Shin Force, Sega, Dreamcast, Saturn, Nomad, Sega CD, 32X, Genesis, Mega Drive, Game Gear, Master System, Naomi, arcade, import, Japan,  review, news, codes, information, preview
Shin Force | Sega History
Shin Force, Sega, Dreamcast, Saturn, Nomad, Sega CD, 32X, Genesis, Mega Drive, Game Gear, Master System, Naomi, arcade, import, Japan,  review, news, codes, information, preview
Shin Force
Contents | Games | Information | Virtual
General Info

Shin Force ~ The All Sega Site ~
 Shin Force | Information | General | Sega History
A Brief History of Sega (a.k.a Service Games)
     > Sega® of America, based in San Francisco, California, was established in 1986 as the wholly owned subsidiary of Sega   Enterprises, Ltd., of Japan. However, its history goes back more than 40 years.

     > Sega was founded in Japan in 1954 by an American, David Rosen, as a company called Service Games Company, for the   purpose of developing amusement-type games. In 1956, Rosen started importing mechanical coin-operated games, which   were popular on U.S. military bases in Japan. During these early days, Rosen learned a lesson that still guides Sega -- better technology plus great gameplay wins the market.

     > In 1965, Rosen decided to make his own coin-operated games and acquired a factory through the purchase of a Tokyo jukebox and slot-machine maker. The company began stamping "SEGA" on its games -- short for Service Games, and the name was adopted by Rosen. The next year, Sega produced "Periscope," which became a worldwide hit. It was at this time that Rosen sold Sega to Gulf & Western Industries, continuing on as CEO.

     > Gulf & Western continued to build on the company's original product and marketing strategy, with revenues hitting $214 million in 1982. By 1983, several "firsts" were introduced, including the first laser disc game, "Sega Astron Belt," the first 3D video game, "SubRoc-3D," and Sega's first consumer video game console, "SG-1000," all marketed in Japan. 

     > The arcades and the U.S. home market crashed shortly after. Gulf & Western, which had spun off 20 percent of Sega, bought back the public shares and sold the U. S. assets to Bally Manufacturing Corp. However, in Japan, Sega survived. Back in 1979, Rosen had acquired a distribution company founded by a Japanese entrepreneur, Hayao Nakayama. Following the crash, Rosen joined Nakayama and other Japanese investors to buy the Japanese assets of Sega for $38 million. Nakayama became chief executive and Rosen headed the U.S. subsidiary. From that point forward, the company vowed to stick not with one concept too long, realizing that each generation of technology has a life and death.

     > In 1984, Sega Enterprises was bought by a partnership between Sega Enterprises Japanese management and CSK, forming Sega Enterprise Ltd., a Japan-based company.

     > In 1986, Sega Enterprises Ltd.'s stock was listed over the counter on the Tokyo Stock Exchange. In addition, Sega of America was established to adapt and market video game products to a rapidly expanding American market. It was subsequently given the charter to develop software products specifically for the American market.

     > In the late 1980s, Sega Enterprises introduced a line of extremely successful video game systems and software titles that propelled the company into international prominence, making it the world's second largest vendor of consumer video game products. In 1990, Sega Enterprises Ltd.'s stock was listed on the first tier of the Tokyo Stock Exchange. In 1993, the stock was listed on the pink sheets of NASDAQ and available in ADR in the U.S. In 1990, Sega aimed its products at a slightly older market than its main competitor, Nintendo, and released the 16-bit console, Sega Genesis™. Sega was quickly recognized by its fast-paced, "in-your-face" marketing and advertising, putting the company in the ranks of NIKE and Levi's as favorite brands among America's youth.

     > In December 1994, Sega of America, in a joint venture with Time Warner and TCI, launched the Sega Channel, which is a nationwide subscription-based cable network which provides videogames to Sega Genesis owners via their cable box. The Sega Channel was praised by the cable industry as the "coolest new service."

     > In 1995, Sega of America launched the Sega Saturn video game system, bringing arcade-quality gaming to the home. Saturn games earned more coveted "Five Star" product review ratings from a popular industry video game magazine than any other platform. In 1996, Sega launched the Sega Saturn Net Link, a modem that plugs into the Saturn console for online gaming and full Internet access. To date, there are more than 300 first party and third party games in the Sega Saturn library.

     > Also in 1995, SegaSoft was formed through a joint venture between Sega of America and CSK Corporation to create interactive content.  The growth of Sega companies continued in 1996 with the creation of Sega Entertainment, Inc., a joint venture between Sega of America and SOFTBANK Holdings, Inc. Named one of PC Data's top 25 publishers in 1997, based on software sales, Sega Entertainment is committed to creating original titles and customizing Sega content in the real-time strategy, simulation, action and sports gaming categories.

     > Also in 1996, Sega, MCA and the DreamWorks' creative team of Steven Spielberg, David Geffen and Jeffrey Katzenberg joined forces as Sega GameWorks to create family-oriented location-based entertainment centers with the goal of expanding the gaming market. In 1997, Sega promoted Bernie Stolar to COO of Sega of America. Previously Executive Vice President of Product Development and COO of Sega Entertainment, Stolar is an industry veteran, with more than 20 years in the video game business. As a visionary, Stolar plans to lead Sega into the next generation of gaming, while continuing to maintain Sega's strong brand awareness and position in the marketplace.

     > Today Sega's global goal is to be the leading developer of interactive entertainment in and out of the home. Sega of America's role in this vision is to define television console-based entertainment, setting the standard for the 
best, most engaging interactive software.  Early in 1998, the company announced it will launch a new, high-powered "super" console in the fall of 1999. This system will break new ground in the quality and categories of interactive 
entertainment offered on the television. Leading the charge is Sega of America's newly appointed president, Bernie Stolar. Sega will take the industry to a new level of gaming with original content that triggers tangible and emotional responses and pervasive marketing that will redefine the video game experience.

This article is courtesy of Sega of America