Dance Dance Revolution X
Dance Dance Revolution X is a music video game, part of the Dance Dance Revolution series. DDR X was announced by Konami in 2008 for Japan and on May 15, 2008 for the North American PlayStation 2; the arcade version was announced on July 7, 2008, July 9, 2008 in Europe, July 10, 2008 for North America. Released to celebrate the 10th anniversary of Dance Dance Revolution, DDR X sports an improved interface, new music, new modes of play; the arcade release featured an overhauled cabinet design with a widescreen display, e-Amusement and USB access, an improved sound system. Despite such new design of its arcade cabinet, upgrade kit to change the edition of DDR on its first generation arcade cabinet from SuperNOVA2 to X is available; the PlayStation 2 release has link ability with the arcade machine, multi-player support over LAN, other improved and returning features such as EyeToy support. DDR X was called a "truly global version", with a multi-regional release by all three major Konami houses.
Konami announced the development of Dance Dance Revolution X on May 15, 2008 alongside Dance Dance Revolution Universe 3 and Dance Dance Revolution Hottest Party 2. DDR X is intended to be released as part of the 10th anniversary of Dance Dance Revolution. Konami promised that at least 70 songs would be featured in this release and that DDR X would bring with it enhanced graphics and new modes of play. Promised was LAN multi-player support for up to 8 players, an upgraded Workout Mode that will allow players to build their own regimen, new dancing characters and the return of existing features such as EyeToy support. On the same day, Konami released gameplay preview images and video that showcased new graphical content. Three songs, two that had premiered on SuperNOVA 2 and its Japanese PS2 version and one, new to the Dance Dance Revolution series, "Taj He Spitz", were displayed in this media. Dance Dance Revolution X gameplay teaser at GameTrailersDuring the E3 gaming convention on July 15, 2008, additional information was revealed about the North American PlayStation 2 game, announcing that Dance Dance Revolution X would feature classic gameplay as well as new gameplay.
The difficulty rating scale was extended resulting in existing songs in the series being re-rated to compensate. The Shock Arrow feature was playable. Licensed music from earlier DDR series has returned including Me & My's "Dub-I-Dub" and Smile.dk's "Butterfly". GameSpot's reporters announced that the game was expected to be released sometime during Fall 2008. Additionally, new gameplay screenshots were revealed at the same time showcasing new features like new and returning dancing characters, a new Workout Mode, LAN network gameplay and returning modes such as Battle, Edit and Street Master Mode. A successor to the previous Master Modes, Street Master Mode is akin to Quest Mode from Dance Dance Revolution Ultramix 3. Moving across a map, players guide themselves from one dance challenge to the next, meeting new characters and visiting different locales along the way; the game was released on September 16, 2008. In addition to the aforementioned features, the PS2 version contains "Xmixes", several nonstop mixes containing several songs each.
On July 7, 2008, following a redesign of the Dance Dance Revolution Global Gateway, Konami of Japan announced that Dance Dance Revolution X would be released as an arcade and PlayStation 2 title in Japan as well. Shortly thereafter, on July 9, 2008, Konami sent out a press release to DDRUK that said DDR X would be a "truly global version", mentioning that the Dancing Stage name would be dropped in favor of Dance Dance Revolution, confirming the game's pending release in Europe as an arcade title; the press release went on to say that the arcade cabinet and hardware would get a fresh, new look and feel. Naoki Maeda, one of the sound producers for the Bemani series, pointed out on his TËЯRA blog that repeated requests from the fans of DDR were responsible for the decision to redesign the game's hardware. Konami held a private party on July 10, 2008 to showcase the arcade version of Dance Dance Revolution X in Japan, revealing additional information on the upcoming game. Improvements included a widescreen LC display, better sound system, new modes of gameplay, a link system between the arcade and PlayStation 2 version of the game, the ability to publish step edits across all arcade machines via e-Amusement using a standard USB drive and a new type of arrow called a Shock Arrow, one, to be avoided instead of stepped on.
Konami promised that there would be at least 60 new songs featured in DDR X, in addition to having the "strongest" songs of the Dance Dance Revolution series returning from previous DDR games. Konami announced the North American DDR X arcade through their DDR Online Community website. Location tests revealed enhancements to the interface, such as a new "screen filter" option, a full combo "splash" effect animation, colored combo numbers which indicate the status of a combo colored the same way. An issue of Arcadia Magazine confirmed other details, such as the presence of some of the "x-edits" and licenses from the US PS2 version, Koko Soko by Smile.dk and announced that there would be a collaboration song with Naoki and Smile.dk present. A post on Konami's development blog website announced that the arcade version of'Dance Dance Revolution X would be released
Pelican VG Pocket
Pelican VG Pocket is a handheld dedicated game consoles series built by JungleTac, sold by Performance Designed Products LLC under their Pelican Accessories brand. The VG Pocket model was the first console of its type to have a 2" backlit color LCD screen; these consoles have built-in games, the number of which varies with each model and many are clones and hacks of old Nintendo Entertainment System and arcade games. Their gaming devices have a TV-out port with composite video and audio streaming through a non-standard stereo mini headset jack. In 2008, the Caplet and Tablet models were finalists in the International Design Excellence Awards. There are five VG Pocket models available: VG Pocket Mini: a 1.5" screen. VG Pocket 50: 50 built-in games and a 2" screen. VG Pocket Max: 75 built-in games and a 2.5" screen. VG Pocket Caplet: 50 games, including licensed versions of Space Invaders, Bust-a-Move, BurgerTime. VG Pocket Tablet: 25 games, including a licensed version of Frogger; the VG Pocket Max is a handheld dedicated console distributed by Pelican Accessories.
The system contains 75 games, which are modified NES games. It has a 2.5" backlit color LCD screen, four buttons, a directional pad, volume control, a single speaker, a headphone jack, a TV-out port. Although made by Pelican Accessories, it does not have the company's name on the system itself. Instead it has a sticker on the back crediting Performance Designed Products. In the UK a handheld was made called the Gamespower 50; the Gamespower 50 contained all the games and looked the same, except with different color. A plug and play version was made by Dream Gear, being the same as the Gamespower 50; the plug n' play looks like a Dreamcast controller, but internally there is not much of a resemblance. This version is more focused on racing games, only has 30 to 40 games in it. Unlike the VG Pocket Max, both the Gamespower 50 and the plug n' play version lack a selection menu; the VG Pocket Caplet is a dedicated console created by Performance Designed Products. Its graphics are considered an improvement over those of the earlier models of the VG Pocket, with a bright 2.5" backlit 320×240 TFT display.
It is a 16-bit system that appears to utilize some form of arcade emulation, since the majority of its games are either direct ports or clones of arcade games. The unit has the capability of being displayed on any TV set with the purchase of a separate "starter kit" that includes a storage carrying case and special AV cables unique to the system. There are no save features for game progress. Caplet comes in four colors: blue, red, orange. Early versions of the Caplet contain 35 games, with the current version having 50. Both units have the same outward appearance; the packaging of the unit is the only way to identify how many games are on the system without turning on the unit. The VG Pocket Tablet is a portable handheld video gaming system created by PDP and Pelican Accessories in 2006; the console is self-contained, as there is no cartridge slot, but rather it is pre-loaded with 25 games. It is now $19.99 along with the bigger VG Pocket Caplet. It has a round tablet-shaped design in four colors: orange, green and white.
The unit has a port. The cable was available with the purchase of a separate “starter kit” that includes a storage carrying case and AV hookup cables, but is not an uncommon cable used for portable DVD players. Games included are clones of classic arcade and 8-bit console games. Many reviewers have commented on the surprising quality of the console's screen. Nintendo Entertainment System hardware clone
First generation of video game consoles
In the history of video games, the first-generation era refers to the computer and video games, video game consoles, video game handhelds available from 1972 to 1983. Notable consoles of the first generation included the Magnavox Odyssey series released from 1972 to 1978, the Atari Home Pong released in 1975, the Coleco Telstar series released from 1976 to 1978 and the Color TV-Game series released from 1977 to 1980; the generation ended with the Computer TV-Game in 1980 but many manufactures had left the market prior to this due to the video game crash of 1977 and the start of the second generation. Games developed during this generation were native components of the consoles and unlike other generations, they were not contained on removable media that the user could switch out. There were a number of methods used to create variation in games such as the inclusion of external accessories and cartridges that could alter the way the game played. Graphical capabilities consisted of simple geometry such as dots, lines or blocks that would occupy only a single screen and wouldn't be capable of more than two colours until in the generation.
Audio capabilities were limited with some consoles having no audio at all. The first generation of video games did not feature a microprocessor, were based on custom codeless state machine computers consisting of discrete logic circuits comprising each element of the game itself. Consoles of this generation moved the bulk of the circuitry to custom "pong on a chip" IC's such as Atari's custom Pong chips and General Instruments' AY-3-8500 series. Magnavox, an established American electronics company released the first console of the generation and while limited in its capabilities, it introduced a number of features and ideas that would become standard in the industry. In 1972, Nolan Bushnell and Ted Dabney founded Atari which would go onto to be one of the most well known video game companies and play a vital role in the early generations of consoles, it was late in this generation that Nintendo entered the video game console market for the first time. In 1951, Ralph Baer conceived the idea of an interactive television while building a television set from scratch for Loral in the Bronx, New York.
He explored these ideas further in 1966 when he was the Chief Engineer and manager of the Equipment Design Division at Sanders Associates. Baer created a simple two-player video game that could be displayed on a standard television set called Chase, where two dots chased each other around the screen. After a demonstration to the company's director of R&D Herbert Campman, some funding was allotted and the project was made official. In 1967 Bill Harrison was brought on board, a light gun was constructed from a toy rifle, aimed at a target moved by another player. Bill Rusch joined the project to speed up development and soon a third machine-controlled dot was used to create a ping-pong game. With more funding additional games were created, Baer had the idea of selling the product to cable TV companies, who could transmit static images as game backgrounds. A prototype was demonstrated in February 1968 to TelePrompTer Vice President Hubert Schlafly, who signed an agreement with Sanders; the Cable TV industry was in a slump during the late'60s and early'70s and a lack of funding meant other avenues had to be pursued.
Development continued on the hardware and games resulting in the final "Brown Box" prototype, which had two controllers, a light gun and sixteen switches on the console that selected the game to be played. Baer approached various U. S. Television manufacturers and an agreement was signed with Magnavox in late 1969. Magnavox's main alterations to the Brown Box were to use plug-in circuits to change the games, to remove the color graphics capabilities in favor of color overlays in order to reduce manufacturing costs, it was released in 1972 as the Magnavox Odyssey. Like other game consoles Odyssey is a digital console. However, like all video game consoles up until the sixth generation, it uses analog circuitry for the output to match the televisions of its era, which were analog. Due to these two facts, many collectors have mistakenly considered the Odyssey to be an analog console, with the misunderstanding becoming so widespread that Baer was led to clarify that the Odyssey is indeed a digital console: all of the electronic signals exchanged between the various parts responsible for gameplay are binary.
The type of digital components used feature DTL, a common pre-TTL digital design component using discrete transistors and diodes. This was the first involvement of Nintendo in video games. According to Martin Picard in the International Journal of Computer Game Research: "in 1971, Nintendo had -- before the marketing of the first home console in the United States -- an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the Odyssey, since it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s". Early mainframe games in the United States were developed by individual users who programmed them in their spare time. In 1962, a group of students at the Massachusetts Institute of Technology programmed a game called Spacewar! on a DEC PDP-1. In 1970 Nolan Bushnell saw Spacewar! for the first time at the University of Utah. Deciding there was commercial potential in an arcade version, he hand-wired a custom computer capable of playing it on a black and white television.
The resulting game, Computer Space, did not fare well commercially and Bushnell started looking for new ideas. In early 1972 he saw a demon
Power Player Super Joy III
Power Player Super Joy III is a line of handheld Nintendo Entertainment System/Famicom video game console clones. They are notable for legal issues based on the violation of intellectual property rights held by Nintendo and its various game licensees. Manufactured by NrTrade, the Power Player line has been sold in North America, Europe and Australia; the system attaches to a TV set. NTSC, PAL and SECAM versions are available, they all use a custom "NES-on-a-chip", an implementation of the NES's hardware such as its custom 6502, PPU, PAPU. The units resemble a Nintendo 64 controller, sometimes with a cartridge slot for Famicom games, they come packaged with a secondary 9-pin 6 button controller resembling a Sega Genesis controller, intended for a second player. They are packaged with a 9-pin light gun resembling a Walther PPK pistol. There is a non-moving joystick, added for visual appeal. Though the Power Player Super Joy's button layout is identical to that of the Nintendo 64 controller, the buttons have been mapped differently.
The C buttons of the Nintendo 64's controller function as A and B on the Super Joy, the A and B buttons of the Nintendo 64's controller are Start and Select on the Super Joy, respectively. The N64 controller's Start button is the Reset button on the Super Joy; the units are available in multiple colors, including black, grey and blue. The consoles have 76 built-in games, although marketing claims to have more than 1,000 ways of playing them. Hence, the game count of 76,000 is listed as a gold sticker on the box. Most of the included games had been released for the NES or Famicom, but some have been created by the manufacturer. Most of the games have had their title screen graphics removed to save space on the ROM chip. There are a number of scenes depicted on the front and back of the boxes, but all of them are artistic stylized drawings or retouched photos—none of them are actual game screenshots; some versions sold in the US have an unlicensed still image from Star Wars: Episode I – The Phantom Menace on the front of the box.
After this product gained some popularity, the Power Player 3.5, an improved model with more games, was released. A wireless version of Power Games was released; when Nintendo discovered this product line, the company began strong legal action against importers and sellers of the consoles, have obtained a temporary injunction against the import and sale of video game systems containing counterfeit versions of Nintendo games. As of spring 2005, NrTrade quit selling these products, although they still retain stock by other companies; these not massively distributed. On December 16, 2004, the FBI executed search warrants at two kiosks at the Mall of America in Minnesota and searched storage facilities rented by Yonathan Cohen, an owner of Perfect Deal LLC of Miami, Florida; the consoles, purchased wholesale at $7 to $9 each, sold for $30 to $70 each. After confiscating 1,800 units of Power Player, each containing 76 copyrighted video game titles belonging to Nintendo or its licensees, Cohen was charged in Minneapolis, Minnesota in January 2005 with federal criminal infringement of copyright for selling Power Player video games at kiosks at the Mall of America and other malls across the nation.
In April 2005, Cohen pleaded guilty to selling illegally copied video games. Nine days after Cohen's guilty plea, 40 FBI agents arrested four Chinese nationals working in an international copyright infringement ring and seized 60,000 Power Player consoles in searches in Brooklyn, Queens and Maple Shade, New Jersey. In November 2005, Cohen was sentenced to five years in federal prison and was required to run ads in mall magazines to tell the public how he illegally sold knockoff video games at Mall of America kiosks. Several shopping malls quit selling these products, though the product is still sold by other dealers such as flea markets. Generation NEX Nintendo Entertainment System hardware clone PocketFami Polystation Vii A page with information about the Power Player Super Joy III Online discussion about Power Player Super Joy System 10 Hilarious Knock Off Gaming Consoles
A ROM cartridge referred to as a cartridge or cart, is a removable memory card containing ROM designed to be connected to a consumer electronics device such as a home computer, video game console and to a lesser extent, electronic musical instruments. ROM cartridges can be used to load software such as other application programs; the cartridge slot could be used for hardware additions, for example speech synthesis. Some cartridges had battery-backed static random-access memory, allowing a user to save data such as game progress or scores between uses. ROM cartridges allowed the user to load and access programs and data without the expense of a floppy drive, an expensive peripheral during the home computer era, without using slow and unreliable Compact Cassette tape. An advantage for the manufacturer was the relative security of the software in cartridge form, difficult for end users to replicate. However, cartridges were expensive to manufacture compared to making a floppy disk or CD-ROM; as disk drives became more common and software expanded beyond the practical limits of ROM size, cartridge slots disappeared from game consoles and personal computers.
Cartridges are still used today with handheld gaming consoles such as the Nintendo DS, Nintendo 3DS, PlayStation Vita, the tablet-like hybrid console Nintendo Switch. Due to its widespread usage for video gaming, ROM cartridges were colloquially referred to as a game cartridge. ROM cartridges were popularized by early home computers which featured a special bus port for the insertion of cartridges containing software in ROM. In most cases the designs were crude, with the entire address and data buses exposed by the port and attached via an edge connector; the Texas Instruments TI 59 family of programmable scientific calculators used interchangeable ROM cartridges that could be installed in a slot at the back of the calculator. The calculator came with a module that provides several standard mathematical functions including solution of simultaneous equations. Other modules were specialized for financial calculations, or other subject areas, a "games" module. Modules were not user-programmable.
The Hewlett-Packard HP-41C had expansion slots which could hold ROM memory as well as I/O expansion ports. Notable computers using cartridges in addition to magnetic media were the Commodore VIC-20 and 64, MSX standard, the Atari 8-bit family, the Texas Instruments TI-99/4A and the IBM PCjr; some arcade system boards, such as Capcom's CP System and SNK's Neo Geo used ROM cartridges. The modern take on game cartridges was invented by Jerry Lawson as part of the Fairchild Channel F home console in 1976; the cartridge approach gained more popularity with the Atari 2600 released the following year. From the late 1970s to mid-1990s, the majority of home video game systems were cartridge-based; as compact disc technology came to be used for data storage, most hardware companies moved from cartridges to CD-based game systems. Nintendo remained the lone hold-out. SNK still released games on the cartridge-based Neo Geo until 2004, with the final official release being Samurai Shodown V Special. Nintendo's handheld consoles, continued to use cartridges due to their faster loading times and minimal equipment for data reading being beneficial for playing video games in short, several-minute intervals.
ROM cartridges can not only additional hardware expansion as well. Examples include the Super FX coprocessor chip in some Super NES game paks, The SVP chip in the Sega Genesis Version Of Virtua Racing, voice and chess modules in the Magnavox Odyssey². Micro Machines 2 on the Genesis/Mega Drive used a custom "J-Cart" cartridge design by Codemasters which incorporated two additional gamepad ports; this allowed players to have up to four gamepads connected to the console without the need for an additional multi-controller adapter. The ROM cartridge slot principle continues in various mobile devices, thanks to the development of high density low-cost flash memory. For example, a GPS navigation device might allow user updates of maps by inserting a flash memory chip into an expansion slot. An E-book reader can store the text of several thousand books on a flash chip. Personal computers may allow the user to boot and install an operating system off a USB flash drive instead of CD ROM or floppy disks.
Digital cameras with flash drive slots allow users to exchange cards when full, allow rapid transfer of pictures to a computer or printer. Storing software on ROM cartridges has a number of advantages over other methods of storage like floppy disks and optical media; as the ROM cartridge is memory mapped into the system's normal address space, software stored in the ROM can be read like normal memory. Software run directly from ROM uses less RAM, leaving memory free for other processes. While the standard size of optical media dictates a minimum size for devices which can read disks, ROM cartridges can be manufactured in different sizes, allowing for smaller devices like handheld game systems. ROM cartridges can be damaged, but they are more robust and resistant to damage than optical media.
A liquid-crystal display is a flat-panel display or other electronically modulated optical device that uses the light-modulating properties of liquid crystals. Liquid crystals do not emit light directly, instead using a backlight or reflector to produce images in color or monochrome. LCDs are available to display arbitrary images or fixed images with low information content, which can be displayed or hidden, such as preset words and seven-segment displays, as in a digital clock, they use the same basic technology, except that arbitrary images are made up of a large number of small pixels, while other displays have larger elements. LCDs can either be on or off, depending on the polarizer arrangement. For example, a character positive LCD with a backlight will have black lettering on a background, the color of the backlight, a character negative LCD will have a black background with the letters being of the same color as the backlight. Optical filters are added to white on blue LCDs to give them their characteristic appearance.
LCDs are used in a wide range of applications, including LCD televisions, computer monitors, instrument panels, aircraft cockpit displays, indoor and outdoor signage. Small LCD screens are common in portable consumer devices such as digital cameras, watches and mobile telephones, including smartphones. LCD screens are used on consumer electronics products such as DVD players, video game devices and clocks. LCD screens have replaced bulky cathode ray tube displays in nearly all applications. LCD screens are available in a wider range of screen sizes than CRT and plasma displays, with LCD screens available in sizes ranging from tiny digital watches to large television receivers. LCDs are being replaced by OLEDs, which can be made into different shapes, have a lower response time, wider color gamut infinite color contrast and viewing angles, lower weight for a given display size and a slimmer profile and lower power consumption. OLEDs, are more expensive for a given display size due to the expensive electroluminescent materials or phosphors that they use.
Due to the use of phosphors, OLEDs suffer from screen burn-in and there is no way to recycle OLED displays, whereas LCD panels can be recycled, although the technology required to recycle LCDs is not yet widespread. Attempts to increase the lifespan of LCDs are quantum dot displays, which offer similar performance as an OLED display, but the Quantum dot sheet that gives these displays their characteristics can not yet be recycled. Since LCD screens do not use phosphors, they suffer image burn-in when a static image is displayed on a screen for a long time, e.g. the table frame for an airline flight schedule on an indoor sign. LCDs are, susceptible to image persistence; the LCD screen can be disposed of more safely than a CRT can. Its low electrical power consumption enables it to be used in battery-powered electronic equipment more efficiently than CRTs can be. By 2008, annual sales of televisions with LCD screens exceeded sales of CRT units worldwide, the CRT became obsolete for most purposes.
Each pixel of an LCD consists of a layer of molecules aligned between two transparent electrodes, two polarizing filters, the axes of transmission of which are perpendicular to each other. Without the liquid crystal between the polarizing filters, light passing through the first filter would be blocked by the second polarizer. Before an electric field is applied, the orientation of the liquid-crystal molecules is determined by the alignment at the surfaces of electrodes. In a twisted nematic device, the surface alignment directions at the two electrodes are perpendicular to each other, so the molecules arrange themselves in a helical structure, or twist; this induces the rotation of the polarization of the incident light, the device appears gray. If the applied voltage is large enough, the liquid crystal molecules in the center of the layer are completely untwisted and the polarization of the incident light is not rotated as it passes through the liquid crystal layer; this light will be polarized perpendicular to the second filter, thus be blocked and the pixel will appear black.
By controlling the voltage applied across the liquid crystal layer in each pixel, light can be allowed to pass through in varying amounts thus constituting different levels of gray. Color LCD systems use the same technique, with color filters used to generate red and blue pixels; the optical effect of a TN device in the voltage-on state is far less dependent on variations in the device thickness than that in the voltage-off state. Because of this, TN displays with low information content and no backlighting are operated between crossed polarizers such that they appear bright with no voltage; as most of 2010-era LCDs are used in television sets and smartphones, they have high-resolution matrix arrays of pixels to display arbitrary images using backlighting with a dark background. When no image is displayed, different arrangements are used. For this purpose, TN LCDs are operated between parallel polarizers, whereas IPS LCDs feature crossed polarizers. In many applications IPS LCDs have replaced TN LCDs, in particular in smartphones su
Tectoy is a Brazilian toy and electronics company headquartered in São Paulo. It is best known for producing and distributing Sega consoles and video games in Brazil; the company was founded by Daniel Dazcal, Leo Kryss, Abe Kryss in 1987 because Dazcal saw an opportunity to develop a market for electronic toys and video games, product categories that competitors did not sell in Brazil at the time. The company stock is traded on the Bovespa. Soon after its founding, Tectoy completed a licensing agreement with Sega allowing it to market a laser gun game based on the Japanese anime Zillion, which sold more units in Brazil than in Japan. Tectoy would bring the Master System and Mega Drive to the region, as well as Sega's video game consoles and the Sega Meganet service. Other products developed by Tectoy include educational toys such as the Pense Bem, karaoke machines, original Master System and Mega Drive games released in Brazil, such as Férias Frustradas do Pica-Pau and Portuguese translations and alternate versions of video games.
Over its history, Tectoy has diversified to include more electronic products, such as DVD and Blu-ray players and the Zeebo console. While successful at times, the company has undergone debt restructuring in 2000 and actions to consolidate its two public stock offerings into one. Tectoy is credited with the continued success of Sega consoles in Brazil far past their lifetimes worldwide. At one point, Tectoy held an 80% market share of video games in Brazil; the Master System and Mega Drive are still produced in Brazil decades after their cancellation in the rest of the world, Tectoy's consoles continue to rival more modern systems by Microsoft and Sony in popularity. Tectoy was founded in September 1987 by Daniel Dazcal, Leo Kryss, Abe Kryss. Dazcal was associated with Sharp Corporation in Brazil, while the Kryss brothers were the owners of Evadin, a Brazilian TV manufacturer associated with Mitsubishi; the new startup company sought to create "intelligent toys" designed for the Brazilian market.
At the time, Brazil's most dominant toy manufacturer was Estrela, which held 55% of the market share but did not have any interest in electronics. This gave Dazcal an area to focus the new company. In order to give the company an advantage in marketing costs, Tectoy set its factory in the Free Economic Zone of Manaus to leverage tax incentives. One of the primary goals of the founders of the company was to enter the video game market. Relying on individual previous experiences in working with Japanese companies, Tectoy executives reached out to Sega, which showed reluctance to partner with Tectoy given the failure of Tonka in merchandising Sega products in the United States; the company built trust with Sega and was granted total liberty to manage Sega products in the Brazilian market. The first Sega product released by Tectoy was the Zillion infrared laser tag gun, based on the phaser featured in the anime of the same name; the success of Zillion led Sega to have Tectoy distribute its 8-bit video game console, the Master System, in Brazil as well.
Launched in Brazil in September 1989, the Master System achieved success. Tectoy's revenue in 1989 was Cz $66 million; some of this success is attributed to the company's strong advertising investments: the launch campaign, which lasted until Christmas 1989, was at an expense of Cz$2 million. By the end of 1990, the Master System install; the company introduced a telephone service with tips for games, created a Master System club, presented the program Master Tips during commercial breaks of the television show Sessão Aventura of Rede Globo. Over a year after the launch of the Master System, Tectoy brought Sega's 16-bit console, the Mega Drive, to Brazil in December 1990. Sega's handheld console, Game Gear, was released in August 1991. Like the Master System, the two products were assembled by Tectoy in Manaus, Game Gear was the first portable console manufactured in Brazil. Sega's primary competition, did not arrive in Brazil until 1993. By the time Nintendo arrived in the region, they were unable to compete with pirated NES systems available in the region and Tectoy's established following.
Mega Drive surpassed the SNES in market share in Brazil, Tectoy claimed 80% of the local video game market. By 1996, Tectoy had sold 2 million video game consoles and was receiving 50,000 calls a month to their video game tip line. On May 26, 1994, Dazcal died at the age of 42, he was replaced as CEO by Stefano Arnhold, who had worked for Dazcal at Sharp and became one of Tectoy's earliest employees in December 1987. Arnhold continued Tectoy's partnership with Sega and released the Sega Saturn on August 30, 1995, at a price of R$899.99. With the increase in the number of commercial Internet users in Brazil, Tectoy invested in content and Internet access by introducing a Brazilian version of Internet service provider CompuServe, at the time the second largest US subscriber number. São Paulo, Rio de Janeiro, Belo Horizonte were the first cities to receive the service; the service began in April 1997 and was part of a strategy to diversify the company's interests away from being a seasonal industry.
In 1997, Tectoy saw financial losses of R$35.9 million and saw a 32% drop in revenue compared to 1996, a year in which the company failed to meet its revenue goal. The company still saw a net loss of R$10.8 million. During this period, the company launched the Dr