its rival, for it now controlled 56% of the
market and had over 12 million consoles in the homes of gamers all across
North America. It also controlled a healthy two-thirds of Europe
and showed no signs of giving ground anytime soon. Sega's net Western
sales for 1993 came to some US$230 million dollars, which was a sizeable
sum by any measure. This, of course, was music to Nakayama's ears.
The company was now at the top of its form, with the Genesis established
as the market's dominant console and its successor system, Sega CD, just
emerging into its own. While it remained a distant third in the East,
behind both Nintendo and NEC, Sega was the undisputed master of the West.
It had been one helluva a ride for Nakayama, Kalinske, and company, but
it had been worth it. Thanks to their tireless efforts and that of
those who supported and worked with them, Sega had grown from a US$813
million company in 1989 - the year that the Genesis launched - to a US$3.6
billion dollar conglomerate by the end of 1993.
Within five years, Sega would throw it all away.
Setting A Legal Precedent
Before we continue with the story of the Genesis, we need to take a moment
to examine an important lawsuit that involved Sega's revolutionary 16-bit
console. It was a classic case of restrictive licensor versus creative
licensee, in which a third party vendor sought and found a way out of the
limitations of a development contract. Together with the Nintendo
action against Atari that ended about the same time, the case of Sega
v. Accolade would set a new precedent for computer videogame
development. It would also have profound indications for a sub-genre of
the computer industry that for the most part was still considered to be in
the domain of the hobbyists and hackers.
If you will recall from our earlier discussion, it was none other than Electronic
Arts who first determined how to bypass the proprietary Sega code in the
Genesis and thereby produce its own videogame cartridges. In response to EA's
actions, Sega developed a new security system for the Genesis and quietly
incorporated it into the system boot ROM starting with the 1991 production
batches. Sega called this proprietary code the TradeMark Security System
(TMSS). In essence, it was a simplified version of the 10NES lockout
chip that Nintendo had used in the NES. Sega had elected not to go to the
10NES route because they felt that a complete lockout solution was needless
overkill. Their solution, the TMSS, was based on very simple principles of
intellectual property law. A piece of code burned into the Genesis boot ROM
would look for a header code that was supposed to be part of every Genesis
program stored in cartridge format. If the header code contained certain unique
characteristics, then it was a legitimately licensed Sega product. If the
TMSS did not find what it sought, then it would refuse to boot up the system.
If the system booted correctly, then the TMSS would display the phrase
PRODUCED BY OR UNDER LICENSE FROM SEGA ENTERPRISES LTD. on the screen
for a few seconds before running the program contained inside the cartridge.
Both pieces of code, the one in the TMSS and the correct cartridge header code,
were copyrighted Sega property. The TMSS also generated a trademark display
every time it was activated, that being the Sega name itself. In essence, the
TMSS was a double tripwire for anybody trying to produce unlicensed Genesis
cartridges. If you made an unlicensed cartridge that activated the TMSS, then
you were in violation of both copyright and trademark law. If you could figure
out a way to get your game running without tripping the TMSS, then you were
legally in the clear.
It is an established fact that some of EA's early cartridge releases cause
problems with all except the earliest Genesis consoles - those that were
produced between 1989 and 1990. These EA games are the same that
would cause headaches for Genesis emulator developers at the end of the
decade due to the non-standard way in which they interfaced with the system.
The answer is simple - the earliest Genesis consoles do not contain the
TMSS, so the older EA cartridges work just fine. EA apparently had
the program code ready to burn into the cartridge ROMs during its dispute
with Sega for negotiating leverage, and then used it anyway once the contract
was secure. Since this code was made prior to the introduction of
the TMSS, the resultant games do not work on the later consoles.
EA eventually released new versions of some of these games with the offending
code removed, but those that didn't sell well weren't reissued. As
a result, EA's early workaround was out there waiting for anybody with
the programming skills and a good ROM dumper to discover.
Accolade was founded in 1984 by Bob Whitehead and Al Miller, two of the
original team of VCS programmers who revolted against Atari and started
Activision. They started out by releasing high-quality games for
personal computers, with the most notable being the original Test Drive.
When the Genesis was released in the U.S. in 1989 and they were finally
able to get their hands on the system, they knew that it would be dreadfully
easy to convert a number of their Commodore Amiga games to work with the
console. Both were based around the MC68000, so porting would only
be a matter of reallocating program resources to match the rest of Sega's
hardware. With this in mind, Accolade approached Sega about obtaining
a Genesis license. Sega offered the standard contract under which
30 or so other third parties were working at the time. Accolade found
the terms too strict to its liking and rejected the contract. That
should have ended the matter then and there, but it didn't. Like
EA before it, Accolade instead chose to find some means of releasing its
own unlicensed Genesis cartridges. To that end, they bought a number
of already available Genesis games, dumped the ROMs inside the cartridges,
dumped the system ROMs inside the Genesis, and began to analyze the code.
They also created a semi-independent subsidiary, Ballistix, to market their
new console games.
Steven Kent, in his book The First Quarter: A 25-Year History of Video
Games, gives an excellent description of how Accolade went about reverse-engineering
Sega's products in order to come up with its first unlicensed Genesis game,
Ishido: The Way Of The Stones.
Mark Lorenzen led a team of Accolade engineers who purchased a Genesis
console and three game cartridges, then wired the console so that they could
make printouts of the executable code of the games. They compared the
code of each of the games to locate identical chains, believing that all
of the games would use the same programming instructions to disable any
security locks Sega placed in the Genesis. They used this information
to create a "development manual" for making Genesis games.
The current record does not indicate which three games Lorenzen and his
associates purchased. If the batch had included one of the early EA efforts,
then the situation would have been ironic indeed.
Like other unlicensed developers at the time, Accolade was caught flat-footed
by the introduction of the TMSS. Sega demonstrated the console's
new security system at the 1991 Winter Consumer Electronics show in a manner
that must have been a nightmare for Accolade's staff. At the show,
a Sega representative pulled out a copy of Accolade's
Ishido and
stuck it into the redesigned system. The cartridge failed to boot
up. The meaning of the demonstration and to whom it was aimed was
clear.
Once they learned about the ability of the TMSS to lock out their programs,
Accolade accelerated its efforts. They got their hands on one of
the new consoles and a new batch of games as soon as they could, wired
them up to Lorenzen's Rube Goldberg apparatus, then collected and analyzed
the results. There had been a significant change to the header
portion of the game programs. A new string of code had been inserted
into a previously unused location which corresponded to the "power-up function"
portion of the program header. This new code also happened to include
the word SEGA at a specific location. Lorenzen and
his team had already noted this previously unused portion of the header
in their earlier efforts, and had commented that "... it is possible that
some future Sega peripheral might require it for proper initialization."
With five new games already in development and nowhere else to go, Accolade
executives decided to take a risk and incorporate the new header code into
its programs. It was the only way that they could get the games to
market on time.
As soon as Accolade's new games came out -
Star Control,
Hardball!,
Turrican,
Mike Ditka Power Football, and
Onslaught -
again without the proper license, Sega of America swung into action.
It had its engineers disassemble them.
Onslaught
was the only one of them that would not work on anything but the older
consoles. The rest worked just fine on the new consoles, including
the activation of the TMSS display. Sega's engineers were not
surprised to discover that Accolade had copied its new proprietary
TMSS header code in order to get the games to work. The only reason
Onslaught
would not work with the TMSS was that the new TMSS header code had been copied
incorrectly and the word SEGA was in the wrong place.
On 31 October 1991, Sega sued Accolade in the 9th Circuit Federal District
Court on one charge of trademark infringement and one charge of unfair
competition. On 29 November 1991, Sega added a copyright violation
charge, claiming illegal reproduction and adaptation of a copyrighted work.
Accolade counter-sued, claiming injury of its reputation and contending
that its efforts were protected under the fair use doctrine of copyright
law. Accolade had hoped that the judge for the case would be Robert
Peckham, who was already familiar with similar cases and "was felt to be
sympathetic." Unfortunately for Accolade, he suffered a heart attack
and was replaced by Barbara Caulfield, a new appointee to the bench.
Caulfield was a strict interpreter of federal law, and she ruled for Sega
on all counts. She also issued an injunction barring Accolade from
its reverse engineering efforts, forbade it from issuing any games it had
not yet released, and ordered to recall all of its unlicensed Genesis games
within ten business days. Accolade promptly appealed and got the
last part of the injunction reversed on 23 April 1992, but the rest of
Judge Caulfield's order remained in effect. They were now stuck with
thousands of unsold Genesis cartridges which would be going nowhere until
the legal battle was resolved, and that had already cost Accolade about
US$500,000 in attorney and court fees. The costs were only going
to get higher, but Accolade felt it had no choice in the matter.
Reverse engineering was a common practice in the computer industry, even
if it was not entirely sanctioned under federal law, and Judge Caulfield
obviously did not understand that important factor. "This was a fundamental
step backward," said Accolade's Alan Miller many years later, "from the
way product development had always been done in [Silicon Valley] and in
general throughout the world."
If Accolade did not win its case on appeal, then the affair would probably
put them out of business for good.
The first inkling of how the case would be decided was going to go came
on 28 August 1992. Both Sega and Accolade had spent days before the
federal bench in both courts, arguing their respective positions and demonstrating
their supporting evidence. Sega had every right to believe it would
win - it had wowed Judge Caulfield with a demonstration by Sega engineer
Takeshi Nagashima of how to make a Genesis game that would not trip the
TMSS nor make use of its code. They had denied Accolade's demand
to examine Nagashima's efforts, and Judge Caulfield had sided with them.
She had also ruled in their favor on all counts, with the trademark and
copyright issues being the most important. Those were the legal protections
that the TMSS had been designed to trip, and it was looking like that the
courts were going to do Sega's dirty work for it exactly as planned.
For its part, Accolade stuck to its guns and insisted that it had done
no wrong, clinging stubbornly to its fair use defense. Sega expected
to win and Accolade expected to lose. Both were surprised when 9th
Circuit Court of Appeals Judge Stephen Reinhardt reversed in full the original
injunction by District Court Judge Barbara Caulfield and announced that
a decision would soon follow. When it did, it was a decision brief
that would rock the computer industry. In the following quotations,
Judge Reinhardt is speaking on behalf of the full court. The complete
decision brief is available at many locations on the Internet and can be
located by use of your favorite search engine.
We conclude based on the policies underlying the Copyright Act that
disassembly of copyrighted object code is, as a matter of law, a fair use
of the copyrighted work if such disassembly provides the only means of access
to those elements of the code that are not protected by copyright and the
copier has a legitimate reason for seeking such access.
Where there is good reason for studying or examining the unprotected
aspects of a copyrighted computer program, disassembly for purposes of such
study or examination constitutes a fair use.
We conclude that Accolade copied Sega's code for a legitimate, essentially
non-exploitative purpose, and that the commercial aspect of its use can
best be described as of minimal significance.
An attempt to monopolize the market by making it impossible for others
to compete runs counter to the statutory purpose of promoting creative
expression and cannot constitute a strong equitable basis for resisting the
invocation of the fair use doctrine.
Because Sega's video game programs contain unprotected aspects that
cannot be examined without copying, we afford them a lower degree of protection
than more traditional literary works.
The fact that an entire work was copied does not, however, preclude a
finding a fair use .... In fact, where the ultimate (as opposed to direct)
use is as limited as it was here, the factor is of very little weight.
The fact that computer programs are distributed for public use in object
code form often precludes public access to the ideas and functional concepts
contained in those programs, and thus confers on the copyright owner a de
facto monopoly over those ideas and functional concepts. That result defeats
the fundamental purpose of the Copyright Act - to encourage the production of
original works by protecting the expressive elements of those works while leaving
the ideas, facts, and functional concepts in the public domain for others to
build on.
Under the Copyright Act, if a work is largely functional, it receives only
weak protection .... Here, while the work may not be largely functional, it
incorporates functional elements which do not merit protection. The equitable
considerations involved weigh on the side of public access.
We conclude that where disassembly is the only way to gain access to
the ideas and functional elements embodied in a copyrighted computer program
and where there is a legitimate reason for seeking such access, disassembly is
a fair use of the copyrighted work, as a matter of law.
Although Accolade was not completely absolved of wrongdoing, neither did
Sega get the absolute victory it desired. Quite the contrary. The real winner
here was the computer industry. The principle of reverse engineering was now
legal under case law.
Sega v. Accolade is one of those few precedent-setting cases that made
legal history, and it has been cited in almost every major court battle
involving the computer industry ever since. It established once and
for all the right of a software owner to make as many copies of a legitimately
obtained program as was needed for a reverse engineering effort, so long
as none of the copied code wound up in the final product. This would
prove to be a key issue in the battle over the legality of videogame emulation
almost a decade later. It would be another seven years before the
notion of reverse engineering itself would eventually be made a part of
federal copyright law.
So what did Accolade get for its trouble? It got about US$20 million
in lost profits and legal fees, along with the realization that it was
going to have to accept a Genesis contract on Sega's terms if it wanted
to keep making games for the console. And Sega? Its TMSS was
vindicated, but that was about it. Anything else Sega would gain would
have to be from Accolade's hide, for it had decided to settle rather than
continue the legal fight. Under the terms of the contract that Sega
forced upon them, Accolade was required to produce five original Genesis
games for every one that it made for "another system." It was a contract
worthy of Nintendo's strong-arm tactics, but there was nothing Accolade
could do about it. The new contract would ensure that Accolade would
do its part to bring original efforts to the Genesis software library -
and more importantly, practically guarantee that Sega would earn a hefty
amount of royalties from a steady stream of Accolade products.
It is ironic that Accolade may have had the last laugh after all.
In order to meet its contractual obligations, Accolade's programmers produced
anything and everything that they could for the Genesis. A large
part of it, such as the Accolade Sports series, was not particularly good
software. Some of it, such as
Super Off Road
and WarpSpeed,
was pure junk. Accolade's Genesis titles were never the top sellers
that the company had originally intended. In fact, things got so
bad at one point that industry observers complained that a situation had
been created "... where Accolade felt obligated to [produce] titles for
the Genesis whether they sucked or not."
Winds Of Fortune
As the fateful year of 1994 began to unfold, Sega was still the dominant
force in the North American videogame market and was poised to remold the
industry in its own image. By the end of the year, Sega was a troubled
company. It was beset within by disputes between its Japanese and
American branches. It was operating under a mountain of debt and
practically nonexistent profits. It was having great difficulty supporting
all of the various products it had on the market. It was having an
image problem with both developers and gamers, who felt Sega had become
fat, sassy, and directionless. Those were not its only problems.
Sega was under assault from without by its rivals. It was already
seeing the rise of the new nextgen wave, the 32-bit consoles, and could
ill afford to be left behind. It would watch as a resurgent Nintendo
would reassert itself and win the first great console war. It would
also see the arrival of a new player on the console scene, a former third-party
vendor for both Sega and Nintendo that would unveil its own nextgen videogame
system before the year was out and thus initiate the second great console
war.
The time had come for the Genesis to step aside.
It is a rule of thumb within the videogame industry that the average
market cycle of any given console is five years. As the year 1994 opened,
the Genesis was already six years old and showing its age rather badly. This
was the time that another vendor would have had its nextgen system ready to
unleash upon the public, taking over the market in place of its aging predecessor.
Unfortunately, Sega was having problems doing just that. Sega CD had gone
nowhere, and both Sega of Japan and Sega of America were fighting over the correct
vision regarding the path to a 32-bit videogame system - the hallmark of the new
nextgen wave that was already beginning to wash over the marketplace. This
particular issue is best addressed elsewhere; suffice it to say that a definite
successor to the Genesis was not certain in 1994. Sega's Japanese executives
blamed Sega of America president Tom Kalinske for mishandling the American business
and reasserted themselves. By 1995, Sega of Japan was in effect running Sega of
America as it tried to deal with what it perceived to be Kalinske's bad
judgement.
Actually, it was back in 1992 that the winds of fortune started to blow
against Sega. Sega was the new master of the U.S. videogame market
at that time; however, its continued rule in that coveted position was
not completely assured. Having seized the throne from longtime rival
Nintendo the year bef
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