Segagaga is a role-playing video game developed by Tez Okano of Sega and released in Japan for the Sega Dreamcast on March 29, 2001, towards the end of the console's lifespan. Segagaga's storyline makes tongue-in-cheek references to the commercially unsuccessful Dreamcast console - the player is recruited by Sega in a last-ditch effort to stop a rival company from taking over the console market; the game, interspersed with animated cut scenes, features numerous cameos by Sega characters and games, as well as a variety of gameplay styles. While a variety of genres are included, as minigames or otherwise, Segagaga's overall structure is that of a role-playing video game; the game parodies the competition between the Dreamcast and Sony's PlayStation 2, challenging the player to supervise the company and prevent DOGMA from seizing all market share. In the first section of the game, the player must progress through Sega's development studios and battle various employees. If the player is defeated, a month of development time is lost.
Set in the year 2025, the story depicts SEGA with only a 3% share of the market. In Ōta, the city in which SEGA was established in 1951, the company forms'Project Segagaga': a plan to save SEGA from its main competitor, the evil DOGMA; as part of Project Segagaga, SEGA takes two teenagers Tarō Sega and Yayoi Haneda, employ them to guide SEGA to the top of the market. The game features cameo appearances from SEGA characters past and present, such as Alex Kidd and Sonic the Hedgehog; the game features satirical references to the PlayStation and PlayStation 2 consoles and Sony's associated franchises, there is as a strange cameo appearance from Ralph Macchio of Karate Kid fame who, in various mecha-forms, can be fought in one of the R&D departments and persuaded to join your team. When the director of Segagaga, Tez Okano, first presented the game's concept to Sega management, it was misconstrued as a joke; when he requested funding a second time, Hitmaker president, Hisao Oguchi, gave Okano a development budget.
Okano subsequently spent two years developing the game in secret, fearing that "anything could have happened" if it was revealed. When the finished game was presented, struggling economically, did not feel that it would cast a negative impression on the company and authorized its release; the game's name was chosen instead of "Sega Sega". The initial version of Segagaga had 300 issues in need of attention, but Okano only addressed 100. Others, such as the copyright issues of including Segata Sanshiro and a Ferrari, caused them to be removed from the game entirely. Okano utilized a large number of available Sega franchises because of their popularity. Okano estimated the game's budget at "less than a hundredth" of Shenmue, with Toei Animation giving him a discount for animated footage. Okano marketed the game himself, receiving a budget of about $200, he spent more than half of the money on a wrestling mask to hide his identity. Setting up signing events at four locations in Akihabara rewarding fans who visited all of them.
He was assisted by public relations head Tadashi Takezaki, Taku Sasahara of Sega AM3, who garnered a full-page newspaper story for the game and increased its popularity. Sales of the game online at Sega Direct were high, leading to a store release, a budget version. A limited edition of Segagaga was released, it came with a shirt with the Segagaga logo, pin badges with the Game Gear, Sega Saturn, Sega Mark III, Mega Drive and SGGG logo on them, a Segagaga organizer. On release, Famitsu magazine gave the game a 31 out of 40. Captain Rainbow Official website DreamcastGaga: Segagaga bonkers swan song for the Dreamcast
Kenseiden is an action role-playing video game developed and published by Sega for the Master System. It was released in 1988. Kenseiden stars Hayato, a samurai that has to fight against warlocks and evil spirits that plague 16th century Japan; the warlocks stole the sword of the Dragon Lord. Hayato, who has dragon blood in his veins, must recover the scrolls and sword and enter the castle and kill Oda Nobunaga; the game was released as Hwarang-ui Geom in Korea and has the main character sprite altered to look like a Korean warrior and the Japanese map changed to a map of Korea. In the original Japanese version, Hayato is blond. In the Western versions he has black hair; the game has been re-released on the AtGames Sega Genesis Flashback HD. Each round represents one of the old Japanese provinces. In the Korean version of the game the rounds represent locations of Korea. After round 2, the player can choose any one of the nearest levels in the map; the player can go back to any level at any time after finishing it, except the final level.
Upon release, The Games Machine gave the game an 86% score, considering it one of the best "hack-'n-slay" games due to its "simple but playable action and superb presentation." Computer and Video Games gave it an 85% score, describing it as a "huge" role-playing adventure with exploration, "truly superb" still screens and "plenty of brain-bending puzzles" to last "weeks on end!"Retrospectively, Levi Buchanan of IGN reviewed Kenseiden. He gave the game a 7.0 and said "even though I found the choice to go grim interesting and the visuals engaging, I have discovered my appreciation for Kenseiden was more of a'love the one your with' sentiment. Master System junkies should still seek it out and give it a go, but there are indeed better games for the console that deserve your renewed attention." Kenseiden at MobyGames Kenseiden can be played for free in the browser at the Internet Archive
Alex Kidd BMX Trial
Alex Kidd BMX Trial is a video game developed and published by Sega. It was released only in Japan for the Master System in 1987; this video game uses a special paddle controller. The player has to drive Alex through an obstacle course and get to the finishing point without other competitors trying to push him off his bike. There are five scenes; the next scene all depends on one of the many exit points. Alex has a vitality meter to indicate how many bumping he can take, he loses the race. Alex Kidd BMX Trial at MobyGames
Shenmue (video game)
Shenmue is an action-adventure game developed by Sega AM2 and published by Sega for the Dreamcast in 1999 in Japan and 2000 in other territories. Directed and produced by Yu Suzuki, it is the first game in the Shenmue series; the player controls martial artist Ryo Hazuki as he sets out in revenge for the murder of his father in 1980s Yokosuka, Japan. The game combines brawler battles and quick time events, its environmental detail was considered unprecedented, with numerous interactive objects, a day-and-night system, variable weather effects, non-player characters with daily schedules, various minigames. After developing several successful Sega arcade games, including Hang-On, Out Run and Virtua Fighter, Suzuki wanted to create a longer experience, conceived Shenmue as a multi-part epic. AM2 began work on a role-playing game for the Sega Saturn set in the Virtua Fighter world. In 1997, development moved to the Dreamcast and the Virtua Fighter connection was dropped. Shenmue became the most expensive video game developed at the time, with an estimated production and marketing cost of between US$47 and $70 million, though development covered some of Shenmue II.
Shenmue received positive reviews. Though its realism and focus on mundane detail divided players, it attracted a cult following, appearing in several lists of the greatest video games of all time, is credited for pioneering game systems including quick time events and open worlds. Despite sales of 1.2 million, Shenmue did not recoup its development cost and was a commercial failure. After the release of Shenmue II, further games in the series entered development hell and Suzuki left Sega. In 2015, Suzuki and his company Ys Net began developing Shenmue III for PlayStation 4 and Windows after a successful crowdfunding campaign. In 2018, after cancelling a remake, Sega released high-definition ports of Shenmue and Shenmue II for Windows, PlayStation 4 and Xbox One; the player controls teenage martial artist Ryo Hazuki as he investigates his father's murder in Yokosuka in 1986. They must explore the open world, searching for clues, examining objects and talking to non-player characters. Ryo battles opponents in fighting sequences similar to Sega's Virtua Fighter series.
In quick time events, the player must press the right button within a time limit to succeed. Shenmue features a persistent world with level of detail considered unprecedented for games at the time. Shops open and close, buses run to timetables, characters have their own routines, each in accordance with the in-game clock; the player can inspect objects including drawers and shelves, though not all objects are interactive. Ryo receives a daily allowance which can be spent on items including food, raffle tickets, audio cassettes and capsule toys. There are several minigames. In the game, Ryo gets a part-time job at the docks and must ferry crates between warehouses and compete in races using a forklift. Edge described Shenmue as "a game of middle management composed of the unglamorous daily grinds – being home for bedtime, wisely spending money earned from a day job, or training combat moves through lonely practice – that other games bypass." According to GamesRadar, Shenmue's appeal lies in "soaking up all this detail and feeling like you're in this world... walking leisurely back to your home as the night draws in, watching the shadows move under Ryo's feet".
In 1986 Yokosuka, teenage martial artist Ryo Hazuki returns to his family dojo to witness a confrontation between his father Iwao and a Chinese man, Lan Di. Lan Di incapacitates Ryo, threatens to kill him unless Iwao gives him a mysterious stone artifact known as the dragon mirror. Iwao tells him the mirror; as his men recover the mirror, Lan Di mentions a man. He delivers a finishing blow and Iwao dies in Ryo's arms. Swearing revenge on Lan Di, Ryo begins his investigation by interviewing locals about what they witnessed; as he is about to run out of leads, a letter addressed to Ryo's father arrives from a Chinese man named Zhu Yuanda suggesting he seek the aid of Master Chen, who works at Yokosuka Harbor. Through Chen and his son Guizhang, Ryo learns that the dragon mirror taken by Lan Di is one of two mirrors, he locates the phoenix mirror, in a hidden basement beneath his father's dojo. Chen reveals. Ryo borrows money to buy a plane ticket from a disreputable travel agency. Ryo learns that the Chi You Men is connected to the local harbor gang, the Mad Angels, takes a job at the harbor as a forklift driver to investigate.
After he causes trouble, the Mad Angels kidnap his schoolfriend Nozomi. Ryo rescues her and makes a deal with the Mad Angels leader to beat up Guizhang in exchange for a meeting with Lan Di. Ryo realizes. Ryo arranges to take a boat to Hong Kong with Guizhang. On the day of departure, they are attacked by Chai. Ryo defeats him, but Guizhang is injured and urges Ryo to go without him, saying he will meet him in China later. Chen advises Ryo to seek the help of a martial artist in Hong Kong named Lishao Tao. Ryo boards the boat and leaves for Hong Kong. Shenmue creator Yu Suzuki joined Seg
The Sega Master System is a third-generation home video game console manufactured by Sega. It was a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors; the Master System launched in North America in 1986, followed by Europe in 1987, Brazil in 1989. A Japanese version of the Master System was launched in 1987, which has additional features over the Mark III and other regional variants of the console, namely a built-in FM audio chip, a rapid-fire switch and a dedicated port for the 3D glasses. A cost-reduced model known as the Master System II was released in 1990 in North Europe; the original Master System models used both cartridges and a credit card-sized format known as Sega Cards. Accessories for the consoles were released such as a light gun and 3D glasses designed to work with a range of specially coded games, which were sold separately or available in certain bundles.
The Master System II redesign removed the card slot, turning it into a cartridge-only system and was incompatible with the 3D glasses by proxy. The Master System was released in competition with the Nintendo Entertainment System, it had fewer well-reviewed games than the NES, a smaller library, due to Nintendo licensing policies requiring platform exclusivity. Despite the Master System's newer hardware, it failed to overturn Nintendo's significant market share advantage in Japan and North America. However, it attained more success in Europe and Brazil; the Master System is estimated to have sold at 13 million units, excluding recent Brazil sales. Retrospective criticism has recognized its role in the development of the Sega Genesis, a number of well-received games in PAL regions, but is critical of its limited library in the NTSC regions, which were dominated by Nintendo's NES; as of 2015, the Master System was still in production in Brazil by Tectoy, making it the world's longest-lived console.
In the early 1980s, Sega Enterprises, Inc. a subsidiary of the American conglomerate Gulf and Western, was one of the largest arcade game manufacturers active in the United States, with company revenues of $214 million by mid-1982. A downturn in the arcade business starting in 1982 negatively impacted the company, leading Gulf and Western to sell the North American manufacturing and licensing of its arcade games to Bally Manufacturing; the company retained its Japanese subsidiary, Sega Enterprises, Ltd. as well as Sega's North American research and development division. With its arcade business in decline, Sega Enterprises, Ltd. president Hayao Nakayama advocated that the company leverage its hardware expertise to move into the home console market in Japan, in its infancy at the time. Nakayama received permission to proceed; the first model to be developed was the SC-3000, a computer with a built-in keyboard, but when Sega learned of Nintendo's plans to release a games-only console, they began developing the SG-1000 alongside the SC-3000.
The SG-1000 was first released in Japan on July 15, 1983, at a price of JP¥15,000. It was launched on the same day. Shortly after the launch of the SG-1000, Gulf and Western began to divest itself of its non-core businesses after the death of company founder, Charles Bluhdorn, so Nakayama and former Sega CEO David Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company. Nakayama was installed as CEO of the new Sega Enterprises, Ltd. Following the buyout, Sega released another console, the SG-1000 II, for ¥15,000, it featured a few hardware tweaks including detachable controllers. The SG-1000 II did not sell well, leading to Sega's decision to continue work on the video game hardware used for the system; this resulted in the release of the Sega Mark III in Japan in 1985. Engineered by the same internal Sega team that had created the SG-1000, the Mark III was a redesigned iteration of the previous console.
The CPUs in the SG-1000 and SG-1000 II were Zilog Z80As running at 3.58 MHz, while the Mark III, SC-3000—a computer version of the SG-1000—and Master System feature a Z80A running at 4 MHz. The Mark III and Master System have a slot for Sega Card software without any need for the Card Catcher add-on that the SC-3000 and previous SG-1000 consoles required. According to Edge, lessons from the SG-1000's lack of commercial success were used in the hardware redesign of the Mark III, the console was designed to be more powerful than the Famicom. For the console's North America release, Sega restyled and rebranded the Mark III under the name "Master System", similar to Nintendo's own reworking of the Famicom into the Nintendo Entertainment System; the "Master System" name was one of several proposals Sega's American employees considered, was chosen by throwing darts against a whiteboard, although plans to release a cheaper console referred to as the "Base System" influenced the decision. Sega Enterprises Chairman Isao Okawa endorsed the name after being told it was a reference to the competitive nature of both the video game industry and martial arts, in which only one competitor can be the "Master".
The futuristic final design for the Master System was intended to appeal to Western tastes. The Sega Mark III was released in Japan in October 1985 at a price of ¥15,000. Despite featuring technically more powerful hardware than its chief competition, the Famicom, the Mark III did not prove to be successful at its launch. Difficulties arose from Nintendo's licensing practices with thi
An arcade game or coin-op game is a coin-operated entertainment machine installed in public businesses such as restaurants and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers. While exact dates are debated, the golden age of arcade video games is defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and game-play capability and decreased in cost; the first popular "arcade games" included early amusement-park midway games such as shooting galleries, ball-toss games, the earliest coin-operated machines, such as those that claimed to tell a person's fortune or that played mechanical music. The old Midways of 1920s-era amusement parks provided the inspiration and atmosphere for arcade games.
In the 1930s the first coin-operated pinball machines emerged. These early amusement machines differed from their electronic cousins in that they were made of wood, they lacked plungers or lit-up bonus surfaces on the playing field, used mechanical instead of electronic scoring-readouts. By around 1977 most pinball machines in production switched to using solid-state electronics both for operation and for scoring. In 1966 Sega introduced an electro-mechanical game called Periscope - an early submarine simulator and light gun shooter which used lights and plastic waves to simulate sinking ships from a submarine, it became an instant success in Japan and North America, where it was the first arcade game to cost a quarter per play, which would remain the standard price for arcade games for many years to come. In 1967 Taito released an electro-mechanical arcade game of their own, Crown Soccer Special, a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers.
Sega produced gun games which resemble first-person shooter video games, but which were in fact electro-mechanical games that used rear image projection in a manner similar to the ancient zoetrope to produce moving animations on a screen. The first of these, the light-gun game Duck Hunt, appeared in 1969; that same year, Sega released an electro-mechanical arcade racing game, Grand Prix, which had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator, a forward-scrolling road projected on a screen. Another Sega 1969 release, Missile, a shooter and vehicle-combat simulation, featured electronic sound and a moving film strip to represent the targets on a projection screen, it was the earliest known arcade game to feature a joystick with a fire button, which formed part of an early dual-control scheme, where two directional buttons are used to move the player's tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen.
In 1970 Midway released the game in North America as S. A. M. I.. In the same year, Sega released Jet Rocket, a combat flight-simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit. In the course of the 1970s, following the release of Pong in 1972, electronic video-games replaced electro-mechanical arcade games. In 1972, Sega released an electro-mechanical game called Killer Shark, a first-person light-gun shooter known for appearing in the 1975 film Jaws. In 1974, Nintendo released Wild Gunman, a light-gun shooter that used full-motion video-projection from 16 mm film to display live-action cowboy opponents on the screen. One of the last successful electro-mechanical arcade games was F-1, a racing game developed by Namco and distributed by Atari in 1976; the 1978 video game Space Invaders, dealt a yet more powerful blow to the popularity of electro-mechanical games. In 1971 students at Stanford University set up the Galaxy Game, a coin-operated version of the video game Spacewar.
This ranks as the earliest known instance of a coin-operated video game. In the same year, Nolan Bushnell created the first mass-manufactured game, Computer Space, for Nutting Associates. In 1972, Atari was formed by Ted Dabney. Atari created the coin-operated video game industry with the game Pong, the first successful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market. Taito's Space Invaders, in 1978, proved to be the first blockbuster arcade video game, its success marked the beginning of the golden age of arcade video games. Video game arcades sprang up in shopping malls, small "corner arcades" appeared in restaurants, grocery stores and movie theaters all over the United States and other countries during the late 1970s and early 1980s. Space Invaders, Pac-Man, Battlezone and Bosconian were popular. By 1981, the arcade video game industry was worth US$8 billion. During the late 1970s and 1980s, chains such as Chuck E.
Cheese's, Ground Round and Busters, ShowBiz Pizza Place and Gatti's Pizza combined