Background In 1988, Sega released the
Genesis (known as the Mega Drive in most countries outside North America), in the
fourth generation of video game consoles. It became the most successful Sega console ever, at 30.75 million units sold. Its successor, the
Saturn, was released in Japan in 1994. The Saturn is
CD-ROM-based and has
2D and
3D graphics, but its complex dual-
CPU architecture was more difficult to program than its chief competitor, the
Sony PlayStation. its surprise US launch, four months ahead of schedule, was limited to four retailers due to a lack of supply, which "aggravated" other retailers. Developers also found it easier to program for the PlayStation, which caused a loss of support from these game developers. Losses on the Saturn contributed to financial problems for Sega, whose revenue had declined between 1992 and 1995 as part of an industry-wide slowdown. Sega announced that
Shoichiro Irimajiri would replace
Tom Kalinske as chairman and CEO of Sega of America, while
Bernie Stolar, a former executive at
Sony Computer Entertainment of America, became Sega of America's executive vice president in charge of product development and third-party relations. and Stolar became CEO and president of Sega of America. Following five years of generally declining profits, reporting a consolidated net loss of (). Shortly before announcing its financial losses, Sega announced the discontinuation of the Saturn in North America to prepare for the launch of its successor. Rumors about the upcoming Dreamcast—spread mainly by Sega—leaked to the public before the last Saturn games were released.
Development As early as 1995, reports surfaced that Sega would collaborate with
Lockheed Martin,
The 3DO Company,
Matsushita or
Alliance Semiconductor to create a new
graphics processing unit, which conflicting accounts said would be used for a 64-bit "Saturn 2" or an add-on peripheral. Dreamcast development was unrelated. Sato and his group chose the
Hitachi SH-4 processor architecture and the
VideoLogic PowerVR2 graphics processor, manufactured by
NEC, in the production of the
mainboard. Initially known as Whitebelt, the project was later codenamed Dural, after the
metallic female fighter from Sega's
Virtua Fighter series. Yamamoto's group opted to use
3dfx Voodoo 2 and
Voodoo Banshee graphics processors alongside a
Motorola PowerPC 603e central processing unit (CPU), Knowing the Saturn had been set back by its high production costs and complex hardware, Sega took a different approach with the Dreamcast. Like previous Sega consoles, the Dreamcast was designed around intelligent
subsystems working in parallel, but the selections of hardware were closer to personal computers than video game consoles, reducing cost. According to Damien McFerran, "the
motherboard was a masterpiece of clean, uncluttered design and compatibility". To account for rapid changes in home data delivery, Sega designed the modem to be
modular. Jointly developed by Sega and
Yamaha, the GD-ROM could be mass-produced at a similar price to a normal CD-ROM, The Dreamcast was finally revealed on May 21, 1998 in Tokyo. Sega held a public competition to name its new system and considered over 5,000 different entries before choosing "Dreamcast"—a portmanteau of "dream" and "broadcast". Former Sega executive Kunihisa Ueno confirmed in his biography that a
branding agency called Interbrand created the logo for the console, with Kenji Eno volunteering to name the console. Eno was paid for his involvement and signed a
NDA to prevent his involvement from going public. The Dreamcast's startup sound was composed by the Japanese musician
Ryuichi Sakamoto. Because the Saturn had tarnished its reputation, Sega planned to remove its name from the console and establish a new gaming brand similar to Sony's
PlayStation, but Irimajiri's management team decided to retain it.
Launch Japan Despite a 75 percent drop in half-year profits just before the Japanese launch, Sega was confident about the Dreamcast. It drew significant interest and many pre-orders. As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998, the Dreamcast launched in Japan at a price of , and the stock sold out by the end of the day. However, of the four games available at launch, only one—a port of
Virtua Fighter 3, the most successful arcade game Sega ever released in Japan—sold well. Sega estimated that an additional Dreamcast units could have been sold with sufficient supply. Sega had announced that
Sonic Adventure, the next game starring its mascot,
Sonic the Hedgehog, would launch with the Dreamcast and promoted it with a large-scale public demonstration at the
Tokyo Kokusai Forum Hall, but it and
Sega Rally Championship 2 were delayed.
Seaman, released in July 1999, became the Dreamcast's first major hit in Japan. Prior to the Western launch, Sega reduced the price of the Dreamcast to , effectively making it unprofitable but increasing sales. The reduction and the release of
Namco's
Soulcalibur helped Sega gain 17 percent on its shares. Sega of America's senior vice president of marketing
Peter Moore, a fan of the attitude previously associated with Sega's brand, worked with
Foote, Cone & Belding and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power. According to Moore: "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke all the things we loved about Sega, primarily from the Genesis days." The Dreamcast launched in North America on September 9, 1999, at a price of , which Sega's marketing dubbed "9/9/99 for ". Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning in what Moore called "the biggest 24 hours in entertainment retail history". Significant launch games included
Sonic Adventure, the arcade
fighting game Soulcalibur, and
Visual Concepts' football simulation
NFL 2K.
Europe Sega released the Dreamcast in Europe on October 14, 1999, By Christmas of 1999, Sega of Europe had sold 500,000 units, six months ahead of schedule. Sales did not continue at this pace, and by October 2000, Sega had sold only about one million units in Europe. As part of Sega's promotions of the Dreamcast in Europe, it sponsored four European
football clubs:
Arsenal (England),
Saint-Étienne (France),
Sampdoria (Italy), and
Deportivo de La Coruña (Spain).
Australia and New Zealand Through the regional distributor
Ozisoft, the Dreamcast went on sale in Australia and New Zealand on November 30, 1999, at a price of . The launch was planned for September, but was delayed due to problems with Internet compatibility and launch game availability, then delayed again from the revised date of October 25 for various reasons. There were severe problems at launch; besides a severe shortage of the consoles, only six of the thirty planned launch games were available for purchase on day one with no
first-party software included, and additional peripherals were not available in stores. The Ozisoft representative Steve O'Leary, in a statement released the day of launch, explained that the
Australian Customs Service had impounded virtually all the supplied launch software, including demo discs, due to insufficient labeling of their
country of origin; Ozisoft had received them only two days before launch, resulting in few games that were catalogued and prepared for shipment in time. O'Leary also said that the Dreamcast's high demand in other markets had reduced the number of peripherals allotted to the region. Further complicating matters was the lack of an internet disc due to localization problems, and delays in securing an
Internet service provider (ISP) contract, which was done through
Telstra the day before launch. The online component was not ready until March 2000, at which point Ozisoft sent the necessary software to users who had sent in a filled-out
reply paid card included with the console. The poor launch, combined with a lack of advertising and a high price point, produced lackluster sales in Australia; two large retail chains reported a combined total of 13 console sales over the first few days after launch.
Competition provided tough competition for the Dreamcast. Though the Dreamcast launch was successful, Sony held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999. Sony estimated the PS2 could render 7.5 million to 16 million polygons per second, whereas independent estimates ranged from 3 million to 20 million, compared to Sega's estimates of more than 3 million to 6 million for the Dreamcast. US Dreamcast sales—which exceeded 1.5 million by the end of 1999—began to decline as early as January 2000. Poor Japanese sales contributed to Sega's ¥42.88 billion ($404 million) consolidated net loss in the fiscal year ending March 2000, which followed a loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss. Although Sega's overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded expectations, this coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan. He and Sega's developers focused on the US market to prepare for the upcoming launch of the PS2. To that end, Sega of America launched its own internet service provider, Sega.com, led by CEO Brad Huang. Although Sega had previously released only one Dreamcast game in the US that featured online multiplayer,
ChuChu Rocket!, the launch of SegaNet combined with the release of
NFL 2K1, with a robust online component, was intended to increase demand for the Dreamcast in the US market. Sega employed aggressive pricing strategies around online gaming; in Japan, every Dreamcast sold included a free year of internet access, which Okawa personally paid for. Prior to the launch of SegaNet, Sega had already offered a $200 rebate to any Dreamcast owner who purchased two years of internet access from Sega.com. To increase SegaNet's appeal in the US, Sega dropped the price of the Dreamcast to (compared to the PS2's US launch price of ) and offered a rebate for the full price of a Dreamcast, and a free Dreamcast keyboard, with every 18-month SegaNet subscription. Instead of an expected profit, for the six months ending September 2000, Sega posted a () loss, with a projected year-end loss of . This estimate more than doubled to , and in March 2001, Sega posted a consolidated net loss of (). While the PS2's October 26 US launch was marred by shortages, this did not benefit the Dreamcast as much as expected; many consumers continued to wait for a PS2, while the
PSone, a remodeled version of the original PlayStation, became the bestselling console in the US at the start of the 2000 holiday season. According to Moore, "The PlayStation 2 effect that we were relying upon did not work for us... People will hang on for as long as possible... What effectively happened is the PlayStation 2 lack of availability froze the marketplace." Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, while Sega held only 15 percent. On May 22, 2000, Okawa replaced Irimajiri as president of Sega. Okawa had long advocated that Sega abandon the console business. His sentiments were not unique; Sega co-founder
David Rosen had "always felt it was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had suggested Sega should have sold their company to Microsoft. In September 2000, in a meeting with Sega's Japanese executives and the heads of the company's major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software, prompting the studio heads to walk out. Nevertheless, on January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a "platform-agnostic" third-party developer, although with continued Dreamcast software support for some time. After a further reduction to $79, the Dreamcast was cleared out of stores at . The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega's internal game development studios, plus the heads of Visual Concepts and Sega's sound studio Wave Master, and given away with all 55 first-party Dreamcast games through a competition organized by
GamePro. Okawa, who had previously loaned Sega in 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his worth of Sega and CSK stock, helping Sega survive the transition to third-party development. As part of this restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001.
Aftermath and reaction 9.13 million Dreamcast units were sold worldwide. In the United States, official game releases continued until the end of the first half of 2002. Many hardware developers that worked on the Dreamcast also joined
pachinko and
pachislot company
Sammy Corporation, who soon merged with Sega. Hideki Sato pushed for leftover Dreamcast parts being used as displays in the machines that Sammy develops, including the very successful
Fist of the North Star pachinko machines. After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003. The announcement of Sega's exit from hardware was met with enthusiasm. According to
IGNs Travis Fahs, "Sega was a creatively fertile company with a rapidly expanding stable of properties to draw from. It seemed like they were in a perfect position to start a new life as a developer/publisher."
Game Informer, commenting on Sega's tendency to produce under-appreciated
cult classics, wrote: "Let us rejoice in the fact that Sega is making games equally among the current console crop, so that history will not repeat itself." == Technical specifications ==