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{{Short description|Home video game console}} | |||
{{Infobox CVG system | |||
{{Good article}} | |||
|title =Dreamcast | |||
{{Use mdy dates|date=January 2023}} | |||
|logo =] | |||
{{Infobox information appliance | |||
|image =] | |||
| logo = ]<!-- DO NOT CHANGE THE LOGO TO EITHER THE DARK-RED OR EUROPEAN ONE --> | |||
|caption = North American Dreamcast with controller and VMU | |||
| image = Dreamcast-Console-Set.png | |||
|manufacturer =] | |||
| caption = North American Dreamcast with controller and ] | |||
|type =] | |||
| manufacturer = ] | |||
|generation =] | |||
| type = ] | |||
|release date ={{vgrelease|JP=November 27, 1998}}{{vgrelease|NA=September 9, 1999}}{{vgrelease|EU=October 14, 1999}}{{vgrelease|AUS=November 30, 1999}} | |||
| generation = ] | |||
|discontinued =March 30, 2001<ref name="Pulls plug"/> | |||
| releasedate = {{vgrelease|JP|November 27, 1998|NA|September 9, 1999|EU|October 14, 1999}} | |||
|CPU =] 32-bit ] clocked at 200 ] | |||
| price = {{JPY|29,000|1998|round=-2}}<br>{{USD|199|1999|round=-1}}<br>{{GBP|200|1999|round=-1}} | |||
|GPU =100 MHz ]2 (integrated with the system's ])<ref name="Unified"/> | |||
| discontinued = {{vgrelease|WW|March 31, 2001}} | |||
|media =], ], 1 GB ] | |||
| unitssold = 9.13 million<!-- Do NOT change to "10.6 million"; see talk page on the overall sales number --> | |||
|memory =RAM 16 MB, GPU 8 MB | |||
| media = ], ] | |||
|storage =128 ] ] | |||
| cpu = ] | |||
|Display =*] | |||
| CPUspeed = 200 MHz | |||
*] | |||
| memory = 16 MB RAM, 8 MB ], 2 MB audio RAM | |||
*] | |||
| memory card = 128 KB ] | |||
*] (via ]) | |||
| display = {{hlist | |||
|onlineservice = ] / ] | |||
| ] | |||
|unitssold=Worldwide: 10.6 million | |||
| ] | |||
|topgame = | |||
| ] | |||
|predecessor = ] | |||
| ] | |||
| ] {{small|(via ])}} | |||
}} | |||
| GPU = ] @ 100 MHz | |||
| sound = Yamaha AICA @ 67 MHz with ] CPU, 64 channels | |||
| service = ], ], ] | |||
| dimensions = {{cvt|195.8|xx|190|xx|75.5|mm}} | |||
| weight = {{cvt|1.5|kg}} | |||
| topgame = '']'' (2.5 million) | |||
| predecessor = ] | |||
}} | }} | ||
The {{Nihongo|'''Dreamcast'''|ドリームキャスト|''Dorīmukyasuto''|lead=yes}} is |
The {{Nihongo foot|'''Dreamcast'''|ドリームキャスト|''Dorīmukyasuto''|lead=yes|group=lower-alpha}}<!-- See ] --> is the final ] manufactured by ]. It was released on November 27, 1998, in Japan; September 9, 1999, in North America; and October 14, 1999, in Europe. It was the first ], preceding ]'s ], ]'s ], and ]'s ]. The Dreamcast's 2001 discontinuation ended Sega's 18 years in the console market. | ||
In contrast to the expensive hardware of the unsuccessful ], the Dreamcast was designed to reduce costs with |
A team led by ] began developing the Dreamcast in 1997. In contrast to the expensive hardware of the unsuccessful ], the Dreamcast was designed to reduce costs with ] components, including a ] ] ] and an ] ] ]. Sega used the ] media format to avoid the expenses of ] technology. Developers were able to include a custom version of the ] operating system on game discs to make ] PC games easy, and Sega's ] allowed nearly identical conversions of ]s. The Dreamcast was the first console to include a built-in modular ] for internet access and ]. | ||
Though its Japanese release was beset by supply problems, the Dreamcast had a successful US launch backed by a large marketing campaign. However, sales steadily declined as Sony built anticipation for the PlayStation 2. Dreamcast sales did not meet Sega's expectations, and attempts to renew interest through price cuts caused significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrew from the console business, and restructured itself as a ]. A total of 9.13 million<!-- Do NOT change to "10.6 million"; see talk page on the overall sales number --> Dreamcast units were sold worldwide and ] were produced. Its bestselling game, '']'' (1998)—the first ] game in Sega's '']'' series—sold 2.5 million copies. | |||
Although the system experienced a short lifespan and limited ] support, reviewers have considered the Dreamcast ahead of its time. Its game library contains many titles considered creative and innovative, including '']'', '']'' and '']'', as well as high-quality ] from Sega's ]. The Dreamcast was also the first console to include a built-in ] for ] support and ]. | |||
The Dreamcast's ] has been attributed to several factors, including competition from the PlayStation 2, limited third-party support, and the earlier failures of the ] and Saturn having tarnished Sega's reputation. In retrospect, reviewers have celebrated the Dreamcast as one of the greatest consoles. It is considered ahead of its time for pioneering concepts such as online play and ]. Many Dreamcast games are regarded as innovative, including ''Sonic Adventure'', '']'' (1999), '']'' (1999), '']'' (2000), and '']'' (2000). The Dreamcast remains popular in the video game ] community, which has developed ] to preserve its online functions and ]. | |||
==History== | |||
== History == | |||
=== Background === | === Background === | ||
In 1988, Sega released the ] (known as the Mega Drive in most countries outside North America), in the ].<ref name="Retroinspection">{{cite magazine |last=Sczepaniak |first=John |date=August 2006 |title=Retroinspection: Mega Drive |url=https://archive.org/details/retro_gamer/RetroGamer_027/page/42/mode/2up |magazine=] |publisher= |issue=27 |pages=42–47}}</ref> It became the most successful Sega console ever, at 30.75 million units sold.<ref name="Routledge">{{cite book|last=Ernkvist|first=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=]|year=2012|isbn=978-1138803831|page=|quote=" ... all from ] ]."}}</ref> Its successor, the ], was released in Japan in 1994.<ref name="Saturn">{{cite web|title=Sega Saturn|url=http://sega.jp/fb/segahard/ss/|url-status=live|archive-url=https://web.archive.org/web/20140716103105/http://sega.jp/fb/segahard/ss/|archive-date=July 16, 2014|access-date=March 3, 2014|publisher=]|language=ja}}</ref> The Saturn is ]-based and has ] and ] graphics, but its complex dual-] architecture was more difficult to program than its chief competitor, the ] ].<ref name="IGN History of Dreamcast"/> Although the Saturn debuted before the PlayStation in Japan and the United States,<ref name="Finn">{{cite book|author-last=Finn|author-first=Mark|editor-last=Mäyrä|editor-first=Frans|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6-8, 2002, Tampere, Finland|chapter=Console Games in the Age of Convergence|publisher=Tampere University Press|year=2002|isbn=9789514453717|pages=45–58}}</ref>{{sfn|Kent|2001|pages=502, 516}} its surprise US launch, four months earlier than scheduled,<ref>{{cite web|last=Cifaldi |first=Frank |url=http://www.1up.com/news/day-history-sega-announces-surprise |archive-url=https://archive.today/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise |archive-date=June 29, 2013 |title=This Day in History: Sega Announces Surprise Saturn Launch |website=] |date=May 11, 2010 |access-date=December 10, 2016 |url-status=dead}}</ref>{{sfn|Kent|2001|pages=516–517}}{{sfn|DeMaria|Wilson|2004|page=282}} was marred by a lack of distribution, which remained a problem.<ref name="Schilling">{{cite journal|last=Schilling|first=Mellissa A.|title=Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry|journal=]|volume=45|number=3|date=Spring 2003|page=23|doi=10.2307/41166174|jstor=41166174|s2cid=114838931}}</ref> Losses on the Saturn{{sfn|Kent|2001|page=532}} contributed to financial problems for Sega, whose revenue had declined between 1992 and 1995 as part of an industry-wide slowdown.<ref name="Finn" /><ref name="Innovation and competition">{{cite journal |last1=Gallagher |first1=Scott |last2=Park |first2=Seung Ho |date=February 2002 |title=Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market |journal=] |volume=49 |pages=67–82 |doi=10.1109/17.985749 |number=1}}</ref>{{sfn|Kent|2001|pages=500, 508, 531}} | |||
Sega announced that ] would replace ] as chairman and CEO of Sega of America,{{sfn|Kent|2001|page=535}}<ref name="M2 Press" /><ref name="Kalinske out">{{cite web |date=July 16, 1996 |title=Kalinske Out - WORLD EXCLUSIVE |url=http://www.next-generation.com/news/071696a.html |url-status=dead |archive-url=https://web.archive.org/web/19961220200643/http://www.next-generation.com/news/071696a.html |archive-date=December 20, 1996 |access-date=May 6, 2014 |website=] |publisher=}}</ref> while ], a former executive at ] of America,<ref name="Newsflash">{{cite web |date=July 13, 1996 |title=NEWSFLASH: Sega Planning Drastic Management Reshuffle - World Exclusive |url=http://www.next-generation.com/news/071396a.html |url-status=dead |archive-url=https://web.archive.org/web/19961220200717/http://www.next-generation.com/news/071396a.html |archive-date=December 20, 1996 |access-date=May 6, 2014 |website=] |publisher=}}</ref>{{sfn|Kent|2001|page=558}} became Sega of America's executive vice president in charge of product development and third-party relations.<ref name="M2 Press">{{cite news|title=Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer |work=M2PressWIRE |publisher=M2 Communications, Ltd. |date=July 16, 1996 |url=http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F |quote=Sega of America Inc. (SOA) Monday announced that ] has been appointed chairman and chief executive officer. In addition, Sega announced that Bernard Stolar, previously of Sony Computer Entertainment America, has joined the company as executive vice president, responsible for product development and third-party business ... Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively. |url-status=live |archive-url=https://web.archive.org/web/20141018032603/http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F |archive-date=October 18, 2014 |url-access=subscription}}</ref><ref name="Kalinske out" /> After the 1996 launch of the ], sales of the Saturn and its software fell sharply. As of August 1997, Sony controlled 47 percent of the console market, ] controlled 40 percent, and Sega controlled only 12 percent; neither price cuts nor high-profile games helped the Saturn.{{sfn|Kent|2001|page=558}} {{Quote box | |||
|quote = |
| quote = I thought the Saturn was a mistake as far as hardware was concerned. The games were obviously terrific, but the hardware just wasn't there. | ||
| source = —Bernie Stolar, former president of Sega of America, in 2009<ref name="IGN's History of Sega">{{cite web |author=Fahs, Travis |date=April 21, 2009 |title=IGN Presents the History of Sega |url=https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=1 |url-status=live |archive-url=https://web.archive.org/web/20141031060740/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=1 |archive-date=October 31, 2014 |access-date=October 31, 2014 |website=]}}</ref> | |||
As a result of the company's deteriorating financial situation, Nakayama resigned as president of Sega in January 1998, and was replaced by Irimajiri.<ref name="NYT" /> Stolar would subsequently accede to president of Sega of America.{{sfn|Kent|2001|page=558}}<ref>{{cite web|last=Feldman|first=Curt|url=http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|title=Katana Strategy Still on Back Burner|publisher=]|date=1998-04-22|accessdate=2014-12-09}}</ref> Following five years of generally declining profits,<ref name="1998 report"/> in the fiscal year ending March 31, 1998 Sega suffered its first parent and consolidated financial losses since its 1988 listing on the ].<ref>{{cite web|url=http://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|title=Sega News From Japan|publisher=GameSpot|date=1998-03-18|accessdate=2014-12-07}}</ref> Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a consolidated net loss of ¥35.6 billion (US$269.8 million).<ref name="1998 report">{{cite web|url=http://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf|title=Sega Enterprises Annual Report 1998|publisher=Sega Enterprises, Ltd.|pages=1, 7–8|accessdate=2014-12-07}}</ref> Shortly before announcing its financial losses, Sega revealed that it was discontinuing the Saturn in North America, with the goal of preparing for the launch of its successor.{{sfn|Kent|2001|page=558}}<ref name="NYT" /> This decision effectively left the Western market without Sega games for over one year.<ref name="IGN History of Dreamcast">{{cite web|last=Fahs|first=Travis|url=http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|title=IGN Presents the History of Dreamcast|publisher=IGN|date=September 9, 2010|accessdate=2014-10-31}}</ref> Spread mainly by Sega itself, rumors about the upcoming Dreamcast were leaked to the public before the last Saturn games were released.{{sfn|Kent|2001|page=559}} | |||
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}} | |||
As a result of Sega's deteriorating financial situation, ] resigned as president of Sega in January 1998 in favor of Irimajiri,<ref name="NYT">{{cite news |last=Strom |first=Stephanie |date=March 14, 1998 |title=Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market |work=] |url=https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |url-status=live |access-date=January 2, 2010 |archive-url=https://web.archive.org/web/20130430012902/http://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |archive-date=April 30, 2013}}</ref> and Stolar acceded to become CEO and president of Sega of America.{{sfn|Kent|2001|page=558}}<ref>{{cite web|last=Feldman|first=Curt|url=http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|title=Katana Strategy Still on Back Burner|website=]|date=April 22, 1998|url-status=live|access-date=December 9, 2014|archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|archive-date=July 5, 2017}}</ref> Following five years of generally declining profits,<ref name="1998 report"/> in the fiscal year ending March 31, 1998, Sega suffered its first parent and consolidated financial losses since its 1988 listing on the ],<ref>{{cite web |date=March 18, 1998 |title=Sega News From Japan |url=http://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/ |url-status=live |archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/ |archive-date=July 5, 2017 |access-date=December 7, 2014 |website=]}}</ref> reporting a consolidated net loss of {{¥|35.6 billion|link=yes}} ({{US$|269.8 million}}).<ref name="1998 report">{{cite web |title=Sega Enterprises Annual Report 1998 |url=http://sega.jp/IR/en/ar/ar1998/ar98.pdf |url-status=dead |archive-url=https://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf |archive-date=May 4, 2004 |access-date=December 7, 2014 |publisher=] |pages=1, 7–8}}</ref> Shortly before announcing its financial losses, Sega announced the discontinuation of the Saturn in North America to prepare for the launch of its successor.{{sfn|Kent|2001|page=558}}<ref name="NYT" /> This effectively left the Western market without Sega games for more than a year.<ref name="IGN History of Dreamcast">{{cite web |last=Fahs |first=Travis |date=September 9, 2010 |title=IGN Presents the History of Dreamcast |url=https://ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast |url-status=live |archive-url=https://web.archive.org/web/20140928201508/http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast |archive-date=September 28, 2014 |access-date=October 31, 2014 |website=]}}</ref> Rumors about the upcoming Dreamcast—spread mainly by Sega—leaked to the public before the last Saturn games were released.{{sfn|Kent|2001|page=559}} | |||
===Development=== | === Development === | ||
As early as 1995, reports surfaced that Sega would collaborate with ], ], ] or ] to create a new ], which conflicting accounts said would be used for a 64-bit "Saturn 2" or an add-on peripheral.<ref>{{cite magazine |date=November 1995 |title=US Defense Corp Holds Key to Sega Plans |url=https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n13 |url-status=live |magazine=] |publisher= |volume=1 |issue=11 |pages=12–14 |archive-url=https://web.archive.org/web/20181206005849/https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n13 |archive-date=December 6, 2018 |access-date=July 22, 2018}}</ref><ref name="Peep Show">{{cite web |date=May 1, 1997 |title=Peep Show: Sega's New Console Creeps Out of the Shadows |url=http://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/ |url-status=live |archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/ |archive-date=July 5, 2017 |access-date=December 9, 2014 |website=]}}</ref><ref>* {{cite web |date=April 29, 1997 |title=Black Belt from a Lockheed Perspective |url=http://www.next-generation.com/news/042997b.chtml |url-status=dead |archive-url=https://web.archive.org/web/19970605161903/http://www.next-generation.com/news/042997b.chtml |archive-date=June 5, 1997 |access-date=January 20, 2015 |work=]}} | |||
As early as 1995, there were reports that Sega would collaborate with ], ], ], or ] to create a new ], which conflicting accounts said would be used for a 64-bit "Saturn 2" or an add-on peripheral.<ref>{{cite journal|title=US Defense Corp Holds Key to Sega Plans|journal=Next Generation|publisher=Imagine Media|volume=1|issue=11|date=November 1995|pages=32–34}}</ref><ref name="Peep Show">{{cite web|url=http://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/|title=Peep Show: Sega's New Console Creeps Out of the Shadows|publisher=GameSpot|date=1997-05-01|accessdate=2014-12-09}}</ref> Development of the Dreamcast was wholly unrelated to this rumored project.<ref name="Peep Show"/><ref name="RetroinspectionD"/> With the Sega Saturn losing against the PlayStation, Irimajiri decided to start looking outside of the company's internal hardware development division to create a new console.<ref name="RetroinspectionD"/> In 1997, Irimajiri enlisted the services of Tatsuo Yamamoto from ] to lead an 11-man team to work on a secret hardware project in the United States, which was referred to as "Blackbelt". Accounts vary on how an internal team led by ] also began development on Dreamcast hardware; one account specifies that Sega of Japan tasked both teams,<ref name="gamasutra1"/> while another suggests that Sato was bothered by Irimajiri's choice to begin development externally and chose to have his hardware team begin development.<ref name="RetroinspectionD"/><ref name="EdgeHistory">{{cite web|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/|title=A history of videogame hardware: Sega Dreamcast|author=Parkin, Simon|date=June 24, 2004|accessdate=October 13, 2014|publisher='']''}}</ref> Sato and his group chose the ] ] processor architecture and the ] ] graphics processor, manufactured by ], in the production of their ]. Initially known as "Whitebelt",<ref name="RetroinspectionD">{{cite journal|title=Retroinspection: Dreamcast|author=McFerran, Damien|journal=]|publisher=]|issue=50|pages=66–72}}</ref> this project was later codenamed "Dural", after the ] from Sega's '']'' series.{{sfn|Kent|2001|page=559}}<ref name="gamasutra1">{{cite web|last=Perry|first=Douglass|url=http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1 |title=Features - The Rise And Fall Of The Dreamcast |publisher=Gamasutra |date=2009-09-09 |accessdate=2014-10-29}}</ref> | |||
* {{cite web |date=February 22, 2008 |title=Interview: Toshiyasu Morita |url=http://www.sega-16.com/2008/02/interview-toshiyasu-morita/ |url-status=live |archive-url=https://web.archive.org/web/20141129014052/http://www.sega-16.com/2008/02/interview-toshiyasu-morita/ |archive-date=November 29, 2014 |access-date=January 20, 2015 |website=Sega-16 |publisher= |quote=}}</ref> Dreamcast development was unrelated.<ref name="Peep Show"/><ref name="RetroinspectionD"/> Considering the Saturn's poor performance, Irimajiri looked beyond Sega's internal hardware development division to create a new console.<ref name="RetroinspectionD"/> In 1997, he enlisted ]'s Tatsuo Yamamoto to lead an eleven-person team to work on a secret project in the United States with the codename Blackbelt. Accounts vary on how an internal team led by ] also began development on Dreamcast hardware; one account specifies that Sega tasked both teams,<ref name="gamasutra1"/> and another suggests that Sato was bothered by Irimajiri's choice to begin development externally and had his team start work.<ref name="RetroinspectionD"/><ref name="EdgeHistory">{{cite magazine|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/ |title=A history of videogame hardware: Sega Dreamcast |author=Parkin, Simon |date=June 24, 2014 |access-date=March 5, 2015 |magazine=] |url-status=dead |archive-url=https://web.archive.org/web/20141121024302/http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/ |archive-date=November 21, 2014}}</ref> Sato and his group chose the ] ] processor architecture and the ] ] graphics processor, manufactured by ], in the production of the ]. Initially known as Whitebelt,<ref name="RetroinspectionD">{{cite magazine |last=McFerran |first=Damien |date=May 2008 |title=Retroinspection: Dreamcast |url=http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |url-status=live |magazine=] |publisher= |issue=50 |pages=66–72 |archive-url=https://web.archive.org/web/20160304110322/http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |archive-date=March 4, 2016}}</ref> the project was later codenamed Dural, after the ] from Sega's '']'' series.{{sfn|Kent|2001|page=559}}<ref name="gamasutra1">{{cite web |last=Perry |first=Douglass |date=September 9, 2009 |title=Features - The Rise And Fall Of The Dreamcast |url=http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1 |url-status=dead |archive-url=https://web.archive.org/web/20141027132503/http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1 |archive-date=October 27, 2014 |access-date=October 29, 2014 |website=]}}</ref> | |||
Yamamoto and his group opted to use ] ] and ] graphics processors, as well as a ] ] (CPU),<ref name="RetroinspectionD"/> but was later asked to also use the SH-4 chip.<ref name="gamasutra1"/> Both processors have been described as "]" components.<ref name="RetroinspectionD"/> In 1997, 3dfx began their ], and as a result of legal obligations unveiled their contracts with Sega, including the development of the new console.<ref>{{cite web|url=http://www.sec.gov/Archives/edgar/data/1010026/0000891618-97-001792.txt |title=3Dfx's Initial Public Offering |date= |accessdate=2011-12-16|publisher=]}}</ref> Sega of Japan executives were angered by this. Eventually, the decision was made to utilize the Dural chipset, and Sega decided to cut their ties with 3dfx. According to former Sega of America vice president of communications and former NEC brand manager Charles Bellfield, presentations of games using the NEC solution showcased the performance and low cost delivered by the SH-4 and PowerVR architecture. He further stated that "Sega's relationship with NEC, a Japanese company, probably made a difference too."<ref name="gamasutra1"/> Stolar, on the other hand, "felt the US version, the 3Dfx version, should have been used. Japan wanted the Japanese version, and Japan won."<ref name="gamasutra1"/> As a result, 3dfx filed a lawsuit against both Sega and NEC claiming breach of contract, which would eventually be settled out of court.<ref name="RetroinspectionD"/> The choice to use the PowerVR architecture puzzled ] (EA), a longtime developer for Sega's consoles; EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful.<ref name="gamasutra1"/> According to Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of Sega subsidiary Cross Products), the SH-4 was chosen while it was still in development and following a lengthy deliberation process, because it was the only available processor that "could adapt to deliver the 3D geometry calculation performance necessary."<ref name="Unified"/> By February 1998, the Dural was renamed "Katana" (after the ]{{sfn|Kent|2001|page=559}}), although certain hardware specifications such as ] (RAM) were not yet finalized.<ref name="NG38">{{cite journal|title=Good-bye Dural, hello Katana|journal=]|publisher=]|date=February 1998|issue=38|page=24}}</ref> | |||
Yamamoto's group opted to use ] ] and ] graphics processors alongside a ] ] (CPU),<ref name="RetroinspectionD"/> but Sega management later asked them to also use the SH-4 chip.<ref name="gamasutra1"/> Both processors have been described as "]" components.<ref name="RetroinspectionD"/> According to Charles Bellfield, the former Sega of America vice president of communications and former NEC brand manager, presentations of games using the NEC solution showcased the performance and low cost delivered by the SH-4 and PowerVR architecture. He said that Sega's relationship with NEC, a Japanese company, likely also influenced the decision to use its hardware rather than the architecture developed in America.<ref name="gamasutra1"/> Stolar felt the US 3dfx version should have been used, but that "Japan wanted the Japanese version, and Japan won".<ref name="gamasutra1"/> As a result, 3dfx filed a lawsuit against Sega and NEC claiming breach of contract, which was settled out of court.<ref name="RetroinspectionD"/> | |||
Knowing that the Sega 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 ] working in parallel with one another,<ref name="Unified">{{cite journal|last1=Hagiwara|first1=Shiro|last2=Oliver|first2=Ian|title=Sega Dreamcast: Creating a Unified Entertainment World|journal=IEEE Micro|publisher=]|volume=19|number=6|date=November–December 1999|pages=29–35}}</ref> but the selections of hardware were more in line with what was common in ]s than video game consoles, reducing the system's cost.<ref name="RetroinspectionD"/> According to Damien McFerran, "the motherboard was a masterpiece of clean, uncluttered design and compatibility."<ref name="RetroinspectionD"/> ], chairman of Sega's parent company ], was persuaded to include a ] with every Dreamcast by the Chinese economist and future Sega.com CEO Brad Huang, despite significant opposition from Okawa's staff over the additional $15 cost per unit.{{sfn|Kent|2001|page=577}}<ref name="Superhero">{{cite web|url=http://www.businessweek.com/stories/2000-05-21/segas-superhero-vs-dot-the-big-guys|title=Sega's Superhero Vs. The Big Guys|publisher=''BusinessWeek''|date=2000-05-21|accessdate=2014-10-29}}</ref><ref>{{cite web|url=http://www.businessweek.com/2000/00_23/b3684054.htm|title=How to Jump-Start Your E-Strategy|publisher=''BusinessWeek''|date=2000-06-05|accessdate=2014-10-29|quote=In Japan, where employees are usually treated with kid gloves, Sega Enterprises Ltd. Chairman Isao Okawa shocked his staff by announcing, after months of trying to implement a new Net product strategy, that those who continued to resist it would be fired.}}</ref> To account for rapid changes in home data delivery, the Dreamcast's modem was designed to be ].<ref name="Unified"/> Sega selected the ] media format for the system.<ref name="EGM115">{{cite journal|title=Hands On: Dreamcast|author=Johnston, Chris|journal=]|publisher=EGM Media, LLC.|issue=115|pages=26–27}}</ref> The GD-ROM, which was jointly developed by Sega and ], could be mass-produced at a similar price to a normal CD-ROM,<ref name="Unified"/> thus avoiding the greater expense of ] technology.<ref name="RetroinspectionD"/><ref name="Hackers"/><ref name="IGNGreat"/> As the GD-ROM format can hold about 1 ] of data,<ref name="Unified"/><ref name="EGM115"/> ] Dreamcast games onto a 650 ] CD-ROM sometimes required the removal of certain game features, although this did not prevent copying of Dreamcast software.<ref name="Hackers">{{cite web|last=Borland|first=John|url=http://news.cnet.com/2100-1023-242686.html|title=Hackers break Dreamcast safeguards, distribute games online|publisher=CNET News|date=2000-06-30|accessdate=2014-10-28}}</ref> ] developed a custom Dreamcast version of ] with ] ] and ], making it easy to port PC games to the platform,<ref name="Unified"/> although programmers would ultimately favor Sega's development tools over those from Microsoft.<ref name="RetroinspectionD"/> The Dreamcast shared the same technology as Sega's latest arcade board.<ref name="Unified"/> | |||
The choice to use the PowerVR architecture concerned ] (EA), a longtime developer for Sega consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful.<ref name="gamasutra1" /> According to Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of the Sega subsidiary Cross Products), the SH-4 was chosen while still in development, following lengthy deliberation, as the only processor that "could adapt to deliver the 3D geometry calculation performance necessary".<ref name="Unified" /> By February 1998, Sega had renamed the project Katana, after the ],{{sfn|Kent|2001|page=559}} although certain hardware specifications such as ] (RAM) were not finalized.<ref name="NG38">{{cite magazine|title=Good-bye Dural, hello Katana|magazine=]|publisher=]|date=February 1998|issue=38|page=24}}</ref> | |||
Sega held a public competition to name its new system and considered over 5,000 different entries before choosing "Dreamcast." According to Katsutoshi Eguchi, Japanese game developer ] submitted the name and created the Dreamcast's spiral logo, but this claim has not been verified by Sega.<ref>{{cite book|last=Szczepaniak|first=John|title=The Untold History of Japanese Game Developers: Volume 1|year=2014|isbn=978-0992926007|page=35}}</ref> Because the Saturn had tarnished Sega's reputation, the company planned to remove its name from the console entirely and establish a new gaming brand similar to Sony's ], but Irimajiri's management team ultimately decided to retain Sega's logo on the Dreamcast's exterior.<ref name="RetroinspectionD"/> Sega spent ]50–80 million on hardware development, $150–200 million on software development, and $300 million on worldwide promotion—a sum which Irimajiri, a former ] executive, humorously compared to the investments required to design new automobiles.<ref name="RetroinspectionD"/><ref>{{cite web|url=http://www.ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri|title=Interview with Sega's Boss: Shoichiro Irimajiri|publisher=IGN|date=1998-08-26|accessdate=2014-10-24}}</ref> | |||
Knowing the Saturn had been set back by its high production costs and complex hardware, Sega took a different approach with the Dreamcast. Like previous Sega consoles, the Dreamcast was designed around intelligent ] working in parallel,<ref name="Unified">{{cite journal |last1=Hagiwara |first1=Shiro |last2=Oliver |first2=Ian |date=November–December 1999 |title=Sega Dreamcast: Creating a Unified Entertainment World |journal=] |volume=19 |pages=29–35 |doi=10.1109/40.809375 |number=6}}</ref> but the selections of hardware were closer to personal computers than video game consoles, reducing cost.<ref name="RetroinspectionD"/> It also enabled software development to begin before any development kits had been completed, as Sega informed developers that any game developed with a ] 200 in mind would run on the console.<ref>{{cite magazine |date=December 1997 |title=Dural Team Gets to Work |magazine=] |publisher= |issue=36 |page=22}}</ref> According to Damien McFerran, "the ] was a masterpiece of clean, uncluttered design and compatibility".<ref name="RetroinspectionD"/> | |||
The Chinese economist and future Sega.com CEO Brad Huang convinced the Sega chairman, ], to include a ] with every Dreamcast under opposition from Okawa's staff over the additional {{US$|15}} cost per unit.{{sfn|Kent|2001|page=577}}<ref name="Superhero">{{cite web |last=Burrows |first=Peter |date=May 21, 2000 |title=Sega's Superhero Vs. The Big Guys |url=http://www.businessweek.com/stories/2000-05-21/segas-superhero-vs-dot-the-big-guys |archive-url=https://archive.today/20141029005403/http://www.businessweek.com/stories/2000-05-21/segas-superhero-vs-dot-the-big-guys |url-status=dead |archive-date=October 29, 2014 |access-date=October 29, 2014 |work=] }}</ref><ref>{{cite web |last=Stepanek |first=Marcia |date=June 5, 2000 |title=How to Jump-Start Your E-Strategy |url=https://www.bloomberg.com/news/articles/2000-06-04/how-to-jump-start-your-e-strategy |url-status=live |archive-url=https://web.archive.org/web/20180728101113/https://www.bloomberg.com/news/articles/2000-06-04/how-to-jump-start-your-e-strategy |archive-date=July 28, 2018 |access-date=October 29, 2014 |work=] |quote=}}</ref> To account for rapid changes in home data delivery, Sega designed the modem to be ].<ref name="Unified"/> | |||
Sega selected the ] media format.<ref name="EGM115">{{cite magazine |author=Johnston, Chris |date=February 1999 |title=Hands On: Dreamcast |magazine=] |publisher= |issue=115 |pages=26–27}}</ref> Jointly developed by Sega and ], the GD-ROM could be mass-produced at a similar price to a normal CD-ROM,<ref name="Unified"/> avoiding the greater expense of newer ] technology.<ref name="RetroinspectionD"/><ref name="Hackers">{{cite web |last=Borland |first=John |date=June 30, 2000 |title=Hackers break Dreamcast safeguards, distribute games online |url=http://news.cnet.com/2100-1023-242686.html |url-status=live |archive-url=https://web.archive.org/web/20141029093337/http://news.cnet.com/2100-1023-242686.html |archive-date=October 29, 2014 |access-date=October 28, 2014 |website=] |publisher=}}</ref><ref name="IGNGreat"/> | |||
] | |||
] developed a custom Dreamcast version of ] with ] ] and ], making it easy to ] PC games to the platform,<ref name="Unified"/> although programmers would ultimately favor Sega's development tools over those from Microsoft.<ref name="RetroinspectionD"/> A member of the Project Katana team speaking anonymously predicted this would be the case, speculating developers would prefer the greater performance possibilities offered by the Sega OS to the more user-friendly interface of the Microsoft OS.<ref name=NG38/> In late 1997, there were reports about the rumored system, then codenamed Dural, and that it had been demonstrated to a number of game developers.<ref>{{Cite web |title=CNN - CYBERPLAY: Sega readies for battle - November 13, 1997 |url=http://edition.cnn.com/SHOWBIZ/9711/13/cyberplay.lat/ |access-date=2023-05-20 |website=edition.cnn.com |archive-date=May 20, 2023 |archive-url=https://web.archive.org/web/20230520155658/http://edition.cnn.com/SHOWBIZ/9711/13/cyberplay.lat/ |url-status=live }}</ref> | |||
The Dreamcast was finally revealed on May 21, 1998 in Tokyo.<ref>{{Cite web |title=CNN - Sega unveils new Dreamcast game console - May. 21, 1998 |url=http://edition.cnn.com/TECH/computing/9805/21/sega_dreamcast/index.html |access-date=2023-05-20 |website=edition.cnn.com |archive-date=May 20, 2023 |archive-url=https://web.archive.org/web/20230520155656/http://edition.cnn.com/TECH/computing/9805/21/sega_dreamcast/index.html |url-status=live }}</ref> 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".<ref name="RetroinspectionD"/> According to Katsutoshi Eguchi, Japanese game developer ] submitted the name and created the Dreamcast's spiral logo, but this has not been officially confirmed by Sega.<ref>{{cite book |last=Szczepaniak |first=John |title=The Untold History of Japanese Game Developers: Volume 1 |publisher=SMG Szczepaniak |year=2014 |isbn=978-0992926007 |page=35}}</ref> Former Sega executive Kunihisa Ueno confirmed in his biography that a ] 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 ] to prevent his involvement from going public.<ref>{{Cite web |last=Extension |first=Time |date=2024-01-15 |title=Who Created Dreamcast's Logo? We Spent A Year Trying To Find Out |url=https://www.timeextension.com/features/who-created-dreamcasts-logo-we-spent-a-year-trying-to-find-out |url-status=live |archive-url=https://web.archive.org/web/20240115161948/https://www.timeextension.com/features/who-created-dreamcasts-logo-we-spent-a-year-trying-to-find-out |archive-date=15 January 2024 |access-date=2024-01-17 |website=Time Extension |language=en-GB}}</ref><ref>{{Cite web |date=2015-03-09 |title=プジョーの社長、セガを語る(3) |url=https://kaisendon.seesaa.net/article/415303951.html |url-status=live |archive-url=https://web.archive.org/web/20240116001713/https://kaisendon.seesaa.net/article/415303951.html |archive-date=16 January 2024 |access-date=2024-01-17 |website=あなたの知らない方が良かった世界 |language=ja}}</ref> | |||
The Dreamcast's startup sound was composed by the Japanese musician ].<ref>{{cite web |last1=Sato |first1=Yukiyoshi Ike |last2=Kennedy |first2=Sam |date=January 6, 2000 |title=Interview with Kenji Eno |url=http://uk.gamespot.com/news/interview-with-kenji-eno-2446022 |url-status=dead |archive-url=https://web.archive.org/web/20121018192858/http://uk.gamespot.com/news/interview-with-kenji-eno-2446022 |archive-date=October 18, 2012 |access-date=March 4, 2015 |work=]}}</ref> 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 ], but Irimajiri's management team decided to retain it.<ref name="RetroinspectionD" /> Sega spent {{val|p={{US$}}|50|–|80 |u=million}} on hardware development, {{val|p=$|150|–|200 |u=million}} on software development, and {{US$|300 million}} on worldwide promotion—a sum which Irimajiri, a former ] executive, humorously likened to the investments required to design new automobiles.<ref name="RetroinspectionD" /><ref>{{cite web |date=August 26, 1998 |title=Interview with Sega's Boss: Shoichiro Irimajiri |url=https://ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri |url-status=live |archive-url=https://web.archive.org/web/20141024121907/http://www.ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri |archive-date=October 24, 2014 |access-date=October 24, 2014 |website=]}}</ref> | |||
=== Launch === | === Launch === | ||
Despite taking massive losses on the Saturn, including a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders.<ref name="RetroinspectionD"/> Sega announced that '']'', the next game starring company mascot ], would arrive in time for the Dreamcast's launch, and promoted the game with a large-scale public demonstration at the ].<ref>{{cite web|last=Obuchi|first=Yutaka|url=http://www.gamespot.com/articles/sonic-onboard-dreamcast/1100-2464382/|title=Sonic Onboard Dreamcast|publisher=GameSpot|date=1998-07-16|accessdate=2014-12-09}}</ref><ref>{{cite journal|title=International News: Sonic Rocks Tokyo|journal=Electronic Gaming Monthly|publisher=EGM Media, LLC.|volume=10|issue=112|page=50|date=November 1998|quote=''Sonic Adventure''<nowiki>'</nowiki>s Tokyo premiere was a grand event–three stadium-packed showings, a demonstration of the game and more ... Afterward, ] led the crowd in a Sonic chant, which will be used in the game.}}</ref> However, Sega could not achieve its shipping goals for the Dreamcast's Japanese launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process.<ref name="RetroinspectionD"/><ref name="G4 GM">{{cite episode| title = Sega Dreamcast| url = http://www.g4tv.com/gamemakers/episodes/1259/Sega_Dreamcast.html| series= Game Makers| serieslink = Game Makers| network= ]| city= Los Angeles| airdate= 2008-08-20| number= 302}}</ref> 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 JP¥29,000, and the entire stock sold out by the end of the day. However, of the four games available at launch, only one—a port of '']'', the most successful arcade game Sega ever released in Japan—sold well.{{sfn|Kent|2001|page=563}} Sega estimated that an additional 200,000-300,000 Dreamcast units could have been sold with sufficient supply.{{sfn|Kent|2001|page=563}} Key Dreamcast software titles ''Sonic Adventure'' and '']'', which had been delayed,<ref name="RetroinspectionD"/> arrived within the following weeks, but sales continued to be slower than expected.{{sfn|Kent|2001|page=563-564}} Irimajiri hoped to sell over 1 million Dreamcast units in Japan by February 1999, but less than 900,000 were sold, undermining Sega's attempts to build up a sufficient installed base to ensure the Dreamcast's survival after the arrival of competition from other manufacturers.{{sfn|Kent|2001|page=564}} There were reports of disappointed Japanese consumers returning their Dreamcasts and using the refund to purchase additional PlayStation software.<ref name="Toy Story and Japanese launch blues"/> '']'', released in July 1999, was considered the Dreamcast's first major hit in Japan.<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|page=577}}<ref>{{cite web|last=Langan|first=Matthew|url=http://www.ign.com/articles/1999/07/27/famitsu-weekly-reviews-latest-dreamcast-games|title=''Famitsu Weekly'' Reviews Latest Dreamcast Games|publisher=IGN|date=1999-07-26|accessdate=2014-10-30}}</ref> Prior to the Western launch, Sega reduced the price of the Dreamcast to JP¥19,900, effectively making the hardware unprofitable but increasing sales. The price reduction and release of ]'s '']'' helped Sega to gain 17 percent on its shares.<ref name="RetroinspectionD"/> | |||
==== Japan ==== | |||
{{Quote box | |||
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.<ref name="RetroinspectionD"/> However, Sega could not achieve its shipping goals for the Japanese Dreamcast launch due to a shortage of ] chipsets caused by a high failure rate in the manufacturing process.<ref name="RetroinspectionD"/><ref name="G4 GM">{{cite episode |title=Sega Dreamcast |url=http://www.g4tv.com/gamemakers/episodes/1259/Sega_Dreamcast.html |series=Game Makers |series-link=Game Makers |network=G4 |location=Los Angeles |airdate=August 20, 2008 |number=302 |url-status=dead |archive-url=https://web.archive.org/web/20081121040744/http://www.g4tv.com/gamemakers/episodes/1259/Sega_Dreamcast.html |archive-date=November 21, 2008}}</ref> 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 {{JPY|link=yes|29000}}, and the stock sold out by the end of the day. However, of the four games available at launch, only one—a port of '']'', the most successful arcade game Sega ever released in Japan—sold well.{{sfn|Kent|2001|page=563}} Sega estimated that an additional {{val|200000|–|300000|fmt=commas}} Dreamcast units could have been sold with sufficient supply.{{sfn|Kent|2001|page=563}} | |||
|quote = "Let's take the conservative estimate of 250,000 Dreamcast units at presage—that's a quarter of a million units at $200. We'll have a ratio of 1.5 or two games for every Dreamcast unit sold. That's half a million units of software. We think we'll be .5 to one on ]s and peripheral items such as extra controllers and what have you. This could be a $60 to $80 million 24-hour period. What has ever sold $60 to $80 million in the first 24 hours?"|source = —Peter Moore, speaking to ''Electronic Gaming Monthly'' about the upcoming launch of the Dreamcast.<ref name="EGM122">{{cite journal|title=Dreamcast: It's here...|journal=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=122|date=September 1999|page=168}}</ref>|width = 30em}} | |||
Working closely with ] (which developed four launch titles for the system) and taking advantage of the ten months following the Dreamcast's release in Japan, Sega of America worked to ensure a more successful U.S. launch with a minimum of 15 launch games.{{sfn|Kent|2001|pages=564-565}} Despite lingering bitterness over the Saturn's early release, Stolar successfully managed to repair relations with major US retailers, with whom Sega presold 300,000 Dreamcast units.<ref name="gamasutra1" /> In addition, a pre-launch promotion enabled consumers to rent the system from Hollywood Video in the months preceding its September launch.<ref name="Dreamcast memorial">{{cite web|last=Parish|first=Jeremy|title=9.9.99, A Dreamcast Memorial|url=http://www.1up.com/features/9999-dreamcast-memorial|publisher=1UP.com|date=September 3, 2009|accessdate=January 31, 2014|archiveurl=http://web.archive.org/web/20140202182808/http://www.1up.com/features/9999-dreamcast-memorial|archivedate=February 2, 2014}}</ref> Sega of America's senior vice president of marketing{{sfn|Kent|2001|page=565}} ], a fan of the attitude previously associated with Sega's brand, worked with ] and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power.<ref name="gamasutra1"/><ref name="Dreamcast memorial"/><ref>{{cite web|url=http://www.ign.com/articles/1998/08/27/dreamcast-the-european-view|title=Dreamcast: The European View|publisher=IGN|date=1998-08-26|accessdate=2014-12-05}}</ref> 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."<ref name="gamasutra1"/> On August 11, it was reported that Stolar had been fired, leaving Moore to direct the launch.{{sfn|Kent|2001|pages=564-565}}<ref name="Timeline">{{cite journal|title=Dreamcast: In the USA|journal=Next Generation|volume=2|issue=9|date=September 2000|pages=6–9}}</ref><ref>{{cite journal|title=News Bytes|journal=Next Generation (Lifecycle 2)|volume=1|issue=3|date=November 1999|page=14|quote=More than one Sega employee was witnessed during the festivities raising a glass and toasting ousted COO Bernie Stolar. "This was his launch," they would say; one or two was seen crying.}} cf. {{cite web|last=Kennedy|first=Sam|url=http://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|title=A Post-Bernie Sega Speaks|publisher=GameSpot|date=1999-08-12|accessdate=2014-12-09}}</ref> | |||
Sega had announced that '']'', the next game starring its mascot, ], would launch with the Dreamcast and promoted it with a large-scale public demonstration at the ],<ref>{{cite web |last=Obuchi |first=Yutaka |date=July 16, 1998 |title=Sonic Onboard Dreamcast |url=http://www.gamespot.com/articles/sonic-onboard-dreamcast/1100-2464382/ |url-status=live |archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/sonic-onboard-dreamcast/1100-2464382/ |archive-date=July 5, 2017 |access-date=December 9, 2014 |website=]}}</ref><ref>{{cite magazine |date=November 1998 |title=International News: Sonic Rocks Tokyo |magazine=] |publisher= |volume=10 |issue=112 |page=50 |quote=}}</ref><ref>{{cite magazine |date=October 1998 |title=News: Sonic's Back! |magazine=] |volume=4 |issue=36 |pages=6–8 |quote=}}</ref> but it and '']'' were delayed.<ref name="RetroinspectionD" /> They arrived within the following weeks, but sales continued to be slower than expected.{{sfn|Kent|2001|page=563-564}} Irimajiri hoped to sell over one million Dreamcast units in Japan by February 1999, but sold fewer than 900,000, undermining Sega's attempts to build an ] sufficient to protect the Dreamcast after the arrival of competition from other manufacturers.{{sfn|Kent|2001|page=564}} There were reports of disappointed Japanese consumers returning their Dreamcasts and using the refund to purchase additional PlayStation software.<ref name="Toy Story and Japanese launch blues">{{cite magazine |last1=Croal |first1=N'Gai |last2=Totilo |first2=Stephen |date=September 6, 1999 |title=Who's Got Game? Beleaguered Sega Hopes to Get Back on Top in the Video Game Wars with Dreamcast, the First of a New Generation of Superfast, Supercool Fun Machines |volume=134 |issue=10 |pages=58–60 |magazine=] |id={{ProQuest|214302223}}}}</ref> '']'', released in July 1999, became the Dreamcast's first major hit in Japan.<ref name="IGN History of Dreamcast" />{{sfn|Kent|2001|page=577}}<ref>{{cite web |last=Langan |first=Matthew |date=July 26, 1999 |title=''Famitsu Weekly'' Reviews Latest Dreamcast Games |url=https://ign.com/articles/1999/07/27/famitsu-weekly-reviews-latest-dreamcast-games |url-status=live |archive-url=https://web.archive.org/web/20141030102441/http://www.ign.com/articles/1999/07/27/famitsu-weekly-reviews-latest-dreamcast-games |archive-date=October 30, 2014 |access-date=October 30, 2014 |website=]}}</ref> Prior to the Western launch, Sega reduced the price of the Dreamcast to {{JPY|19900}}, effectively making it unprofitable but increasing sales. The reduction and the release of ]'s '']'' helped Sega gain 17 percent on its shares.<ref name="RetroinspectionD" /> | |||
Prior to the Dreamcast's release, Sega was dealt a blow when EA—the largest third-party video game publisher—announced it would not develop games for the system. EA executive ] claimed " couldn't afford to give us the same kind of license that EA has had over the last five years", but Stolar recounted that EA president Larry Probst wanted "exclusive rights to be the only sports brand on Dreamcast", which Stolar could not accept due to Sega's recent $10 million purchase of ] developer ].<ref name="IGN's History of Sega"/><ref name="gamasutra1"/> While the Dreamcast would have none of EA's popular sports games, "Sega Sports" titles developed mainly by Visual Concepts{{sfn|Kent|2001|page=581}} helped to fill that void.<ref name="gamasutra1"/> | |||
==== North America ==== | |||
The Dreamcast launched in North America on September 9, 1999 at a price of $199—which Sega's marketing dubbed "9/9/99 for $199".<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|page=564}}<ref name="Dreamcast memorial"/> 18 launch titles were available for the Dreamcast in the U.S.<ref name="Dreamcast memorial"/><ref>{{cite web|last=Gantayat|first=Anoop|url=http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide|title=IGN Classics: Dreamcast Launch Guide|date=2008-09-09|accessdate=2014-10-29}}</ref><ref>{{cite web|last=Kato|first=Matthew|url=http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4|title=Which Game Console Had The Best Launch Lineup?|publisher='']''|page=4|date=2013-10-30|accessdate=2014-11-05}}</ref> Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning the company $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history".<ref name="gamasutra1"/> Within two weeks, U.S. Dreamcast sales exceeded 500,000.<ref name="gamasutra1"/> By Christmas, Sega held 31 percent of the North American video game marketshare.<ref name="businessweek.com">{{cite web|url=http://www.businessweek.com/2000/00_51/b3712200.htm|title=Sega vs. Sony: Pow! Biff! Whack!|publisher=BusinessWeek|author=Edwards, Cliff|date=December 18, 2000}}</ref> Significant launch titles included ''Soul Calibur'', an arcade fighting game that was graphically enhanced for the system and went on to sell one million units, and Visual Concepts' high-quality football simulation '']''.<ref name="gamasutra1"/>{{sfn|Kent|2001|page=565}} On November 4, Sega announced they had sold over one million units.<ref name="BBC"/> Nevertheless, the launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs.<ref>{{cite web|url=http://www.gamespot.com/articles/defective-dreamcast-gd-roms/1100-2460952/|title=Defective Dreamcast GD-ROMs|publisher=GameSpot|date=1999-09-10|accessdate=2014-12-09}}</ref> | |||
Before the Dreamcast's release, Sega was dealt a blow when ], the largest third-party video game publisher at the time, announced it would not develop games for it. EA's chief creative officer ] said that Sega had "flip-flopped" on the hardware configuration, that EA developers did not want to work on it, and that Sega "was not acting like a competent hardware company". Gordon also said that Sega could not afford to give them the "kind of license that EA has had over the last five years".<ref name="gamasutra1" /> According to Stolar, president of EA at the time, Larry Probst, wanted exclusive rights as the only sports brand on Dreamcast, which Stolar could not accept due to Sega's recent {{US$|10 million}} purchase of the ] developer ]. While EA's '']'' series had established brand power, Stolar regarded Visual Concepts' '']'' as superior and would provide "a breakthrough experience" to launch the Dreamcast.<ref name="IGN's History of Sega" /><ref name="gamasutra1" /> While the Dreamcast would have none of EA's popular sports games, "Sega Sports" games developed mainly by Visual Concepts{{sfn|Kent|2001|page=581}} helped to fill that void.<ref name="gamasutra1" /> | |||
{{Quote box | |||
Sega released the Dreamcast in Europe on October 14, 1999,<ref name="BBC"/> at a price of ]200.<ref name="RetroinspectionD"/> By November 24, 400,000 consoles had been sold in Europe.<ref name="BBC">{{cite news |title=Dreamcast beats PlayStation record |publisher=BBC News|url=http://news.bbc.co.uk/2/hi/business/534957.stm|date=1999-11-24|accessdate=2014-10-29 | date=1999-11-24}}</ref> By Christmas of 1999, Sega of Europe reported selling 500,000 units, placing them six months ahead of schedule.<ref name="RetroinspectionD"/> Sales did not continue at this pace, and by October 2000, Sega had sold only about 1 million units in Europe.<ref name="Dreamarena">{{cite web|url=http://www.eurogamer.net/articles/article_29487|title=Dreamcast - thanks a million|author=Gestalt|date=October 17, 2000|accessdate=October 16, 2014|publisher=Eurogamer|quote=As Sega themselves point out, although Sony are shipping as many consoles in two months as Sega have in an entire year, this is still likely to leave retailers in short supply and unable to meet the massive demand for the Playstation 2.}}</ref> As part of Sega's promotions of the Dreamcast in ], the company sponsored four European ] clubs: ] (England),<ref>{{cite news |title=Sonic signs for Gunners |date=1999-04-22 |publisher=BBC News |url=http://news.bbc.co.uk/1/hi/sport/football/326010.stm |accessdate=2007-07-19 }}</ref> ] (France),<ref>{{cite web |title=SEGA EUROPE strikes third major European sponsorship deal with A.S. SAINT-ETIENNE |date=1999-06-15 |publisher=PRnewswire.co.uk |url=http://www.prnewswire.co.uk/cgi/news/release?id=50451 |accessdate=2007-07-19 }}</ref> ] (Italy),<ref>{{cite web |title=SEGA EUROPE strikes sponsorship deal with U.C. SAMPDORIA |date=1999-06-11 |publisher=PRnewswire.co.uk |url=http://www.prnewswire.co.uk/cgi/news/release?id=31106 |accessdate=2007-07-19 }}</ref> and ] (Spain).<ref>{{cite web |title=SEGA announce new price for Dreamcast |date=2000-09-01 |publisher=SEGA |url=http://www.sega.co.jp/corp/release/2000/0901_4/ |accessdate=July 19, 2007|archiveurl=http://web.archive.org/web/20120819220634/http://www.sega.co.jp/corp/release/2000/0901_4/|archivedate=August 19, 2008}}</ref> | |||
| quote = Let's take the conservative estimate of 250,000 Dreamcast units at presage—that's a quarter of a million units at {{US$|long=no|200}}. We'll have a ratio of 1.5 or two games for every Dreamcast unit sold. That's half a million units of software. We think we'll be .5 to one on ]s and peripheral items such as extra controllers and what have you. This could be a {{val|p=$|60 |to| 80 |u=million}} 24-hour period. What has ever sold {{val|p=$|60 |to| 80 |u=million}} in the first 24 hours? | |||
| source = —Peter Moore, speaking to ''Electronic Gaming Monthly'' about the upcoming launch of the Dreamcast.<ref name="EGM122">{{cite magazine|title=Dreamcast: It's here...|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=122|date=September 1999|page=168}}</ref> | |||
| width = 30em | |||
}} | |||
Working closely with ] (which developed four North American launch games for the system) and taking advantage of the ten months following the Dreamcast's release in Japan, Sega of America worked to ensure a more successful US launch with a minimum of 15 launch games.{{sfn|Kent|2001|pages=564–565}} With lingering bitterness over the Saturn's early release, Stolar repaired relations with major US retailers, with whom Sega presold 300,000 Dreamcast units.<ref name="gamasutra1" /> In addition, a pre-launch promotion enabled consumers to rent Dreamcasts from ] starting on July 14.<ref>{{cite news |last1=Graser |first1=Marc |title=H'wood Video plays Dreamcast vidgame |url=https://variety.com/1999/biz/news/h-wood-video-plays-dreamcast-vidgame-1117503595/ |access-date=April 8, 2024 |work=] |date=June 30, 1999 |archive-date=April 9, 2024 |archive-url=https://web.archive.org/web/20240409050951/https://variety.com/1999/biz/news/h-wood-video-plays-dreamcast-vidgame-1117503595/ |url-status=live }}</ref> Sega of America's senior vice president of marketing ],{{sfn|Kent|2001|page=565}} a fan of the attitude previously associated with Sega's brand, worked with ] and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power.<ref name="gamasutra1"/><ref name="Dreamcast memorial">{{cite web |last=Parish |first=Jeremy |date=September 3, 2009 |title=9.9.99, A Dreamcast Memorial |url=http://www.1up.com/features/9999-dreamcast-memorial |url-status=dead |archive-url=https://archive.today/20140201012313/http://www.1up.com/features/9999-dreamcast-memorial |archive-date=February 1, 2014 |access-date=December 10, 2016 |website=]}}</ref><ref>{{cite web |date=August 26, 1998 |title=Dreamcast: The European View |url=https://ign.com/articles/1998/08/27/dreamcast-the-european-view |url-status=live |archive-url=https://web.archive.org/web/20141208064810/http://www.ign.com/articles/1998/08/27/dreamcast-the-european-view |archive-date=December 8, 2014 |access-date=December 5, 2014 |website=]}}</ref> According to Moore: "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke{{sic}} all the things we loved about Sega, primarily from the Genesis days."<ref name="gamasutra1"/> On August 11, Sega of America confirmed that Stolar had been fired, leaving Moore to direct the launch.{{sfn|Kent|2001|pages=564–565}}<ref>{{cite web |last=Kennedy |first=Sam |date=August 12, 1999 |title=A Post-Bernie Sega Speaks |url=http://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/ |url-status=live |archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/ |archive-date=July 5, 2017 |access-date=December 17, 2014 |website=]}}</ref> | |||
The Dreamcast launched in North America on September 9, 1999, at a price of {{US$|long=no|199}}, which Sega's marketing dubbed "9/9/99 for {{US$|long=no|199}}".<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|page=564}}<ref name="Dreamcast memorial"/> Eighteen launch games were available in the US<ref name="Dreamcast memorial"/><ref>{{cite web |last=Gantayat |first=Anoop |date=September 9, 2008 |title=IGN Classics: Dreamcast Launch Guide |url=https://ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide |url-status=live |archive-url=https://web.archive.org/web/20141030003140/http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide |archive-date=October 30, 2014 |access-date=October 29, 2014 |website=]}}</ref><ref>{{cite magazine|last=Kato |first=Matthew |url=http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4 |title=Which Game Console Had The Best Launch Lineup? |magazine=] |page=4 |date=October 30, 2013 |access-date=November 5, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141230142031/http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4 |archive-date=December 30, 2014}}</ref> Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning {{US$|long=no|98.4 million}} in what Moore called "the biggest 24 hours in entertainment retail history".<ref name="gamasutra1"/> Within two weeks, US Dreamcast sales exceeded 500,000.<ref name="gamasutra1"/> By Christmas, Sega held 31 percent of the North American video game market share.<ref name="businessweek.com">{{cite magazine |author=Edwards, Cliff |date=December 18, 2000 |title=Sega vs. Sony: Pow! Biff! Whack! |url=http://www.businessweek.com/2000/00_51/b3712200.htm |url-status=dead |magazine=] |archive-url=https://web.archive.org/web/20131203025342/http://www.businessweek.com/2000/00_51/b3712200.htm |archive-date=December 3, 2013}}</ref> Significant launch games included '']'', the arcade ] '']'', and ]' football simulation '']''.<ref name="gamasutra1"/>{{sfn|Kent|2001|page=565}} On November 4, Sega announced it had sold over one million Dreamcast units.<ref name="BBC"/> The launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs.<ref>{{cite web |date=September 10, 1999 |title=Defective Dreamcast GD-ROMs |url=http://www.gamespot.com/articles/defective-dreamcast-gd-roms/1100-2460952/ |url-status=live |archive-url=https://web.archive.org/web/20150401191004/http://www.gamespot.com/articles/defective-dreamcast-gd-roms/1100-2460952/ |archive-date=April 1, 2015 |access-date=December 9, 2014 |website=]}}</ref> | |||
=== Competition === | |||
] provided stiff competition to the Dreamcast.]] | |||
Though the launch of the Dreamcast had been quite successful, Sony still held 60 percent of the overall video game market share with the PlayStation at the end of 1999.<ref name="BBC"/> On March 2, 1999, in what one report called a "highly publicized, ]-like announcement"<ref>{{cite web|last=Croal|first=N'Gail|url=https://www.questia.com/read/1G1-59651752/the-art-of-the-game-the-power-of-the-playstation|title=The Art of the Game: The Power of the PlayStation Is Challenging Designers to Match Its Capabilities-And Forcing Sony's Competitors to Rethink Their Strategies|publisher=''Newsweek''|date=2000-03-06|accessdate=2014-10-30}}</ref> Sony revealed the first details of its "next generation PlayStation", which ] claimed would allow video games to convey unprecedented emotions. The center of Sony's marketing plan and the upcoming PlayStation 2 itself was a new CPU (] at 294 MHz<ref name="Innovation and competition"/>) jointly developed by Sony and ]—the "]"—which Kutaragi announced would feature a graphics processor with 1,000 times more bandwidth than contemporary PC graphics processors and a floating-point calculation performance of 6.2 ] per second, rivaling most supercomputers.{{sfn|Kent|2001|pages=560-561}}<ref>{{cite web|last=Parkin|first=Simon|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/|title=A history of videogame hardware: Sony PlayStation 2|publisher=''Edge''|date=2014-06-25|accessdate=2014-11-14}}</ref> Sony, which invested $1.2 billion in two ] ]s to manufacture the PlayStation 2's "Emotion Engine" and "Graphics Synthesizer", designed the machine to push more raw polygons than any video game console in history.<ref name="Gamecube or PS2?"/><ref name="ATIP">{{cite document|title=Sony Playstation 2 and HPC|publisher=Asian Technology Information Program|date=1999-12-31|pages=4-5}}</ref><ref name="Emotionally charged">{{cite journal|last=Diefendorff|first=Keith|authorlink=Keith Diefendorff|title=Sony's Emotionally Charged Chip|journal=]|volume=13|number=5|date=April 19, 1999|pages=1, 6–7}}</ref> Sony claimed the PlayStation 2 could render 75 million raw polygons per second with absolutely no effects, and 38 million without accounting for features such as ], ], or ].<ref name="Gamecube or PS2?">{{cite web|last=Casamassina|first=Matt|url=http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2|title=Gamecube Versus PlayStation 2|publisher=IGN|date=2000-11-03|accessdate=2014-11-14|quote=''']:''' If the PlayStation 2 is going to sell as many hardware units as the PlayStation 1 sold, then I don't care if I have to pierce my nails with pins to get it to work, I'm going to do it because that's where the money is.}}</ref><ref name="ATIP"/><ref name="Emotionally charged"/> Even with such effects, Sony estimated the PlayStation 2 could render 16 million polygons per second (compared to the Dreamcast's 3 million), whereas independent estimates ranged from 3 million to 20 million.<ref name="Gamecube or PS2?"/>{{sfn|Kent|2001|page=560}} The system would also utilize the ] format, which could hold substantially more data than the Dreamcast's GD-ROM format.{{sfn|Kent|2001|page=561}} Because it could connect to the Internet while playing movies, music, and video games, Sony hyped PlayStation 2 as the future of home entertainment.{{sfn|Kent|2001|page=562, 580}}<ref>{{cite web|url=http://www.edge-online.com/features/30-defining-moments-gaming/3/|title=The 30 Defining Moments in Gaming|page=3|publisher=''Edge''|date=2007-08-14|accessdate=2014-11-14|quote=The Sega Dreamcast was the first home console that could go online out of the box, and the first to offer pay-to-play online games. These features clearly affected Sega's primary rival, Sony, who promised many online features for the upcoming PlayStation 2 in press reports from 1999. Once Sega abandoned the Dreamcast, Sony quietly dropped its plans for online gaming and movie distribution, and settled for a much less ambitious patchwork strategy.}}</ref> Rumors spread that the PlayStation 2 was a supercomputer capable of guiding missiles and displaying '']''-quality graphics, while Kutaragi boasted its online capabilities would give consumers the ability to "jack into '']''!"<ref name="Toy Story and Japanese launch blues">{{cite web|url=https://www.questia.com/read/1G1-55625096/who-s-got-game-beleaguered-sega-hopes-to-get-back|title=Who's Got Game? Beleaguered Sega Hopes to Get Back on Top in the Video Game Wars with Dreamcast, the First of a New Generation of Superfast, Supercool Fun Machines|publisher=''Newsweek''|date=1999-09-06|accessdate=2014-10-30}}</ref>{{sfn|Kent|2001|page=571}}<ref>{{cite web|url=https://www.questia.com/read/1G1-59651751/here-comes-playstation-2-more-than-just-a-superpowerful|title=Here Comes PlayStation 2: More Than Just a Superpowerful Game Console, Sony's New Black Beauty Aims to Turn the Company into an Internet Giant|publisher=''Newsweek'' |date=2000-03-06|accessdate=2014-10-30}} cf. {{cite web|last=Grift|first=Kris|url=http://www.edge-online.com/features/how-consoles-die/4/|title=How Consoles Die|page=4|publisher=''Edge''|date=2008-09-17|accessdate=2014-11-14|quote=The Sony hype machine didn't help Dreamcast's prospects either, as execs promised PS2 graphics on par with the CG movie ''Toy Story''.}} cf. {{cite web|last=Smith|first=Tony|url=http://www.theregister.co.uk/2000/12/19/iraq_buys_4000_playstation_2s/|title=Iraq buys 4000 PlayStation 2s in world conquest bid|publisher='']''|date=2000-12-19|accessdate=2014-11-14}}</ref> In addition, Sony emphasized that the PlayStation 2 would be backwards compatible with hundreds of popular PlayStation games.<ref name="Finn"/>{{sfn|Kent|2001|page=561}} Sony's specifications appeared to render the Dreamcast obsolete months before its U.S. launch, although reports later emerged that the PlayStation 2 was not as powerful as expected and distinctly difficult to program games for.<ref name="Innovation and competition"/><ref name="Gamecube or PS2?"/>{{sfn|Kent|2001|pages=561, 568–569}} The same year, Nintendo announced that its next generation console would meet or exceed anything on the market, and Microsoft began development of its own console.{{sfn|Kent|2001|pages=563, 574}}{{sfn|DeMaria|Wilson|2004|page=313}}<ref>{{cite web|last=Parkin|first=Simon|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/|title=A history of videogame hardware: Xbox|publisher=''Edge''|date=2014-06-27|accessdate=2014-11-14|quote=In the run-up to the launch of Sony's PlayStation 2, a number of Microsoft engineers became concerned at the Japanese company's claims that their new console was set to wipe the PC from the home.}}</ref> | |||
==== Europe ==== | |||
Sega's initial momentum proved fleeting, as U.S. Dreamcast sales—which exceeded 1.5 million by the end of 1999<ref>{{cite web|last=Davis|first=Jim|url=http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html|title=Sega's sales fly despite business woes|publisher=CNET News|date=2001-01-11|accessdate=2014-10-30}}</ref>—began to decline as early as January 2000.{{sfn|Kent|2001|page=566}} 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 similar loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss.<ref name="2000 report">{{cite web|url=http://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf|title=Sega Corporation Annual Report 2000|publisher=Sega Corporation|pages=10–12, 18|accessdate=2014-12-09}}</ref><ref>{{cite news|url=http://news.bbc.co.uk/2/hi/business/659554.stm|title=Sega warns of losses|date=February 28, 2000|work=]|accessdate=November 10, 2013}}</ref> Although Sega's overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded the company's expectations, this increase in sales coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan.<ref name="2000 report"/> At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting the company to close 246 locations.<ref name="2000 report"/>{{sfn|Kent|2001|page=582}} Knowing that "they have to fish were the fish are biting", Sega of America president Peter Moore (who assumed his position after Stolar had been fired) and Sega of Japan's developers focused on the U.S. market to prepare for the upcoming launch of the PS2.{{sfn|Kent|2001|pages=578-579}} To that end, Sega of America launched its own Internet service provider, Sega.com, led by CEO Brad Huang.<ref name="Superhero"/>{{sfn|Kent|2001|page=571}}<ref name="SegaNet launch"/> On September 7, 2000 Sega.com launched ], the Dreamcast's ] service, at a subscription price of $21.95 per month.<ref name="SegaNet launch">{{cite web|last=Satterfield|first=Shane|url=http://www.gamespot.com/articles/seganet-launches/1100-2625699/|title=SegaNet Launches|publisher=GameSpot|date=2000-09-07|accessdate=2014-10-30}}</ref>{{sfn|Kent|2001|page=579}} Although Sega had previously released only one Dreamcast title in the U.S. that featured online multiplayer ('']'', a ] developed by Sonic Team{{sfn|Kent|2001|page=579}}), the launch of SegaNet (which allowed users to chat, send email, and surf the web) combined with '']'' (a football game including a robust online component) was intended to increase demand for the Dreamcast in the U.S. market.<ref name="SegaNet launch"/>{{sfn|Kent|2001|pages=578-579, 581}} The service would later support games including '']'', '']'', '']'', and '']''.<ref name="gamasutra1"/> The September 7th launch coincided with a new advertising campaign to promote SegaNet, including via the ] of the same day, which Sega sponsored for the second consecutive year.{{sfn|Kent|2001|page=579}}<ref>{{cite web|url=http://www.thefreelibrary.com/Sega.com+Launches+the+World's+First+Online+Console+Gaming+Network%2c...-a065062861|title=Sega.com Launches the World's First Online Console Gaming Network, SegaNet|publisher=''BusinessWire''|date=2000-09-07|accessdate=2014-12-03}}</ref> Sega employed aggressive pricing strategies with relation to online gaming. In Japan, every Dreamcast sold included a free year of Internet access, which Okawa personally paid for.<ref name="Okawa PSO">{{cite web|url=http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/|title=Behind The Scenes: Phantasy Star Online|publisher='']''|accessdate=2014-10-24}}</ref> 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.<ref>{{cite web|last=Thurrot|first=Paul|url=http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming|title=Sega unveils plans for free Dreamcast, online gaming|publisher=''Windows IT Pro''|date=2000-04-04|accessdate=2014-10-30}}</ref><ref>{{cite web|url=http://www.thefreelibrary.com/Sega+Announces+Formation+of+New+Company%2c+Sega.com%2c+Inc.%3b+Offers...-a061234970|title=Sega Announces Formation of New Company, Sega.com, Inc.; Offers Rebate On Sega Dreamcast Hardware for SegaNet ISP Subscribers|publisher=''BusinessWire''|date=2000-04-04|accessdate=2014-12-03}}</ref> To increase SegaNet's appeal in the U.S., Sega dropped the price of the Dreamcast to $149 (compared to the PS2's U.S. launch price of $299) and offered a rebate for the full $149 price of a Dreamcast (and a free Dreamcast keyboard) with every 18-month SegaNet subscription.<ref name="RetroinspectionD"/><ref name="SegaNet launch"/>{{sfn|Kent|2001|page=579}} | |||
Sega released the Dreamcast in Europe on October 14, 1999,<ref name="BBC"/> at a price of £200.<ref name="RetroinspectionD"/> By November 24, 400,000 consoles had been sold in Europe.<ref name="BBC">{{cite news |date=November 24, 1999 |title=Dreamcast beats PlayStation record |work=] |url=http://news.bbc.co.uk/2/hi/business/534957.stm |url-status=live |access-date=October 29, 2014 |archive-url=https://web.archive.org/web/20131016054015/http://news.bbc.co.uk/2/hi/business/534957.stm |archive-date=October 16, 2013}}</ref> By Christmas of 1999, Sega of Europe had sold 500,000 units, six months ahead of schedule.<ref name="RetroinspectionD"/> The price was dropped to £149.99 from September 8, 2000, with sales at around 800,000 in Europe at this point.<ref name=":3" /> Announcing the drop, Jean-François Cecillon, CEO of Sega Europe, commented: "There are 'X' amount of core gamers in Europe; the early adopters. We have reached 80 or 90 per cent of them now and the market is screaming for a price reduction. We have to acknowledge these things and go with the market".<ref>{{Cite magazine |date=September 7, 2000 |title=The price is right! Dreamcast now officially available for less than £150 |magazine=] |publisher=] |issue=12 |pages=25}}</ref> Sales did not continue at this pace, and by October 2000, Sega had sold only about one million units in Europe.<ref name="Dreamarena">{{cite web |author=Gestalt |date=October 17, 2000 |title=Dreamcast - thanks a million |url=http://www.eurogamer.net/articles/article_29487 |url-status=live |archive-url=https://web.archive.org/web/20141022142729/http://www.eurogamer.net/articles/article_29487 |archive-date=October 22, 2014 |access-date=October 16, 2014 |website=] |quote=}}</ref> As part of Sega's promotions of the Dreamcast in Europe, it sponsored four European ] clubs: ] (England),<ref>{{cite news |date=April 22, 1999 |title=Sonic signs for Gunners |work=] |url=http://news.bbc.co.uk/1/hi/sport/football/326010.stm |access-date=July 19, 2007 |archive-date=September 11, 2019 |archive-url=https://web.archive.org/web/20190911091622/http://news.bbc.co.uk/2/hi/sport/football/326010.stm |url-status=live }}</ref> ] (France),<ref>{{cite web |date=June 15, 1999 |title=SEGA EUROPE strikes third major European sponsorship deal with A.S. SAINT-ETIENNE |url=http://www.prnewswire.co.uk/cgi/news/release?id=50451 |url-status=live |archive-url=https://web.archive.org/web/20110608192940/http://www.prnewswire.co.uk/cgi/news/release?id=50451 |archive-date=June 8, 2011 |access-date=July 19, 2007 |website=PRnewswire.co.uk |publisher=}}</ref> ] (Italy),<ref>{{cite web |date=June 11, 1999 |title=SEGA EUROPE strikes sponsorship deal with U.C. SAMPDORIA |url=http://www.prnewswire.co.uk/cgi/news/release?id=31106 |url-status=live |archive-url=https://web.archive.org/web/20110608192952/http://www.prnewswire.co.uk/cgi/news/release?id=31106 |archive-date=June 8, 2011 |access-date=July 19, 2007 |website=PRnewswire.co.uk |publisher=}}</ref> and ] (Spain).<ref name=":3">{{cite web |date=September 1, 2000 |title=SEGA announce new price for Dreamcast |url=http://www.sega.co.jp/corp/release/2000/0901_4/ |archive-url=https://web.archive.org/web/20120819220634/http://www.sega.co.jp/corp/release/2000/0901_4/ |archive-date=August 19, 2012 |access-date=July 19, 2007 |publisher=]}}</ref> | |||
==== Australia and New Zealand ==== | |||
{{Quote box | |||
Through the regional distributor ], the Dreamcast went on sale in Australia and New Zealand on November 30, 1999, at a price of {{A$|499|link=yes}}.<ref name="Telstra-SMH">{{cite news |last1=Crawford |first1=Kate |title=Sega's dream cast for Telstra |url=https://www.newspapers.com/newspage/119733986/ |access-date=June 14, 2021 |work=] |date=November 2, 1999 |page=31 |via=] |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624195158/https://www.newspapers.com/newspage/119733986/ |url-status=live }}</ref> 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.<ref>{{cite news |last=Langan |first=Matthew |date=August 2, 1999 |title=Dreamcast Delays Down Under |language=en |work=] |url=https://www.ign.com/articles/1999/08/03/dreamcast-delays-down-under |access-date=June 15, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624200239/https://www.ign.com/articles/1999/08/03/dreamcast-delays-down-under |url-status=live }}</ref><ref>{{cite news |last1=Norsa |first1=Gerard |date=August 25, 1999 |title=Dreamcast labelled as no new games wizard |work=] |publisher= |url=https://www.arnnet.com.au/article/47613/dreamcast_labelled_no_new_games_wizard/ |access-date=June 15, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624195153/https://www.arnnet.com.au/article/47613/dreamcast_labelled_no_new_games_wizard/ |url-status=live }}</ref>{{efn|Representatives from Ozisoft had different answers for the delay from October 25; one responded to '']'' stating that they were awaiting approval from ] for both the console and the Internet access disc.<ref>{{cite news |last=Langan |first=Matthew |title=More On The Dreamcast Delay In Australia And New Zealand |url=https://www.ign.com/articles/1999/10/23/more-on-the-dreamcast-delay-in-australia-and-new-zealand |access-date=June 15, 2021 |work=IGN |date=October 22, 1999 |language=en |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624201038/https://www.ign.com/articles/1999/10/23/more-on-the-dreamcast-delay-in-australia-and-new-zealand |url-status=live }}</ref> Another said, via ''ARN'', that the delay was caused by high demand for international shipping along with chip manufacturing problems resulting from the ]; he also noted that Sega reallocated 50,000 Dreamcast units meant for the November 30 launch out of Australia due to heavy demand elsewhere.<ref>{{cite news |last1=Norsa |first1=Gerard |title=Dreamcast delayed as retailers buy up |url=https://www.arnnet.com.au/article/101747/dreamcast_delayed_retailers_buy_up/ |access-date=June 15, 2021 |work=ARN |publisher=IDG Communications |date=November 3, 1999 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624195742/https://www.arnnet.com.au/article/101747/dreamcast_delayed_retailers_buy_up/ |url-status=live }}</ref>}} 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 ] included, and additional peripherals were not available in stores.<ref>{{cite news |last=Langan |first=Matthew |date=November 30, 1999 |title=Dreamcast Hits Australia |language=en |work=] |url=https://www.ign.com/articles/1999/12/01/dreamcast-hits-australia |access-date=June 15, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624200117/https://www.ign.com/articles/1999/12/01/dreamcast-hits-australia |url-status=live }}</ref> | |||
|quote = "We had a tremendous 18 months. Dreamcast was on fire - we really thought that we could do it. But then we had a target from Japan that said we had to make x hundreds of millions of dollars by the holiday season and shift x millions of units of hardware, otherwise we just couldn't sustain the business. Somehow I got to make that call, not the Japanese. I had to fire a lot of people; it was not a pleasant day. So on January 31st 2001 we said Sega is leaving hardware. We were selling 50,000 units a day, then 60,000, then 100,000, but it was just not going to be enough to get the critical mass to take on the launch of PS2. It was a big stakes game. Sega had the option of pouring in more money and going bankrupt and they decided they wanted to live to fight another day."|source = —Peter Moore, on the Dreamcast's discontinuation.<ref name="Guardian">{{cite news|last=Stuart|first=Keith|url=http://www.theguardian.com/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1|title=Peter Moore Interview: Part One|newspaper=''The Guardian''|publisher=Guardian Media Group|date=2008-09-15|accessdate=2014-12-03}}</ref>|width = 30em}} | |||
The Ozisoft representative Steve O'Leary, in a statement released the day of launch, explained that the ] had impounded virtually all the supplied launch software, including demo discs, due to insufficient labeling of their ]; 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.<ref name="Ozisoft launch explanation - IGN">{{cite news |last1=Langan |first1=Matthew |date=December 1, 1999 |title=Update On Dreamcast Launch In Australia |language=en |work=] |url=https://www.ign.com/articles/1999/12/02/update-on-dreamcast-launch-in-australia |access-date=June 16, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624195719/https://www.ign.com/articles/1999/12/02/update-on-dreamcast-launch-in-australia |url-status=live }}</ref> Further complicating matters was the lack of an internet disc due to localization problems, and delays in securing an ISP contract, which was done through ] 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 ] card included with the console.<ref>{{cite news |last1=Schouten |first1=Ryoni |date=March 23, 2000 |title=DC Internet Finally Hits Australia |language=en |work=] |url=https://www.ign.com/articles/2000/03/24/dc-internet-finally-hits-australia |access-date=June 16, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624195619/https://www.ign.com/articles/2000/03/24/dc-internet-finally-hits-australia |url-status=live }}</ref><ref name="Australia launch - Edge">{{Cite magazine |date=January 2000 |title=Dreamcast blunders down under |url= |magazine=] |location= |publisher= |issue=80 |page=7 |issn= |access-date=}}</ref><ref>{{cite news |date=March 16, 2000 |title=Big Pond casts net dreams |language=en-AU |work=] |publisher= |url=https://www.pcworld.idg.com.au/article/105542/big_pond_casts_net_dreams/ |access-date=June 16, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624215842/https://www.pcworld.idg.com.au/article/105542/big_pond_casts_net_dreams/ |url-status=live }}</ref> 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.<ref name="Australia launch - Edge" /><ref>{{cite news |last1=Davis |first1=Cameron |date=April 27, 2000 |title=Dreamcast's Dismal Aussie Outing |work=] |url=https://www.gamespot.com/articles/dreamcasts-dismal-aussie-outing/1100-2460893/ |access-date=June 16, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624195151/https://www.gamespot.com/articles/dreamcasts-dismal-aussie-outing/1100-2460893/ |url-status=live }}</ref> | |||
Sales increased greatly following the $149 price reduction, then declined.<ref>{{cite web|last=Smith|first=Tony|url=http://www.theregister.co.uk/2000/10/09/price_cut_sends_dreamcast_sales/|title=Price cut sends Dreamcast sales through roof|publisher='']''|date=2000-10-09|accessdate=2014-10-30|quote=Of course, it can't last, not with PlayStation 2 ready to hit the US console market in a couple of weeks.}}</ref>{{sfn|Kent|2001|page=584}} Moore stated that the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 in order to remain a viable platform, and ultimately fell short of this goal with some 3 million units sold.<ref name="businessweek.com"/>{{sfn|Kent|2001|pages=581, 588}} Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses.<ref>{{cite web|url=http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm|title=Dreamcast may be discontinued, Sega says|publisher='']''|date=2001-01-24|accessdate=2014-12-09}}</ref> Instead of an expected profit, for the six months ending September 2000 Sega posted a ¥17.98 billion ($163.11 million) loss, with the company projecting a year-end loss of ¥23.6 billion.<ref>{{cite news|url= http://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/|title=Sega full-year loss to widen|first=Tony|last=Smith|date=November 24, 2000|work=The Register|accessdate=November 10, 2013}}</ref> This estimate was more than doubled to ¥58.3 billion,<ref name="Financial statement"/> and in March 2001 Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million).<ref>{{cite web|url=http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf|title=Sega Corporation Annual Report 2001|publisher=Sega Corporation|page=22|date=August 2001|accessdate=2014-12-09}}</ref> While the PS2's October 26 U.S. launch was marred by shortages—with only 500,000 of a planned 1 million units shipped due to a manufacturing glitch—this did not benefit the Dreamcast as much as expected, as many disappointed consumers continued to wait for a PS2—while the PSone, a remodeled version of the original PlayStation, was the best-selling console in the U.S. at the start of the 2000 holiday season.<ref name="businessweek.com"/><ref>{{cite web|last=Becker|first=David|url=http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html|title=Old PlayStation tops holiday game console sales|publisher=CNET News|date=2000-12-05|accessdate=2014-10-30}}</ref>{{sfn|Kent|2001|pages=585-588}} 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".{{sfn|Kent|2001|page=588}} Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, respectively, while Sega held only 15 percent.<ref name="RetroinspectionD"/> According to Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but this ratio "on a small install base didn't give us the revenue ... to keep this platform viable in the medium to long term."{{sfn|Kent|2001|page=585}} | |||
=== 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.<ref name="BBC"/> On March 2, 1999, Sony revealed the first details of the ] (PS2), which ] said would allow video games to convey unprecedented emotions.{{sfn|Kent|2001|pages=560–561}}<ref>{{cite magazine |last=Parkin |first=Simon |date=June 25, 2014 |title=A history of videogame hardware: Sony PlayStation 2 |url=http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/ |url-status=dead |archive-url=https://web.archive.org/web/20141129031500/http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/ |archive-date=November 29, 2014 |access-date=March 5, 2015 |magazine=]}}</ref> Sony estimated the PS2 could render 7.5 million<ref>{{Cite web |date=2003 |title=Reaching for the Limits of PS2 Performance: How Far Have We Got? |url=http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf#page=32 |url-status=dead |archive-url=https://web.archive.org/web/20031210074645/http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf#page=32 |archive-date=December 10, 2003 |access-date=May 29, 2022 |publisher=]}}</ref> to 16 million polygons per second, whereas independent estimates ranged from 3 million to 20 million,<ref name="Gamecube or PS2?">{{cite web |last=Casamassina |first=Matt |date=November 3, 2000 |title=Gamecube Versus PlayStation 2 |url=https://ign.com/articles/2000/11/04/gamecube-versus-playstation-2 |url-status=live |archive-url=https://web.archive.org/web/20141104021340/http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2 |archive-date=November 4, 2014 |access-date=November 14, 2014 |website=] |quote=}}</ref>{{sfn|Kent|2001|page=560}} compared to Sega's estimates of more than 3 million to 6 million for the Dreamcast.<ref name="EGM115"/><ref name="Unified"/> The PS2 would also use the ] format, which could hold substantially more data than the Dreamcast's GD-ROM,{{sfn|Kent|2001|page=561}} and would be backwards-compatible with hundreds of popular PlayStation games.<ref name="Finn"/>{{sfn|Kent|2001|page=561}} Sony's specifications appeared to render the Dreamcast obsolete months before its US launch, although reports later emerged that the PS2 was not as powerful as expected and difficult to develop on.<ref name="Innovation and competition"/><ref name="Gamecube or PS2?"/>{{sfn|Kent|2001|pages=561, 568–569}} The same year, Nintendo announced that its next console, the ], would meet or exceed anything on the market, and Microsoft began development of its own console, the ].{{sfn|Kent|2001|pages=563, 574}}{{sfn|DeMaria|Wilson|2004|page=313}}<ref>{{cite magazine |last=Parkin |first=Simon |date=June 27, 2014 |title=A history of videogame hardware: Xbox |url=http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/ |url-status=dead |archive-url=https://web.archive.org/web/20141121024245/http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/ |archive-date=November 21, 2014 |access-date=March 5, 2015 |magazine=] |quote=}}</ref> | |||
US Dreamcast sales—which exceeded 1.5 million by the end of 1999<ref>{{cite web |last=Davis |first=Jim |date=January 11, 2001 |title=Sega's sales fly despite business woes |url=http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html |url-status=live |archive-url=https://web.archive.org/web/20141031031716/http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html |archive-date=October 31, 2014 |access-date=October 30, 2014 |website=] |publisher=}}</ref>—began to decline as early as January 2000.{{sfn|Kent|2001|page=566}} 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.<ref name="2000 report">{{cite web |title=Sega Corporation Annual Report 2000 |url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |url-status=dead |archive-url=https://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |archive-date=September 25, 2007 |access-date=December 9, 2014 |publisher=] |pages=10–12, 18}}</ref><ref>{{cite news|url=http://news.bbc.co.uk/2/hi/business/659554.stm |title=Sega warns of losses |date=February 28, 2000 |work=] |access-date=November 10, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131111081448/http://news.bbc.co.uk/2/hi/business/659554.stm |archive-date=November 11, 2013}}</ref> 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.<ref name="2000 report"/> At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting Sega to close 246 locations.<ref name="2000 report"/>{{sfn|Kent|2001|page=582}} | |||
Moore became the president and chief operating officer of Sega of America on May 8, 2000.<ref>{{Cite web |last1=Kennedy |first1=Sam |last2=Trueman |first2=Doug |date=May 8, 2000 |title=Sega announced new president, COO Peter Moore |url=https://www.gamespot.com/articles/sega-announced-new-president-coo-peter-moore/1100-2565545/ |access-date=July 3, 2022 |website=] |language=en-US |archive-date=July 3, 2022 |archive-url=https://web.archive.org/web/20220703220433/https://www.gamespot.com/articles/sega-announced-new-president-coo-peter-moore/1100-2565545/ |url-status=live }}</ref> He and Sega's developers focused on the US market to prepare for the upcoming launch of the PS2.{{sfn|Kent|2001|pages=578–579}} To that end, Sega of America launched its own internet service provider, Sega.com, led by CEO Brad Huang.<ref name="Superhero" />{{sfn|Kent|2001|page=571}}<ref name="SegaNet launch" /> On September 7, 2000, Sega.com launched ], the Dreamcast's ] service, at a subscription price of $21.95 per month.<ref name="SegaNet launch">{{cite web |last=Satterfield |first=Shane |date=September 7, 2000 |title=SegaNet Launches |url=http://www.gamespot.com/articles/seganet-launches/1100-2625699/ |url-status=live |archive-url=https://web.archive.org/web/20150713030636/http://www.gamespot.com/articles/seganet-launches/1100-2625699/ |archive-date=July 13, 2015 |access-date=October 30, 2014 |website=]}}</ref>{{sfn|Kent|2001|page=579}} Although Sega had previously released only one Dreamcast game in the US that featured online multiplayer, '']'',{{sfn|Kent|2001|page=579}} the launch of SegaNet combined with the release of '']'', with a robust online component, was intended to increase demand for the Dreamcast in the US market.<ref name="SegaNet launch" />{{sfn|Kent|2001|pages=578–579, 581}} The service later supported games including '']'', '']'', and '']''.<ref name="gamasutra1" /> The September 7 launch coincided with a new advertising campaign to promote SegaNet, including advertising on the ] that day, which Sega sponsored for the second consecutive year.{{sfn|Kent|2001|page=579}}<ref>{{cite web|url=http://www.thefreelibrary.com/Sega.com+Launches+the+World's+First+Online+Console+Gaming+Network%2c...-a065062861|title=Sega.com Launches the World's First Online Console Gaming Network, SegaNet|work=BusinessWire|date=September 7, 2000|access-date=December 3, 2014|url-status=live|archive-url=https://web.archive.org/web/20141209074409/http://www.thefreelibrary.com/Sega.com+Launches+the+World%27s+First+Online+Console+Gaming+Network%2C...-a065062861|archive-date=December 9, 2014}}</ref> 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.<ref name="Okawa PSO">{{cite web|url=http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/ |title=Behind The Scenes: Phantasy Star Online |work=] |access-date=October 24, 2014 |url-status=live |archive-url=https://web.archive.org/web/20141021063050/http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/ |archive-date=October 21, 2014 |date=February 16, 2011}}</ref> Prior to the launch of SegaNet, Sega had already offered a $200 rebate to any Dreamcast owner who purchased two years of internet access from Sega.com.<ref>{{cite web |last=Thurrot |first=Paul |date=April 4, 2000 |title=Sega unveils plans for free Dreamcast, online gaming |url=http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming |url-status=dead |archive-url=https://web.archive.org/web/20141031032052/http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming |archive-date=October 31, 2014 |access-date=October 30, 2014 |work=Windows IT Pro}}</ref><ref>{{cite web|url=http://www.thefreelibrary.com/Sega+Announces+Formation+of+New+Company%2c+Sega.com%2c+Inc.%3b+Offers...-a061234970|title=Sega Announces Formation of New Company, Sega.com, Inc.; Offers Rebate On Sega Dreamcast Hardware for SegaNet ISP Subscribers|work=BusinessWire|date=April 4, 2000|access-date=December 3, 2014|url-status=live|archive-url=https://web.archive.org/web/20141209052348/http://www.thefreelibrary.com/Sega+Announces+Formation+of+New+Company%2c+Sega.com%2c+Inc.%3b+Offers...-a061234970|archive-date=December 9, 2014}}</ref> To increase SegaNet's appeal in the US, Sega dropped the price of the Dreamcast to {{US$|long=no|149}} (compared to the PS2's US launch price of {{US$|long=no|299}}) and offered a rebate for the full {{US$|long=no|149}} price of a Dreamcast, and a free Dreamcast keyboard, with every 18-month SegaNet subscription.<ref name="RetroinspectionD" /><ref name="SegaNet launch" />{{sfn|Kent|2001|page=579}} | |||
=== Decline === | === Decline === | ||
Moore said that the Dreamcast would need to sell 5 million units in the US by the end of 2000 to remain a viable platform; Sega fell short of this goal, with some 3 million units sold.<ref name="businessweek.com" />{{sfn|Kent|2001|pages=581, 588}} Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses.<ref>{{cite web|url=http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm |title=Dreamcast may be discontinued, Sega says |work=] |date=January 24, 2001 |access-date=December 9, 2014 |url-status=live |archive-url=https://web.archive.org/web/20141225010445/http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm |archive-date=December 25, 2014}}</ref> Instead of an expected profit, for the six months ending September 2000, Sega posted a {{¥|17.98 billion}} ({{US$|long=no|163.11 million}}) loss, with a projected year-end loss of {{¥|23.6 billion}}.<ref>{{cite news |last=Smith |first=Tony |date=November 24, 2000 |title=Sega full-year loss to widen |work=] |url=https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/ |url-status=live |access-date=November 10, 2013 |archive-url=https://web.archive.org/web/20131111081410/https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/ |archive-date=November 11, 2013}}</ref> This estimate more than doubled to {{¥|58.3 billion}},<ref name="Financial statement">{{cite web |date=February 1, 2001 |title=Sega Issues Financial Statement |url=https://ign.com/articles/2001/02/02/sega-issues-financial-statement |url-status=live |archive-url=https://web.archive.org/web/20141208064813/http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement |archive-date=December 8, 2014 |access-date=December 5, 2014 |website=]}}</ref> and in March 2001, Sega posted a consolidated net loss of {{¥|51.7 billion}} ({{US$|long=no|417.5 million}}).<ref>{{cite web |date=August 2001 |title=Sega Corporation Annual Report 2001 |url=http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf |url-status=live |archive-url=https://web.archive.org/web/20150924100120/http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf |archive-date=September 24, 2015 |access-date=December 9, 2014 |publisher=] |page=22}}</ref> 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 ], a remodeled version of the original PlayStation, became the bestselling console in the US at the start of the 2000 holiday season.<ref name="businessweek.com" /><ref>{{cite web |last=Becker |first=David |date=December 5, 2000 |title=Old PlayStation tops holiday game console sales |url=http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html |url-status=live |archive-url=https://web.archive.org/web/20141031031819/http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html |archive-date=October 31, 2014 |access-date=October 30, 2014 |website=] |publisher=}}</ref>{{sfn|Kent|2001|pages=585–588}} 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."{{sfn|Kent|2001|page=588}} Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, while Sega held only 15 percent.<ref name="RetroinspectionD" /> According to Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but the small install base meant this did not produce enough revenue to keep it viable.{{sfn|Kent|2001|page=585}} During the course of 2000, the PlayStation had sold five times more than Dreamcast despite being five year old hardware.<ref>{{Cite web |date=2001-01-24 |title=Sega console fading fast (12/21/2000) |url=http://www0.mercurycenter.com/business/top/037940.htm |access-date=2024-08-22 |website=Mercury Center|archive-url=https://web.archive.org/web/20010124075700/http://www0.mercurycenter.com/business/top/037940.htm |archive-date=January 24, 2001 }}</ref>{{Quote box | |||
On May 22, 2000 Okawa replaced Iramajiri as president of Sega.{{sfn|Kent|2001|pages=581-582}} Okawa had long openly advocated that Sega abandon the console business.{{sfn|Kent|2001|pages=577, 582}} 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 previously suggested that Sega should have sold their company to Microsoft.<ref name="IGN's History of Sega"/><ref name="Rosen">{{cite journal|last=Kent|first=Steven L.|title=A Few Words on Sega, From the Founder|journal=Next Generation (Lifecycle 2)|publisher=Imagine Media|volume=3|issue=4|date=April 2001|page=9}}</ref> 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 solely on software—prompting the studio heads to walk out.<ref name="gamasutra1"/> Nevertheless, on January 31, 2001, Sega announced the discontinuation of the Dreamcast and the restructuring of the company as a "platform-agnostic" third-party developer.{{sfn|Kent|2001|pages=588-589}}<ref>{{cite web|last=Ahmed|first=Shahed|url=http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/|title=Sega announces drastic restructuring|publisher=GameSpot|date=2001-01-31|accessdate=2014-12-09}}</ref> The decision was Moore's.<ref name="Guardian"/> Sega also announced a Dreamcast price reduction to $99 to eliminate its unsold inventory, which was estimated at 2.03 million units worldwide.<ref name="Pulls plug"/><ref name="Financial statement">{{cite web|url=http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement|title=Sega Issues Financial Statement|publisher=IGN|date=2001-02-01|accessdate=2014-12-05}}</ref> After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95.<ref>{{cite web|last=Ahmed|first=Shahed|url=http://www.gamespot.com/articles/sega-drops-dreamcast-price-again/1100-2826685/|title=Sega drops Dreamcast price again|publisher=GameSpot|date=2001-11-21|accessdate=2014-12-09}}</ref> Okawa, who had previously loaned Sega $500 million in the summer of 1999, passed away on March 16, 2001; shortly before his death, he forgave Sega's debts to him, and returned his $695 million worth of Sega and CSK stock, helping the company survive the third-party transition.{{sfn|Kent|2001|pages=582, 589}}<ref>{{cite web|last=Stout|first=Kristie Lu|url=http://edition.cnn.com/2001/BUSINESS/asia/03/18/tokyo.okawalegacy/index.html|title=Late Sega exec leaves legacy, new leadership|publisher=]|date=2001-03-19|accessdate=2014-10-31}}</ref> As part of this restructuring, nearly one-third of Sega's Tokyo workforce was laid off in 2001.<ref>{{cite web|url=http://www.edge-online.com/features/sega-blue-sky-company/|title=Sega: The Blue Sky Company|publisher=''Edge''|date=2007-05-31|accessdate=2014-11-14}}</ref> | |||
| quote = We had a tremendous 18 months. Dreamcast was on fire - we really thought that we could do it. But then we had a target from Japan that said we had to make x hundreds of millions of dollars by the holiday season and shift x millions of units of hardware, otherwise, we just couldn't sustain the business. Somehow I got to make that call, not the Japanese. I had to fire a lot of people; it was not a pleasant day. So on {{nowrap|January 31st 2001}} we said Sega is leaving hardware. We were selling 50,000 units a day, then 60,000, then 100,000, but it was just not going to be enough to get the critical mass to take on the launch of PS2. It was a big stakes game. Sega had the option of pouring in more money and going bankrupt and they decided they wanted to live to fight another day. | |||
| source = —Peter Moore, on the Dreamcast's discontinuation<ref name="Guardian">{{cite news|last=Stuart |first=Keith |url=https://www.theguardian.com/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1 |title=Peter Moore Interview: Part One |newspaper=The Guardian |date=September 15, 2008 |access-date=December 3, 2014 |url-status=live |archive-url=https://web.archive.org/web/20141209163957/http://www.theguardian.com/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1 |archive-date=December 9, 2014}}</ref> | |||
| width = 30em | |||
}} | |||
On May 22, 2000, Okawa replaced Irimajiri as president of Sega.{{sfn|Kent|2001|pages=581–582}} Okawa had long advocated that Sega abandon the console business.{{sfn|Kent|2001|pages=577, 582}} 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.<ref name="IGN's History of Sega" /><ref name="Rosen">{{cite magazine |last=Kent |first=Steven L. |author-link= |date=April 2001 |title=A Few Words on Sega, From the Founder |magazine=] |publisher= |volume=3 |issue=4 |page=9 |ref=none<!--this may be undone, but note that this will cause a harv citation error-->}}</ref> 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.<ref name="gamasutra1" /> | |||
Overall, the Dreamcast sold approximately 10.6 million units during its lifetime.<ref name="gamepro">{{cite web|url=http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|title=The 10 Worst-Selling Consoles of All Time| accessdate=2007-10-28|author=Snow, Blake|publisher=''GamePro''|date=2007-05-04|archiveurl=http://web.archive.org/web/20080905175406/http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|archivedate=2008-09-05}}</ref> After the Dreamcast's discontinuation, commercial games were still developed and released for the system, particularly in Japan. In the United States, game sales continued until the end of the first half of 2002.<ref name="IGN's History of Sega"/> Sega of Japan continued to repair Dreamcast units until 2007.<ref>{{cite web|url=http://www.edge-online.com/news/death-dreamcast-official/|title=Death of the Dreamcast Official|publisher=''Edge''|date=2007-04-02|accessdate=2014-11-27}}</ref> As of 2014, the console is still supported through various ] independent releases.<ref>{{cite web|title=Keeping The Dream Alive: The Men Behind Dreamcast Homebrew|date=May 2011|publisher=Gamasutra|url=http://www.gamasutra.com/view/feature/6376/keeping_the_dream_alive_the_men_.php|accessdate=2011-05-15}}</ref> After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003.<ref>{{cite web|url=http://www.webcitation.org/5mHPmG7gs|title=Sega Corporation Annual Report 2004|publisher=Sega Corporation|page=2|accessdate=2014-12-09}}</ref> | |||
Amid speculation and rumors, Sega executives denied to the media that it would leave the console hardware business.<ref>{{Cite web |date=2001-01-25 |title=dreamcast.ign.com: Sega Sinks Console Efforts? |url=http://dreamcast.ign.com/news/30435.html |access-date=2024-08-22 |archive-url=https://web.archive.org/web/20010125051600/http://dreamcast.ign.com/news/30435.html |archive-date=January 25, 2001 }}</ref> 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,{{sfn|Kent|2001|pages=588–589}}<ref>{{cite web |last=Ahmed |first=Shahed |date=January 31, 2001 |title=Sega announces drastic restructuring |url=http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/ |url-status=live |archive-url=https://web.archive.org/web/20150510200945/http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/ |archive-date=May 10, 2015 |access-date=December 9, 2014 |website=]}}</ref> although with continued Dreamcast software support for some time.<ref name=":4" /> Sega also announced a price reduction to {{US$|long=no|99}} to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001.<ref>{{cite web |date=October 23, 2001 |title=Revisions to Annual Results Forecasts |url=https://www.segasammy.co.jp/english/ir/release/pdf/past/sega/2002/20011030.pdf |url-status=dead |archive-url=https://web.archive.org/web/20150726015556/https://www.segasammy.co.jp/english/ir/release/pdf/past/sega/2002/20011030.pdf |archive-date=July 26, 2015 |access-date=November 4, 2015 |publisher=] |page=4}}</ref><ref name="Pulls plug">{{cite magazine |date=April 2001 |title=Sega pulls plug on Dreamcast |magazine=] |publisher= |volume=3 |issue=4 |pages=7–9}}</ref> After a further reduction to $79, the Dreamcast was cleared out of stores at {{US$|long=no|49.95}}.<ref>{{cite web |last=Ahmed |first=Shahed |date=November 21, 2001 |title=Sega drops Dreamcast price again |url=http://www.gamespot.com/articles/sega-drops-dreamcast-price-again/1100-2826685/ |url-status=live |archive-url=https://web.archive.org/web/20151102005656/http://www.gamespot.com/articles/sega-drops-dreamcast-price-again/1100-2826685/ |archive-date=November 2, 2015 |access-date=December 9, 2014 |website=]}}</ref><ref>{{cite magazine|title=Sega Ships the "Dreamlast"|magazine=]|volume=14|issue=162|date=March 2002|page=30}}</ref> 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 '']''.<ref>{{cite magazine |date=April 2002 |title=Dreamcast Collector's Edition Giveaway |magazine=] |volume=14 |issue=163 |page=117}}</ref> Okawa, who had previously loaned Sega {{US$|long=no|500 million}} in 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his {{US$|long=no|695 million}} worth of Sega and CSK stock, helping Sega survive the transition to third-party development.{{sfn|Kent|2001|pages=582, 589}}<ref>{{cite web |last=Stout |first=Kristie Lu |date=March 19, 2001 |title=Late Sega exec leaves legacy, new leadership |url=http://edition.cnn.com/2001/BUSINESS/asia/03/18/tokyo.okawalegacy/index.html |url-status=live |archive-url=https://web.archive.org/web/20140330062832/http://edition.cnn.com/2001/BUSINESS/asia/03/18/tokyo.okawalegacy/index.html |archive-date=March 30, 2014 |access-date=October 31, 2014 |website=] |publisher=}}</ref> As part of this restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001.<ref>{{cite magazine |date=May 31, 2007 |title=Sega: The Blue Sky Company |url=http://www.edge-online.com/features/sega-blue-sky-company/ |url-status=dead |archive-url=https://web.archive.org/web/20141129025823/http://www.edge-online.com/features/sega-blue-sky-company/ |archive-date=November 29, 2014 |access-date=March 5, 2015 |magazine=]}}</ref> | |||
Reasons cited for the failure of the Dreamcast include hype for the PS2;<ref name="Dreamcast memorial"/><ref name="Forensic">{{cite web|last=Whitehead|first=Dan|url=http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article|title=Dreamcast: A Forensic Retrospective|publisher=Eurogamer|date=2009-01-02|accessdate=2014-10-30}}</ref><ref>{{cite web|url=http://www.edge-online.com/features/ten-greatest-years-gaming/|title=The ten greatest years in gaming|publisher=''Edge''|date=2006-06-27|accessdate=2014-11-14}}</ref> a lack of support from EA and ], considered the most popular third-parties in the U.S. and Japan respectively;<ref name="360 will succeed">{{cite web|last=Kennedy|first=Sam|url=http://web.archive.org/web/20140311115027/http://www.1up.com/do/feature?pager.offset=1&cId=3145154|title=Dreamcast 2.0: 10 reasons why the Xbox 360 will succeed where the Dreamcast failed|publisher=1UP.com|accessdate=2014-10-31}}</ref> disagreement among Sega executives over the company's future, and Okawa's lack of commitment to the product;<ref name="IGN's History of Sega"/> Sega's lack of advertising money, with Bellfield doubting that Sega spent even "half" the $100 million it had pledged to promote the Dreamcast in the U.S.;<ref name="gamasutra1"/>{{sfn|Kent|2001|page=573. '''Charles Bellfield:''' "When you consider that Microsoft has announced a $500 million marketing program for the launch of Xbox and that Nintendo has a $5 billion war chest and the overall power behind Sony's PlayStation brand, Sega does not have the ability to compete against those companies"}} that the market was not yet ready for online gaming;<ref name="Pulls plug">{{cite journal|title=Sega pulls plug on Dreamcast|journal=Next Generation (Lifecycle 2)|publisher=Imagine Media|volume=3|issue=4|date=April 2001|pages=7–9}}</ref><ref name="360 will succeed"/> Sega's focus on "hardcore" gamers over the mainstream consumer;<ref name="Pulls plug"/><ref name="Dreamcast memorial"/> and poor timing.<ref name="gamasutra1"/> Perhaps the most frequently cited reason is the damage to Sega's reputation caused by several previous commercial failures.<ref name="gamepro"/><ref name="360 will succeed"/><ref name="1UP Pleasure and Pain">{{cite web|last=Sewart|first=Greg|url=http://web.archive.org/web/20121021131827/http://www.1up.com/features/pleasure-pain?pager.offset=0|title=Sega Saturn: The Pleasure And The Pain|publisher=1UP.com|date=August 5, 2005|accessdate=2014-11-27}}</ref> Writing for '']'', Blake Snow stated that "The much beloved console launched years ahead of the competition but ultimately struggled to shed the negative reputation had gained during the Saturn, Sega 32X, and ] days. As a result, casual gamers and jaded third-party developers doubted Sega's ability to deliver."<ref name="gamepro"/> ]'s Dan Whitehead noted that the "wait and see" approach of consumers and the lack of support from EA were symptoms rather the cause of Sega's decline, concluding "Sega's misadventures during the 1990s had left both gamers and publishers wary of any new platform bearing its name."<ref name="Forensic"/> According to ]'s Jeremy Parish, "While it would be easy to point an accusatory finger at Sony and blame them for killing the Dreamcast by overselling the PS2 ... there's a certain level of intellectual dishonesty in such a stance ... 's poor U.S. support for hardware like the Sega CD, the 32X, and the Saturn made gamers gun shy. Many consumers felt burned after investing in expensive Sega machines and finding the resulting libraries comparatively lacking".<ref name="Dreamcast memorial"/> | |||
=== Aftermath and reaction === | |||
The announcement of Sega's third-party transition was met with widespread enthusiasm. According to 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."<ref name="IGN's History of Sega"/> Former ] president Victor Ireland wrote that "It's actually a good thing ... because now Sega will survive, doing what they do best: software."<ref name="Dreamcast memorial"/> Rosen predicted "they have the potential to catch Electronic Arts".<ref name="Rosen"/> '']'', commenting on Sega's tendency to produce under-appreciated ], stated: "Let us rejoice in the fact that Sega is making games equally among the current console crop, so that history will not repeat itself."<ref>{{cite journal|title=Classic Reviews: Burning Rangers|journal=Game Informer|issue=110|volume=12|date=June 2002|page=104}}</ref> | |||
9.13 million<!-- Do NOT change to "10.6 million"; see talk page on the overall sales number --> Dreamcast units were sold worldwide.<ref name="Routledge" /> Despite the discontinuation of Dreamcast hardware, Sega continued to support the system and had stated that more than 30 new titles were confirmed for release for the remainder of 2001.<ref name=":4">{{Cite web |date=2001-02-01 |title=dreamcast.ign.com: The Death of Dreamcast: Sega Confirms Price Drop, Inventory Reduction, and More |url=http://dreamcast.ign.com/news/30854.html |access-date=2024-08-22 |archive-url=https://web.archive.org/web/20010201080800/http://dreamcast.ign.com/news/30854.html |archive-date=February 1, 2001 }}</ref> In the United States, official game releases continued until the end of the first half of 2002.<ref name="IGN's History of Sega" /> Sega continued to repair Dreamcast units until 2007.<ref>{{cite magazine |date=April 2, 2007 |title=Death of the Dreamcast Official |url=http://www.edge-online.com/news/death-dreamcast-official/ |url-status=dead |archive-url=https://web.archive.org/web/20141204232812/http://www.edge-online.com/news/death-dreamcast-official/ |archive-date=December 4, 2014 |access-date=March 5, 2015 |magazine=]}}</ref> Many hardware developers that worked on the Dreamcast also joined ] and ] company ], 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 '']'' pachinko machines.<ref>{{Cite web |date=2023-11-21 |title=『Beep21』2つのセガサターン最初のモックアップを本邦初公開! 真・セガハード列伝─セガサターンデザイン秘話【前編】|Beep21 |url=https://note.com/beep21/n/n0f7ca2dc6f32 |access-date=2023-12-22 |website=note(ノート) |language=ja}}</ref> | |||
After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003.<ref>{{cite web |title=Sega Corporation Annual Report 2004 |url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2004.pdf |url-status=dead |archive-url=https://www.webcitation.org/5mHPmG7gs?url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2004.pdf |archive-date=December 25, 2009 |access-date=December 9, 2014 |publisher=] |page=2}}</ref> | |||
The announcement of Sega's exit from hardware was met with enthusiasm. According to ''IGN''{{'}}s 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."<ref name="IGN's History of Sega" /> Former ] president Victor Ireland wrote, "It's actually a good thing ... because now Sega will survive, doing what they do best: software."<ref name="Dreamcast memorial" /> The staff of '']'' wrote that "from '']'' to '']'', Sega's programmers have produced some of the most engaging experiences in the history of interactive media ... Unshackled by a struggling console platform, this platoon of world-class software developers can do what they do best for any machine on the market."<ref>{{cite web |date=January 30, 2001 |title=Sega Gets Hip to Reality |url=http://www.newsweek.com/sega-gets-hip-reality-150639 |url-status=live |archive-url=https://web.archive.org/web/20150218093630/http://www.newsweek.com/sega-gets-hip-reality-150639 |archive-date=February 18, 2015 |access-date=February 16, 2015 |work=]}}</ref> '']'', commenting on Sega's tendency to produce under-appreciated ], 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."<ref>{{cite magazine|title=Classic Reviews: Burning Rangers|magazine=Game Informer|issue=110|volume=12|date=June 2002|page=104}}</ref> | |||
== Technical specifications == | == Technical specifications == | ||
=== Hardware === | |||
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| footer = Internal view of a Dreamcast console including optical drive, power supply, controller ports, and cooling fan. Isolated ]. | |||
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The Dreamcast measures {{convert|190|x|195.8|x|75.5|mm|in|abbr=on}} and weighs {{convert|1.5|kg|lb|abbr=on}}.<ref name="EGM115"/> Its main ] is a two-way 360 ] ] Hitachi ] ] ],<ref name="Unified" /><ref>{{cite web |date=September 12, 2002 |title=SH-4 CPU Core Architecture |url=https://www.st.com/resource/en/user_manual/cd00147165-sh-4-32-bit-cpu-core-architecture-stmicroelectronics.pdf |publisher=] and ] |page=15 |archive-url=https://web.archive.org/web/20201024121355/https://www.st.com/resource/en/user_manual/cd00147165-sh-4-32-bit-cpu-core-architecture-stmicroelectronics.pdf |archive-date=October 24, 2020 |url-status=live }}</ref> clocked at 200 MHz with an 8 ] ] and 16 kB data cache and a 128-bit graphics-oriented ] delivering 1.4 ].<ref name="Unified"/> Its 100 MHz ] rendering engine, integrated with the ], can draw more than 3 million ]s per second<ref name="EGM115"/> and use ].<ref name="Unified"/> Sega estimated the Dreamcast's theoretical rendering capability at 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance".<ref name="Unified"/> | |||
Graphical hardware effects include ], ], ], ], ] and ].<ref name="Unified" /><ref name="EGM115" /> The Dreamcast can ] approximately ] simultaneously and displays ] or ] video at 640 × 480 ].<ref name="EGM115" /> Its 67 MHz Yamaha AICA<ref name="NextGen211" /> sound processor, with a 32-bit ] RISC CPU core, can generate 64 voices with ] or ], providing ten times the performance of the Saturn's sound system.<ref name="Unified" /> The Dreamcast has 16 ] main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound.<ref name="Unified" /><ref name="EGM115" /> It reads media using a 12× speed Yamaha ] drive.<ref name="EGM115" /> In addition to Windows CE, the Dreamcast supports several Sega and ] ]s.<ref name="Unified" /> | |||
===Hardware=== | |||
] | |||
] | |||
The Dreamcast can supply video through several accessories including ], ] connectors ] cables and ]. A ] allows Dreamcast to connect on ] or ] sets in ].<ref name="NextGen211" /> | |||
Physically, the Dreamcast measures {{convert|190|x|195.8|x|75.5|mm|in|abbr=on}} and weighs {{convert|1.5|kg|lb|abbr=on}}.<ref name="EGM115"/> The Dreamcast's main CPU is a ] 360 ] ] Hitachi ] ] ]<ref>{{cite document|title=SH-4 CPU Core Architecture|publisher=STMicroelectronics and Hitachi, Ltd.|date=2002-09-12|page=15}}</ref> clocked at 200 MHz, with an 8 ] ] and 16 Kbyte data cache, and a 128-bit graphics-oriented ] delivering 1.4 ].<ref name="Unified"/> Its NEC PowerVR2 rendering engine, integrated with the system's ], is capable of drawing more than 3 million polygons per second<ref name="EGM115"/> and of ].<ref name="Unified"/> Graphics hardware effects include ], ], ], ], ] and ].<ref name="Unified"/><ref name="EGM115"/> The system can ] approximately ] simultaneously and displays ] or ] video at 640 × 480 ].<ref name="EGM115"/> Its 67 MHz Yamaha AICA<ref name="NextGen211"/> sound processor, with a 32-bit ] RISC CPU core, can generate 64 voices with ] or ], providing ten times the performance of the Saturn's sound system.<ref name="Unified"/> The Dreamcast has 16 ] main RAM, along with an additional 8 MB of RAM for graphic textures, and 2 MB of RAM for sound.<ref name="Unified"/><ref name="EGM115"/> The system reads media using a 12x speed Yamaha GD-ROM Drive.<ref name="EGM115"/> In addition to Windows CE, the Dreamcast supports several Sega and ] ]s.<ref name="Unified"/> The Dreamcast included a removable 33.6/] modem for online connectivity, which was modular for different regions and future upgrades.<ref name="Unified"/> | |||
=== Models === | === Models === | ||
] | ] | ||
] |
] | ||
Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. |
Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. The R7, a refurbished Dreamcast, was originally used as a network console in Japanese pachinko parlors. Another model, the Divers 2000 CX-1, is shaped similarly to Sonic's head and includes a television and software for teleconferencing. A '']'' version, limited to 2000 units, was targeted at female gamers in Japan.<ref name="RetroinspectionD"/> Special editions were created for ''Seaman''<ref>{{cite web |date=June 15, 1999 |title=Model:SEAMAN |url=http://sega.jp/corp/release/1999/0615/ |url-status=live |archive-url=https://web.archive.org/web/20140802174716/http://sega.jp/corp/release/1999/0615/ |archive-date=August 2, 2014 |access-date=October 15, 2014 |publisher=] |language=ja}}</ref> and '']''.<ref>{{cite web |date=December 6, 1999 |title=Dreamcast CODE:Veronica |url=http://sega.jp/corp/release/1999/1206/ |url-status=live |archive-url=https://web.archive.org/web/20140802174723/http://sega.jp/corp/release/1999/1206/ |archive-date=August 2, 2014 |access-date=October 15, 2014 |publisher=] |language=ja}}</ref> Color variations were sold through the Dreamcast Direct service in Japan.<ref>{{cite magazine |title=Dreamcast Direct |url=http://www.famitsu.com/game/daily/2000/m06/d27/n03.html |url-status=live |archive-url=https://web.archive.org/web/20141110043426/http://www.famitsu.com/game/daily/2000/m06/d27/n03.html |archive-date=November 10, 2014 |access-date=October 15, 2014 |magazine=] |publisher= |language=ja}}</ref> ] also offered special Dreamcast units at 160 of its dealers in Japan.<ref>{{cite web |date=January 28, 1999 |title=Toyota to market Sega's Dreamcast |url=http://www.thefreelibrary.com/Toyota+to+market+Sega%27s+Dreamcast%2B.-a053901141 |url-status=live |archive-url=https://web.archive.org/web/20140802174713/http://www.thefreelibrary.com/Toyota+to+market+Sega%27s+Dreamcast+.-a053901141 |archive-date=August 2, 2014 |access-date=October 15, 2014 |website=Kyodo News International, Inc. |publisher= |via=]}}</ref> In North America, a limited edition black Dreamcast was released with a Sega Sports logo on the lid, which included matching Sega Sports-branded black controllers and two games.<ref>{{cite web |last=Justice |first=Brandon |date=June 29, 2000 |title=Sega Reveals Details on Sega Sports Pack |url=https://ign.com/articles/2000/06/30/sega-reveals-details-on-sega-sports-pack |url-status=live |archive-url=https://web.archive.org/web/20141121071621/http://www.ign.com/articles/2000/06/30/sega-reveals-details-on-sega-sports-pack |archive-date=November 21, 2014 |access-date=October 15, 2014 |website=]}}</ref> | ||
=== |
=== Controllers and accessories === | ||
]]] | ]]] | ||
] | |||
The Dreamcast controller includes both an analog stick and a digital pad, with four action buttons and two analog triggers. The system has four ports for controller inputs, although it was bundled with only one controller.<ref name="NextGen211"/> The design of the Dreamcast's controller, described by the staff of '']'' as "an ugly evolution of ],"<ref name="Edge20"/> was called " that great" by 1UP.com's Sam Kennedy<ref name="360 will succeed"/> and "lame" by ''Game Informer''<nowiki>'</nowiki>s Andy McNamara.<ref>{{cite web|url=http://web.archive.org/web/20001025165615/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4233|title=''Marvel Vs. Capcom''-Dreamcast|publisher=''Game Informer''|date=1999-10-28|accessdate=2014-11-28}}</ref> The staff of ] wrote that "unlike most controllers, Sega's pad forces the user's hands into an uncomfortable parallel position."<ref>{{cite web|url=http://www.ign.com/articles/2001/01/06/the-xbox-controller|title=The Xbox Controller|publisher=IGN|date=2001-01-05|accessdate=2014-11-05}}</ref> In contrast to the Sega CD and Sega Saturn, which included internal backup memory,<ref name="Soothsayer"/> the Dreamcast uses a 128 kbyte ]<ref name="IGN VMU"/> called the ] (or "Visual Memory Unit") for data storage.<ref name="Unified"/> The VMU features a small ] screen, audio output from a one-channel ] sound source,<ref name="Vintage">{{cite book|last1=Loguidice|first1=Bill|last2=Barton|first2=Matt|title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time|publisher=]|location=Boca Raton, Florida|year=2014|isbn=978-0415856003|page=278}}</ref> ], a directional pad, and four buttons.<ref name="Unified"/><ref name="Vintage"/><ref name="BW Peripherals">{{cite web|url=http://www.thefreelibrary.com/Sega+Dreamcast+Launch+Titles+and+Peripherals.-a055638174|title=Sega Dreamcast Launch Titles and Peripherals|publisher=''BusinessWire''|date=1999-09-02|accessdate=2014-12-03}}</ref> The VMU can present game information, be used as a minimal handheld gaming device,<ref name="Avant-Garde"/> and connect to certain Sega arcade machines.<ref name="Unified"/><ref name="Soothsayer"/><ref name="IGN VMU">{{cite web|url=http://www.ign.com/articles/1999/08/14/dreamcast-vmu|title=Dreamcast VMU|publisher=IGN|date=1999-08-13|accessdate=2014-11-05}}</ref> For example, players use the VMU to call plays in ''NFL 2K'' or raise virtual pets in ''Sonic Adventure''.<ref name="Soothsayer">{{cite web|last=Redsell|first=Adam|url=http://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry|title=Sega: A Soothsayer of the Games Industry|publisher=IGN|date=2012-05-20|accessdate=2014-11-05}}</ref><ref name="GS 2K Retro">{{cite web|last=Ekberg|first=Brian|url=http://www.gamespot.com/articles/gamespot-sports-classic-nfl-2k/1100-6130024/|title=GameSpot Sports Classic - ''NFL 2K''|publisher=GameSpot|date=2005-08-02|accessdate=2014-11-05}}</ref> Sega officials noted that the VMU could be used "as a private viewing area, the absence of which has prevented effective implementation of many types of games in the past."<ref name="Unified"/> After a VMU slot was incorporated into the controller's design, Sega's engineers found many additional uses for it, so a second slot was added.<ref name="Unified"/> This slot was generally used for vibration packs providing ]<ref name="Vintage"/> like Sega's "Jump Pack"<ref name="BW Peripherals"/> and Performance's "Tremor Pack",<ref name="NextGen211"/> although it could also be used for other peripherals including a microphone enabling voice control and player communication.<ref name="Unified"/> Various third-party cards provide storage, and some contain the LCD screen addition.<ref name="NextGen211"/> ] announced a Dreamcast-compatible ] that could store up to 100 MB of data on removable discs,<ref name="NextGen211"/> but it was never released.<ref name="RetroinspectionD"/> | |||
The Dreamcast has four ports for controller inputs, and was sold with one controller. The controller is based on the ] and includes an analog stick, a ], four action buttons, start button and two analog triggers.<ref name="NextGen211"/> It received mostly negative reviews from critics; '']'' described it as "an ugly evolution of Saturn's 3D controller",<ref name="Edge20"/> and was called " that great" by ''1Up.com''{{'}}s Sam Kennedy<ref name="360 will succeed">{{cite web |last=Kennedy |first=Sam |title=Dreamcast 2.0: 10 reasons why the Xbox 360 will succeed where the Dreamcast failed |url=http://www.1up.com/do/feature?pager.offset=1&cId=3145154 |url-status=live |archive-url=https://web.archive.org/web/20151208064454/http://www.1up.com/do/feature?pager.offset=1&cId=3145154 |archive-date=December 8, 2015 |access-date=November 27, 2015 |website=]}}</ref> and "lame" by ''Game Informer''{{'}}s Andy McNamara.<ref>{{cite magazine |date=October 28, 1999 |title=''Marvel Vs. Capcom''-Dreamcast |url=http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4233 |url-status=dead |magazine=] |archive-url=https://web.archive.org/web/20001025165615/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4233 |archive-date=October 25, 2000 |access-date=November 28, 2014}}</ref> '']'' wrote that "unlike most controllers, Sega's pad forces the user's hands into an uncomfortable parallel position".<ref>{{cite web |date=January 5, 2001 |title=The Xbox Controller |url=https://ign.com/articles/2001/01/06/the-xbox-controller |url-status=live |archive-url=https://web.archive.org/web/20141105024234/http://www.ign.com/articles/2001/01/06/the-xbox-controller |archive-date=November 5, 2014 |access-date=November 5, 2014 |website=]}}</ref> Both the analog joystick and triggers uniquely used ] sensors, which requires less calibration and leads to fewer issues with ].<ref>{{Cite web |title=Dreamcast to JAMMA Project |url=https://pc2jamma.mameworld.info/arc_dc4.html |access-date=November 24, 2022 |website=pc2jamma.mameworld.info |archive-date=November 24, 2022 |archive-url=https://web.archive.org/web/20221124215855/https://pc2jamma.mameworld.info/arc_dc4.html |url-status=live }}</ref><ref>{{Cite web |title=Inside the Dualshock 3 controller {{!}} Web Portal for Benjamin J Heckendorn |date=March 22, 2008 |url=https://www.benheck.com/inside-the-dualshock-3-controller/ |access-date=November 24, 2022 |language=en-US |archive-date=November 24, 2022 |archive-url=https://web.archive.org/web/20221124215855/https://www.benheck.com/inside-the-dualshock-3-controller/ |url-status=live }}</ref><ref>{{Cite book |last=Amos |first=Evan |url=https://books.google.com/books?id=-KAiEAAAQBAJ&q=hall+effect&pg=PA195 |title=The Game Console 2.0: A Photographic History from Atari to Xbox |date=September 8, 2021 |publisher=No Starch Press |isbn=978-1-7185-0061-7 |language=en |access-date=December 26, 2022 |archive-date=November 25, 2023 |archive-url=https://web.archive.org/web/20231125155144/https://books.google.com/books?id=-KAiEAAAQBAJ&q=hall%20effect&pg=PA195 |url-status=live }}</ref> | |||
Various third-party controllers from companies |
Various third-party controllers, from companies such as ], include additional buttons and other features;<ref name="NextGen211"/> third parties also manufactured arcade-style joysticks for fighting games, such as Agetech's Arcade Stick and Interact's Alloy Arcade Stick.<ref name="NextGen211"/><ref name="BW Peripherals">{{cite web |date=September 2, 1999 |title=Sega Dreamcast Launch Titles and Peripherals |url=http://www.thefreelibrary.com/Sega+Dreamcast+Launch+Titles+and+Peripherals.-a055638174 |url-status=live |archive-url=https://web.archive.org/web/20141207174909/http://www.thefreelibrary.com/Sega+Dreamcast+Launch+Titles+and+Peripherals.-a055638174 |archive-date=December 7, 2014 |access-date=December 3, 2014 |work=BusinessWire}}</ref> Mad Catz and Agetec created racing wheels for racing games.<ref name="NextGen211"/> Sega did not release its official ]s in the US,<ref name="NextGen211">{{cite magazine |date=September 1999 |title=Dreamcast Arrives! |magazine=] |publisher= |volume=1 |issue=1 |pages=51–57}}</ref><ref>{{cite web |last=Chau |first=Anthony |date=May 23, 2001 |title=''Confidential Mission'' |url=https://ign.com/articles/2001/05/23/confidential-mission |url-status=live |archive-url=https://web.archive.org/web/20141207112421/http://www.ign.com/articles/2001/05/23/confidential-mission |archive-date=December 7, 2014 |access-date=December 3, 2014 |website=] |quote=Unfortunately, if you have the Japanese DC light gun, '']'' will only work with US third party light guns.}}</ref> but some third party light guns were available.<ref name="NextGen211"/> The Dreamcast supports a Sega fishing "reel and rod" ] and a keyboard for text entry.<ref name="NextGen211"/><ref name="Soothsayer">{{cite web |last=Redsell |first=Adam |date=May 20, 2012 |title=Sega: A Soothsayer of the Games Industry |url=https://ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry |url-status=live |archive-url=https://web.archive.org/web/20131012022048/http://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry |archive-date=October 12, 2013 |access-date=November 5, 2014 |website=]}}</ref> Although it was designed for fishing games such as '']'',<ref name="BW Peripherals"/> ''Soulcalibur'' is playable with the fishing controller, which translates vertical and horizontal movements into on-screen swordplay; ''IGN'' cited it as a predecessor to the ].<ref name="Soothsayer"/> The Japanese Dreamcast port of Sega's '']'' supported a "Twin Sticks" peripheral, but its American publisher, ], opted not to release it in the US.<ref>{{cite web |last=Gantayat |first=Anoop |date=June 5, 2000 |title=''Virtual On: Oratorio Tangram'' |url=https://ign.com/articles/2000/06/06/virtual-on-oratorio-tangram |url-status=live |archive-url=https://web.archive.org/web/20141207112920/http://www.ign.com/articles/2000/06/06/virtual-on-oratorio-tangram |archive-date=December 7, 2014 |access-date=December 3, 2014 |website=]}}</ref> The Dreamcast can connect to ]'s ], predating Nintendo's ].<ref name="Dreamcast memorial"/> | ||
In most regions, the Dreamcast includes a removable modem for online connectivity, which is modular for future upgrades.<ref name="Unified" /> In Brazil, due to the high price of the console, the modem was sold separately.<ref name="dreamcast_jogo">{{cite news |last=Oliveira |first=Otavio Dias de |date=September 11, 1999 |title=Sega Dreamcast estoura nas lojas |language=pt |volume=79 |pages=5–3 |newspaper=Folha de S.Paulo |publisher=Grupo Folha |issue=25728 |location=São Paulo |url=http://acervo2.folha.com.br/2/19/9/61/610919/1024/610919.png |url-status=live |archive-url=https://web.archive.org/web/20160303194536/http://acervo2.folha.com.br/2/19/9/61/610919/1024/610919.png |archive-date=March 3, 2016 |issn=1414-5723}}</ref> The original Japanese model and all PAL models have a transfer rate of 33.6 kbit/s, and consoles sold in the US and in Japan after September 9, 1999, feature a ] dial-up modem.<ref>{{cite book |last=Carless |first=Simon |title=Gaming Hacks: 100 Industrial-Strength Tips & Tools |publisher=] |year=2004 |isbn=978-0596007140 |page=198}}</ref> Broadband service was enabled through the later release of a broadband accessory in 2000 in Japan,<ref name=":62">{{Cite news |last=Williams |first=Martyn |date=June 12, 2000 |title=Sega to launch broadband service in Japan |publisher=] |url=https://www.cnn.com/2000/TECH/computing/06/12/sega.broadband.idg/index.html |access-date=June 22, 2020 |archive-date=June 26, 2020 |archive-url=https://web.archive.org/web/20200626124624/https://www.cnn.com/2000/TECH/computing/06/12/sega.broadband.idg/index.html |url-status=live }}</ref> and early 2001 in the US.<ref name=":7">{{Cite web |last=Satterfield |first=Shane |date=January 4, 2001 |title=Dreamcast Broadband Adapter Will Be Available Online |url=https://www.gamespot.com/articles/dreamcast-broadband-adapter-will-be-available-online/1100-2671025/ |access-date=June 22, 2020 |website=] |publisher=] |language=en-US |archive-date=June 26, 2020 |archive-url=https://web.archive.org/web/20200626232205/https://www.gamespot.com/articles/dreamcast-broadband-adapter-will-be-available-online/1100-2671025/ |url-status=live }}</ref><ref>{{Cite web |last=Ahmed |first=Shahed |date=January 11, 2001 |title=Sega Releases the Dreamcast Broadband Adapter |url=https://www.gamespot.com/articles/sega-releases-the-dreamcast-broadband-adapter/1100-2673469/ |access-date=June 23, 2020 |website=] |publisher=] |language=en-US |archive-date=June 26, 2020 |archive-url=https://web.archive.org/web/20200626114941/https://www.gamespot.com/articles/sega-releases-the-dreamcast-broadband-adapter/1100-2673469/ |url-status=live }}</ref><ref name=":8">{{Cite news |last=Olafson |first=Peter |date=January 25, 2001 |title=NEWS WATCH; Faster Modem Makes Gamers Quicker on the Trigger |language=en-US |work=] |url=https://www.nytimes.com/2001/01/25/technology/news-watch-faster-modem-makes-gamers-quicker-on-the-trigger.html |access-date=June 23, 2020 |issn=0362-4331 |archive-date=June 26, 2020 |archive-url=https://web.archive.org/web/20200626140919/https://www.nytimes.com/2001/01/25/technology/news-watch-faster-modem-makes-gamers-quicker-on-the-trigger.html |url-status=live }}</ref> | |||
The console can supply video through several different accessories. The console came with ], considered at the time to be the standard for video and audio connectivity. Sega and various third parties also manufactured ] connectors and ] cables. A ] allows Dreamcast games to be played on ]s or ] sets in ].<ref name="NextGen211"/> | |||
Sega also produced the Dreameye, a digital camera that could be connected to the Dreamcast and used to exchange pictures and participate in ] over the internet. Sega hoped developers would use the Dreameye for future software, as some later did with Sony's similar ] peripheral.<ref name="Avant-Garde" /><ref>{{cite web |date=March 6, 2000 |title=IGNDC Talks Dreameye with Sega |url=https://ign.com/articles/2000/03/07/igndc-talks-dreameye-with-sega |url-status=live |archive-url=https://web.archive.org/web/20141207112545/http://www.ign.com/articles/2000/03/07/igndc-talks-dreameye-with-sega |archive-date=December 7, 2014 |access-date=December 1, 2014 |website=]}}</ref> In addition, Sega investigated systems that would have allowed users to make telephone calls with the Dreamcast, and discussed with ] the development of an internet-enabled cell phone that would use technology from the console to enable quick downloads of games and other data.<ref name="Avant-Garde">{{cite journal|last1=Montfort|first1=Nick|last2=Consalvo|first2=Mia|title=The Dreamcast, Console of the Avant-Garde|journal=Loading... The Journal of the Canadian Game Studies Association|volume=6|number=9|pages=82–99}}</ref> | |||
== Game library == | |||
]'' was a significant title for the Dreamcast as the first 3D platform game in the '']'' series.]] | |||
=== Storage === | |||
{{Main|VMU}} | |||
In contrast to the Sega CD and Sega Saturn, which included internal backup memory,<ref name="Soothsayer" /> the Dreamcast uses a 128 kbyte ], the ], for data storage.<ref name="IGN VMU">{{cite web |date=August 13, 1999 |title=Dreamcast VMU |url=https://ign.com/articles/1999/08/14/dreamcast-vmu |url-status=live |archive-url=https://web.archive.org/web/20141105023644/http://www.ign.com/articles/1999/08/14/dreamcast-vmu |archive-date=November 5, 2014 |access-date=November 5, 2014 |website=]}}</ref><ref name="Unified" /> The VMU features a small ] screen, audio output from a one-channel ] sound source,<ref name="Vintage">{{cite book |last1=Loguidice |first1=Bill |title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time |last2=Barton |first2=Matt |publisher=] |year=2014 |isbn=978-0415856003 |location=Boca Raton, Florida |page=278}}</ref> ], a D-pad and four buttons.<ref name="Unified" /><ref name="Vintage" /><ref name="BW Peripherals" /> The VMU can present game information, be used as a minimal handheld gaming device,<ref name="Avant-Garde" /> and connect to certain Sega arcade machines.<ref name="Unified" /><ref name="Soothsayer" /><ref name="IGN VMU" /> For example, players use the VMU to call plays in ''NFL 2K'' or raise virtual pets in ''Sonic Adventure''.<ref name="Soothsayer" /><ref name="GS 2K Retro">{{cite web |last=Ekberg |first=Brian |date=August 2, 2005 |title=GameSpot Sports Classic - ''NFL 2K'' |url=http://www.gamespot.com/articles/gamespot-sports-classic-nfl-2k/1100-6130024/ |url-status=live |archive-url=https://web.archive.org/web/20150129041115/http://www.gamespot.com/articles/gamespot-sports-classic-nfl-2k/1100-6130024/ |archive-date=January 29, 2015 |access-date=November 5, 2014 |website=]}}</ref> | |||
Sega officials noted that the VMU could be used "as a private viewing area, the absence of which has prevented effective implementation of many types of games in the past".<ref name="Unified" /> After a VMU slot was incorporated into the controller's design, Sega's engineers found many additional uses for it, so a second slot was added.<ref name="Unified" /> It is generally for vibration packs providing ],<ref name="Vintage" /> such as Sega's "Jump Pack"<ref name="BW Peripherals" /> and Performance's "Tremor Pack";<ref name="NextGen211" /> it can be used for peripherals including a microphone, enabling voice control and player communication.<ref name="Unified" /> Various third-party cards provide storage, and some contain the LCD screen addition.<ref name="NextGen211" /> ] announced a Dreamcast-compatible ] storing up to {{nowrap|100 MB}} on removable discs,<ref name="NextGen211" /> but it was never released.<ref name="RetroinspectionD" /> | |||
== Software == | |||
=== Game library === | |||
{{See also|List of Dreamcast games}} | {{See also|List of Dreamcast games}} | ||
The Dreamcast library consists of over 600 games across all regions,<ref>{{Cite magazine |date=April 25, 2002 |title=Directory |magazine=Dreamcast Magazine |publisher=] |issue=34 |pages=90–96}}</ref> in GD-ROM format.<ref name="EGM115" /> It uses ], only playing games released within its predetermined region; however, this is circumventable via ] installation, boot discs, or cheat discs such as ]'s ].<ref>{{cite book |last1=Carless |first1=Simon |url=https://books.google.com/books?id=zrqz84QUuSEC&pg=PA195 |title=Gaming Hacks |date=2004 |publisher=] |isbn=978-0-596-00714-0 |location=Sebastopol, CA |page=195 |language=en |author1-link=Simon Carless |access-date=June 18, 2021 |via=] |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624202658/https://books.google.com/books?id=zrqz84QUuSEC&pg=PA195 |url-status=live }}</ref><ref>{{cite web |last1=Gantayat |first1=Anoop |date=November 7, 2000 |title=DC-X for Dreamcast |url=https://www.ign.com/articles/2000/11/08/dc-x-for-dreamcast |access-date=June 23, 2021 |website=IGN |language=en |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624203539/https://www.ign.com/articles/2000/11/08/dc-x-for-dreamcast |url-status=live }}</ref><ref>{{cite web |last1=Stuart |first1=Keith |date=May 23, 2016 |title=That time I was blacklisted by Sega while editing a Sega magazine |url=https://www.eurogamer.net/articles/2016-05-21-that-time-i-was-blacklisted-by-sega-while-editing-a-sega-magazine |access-date=June 18, 2021 |website=] |publisher=] |language=en |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624200855/https://www.eurogamer.net/articles/2016-05-21-that-time-i-was-blacklisted-by-sega-while-editing-a-sega-magazine |url-status=live }}</ref> In Japan, the Dreamcast was launched with '']'', '']'', '']'', and ''July''.<ref>{{Cite magazine |date=January 1999 |title=Dreamcast: Day One |url=https://retrocdn.net/images/1/1a/Edge_UK_067.pdf |magazine=] |publisher=] |issue=67 |page=7 |access-date=June 24, 2021 |archive-url=https://web.archive.org/web/20151209025736/https://retrocdn.net/images/1/1a/Edge_UK_067.pdf |archive-date=December 9, 2015 |url-status=live }}</ref> In North America, it launched with 19 games, including the highly anticipated '']'', '']'', and '']''.{{efn|The full list of North American launch games includes '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', ''NFL 2K'', '']'', ''Pen Pen TriIcelon'', '']'', '']'', ''Sonic Adventure'', ''Soulcalibur'', '']'', '']'', and '']''.}}<ref>{{cite web |last1=Gantayat |first1=Anoop |date=September 10, 1999 |title=The Definitive Dreamcast Launch Game Guide |url=https://www.ign.com/articles/1999/09/11/the-definitive-dreamcast-launch-game-guide |access-date=June 24, 2021 |website=IGN |language=en |archive-date=June 23, 2021 |archive-url=https://web.archive.org/web/20210623183837/https://www.ign.com/articles/1999/09/11/the-definitive-dreamcast-launch-game-guide |url-status=live }}</ref> In Europe, it was planned to launch with 10 games; this increased to 15 after the launch was delayed.{{efn|The full list of European launch games includes ''Blue Stinger'', '']'', '']'', '']'', ''Monaco Grand Prix'', ''Pen Pen TriIcelon'', ''Power Stone'', ''Ready 2 Rumble Boxing'', '']'', ''Sonic Adventure'', '']'', ''TrickStyle'', '']'', '']'', and ''Virtua Fighter 3 tb''.<ref>{{cite news |last1=Langan |first1=Matthew |title=Top 10 European Dreamcast Titles Revealed |url=https://www.ign.com/articles/1999/10/15/top-10-european-dreamcast-titles-revealed |access-date=July 5, 2021 |work=IGN |date=October 14, 1999 |language=en |archive-date=July 9, 2021 |archive-url=https://web.archive.org/web/20210709184243/https://www.ign.com/articles/1999/10/15/top-10-european-dreamcast-titles-revealed |url-status=live }}</ref><ref>{{cite news |title=Do you dare to dream? |url=https://www.theguardian.com/technology/1999/oct/14/onlinesupplement |access-date=July 5, 2021 |work=] |date=October 13, 1999 |language=en}}</ref><ref name="Europe new release date - IGN" />}}<ref name="Europe new release date - IGN">{{cite news |last1=Langan |first1=Matthew |date=September 2, 1999 |title=European Dreamcast Release Date Revealed |language=en |work=IGN |url=https://www.ign.com/articles/1999/09/03/european-dreamcast-release-date-revealed |access-date=June 24, 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624203758/https://www.ign.com/articles/1999/09/03/european-dreamcast-release-date-revealed |url-status=live }}</ref> Licensed Dreamcast games were released until mid-2002 in the US.<ref name="IGN's History of Sega" /> Some ] continued to release games, such as 2007's ], developed by the German studio ].<ref name=":0" /> | |||
Before the launch of the Dreamcast in Japan, Sega announced the release of its ] (NAOMI) arcade board, which served as a cheaper alternative to the ].<ref>{{cite web|last=Ohbuchi|first=Yutaka|url=http://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/|title=How Naomi Got Its Groove On|publisher=GameSpot|date=1998-09-17|accessdate=2014-12-09}}</ref> NAOMI shared the same technology as the Dreamcast—albeit with twice as much system, video, and audio memory and an 160 Mbyte ] in place of a GD-ROM drive—allowing nearly identical ] of ].<ref name="Unified"/><ref name="IGN History of Dreamcast"/> Games were ported from NAOMI to the Dreamcast by several leading Japanese arcade companies, including ] ('']'' and '']''), ] ('']''<ref>{{cite web|url=http://www.edge-online.com/review/ikaruga-review/|title=''Ikaruga'' Review|publisher=''Edge''|date=2002-10-10|accessdate=2014-11-27}}</ref>), and Sega itself ('']'' and '']'').<ref name="RetroinspectionD"/> | |||
==== First-party games ==== | |||
In what has been called "a brief moment of remarkable creativity",<ref name="IGN History of Dreamcast"/> in 2000 Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.<ref name="IGN's History of Sega"/><ref name="Dreamcast memorial"/>{{sfn|Kent|2001|pages=577-578, 581}} Studios included ] (UGA) (headed by former '']'' producer ]), ] (headed by ''Crazy Taxi'' creator and future Sega president ]{{sfn|Kent|2001|pages=324, 578}}<ref>{{cite web|url=http://investing.businessweek.com/research/stocks/people/person.asp?personId=3449401&ticker=SGAMF|title=Sega Sammy Holdings Inc|publisher=''Businessweek''|year=2012|accessdate=2014-10-26}}</ref>), ] (headed by Shun Arai and including many former '']'' and future '']'' developers from ]<ref>cf. {{cite web|last=Mielke|first=James|url=http://web.archive.org/web/20121104033744/http://www.1up.com/features/panzer-dragoon-saga-retrospective?pager.offset=4|title=Panzer Dragoon Saga Retrospective|publisher=1UP.com|page=5|date=2007-09-11|accessdate=2014-10-26|quote='''Yukio Futatsugi:''' The director of '']'' was in charge of the battle system in '']''.}}</ref>), ] (headed by ] and composed of developers from Sega franchises including '']'', '']'' and '']''<ref>{{cite web|url=http://www.ign.com/companies/overworks|title=Overworks|publisher=IGN|accessdate=2014-10-25}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2002/05/23/e3-2002-shinobi-interview|title=E3 2002: ''Shinobi'' Interview|publisher=IGN|date=2002-05-23|accessdate=2014-10-26}}</ref><ref>{{cite web|last=Parish|first=Jeremy|url=http://web.archive.org/web/20130515130704/http://www.1up.com/do/previewPage?pager.offset=0&cId=3170197&p=|title=''Valkyria Chronicles'' Interview|publisher=1UP.com|date=2008-09-26|accessdate=2014-10-26|quote='''Ryutaro Nonaka:''' Yes, definitely—I've had a lot of experience with strategy thanks to ''Sakura Taisen''. But I've also worked with a fair number of action titles as well, including a game called '']'' ... The team also worked with ''Skies of Arcadia'', and we gathered a staff from many different titles.}}</ref>), ] (Sega's most famous arcade studio and the developer of Sega's ''Virtua Fighter'' ] series, headed by the company's top developer, ]{{sfn|Kent|2001|pages=501, 578}}), and ] (the developer of Sega's flagship series, '']'', headed by ]).<ref name="IGN History of Dreamcast"/><ref>The others were ], headed by Rikiya Nakagawa; ], headed by ]; and ], headed by Kenji Sasaki: See {{cite web|url=http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf|title=Sega Corporation Annual Report 2001|publisher=Sega Corporation|page=10|date=August 2001|accessdate=2014-10-31}}</ref> Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process,<ref name="Avant-Garde"/> resulting in titles such as '']'' (an attempt to simulate ] in the form of a ]),<ref name="1UP Rez">{{cite web|last=Kennedy|first=Sam|url=http://web.archive.org/web/20070516074722/http://www.1up.com/do/reviewPage?cId=3165700|title=''Rez'' HD (Xbox 360)|publisher=1UP.com|date=2008-01-29|accessdate=2014-10-24}}</ref><ref>{{cite web|url=http://www.edge-online.com/review/rez-review/|title=''Rez'' Review|publisher='']''|date=2001-11-29|accessdate=2014-11-05|quote=In its appreciation of 3D space and in the way themes of evolution and transcendence are intertwined with, and layered on top of, exhilarating abstract soundscapes, ''Rez'' is a work of genius.}}</ref><ref>{{cite web|last=Parkin|first=Simon|url=http://www.eurogamer.net/articles/rez-hd-review|title=''Rez'' HD|publisher='']''|date=2008-01-30|accessdate=2014-10-24}}</ref> '']'' (a version of '']'' remade into a ] trainer),<ref>{{cite journal|title=Retro Reviews: Typing of the Dead|journal=Game Informer|volume=15|issue=150|date=October 2005|page=165|quote=One of the strangest titles to come out of Sega's workshop ... It's actually a more addictive and challenging game than the original game that it is based on.}}</ref><ref name="GI Top">{{cite journal|title=From the Living Room to the Grave: Remembering the Top 10 Dreamcast Games|journal=Game Informer|volume=16|issue=166|date=February 2007|pages=116–117}}</ref>{{sfn|Mott|2013|page=415. "'I'm dating the head cheerleader', you might type while playing ''The Typing of the Dead'', before digressing into an extended discourse on health and safety measures or financial prudence"}} ''Seaman'' (a ] in which players use a microphone to interact with a grotesque humanoid fish whose growth is narrated by ]),<ref name="Avant-Garde"/><ref>{{cite journal|title=Retro Reviews: ''Seaman''|journal=Game Informer|volume=15|issue=151|date=November 2005|page=198|quote=A surreal adventure with a certain brand of humor rarely achieved today.}} cf. {{cite web|last=Provo|first=Frank|url=http://web.archive.org/web/20110830223755/http://www.gamespot.com/dreamcast/sim/seaman/review.html|title=''Seaman'' Review|publisher=]|date=2000-08-08|accessdate=2014-10-24}}</ref>{{sfn|Mott|2013|page=407}} and '']'' (the first part in a planned 16-part interactive novel and a striking attempt at creating a detailed in-game city.<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|pages=577-578, 581}}<ref>Hitmaker even developed '']'', a Japan-exclusive ] that features commentary on the perceived over-abundance of sequels produced by the video game industry, in which the player must prevent Sega from going out of business by helping the company's mascots battle with the forces of a rival corporation: See, e.g., {{cite web|url=http://web.archive.org/web/20120527150812/http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever|title=The Story of Sega's Oddest Game Ever|publisher=''Edge''|date=2008-07-21|accessdate=2014-10-24}} cf. {{cite journal|last=Vore|first=Bryan|title=Alex Kidd: Sega's Forgotten Mascot|journal=Game Informer|volume=22|issue=227|date=March 2012|pages=98–99|quote='''], ''Segagaga'':''' I debuted as Sega's mascot, and went head-to-head against Nintendo's Mario. But it didn't work out in the end. For the longest time after that, I beat myself up about it, thinking about why it turned out the way it did. I spent a lot of time on this riverbank, staring at the sunset.}}</ref> Sega also revived franchises from the Genesis era, such as '']''.<ref name="gamasutra1"/> Sega's internal studios were consolidated starting in 2003, with Mizuguchi leaving the company following the merger of UGA with Sonic Team.<ref name="IGN History of Dreamcast"/><ref name="Mizuguchi Kikizo">{{cite web|url=http://archive.videogamesdaily.com/features/tetsuya_mizuguchi_iv_oct05_p1.asp|title=Tetsuya Mizuguchi Interview 2005|publisher=Kikizo|date=2005-10-13|accessdate=2014-10-24}} cf. {{cite journal|last=Thomason|first=Steve|title=Love Story|journal=]|volume=19|issue=201|date=March 2006|pages=38–39}}</ref><ref>On July 22, 2003, Sega announced the merger of Sonic Team with UGA, Hitmaker with Sega Rosso, and Smilebit with Amusement Vision. See {{cite web|url=http://www.ign.com/articles/2003/07/23/sega-details-future|title=Sega Details Future|publisher=IGN|date=2003-07-23|accessdate=2014-12-09}}</ref> | |||
]'' is a significant Dreamcast game, as the first 3D platforming '']'' game.]] | |||
In what has been called "a brief moment of remarkable creativity",<ref name="IGN History of Dreamcast"/> in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by their top designers.<ref name="IGN's History of Sega"/><ref name="Dreamcast memorial"/>{{sfn|Kent|2001|pages=577–578, 581}} Studios included ] (UGA), ], ], ], ], ], ], Wave Master, and ],<ref name=":1">{{Cite magazine |date=October 2000 |title=Sega's new beginning |magazine=] |publisher=] |issue=89 |pages=68–78}}</ref> while ] had been taken over earlier in the year by ]<ref>{{cite web |last=Sato |first=Yukiyoshi Ite |date=April 27, 2000 |title=New Management for Sega's AM2 |url=https://www.gamespot.com/articles/new-management-for-segas-am2/1100-2447075/ |access-date=March 31, 2020 |website=]}}</ref> and became independent in 2001 as SEGA-AM2 Co., Ltd.<ref>{{cite web |date=August 1, 2001 |title=CSK Research Institute Becomes Sega-AM2 Co. Ltd. |url=https://www.gamasutra.com/view/news/91644/CSK_Research_Institute_Becomes_SegaAM2_Co_Ltd.php |access-date=March 31, 2020 |website=] |archive-date=August 25, 2021 |archive-url=https://web.archive.org/web/20210825052558/https://gamasutra.com/view/news/91644/CSK_Research_Institute_Becomes_SegaAM2_Co_Ltd.php |url-status=dead }}</ref> Sega's design studios were encouraged to experiment and benefited from a relatively lax approval process.<ref name="Avant-Garde" /> This resulted in games such as UGA's '']'', an attempt to simulate ] in the form of a ];<ref name="1UP Rez">{{cite web |last=Kennedy |first=Sam |date=January 29, 2008 |title=''Rez'' HD (Xbox 360) |url=http://www.1up.com/do/reviewPage?cId=3165700 |url-status=dead |archive-url=https://archive.today/20070516074722/http://www.1up.com/do/reviewPage?cId=3165700 |archive-date=May 16, 2007 |access-date=December 10, 2016 |website=]}}</ref><ref>{{cite magazine |date=November 29, 2001 |title=''Rez'' Review |url=http://www.edge-online.com/review/rez-review/ |url-status=live |magazine=] |archive-url=https://web.archive.org/web/20141122131408/http://www.edge-online.com/review/rez-review/ |archive-date=November 22, 2014 |access-date=November 5, 2014 |quote=}}</ref><ref>{{cite web|last=Parkin |first=Simon |url=http://www.eurogamer.net/articles/rez-hd-review |title=''Rez'' HD |work=] |date=January 30, 2008 |access-date=October 24, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140926120150/http://www.eurogamer.net/articles/rez-hd-review |archive-date=September 26, 2014}}</ref> Wow's '']'', a version of '']'' remade into a ] trainer;<ref>{{cite magazine |date=October 2005 |title=Retro Reviews: Typing of the Dead |magazine=] |volume=15 |issue=150 |page=165 |quote=}}</ref><ref name="GI Top">{{cite magazine |date=February 2007 |title=From the Living Room to the Grave: Remembering the Top 10 Dreamcast Games |magazine=] |volume=16 |issue=166 |pages=116–117}}</ref>{{sfn|Mott|2013|page=415. "'I'm dating the head cheerleader', you might type while playing ''The Typing of the Dead'', before digressing into an extended discourse on health and safety measures or financial prudence"}} and Hitmaker's '']'', a Japan-exclusive ] in which players are tasked with preventing Sega from going out of business.<ref>{{cite magazine |date=July 21, 2008 |title=The Story of Sega's Oddest Game Ever |url=http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever |url-status=dead |archive-url=https://web.archive.org/web/20120527150812/http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever |archive-date=May 27, 2012 |access-date=October 24, 2014 |magazine=]}}</ref> | |||
Sonic Team's ''Sonic Adventure'', the first fully 3D ] starring Sega's mascot Sonic the Hedgehog, was considered the "centerpiece" of the Dreamcast launch.<ref name="IGN History of Dreamcast" /> At 2.5 million copies, it is the best-selling Dreamcast game.<ref name="IGNGreat" /><ref name="gssonic">{{cite web |author=Boutros, Daniel |date=August 4, 2006 |title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games |url=http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7 |url-status=dead |archive-url=https://web.archive.org/web/20141029191235/http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7 |archive-date=October 29, 2014 |access-date=October 19, 2014 |website=Gamasutra}}</ref> Sonic Team also developed the Dreamcast's first online game—'']''—which was praised for its addictive puzzle gameplay and "frantic" multiplayer matches,<ref name="Best GamesRadar">{{cite web |date=September 9, 2014 |title=Best Dreamcast games of all time |url=https://gamesradar.com/best-dreamcast-games-all-time/ |url-status=live |archive-url=https://web.archive.org/web/20130306184353/http://www.gamesradar.com/best-dreamcast-games-all-time/ |archive-date=March 6, 2013 |access-date=November 4, 2014 |website=] |publisher=}}</ref><ref>{{cite web |last=Justice |first=Brandon |date=March 7, 2000 |title=''Chu Chu Rocket'' |url=https://ign.com/articles/2000/03/08/chu-chu-rocket-3 |url-status=live |archive-url=https://web.archive.org/web/20141031030941/http://www.ign.com/articles/2000/03/08/chu-chu-rocket-3 |archive-date=October 31, 2014 |access-date=October 30, 2014 |website=IGN}} cf. {{cite magazine |author=Jay |date=May 2, 2000 |title=''Chu Chu Rocket''-Dreamcast |url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4512 |url-status=dead |magazine=Game Informer |archive-url=https://web.archive.org/web/20001205110200/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4512 |archive-date=December 5, 2000 |access-date=November 4, 2014 |quote=I consider it the best and most original puzzle game since '']''.}} cf.{{cite web |last=Nutt |first=Christian |date=December 13, 1999 |title=''ChuChu Rocket!'' Review |url=http://www.gamespot.com/dreamcast/puzzle/chuchurocket/review.html? |url-status=dead |archive-url=https://web.archive.org/web/20090915212624/http://www.gamespot.com/dreamcast/puzzle/chuchurocket/review.html |archive-date=September 15, 2009 |access-date=October 4, 2014 |website=GameSpot}}</ref>{{sfn|Mott|2013|page=385}} and the critically successful music game '']'', which was noted for its expensive maracas peripheral and colorful aesthetic.<ref>{{cite web |title=''Samba de Amigo'' (Dreamcast) |url=https://www.metacritic.com/game/samba-de-amigo/critic-reviews/?platform=dreamcast |url-status=live |archive-url=https://web.archive.org/web/20150117132704/http://www.metacritic.com/game/dreamcast/samba-de-amigo |archive-date=January 17, 2015 |access-date=November 4, 2014 |website=Metacritic}} cf. {{cite web |last=Justice |first=Brandon |date=October 18, 2000 |title=''Samba De Amigo'' |url=https://ign.com/articles/2000/10/19/samba-de-amigo |url-status=live |archive-url=https://web.archive.org/web/20141104113115/http://www.ign.com/articles/2000/10/19/samba-de-amigo |archive-date=November 4, 2014 |access-date=November 4, 2014 |website=IGN}} cf. {{cite web |last=Gerstmann |first=Jeff |date=June 16, 2000 |title=''Samba De Amigo'' Review |url=http://www.gamespot.com/reviews/samba-de-amigo-review/1900-2589601/ |url-status=live |archive-url=https://web.archive.org/web/20131109125013/http://www.gamespot.com/reviews/samba-de-amigo-review/1900-2589601/ |archive-date=November 9, 2013 |access-date=November 4, 2014 |website=GameSpot}}</ref>{{sfn|Mott|2013|page=405}}<ref>For a negative review, see {{cite magazine |author=Reiner |date=December 2000 |title=''Samba de Amigo'' |magazine=Game Informer |volume=10 |issue=92 |page=124}} cf. {{cite magazine |date=February 2008 |title=Retro Reviews: ''Samba de Amigo'' |magazine=Game Informer |volume=18 |issue=178 |page=110}}</ref> Sonic Team's '']'', the first online console RPG, is considered a landmark game for refining and simplifying '']''{{'}}s style of gameplay to appeal to console audiences.<ref name="Okawa PSO" />{{sfn|Mott|2013|page=435}}<ref>{{cite web |last=Parish |first=Jeremy |title=The Decade That Was: Essential Newcomers: ''Phantasy Star Online'' |url=http://www.1up.com/do/feature?pager.offset=1&cId=3178082 |archive-url=https://web.archive.org/web/20121020055941/http://www.1up.com/do/feature?pager.offset=1&cId=3178082 |archive-date=October 20, 2012 |access-date=November 27, 2015 |website=1UP.com}} cf. {{cite magazine |last=Oestreicher |first=Jason |date=July 4, 2013 |title=Time Sinks-''Phantasy Star Online'' |url=http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=features&y=2013&m=07&d=05&WeblogPostID=3150706&GroupKeys= |url-status=dead |magazine=Game Informer |archive-url=https://web.archive.org/web/20160305004007/http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=features&y=2013&m=07&d=05&WeblogPostID=3150706&GroupKeys= |archive-date=March 5, 2016 |access-date=November 5, 2014 |quote=Certainly, by today's standards, it was rudimentary and repetitive. But at the same time, it was revolutionary.}} cf. {{cite web |date=June 15, 2014 |title=Retrospective: ''Phantasy Star Online'' |url=http://www.edge-online.com/features/retrospective-phantasy-star-online/ |url-status=dead |archive-url=https://web.archive.org/web/20141129031406/http://www.edge-online.com/features/retrospective-phantasy-star-online/ |archive-date=November 29, 2014 |access-date=March 5, 2015 |work=Edge}}</ref> | |||
UGA created the ] '']'', in which players help a female outer space news reporter named Ulala fight aliens with "groove energy" by dancing.{{sfn|Kent|2001|page=581}}{{sfn|Mott|2013|page=410}} Intended for a "female casual" audience, ''Space Channel 5'' is considered one of Sega's "most daring and beloved" original properties, combining a "defiantly retro" and "uplifting" soundtrack with "dazzling" and "colorful" visual presentation—despite "a lack of real gameplay substance."<ref name="IGN History of Dreamcast"/><ref name="Best GamesRadar"/>{{sfn|Mott|2013|page=410}} Neither ''Space Channel 5'' nor UGA's ''Rez'' were commercially successful, and the latter title was only available in the U.S. market through a PS2 port released in limited quantities.<ref name="1UP Rez"/><ref name="Mizuguchi Kikizo"/> Hitmaker's arcade ports included ''Crazy Taxi''—an ] arcade ] known for its addictive gameplay,<ref name="GI Top"/> which sold over one million copies<ref name="IGN History of Dreamcast"/> and has been frequently cited as one of the best Dreamcast games<ref name="Best GamesRadar"/><ref name="Dreamcast Dozen">{{cite web|last=Whitehead|first=Dan|url=http://www.eurogamer.net/articles/the-dreamcast-dozen-article|title=The Dreamcast Dozen|date=2009-01-02|accessdate=2014-11-04}}</ref><ref name="IGN Top 25"/>—and '']''—which revitalized its genre with a simple two-button control scheme and use of minigames to test the player's technique.<ref name="IGN History of Dreamcast"/><ref>{{cite journal|last=Hegelson|first=Matt|title=''Tennis 2K2''|journal=Game Informer|volume=12|issue=113|date=September 2002|page=81|quote= ... universally hailed as the greatest tennis game ever.}} cf. {{cite web|last=Chen|first=Jeff|url=http://www.ign.com/articles/2000/07/08/virtua-tennis-sega-professional-tennis|title=''Virtua Tennis: Sega Professional Tennis''|publisher=IGN|date=2000-07-07|accessdate=2014-10-24}} cf. {{cite web|last=Gerstmann|first=Jeff|url=http://www.gamespot.com/reviews/virtua-tennis-review/1900-2601195/|title=''Virtua Tennis'' Review|publisher=GameSpot|date=2000-07-10|accessdate=2014-11-04}} cf. {{cite web|last=Reed|first=Kristian|url=http://www.eurogamer.net/articles/r_virtuatennis2_ps2|title=''Virtua Tennis 2''|publisher=Eurogamer|date=2002-11-19|accessdate=2014-11-04|quote=Two of the greatest sports titles ever made were released on the console: ''Virtua Tennis'' and its superior sequel ''Virtua Tennis 2''.}} cf. {{cite web|url=http://www.metacritic.com/game/dreamcast/virtua-tennis|title=''Virtua Tennis'' (Dreamcast)|publisher=Metacritic|accessdate=2014-11-05}}</ref><ref name="GI Top 100">{{cite journal|title=Top 100 Games of All Time|journal=Game Informer|volume=11|issue=100|date=August 2001|pages=22–41}}</ref> Smilebit's '']''—in which players control a ]-based gang of youthful, rebellious ] called the "GGs", who use ] to claim territory from rival gangs while evading an oppressive police force—has been cited as a major example of Sega's commitment to original game concepts during the Dreamcast's lifespan. Lauded for composer ]'s "punchy, psychedelic" soundtrack incorporating elements of "] and ]" as well as its message of "self-expression and ]",{{sfn|Mott|2013|page=431}}<ref name="Ingenito">{{cite web|last=Ingenito|first=Vince|url=http://www.ign.com/articles/2012/09/17/jet-set-radio-review|title=''Jet Set Radio'' Review|publisher=IGN|date=2012-09-17|accessdate=2014-11-04|quote=The overall gameplay in ''Jet Set Radio'' is merely passable ... But the game didn't enslave a throng of loyal fans because of its gameplay, odd as that might sound. It was its style and spirit that made it worth experiencing.}}</ref> the game also popularized ] graphics.<ref name="IGN History of Dreamcast"/><ref>{{cite web|last=Leone|first=Matt|url=http://web.archive.org/web/20140202182815/http://www.1up.com/features/essential-50-jet-grind-radio|title=The Essential 50 Part 48: ''Jet Grind Radio''|publisher=1UP.com|accessdate=2014-11-04|quote='''Takayuki Kawagoe:''' It would be a success if it can become a part of the memory of the users rather than set a record for sales.}}</ref> Despite universal praise for its style, ''Jet Set Radio''<nowiki>'</nowiki>s gameplay was criticized as mediocre, and it failed to meet Sega's sales expectations.<ref name="Ingenito"/><ref>{{cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2000/10/28/jet-grind-radio-3|title=''Jet Grind Radio''|publisher=IGN|date=2000-10-27|accessdate=2014-11-04|quote=Smilebit shows why Sega has the best development stable in the world ... It truly is an original creation, and you can see this distinctness shine through in every aspect of the game.}} cf. {{cite journal|author=Reiner|title=''Jet Set Radio''|journal=Game Informer|volume=10|issue=92|date=December 2000|pages=116–117|quote=The rewards are magnificent, and each stage is something to behold, but the gameplay is mediocre at best.}} cf. {{cite web|last=Venter|first=Jason|url=http://www.gamespot.com/reviews/jet-set-radio-review/1900-6396616/|title=''Jet Set Radio'' Review|publisher=GameSpot|date=2012-09-17|accessdate=2014-11-26|quote=Even the simple act of skating in a straight line can sometimes prove difficult.}}</ref>{{sfn|Kent|2001|page=587}} Produced by ],<ref>{{cite journal|last=Thomason|first=Steve|title=Birth of a Hedgehog|journal=Nintendo Power|volume=20|issue=211|date=January 2007|page=71}}</ref> the Overworks-developed traditional ] '']'' was acclaimed for its surreal ]-inspired fantasy world of floating islands and sky pirates, charming protagonists, unique emphasis on the environmental properties of weapons, exciting airship battles, and memorable plot (including a sequence viewed from multiple perspectives).<ref name="IGN History of Dreamcast"/><ref>{{cite web|last=Chau|first=Anthony|url=http://www.ign.com/articles/2000/11/15/skies-of-arcadia|title=''Skies of Arcadia''|publisher=IGN|date=2000-11-14|accessdate=2014-11-04}} cf. {{cite web|last=Shoemaker|first=Brad|url=http://www.gamespot.com/reviews/skies-of-arcadia-review/1900-2641052/|title=''Skies of Arcadia'' Review|publisher=GameSpot|date=2000-10-16|accessdate=2014-11-04}} cf. {{cite web|author=Reiner|url=http://web.archive.org/web/20051112171012/http://www.gameinformer.com/Games/Review/200302/R03.0730.1459.43940.htm?CS_pid=220263|title=''Skies of Arcadia Legends''|publisher=''Game Informer''|accessdate=2014-11-04}} cf. {{cite web|url=http://www.edge-online.com/features/time-extend-skies-arcadia/|title=Time Extend: ''Skies of Arcadia''|publisher=''Edge''|date=2009-07-19|accessdate=2014-12-03|quote=The moment when Vyse officially leaves home ... with his skyfaring dad acknowledging him as an equal, is as touching as it isn't melodramatic, with both parents on hand to offer their blessings instead of blubbery histrionics. Vyse's down-to-earth nature is buffered by the aforementioned Aika, an ever-present confidante and childhood friend, and a playful female companion. More games need a marriage like this: splitting the emotional and verbal duties of the lead character into a double act, a sexless husband and wife who can reassure and question one another without the game having to resort to the internal monologue of a glum teen. Aika and Vyse's relationship is flirty and loving, but never blooms into the dreaded romantic subplot, filled with ellipses and uncomfortable mutterings.}}</ref>{{sfn|Mott|2013|page=438}} | |||
UGA created the ] '']'' for a female casual audience;<ref name="GamaInterview">{{cite web |last=Cifaldi |first=Frank |date=May 20, 2005 |title=E3 Report: The Path to Creating AAA Games |url=http://www.gamasutra.com/view/feature/2310/e3_report_the_path_to_creating_.php |url-status=dead |archive-url=https://web.archive.org/web/20160419113852/http://www.gamasutra.com/view/feature/2310/e3_report_the_path_to_creating_.php |archive-date=April 19, 2016 |access-date=November 30, 2015 |website=] |publisher=]}}</ref> players help a female outer-space news reporter, Ulala, fight aliens with "groove energy" by dancing.{{sfn|Kent|2001|page=581}}{{sfn|Mott|2013|page=410}} Hitmaker's arcade ports include ''Crazy Taxi'', an ] arcade ] known for its addictive gameplay with more than one million copies sold;<ref name="IGN History of Dreamcast" /><ref name="GI Top" /> and '']'', which revitalized the tennis game genre.<ref name="IGN History of Dreamcast" /><ref>*{{cite magazine |last=Hegelson |first=Matt |date=September 2002 |title=''Tennis 2K2'' |magazine=] |volume=12 |issue=113 |page=81 |quote=}} | |||
AM2 developed what Sega hoped would be the Dreamcast's ], ''Shenmue'', a "revenge epic in the tradition of ]."<ref name="IGN's History of Sega"/><ref name="History">{{cite web|url=http://www.ign.com/articles/1999/07/14/shenmue-the-history|title=''Shenmue'', the History|date=1999-07-13|accessdate=2014-10-26}}</ref> The ] title involved the quest of protagonist Ryo Hazuki to avenge his father's murder,<ref name="Ages">{{cite web|last=Kolan|first=Patrick|url=http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|title=''Shenmue'': Through the Ages|publisher=IGN|date=2007-08-07|accessdate=2014-10-26}}</ref> but its main selling point was its rendition of the Japanese city of ], which included a level of detail considered unprecedented for a video game.{{sfn|Mott|2013|page=406}} Incorporating a ] day/night cycle with variable weather, ]s with regular schedules, and the ability to pick up and examine detailed objects (also introducing the ] in its modern form{{sfn|Mott|2013|page=406}}<ref>{{cite web|last=Lamosca|first=Adam|url=http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance|title=On-Screen Help, In-Game Hindrance|publisher='']''|date=2007-06-24|accessdate=2014-10-26}}</ref>), ''Shenmue'' went over budget and was rumored<ref>In 2011, Suzuki stated that the actual cost of ''Shenmue'' was $47 million: See {{cite web|last=Gallegos|first=Anthony|url=http://www.ign.com/articles/2011/03/02/gdc-the-future-of-shenmue|title=GDC: The Future of ''Shenmue''|publisher=IGN|date=2011-03-02|accessdate=2014-11-05}}</ref> to have cost Sega over $50 million.<ref name="Ages"/>{{sfn|Mott|2013|page=406}}{{sfn|Kent|2001|page=578}} Originally planned as the first installment in a 16-part saga, ''Shenmue'' was eventually downsized to a trilogy—and only ] was ever released.<ref name="IGN History of Dreamcast">{{cite web|last=Fahs|first=Travis|url=http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|title=IGN Presents the History of Dreamcast|publisher=IGN|date=September 9, 2010|accessdate=2014-03-24}}</ref>{{sfn|Kent|2001|page=578}} While ''Shenmue'' was lauded for its innovation, visuals and music, its critical reception was mixed; points of criticism included "invisible walls" which limited the player's sense of freedom, boredom caused by the inability to progress without waiting for events scheduled to occur at specific times, excessive in-game cutscenes and a lack of challenge.<ref name="Ages"/><ref>{{cite web|last=Chau|first=Anthony|url=http://www.ign.com/articles/2000/11/04/shenmue|title=''Shenmue''|publisher=IGN|date=2000-11-03|accessdate=2014-10-26}} cf. {{cite web|last=Provo|first=Frank|url=http://www.gamespot.com/reviews/shenmue-review/1900-2540599/|title=''Shenmue'' Review|publisher=GameSpot|date=2000-11-11|accessdate=2014-10-26|quote=Like an old style text adventure, albeit filled with appointments and curfews.}} cf. {{cite journal|author=Jay|title=''Shenmue''|journal=Game Informer|volume=10|issue=92|date=December 2000|page=120|quote=Every critical encounter ... lasts for less than a minute, and if you fail, you simply try again ... what once seemed so intricate in the Japanese version has become elementary now that the language barrier is broken. Determining your character's next move requires little more than talking to someone, who will then tell you who to see or where to go ... ''Shenmue'' is not the next step in video games; merely a glimmer of what the future of gaming might hold ... all that's left is a guy walking around an amazingly detailed environment. If I wanted to experience that, I could see it in another game with proven endless entertainment value. It's called life.}} cf. {{cite web|url=http://www.edge-online.com/review/shenmue-review/|title=''Shenmue'' Review|publisher=''Edge''|date=2000-11-29|accessdate=2014-11-14|quote=''Shenmue'' is much more than an interactive movie, but certainly does not deliver the freedom expected. It's involving, and ultimately rewarding, but only represents a step towards what may be possible in the future, rather than the milestone ''Edge'' hoped for.}}</ref><ref name="Shenmue reconsidered">In a 2009 retrospective, IGN's then senior vice-president of content Peer Schneider, among others, criticized IGN's contemporary coverage of ''Shenmue'', stating: "I'm as amazed today as I was back in 2000 when we gave it a 9.7." See {{cite web|url=http://www.ign.com/articles/2009/09/11/where-the-f-is-shenmue|title=Where the F@!* is ''Shenmue''?|publisher=IGN|date=2009-09-11|accessdate=2014-10-26}} The game was defended by IGN UK's Martin Robinson: "''Shenmue''<nowiki>'</nowiki>s stupendously large canvas, its superlative evocation of a time and place that to date remains alien territory to videogames and its unfading beauty all ensure it classic status ... the sweetest memory came just this year, when on a trip to Japan with my girlfriend I convinced her to come with me to Yokosuka, the port town that stars in the original game and is only an hour's ride from central Tokyo. It's the ultimate Dreamcast fanboy's pilgrimage, and as I took my first steps down Dobuita Street and recognized locations I'd walked past countless times before—Kurita's Military Store, Mary's Embroidery Store and the parking lot where Ryo honed his fighting skills—I couldn't help but go a little dewy eyed."</ref> According to Moore, ''Shenmue'' sold "extremely well", but the game had no chance of making a profit due to the Dreamcast's limited installed base.{{sfn|Kent|2001|page=587}} ''Shenmue II'' "was completed for a much more reasonable sum", while Sato defended ''Shenmue'' as an "investment will someday be recouped" because "the development advances we learned ... can be applied to other games".<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|pages=587, 578}} In addition to the mixed reception for ''Shenmue'', IGN's Travis Fahs stated that "the era wasn't as kind to as earlier years"—citing (among others) ''F355 Challenge'' as an "acclaimed" arcade title that "didn't do much at home", and ]'s port of ''Virtua Fighter 3'' as inferior to the arcade version, "which was already a couple years old and never as popular as its predecessors."<ref name="IGN History of Dreamcast"/><ref>cf. {{cite journal|author=Matt|title=''F355 Challenge: Passione Rossa''|journal=Game Informer|volume=10|issue=92|date=December 2000|page=124|quote=''F355 Challenge'' was breathtaking when played in the three-monitor coin-op unit, but it seems to lose impact on Dreamcast.}} For an alternative perspective, see {{cite web|last=Wiley|first=Mike|url=http://www.ign.com/articles/2000/09/20/f355-challenge|title=''F355 Challenge''|publisher=IGN|date=2000-09-19|accessdate=2014-10-26|quote=It is smoooooth.}}</ref><ref>cf. {{cite web|url=http://web.archive.org/web/20000603210245/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=3251|title=''Virtua Fighter 3tb''|publisher=''Game Informer''|date=1999-10-25|accessdate=2014-10-26}} cf. {{cite web|last=Gantayat|first=Anoop|url=http://www.ign.com/articles/1999/10/02/virtua-fighter-3tb|title=''Virtua Fighter 3tb''|publisher=IGN|date=1999-10-01|accessdate=2014-10-26}} cf. {{cite web|url=http://www.edge-online.com/review/virtua-fighter-3tb-review/|title=''Virtua Fighter 3 TB'' Review|publisher=''Edge''|date=1998-12-23|accessdate=2014-11-26|quote=The omission of a proper 'versus' selection is unforgivable, forcing twoplayer fights to be organised via the singleplayer mode. Purists may well argue that the arcade original lacked said option, but in ''Edge''<nowiki>'</nowiki>s view, buyers of modern coin-op conversions have the right to expect more from their investments than unenhanced facsimiles.}}</ref> The ''Virtua Fighter'' series would experience a "tremendous comeback" with the universally acclaimed '']''—which saw a console release exclusively on PS2.<ref name="IGN History of Dreamcast"/><ref>{{cite web|url=http://www.metacritic.com/game/playstation-2/virtua-fighter-4/critic-reviews|title=''Virtua Fighter 4''|publisher=Metacritic|accessdate=2014-10-26}} cf. {{cite journal|author=Andy|title=''Virtua Fighter 4''|journal=Game Informer|volume=12|issue=109|date=May 2002|pages=78–79|quote=Will change everything you have ever come to expect from this genre.}} cf. {{cite journal|title=The Top 50 Games of 2003: ''Virtua Fighter 4: Evolution''|journal=Game Informer|volume=14|issue=129|date=January 2004|page=64|quote=The most balanced and challenging fighting game the world has ever seen.}}</ref> | |||
*{{cite web |last=Chen |first=Jeff |date=July 7, 2000 |title=''Virtua Tennis: Sega Professional Tennis'' |url=https://ign.com/articles/2000/07/08/virtua-tennis-sega-professional-tennis |url-status=live |archive-url=https://web.archive.org/web/20141024093255/http://www.ign.com/articles/2000/07/08/virtua-tennis-sega-professional-tennis |archive-date=October 24, 2014 |access-date=October 24, 2014 |website=]}} | |||
{{Quote box | |||
*{{cite web |last=Gerstmann |first=Jeff |date=July 10, 2000 |title=''Virtua Tennis'' Review |url=http://www.gamespot.com/reviews/virtua-tennis-review/1900-2601195/ |url-status=live |archive-url=https://web.archive.org/web/20140218004029/http://www.gamespot.com/reviews/virtua-tennis-review/1900-2601195/ |archive-date=February 18, 2014 |access-date=November 4, 2014 |website=]}} | |||
|quote = "If ever a system deserved to succeed, it was Dreamcast. Dreamcast has a hell of a library. It's dying now, 18 months old, with a larger library than the 5-year-old Nintendo 64. It's a better library than the Nintendo 64. Dreamcast was a wonderful system."|source = —Journalist Steven L. Kent, March 2001.<ref>{{cite journal|title=''GI'' "Quotables"|journal=Game Informer|volume=11|issue=100|date=August 2001|pages=44–45}}</ref>|width = 30em}} | |||
*{{cite web |last=Reed |first=Kristan |date=November 19, 2002 |title=''Virtua Tennis 2'' |url=http://www.eurogamer.net/articles/r_virtuatennis2_ps2 |url-status=live |archive-url=https://web.archive.org/web/20141104120351/http://www.eurogamer.net/articles/r_virtuatennis2_ps2 |archive-date=November 4, 2014 |access-date=November 4, 2014 |website=] |quote=}} | |||
*{{cite web |title=''Virtua Tennis'' (Dreamcast) |url=https://www.metacritic.com/game/virtua-tennis/critic-reviews/?platform=dreamcast |url-status=live |archive-url=https://web.archive.org/web/20150117164425/http://www.metacritic.com/game/dreamcast/virtua-tennis |archive-date=January 17, 2015 |access-date=November 5, 2014 |website=]}}</ref><ref name="GI Top 100">{{cite magazine |date=August 2001 |title=Top 100 Games of All Time |magazine=] |volume=11 |issue=100 |pages=22–41}}</ref> Smilebit's '']'', in which players control a Tokyo gang of rebellious ], is cited as a major example of Sega's commitment to original concepts during the Dreamcast's lifespan.{{sfn|Mott|2013|page=431}}<ref name="Ingenito">{{cite web |last=Ingenito |first=Vince |date=September 17, 2012 |title=''Jet Set Radio'' Review |url=https://ign.com/articles/2012/09/17/jet-set-radio-review |url-status=live |archive-url=https://web.archive.org/web/20141104114412/http://www.ign.com/articles/2012/09/17/jet-set-radio-review |archive-date=November 4, 2014 |access-date=November 4, 2014 |website=] |quote=}}</ref> ''Jet Set Radio'' also popularized ] graphics,<ref name="IGN History of Dreamcast" /><ref>{{cite web |last=Leone |first=Matt |title=The Essential 50 Part 48: ''Jet Grind Radio'' |url=http://www.1up.com/features/essential-50-jet-grind-radio |url-status=dead |archive-url=https://archive.today/20140201013852/http://www.1up.com/features/essential-50-jet-grind-radio |archive-date=February 1, 2014 |access-date=December 10, 2016 |website=] |quote=}}</ref> though it failed to meet Sega's sales expectations.<ref name="Ingenito" /><ref>*{{cite web |last=Justice |first=Brandon |date=October 27, 2000 |title=''Jet Grind Radio'' |url=https://ign.com/articles/2000/10/28/jet-grind-radio-3 |url-status=live |archive-url=https://web.archive.org/web/20141104113112/http://www.ign.com/articles/2000/10/28/jet-grind-radio-3 |archive-date=November 4, 2014 |access-date=November 4, 2014 |website=] |quote=}} | |||
*{{cite magazine |author=Reiner |date=December 2000 |title=''Jet Set Radio'' |magazine=] |volume=10 |issue=92 |pages=116–117 |quote=}} | |||
*{{cite web |last=Venter |first=Jason |date=September 17, 2012 |title=''Jet Set Radio'' Review |url=http://www.gamespot.com/reviews/jet-set-radio-review/1900-6396616/ |url-status=live |archive-url=https://web.archive.org/web/20141218055653/http://www.gamespot.com/reviews/jet-set-radio-review/1900-6396616/ |archive-date=December 18, 2014 |access-date=November 26, 2014 |website=] |quote=}}</ref>{{sfn|Kent|2001|page=587}} The ] '']'', developed by Overworks and produced by ],<ref>{{cite magazine |last=Thomason |first=Steve |date=January 2007 |title=Birth of a Hedgehog |magazine=] |volume=20 |issue=211 |page=71}}</ref> was acclaimed for its surreal ]-inspired fantasy world of floating islands and sky pirates, charming protagonists, exciting airship battles and memorable plot.<ref name="IGN History of Dreamcast" /><ref>*{{cite web |last=Chau |first=Anthony |date=November 14, 2000 |title=''Skies of Arcadia'' |url=https://ign.com/articles/2000/11/15/skies-of-arcadia |url-status=live |archive-url=https://web.archive.org/web/20141104114303/http://www.ign.com/articles/2000/11/15/skies-of-arcadia |archive-date=November 4, 2014 |access-date=November 4, 2014 |website=]}} | |||
*{{cite web |last=Shoemaker |first=Brad |date=October 16, 2000 |title=''Skies of Arcadia'' Review |url=http://www.gamespot.com/reviews/skies-of-arcadia-review/1900-2641052/ |url-status=live |archive-url=https://web.archive.org/web/20141123014431/http://www.gamespot.com/reviews/skies-of-arcadia-review/1900-2641052/ |archive-date=November 23, 2014 |access-date=November 4, 2014 |website=]}} | |||
*{{cite magazine |author=Reiner |date= |title=''Skies of Arcadia Legends'' |url=http://www.gameinformer.com/Games/Review/200302/R03.0730.1459.43940.htm?CS_pid=220263 |url-status=dead |magazine=] |archive-url=https://web.archive.org/web/20051112171012/http://www.gameinformer.com/Games/Review/200302/R03.0730.1459.43940.htm?CS_pid=220263 |archive-date=November 12, 2005 |access-date=November 4, 2014}} | |||
*{{cite magazine |date=July 19, 2009 |title=Time Extend: ''Skies of Arcadia'' |url=http://www.edge-online.com/features/time-extend-skies-arcadia/ |url-status=dead |archive-url=https://web.archive.org/web/20141110211143/http://www.edge-online.com/features/time-extend-skies-arcadia/ |archive-date=November 10, 2014 |access-date=March 5, 2015 |magazine=] |quote=}}</ref>{{sfn|Mott|2013|page=438}} | |||
AM2 developed what Sega hoped would be the Dreamcast's ], '']'', a "revenge epic in the tradition of ]",<ref name="IGN's History of Sega" /><ref name="History">{{cite web |date=July 13, 1999 |title=''Shenmue'', the History |url=https://ign.com/articles/1999/07/14/shenmue-the-history |url-status=live |archive-url=https://web.archive.org/web/20141030003504/http://www.ign.com/articles/1999/07/14/shenmue-the-history |archive-date=October 30, 2014 |access-date=October 26, 2014 |website=]}}</ref> with a level of detail considered unprecedented for a video game.{{sfn|Mott|2013|page=406}} Incorporating a ] day-and-night cycle with variable weather, ]s with regular schedules, the ability to pick up and examine detailed objects, and introducing the ] in its modern form,{{sfn|Mott|2013|page=406}}<ref>{{cite web|last=Lamosca |first=Adam |url=http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance |title=On-Screen Help, In-Game Hindrance |work=] |date=June 24, 2007 |access-date=October 26, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140502182342/http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance |archive-date=May 2, 2014}}</ref> ''Shenmue'' went over budget and was rumored to have cost Sega over $50 million.<ref name="Ages">{{cite web |last=Kolan |first=Patrick |date=August 7, 2007 |title=''Shenmue'': Through the Ages |url=https://ign.com/articles/2007/08/08/shenmue-through-the-ages |url-status=live |archive-url=https://web.archive.org/web/20141104113911/http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages |archive-date=November 4, 2014 |access-date=October 26, 2014 |website=]}}</ref>{{sfn|Mott|2013|page=406}}{{sfn|Kent|2001|page=578}} According to Moore, ''Shenmue'' sold "extremely well", but had no chance of making a profit due to the Dreamcast's limited installed base.{{sfn|Kent|2001|pages=587, 578}} | |||
As the first fully 3D ] starring Sega's mascot, Sonic the Hedgehog, Sonic Team's ''Sonic Adventure'' was considered "the centerpiece of the launch".<ref name="IGN History of Dreamcast"/> ''Adventure'' garnered criticism for technical problems including erratic camera angles and glitches,{{sfn|Mott|2013|page=370}}<ref name="IGN SA">{{cite web|last=Justice|first=Brandon|url= http://www.ign.com/articles/1999/09/09/sonic-adventure|title=''Sonic Adventure''|publisher=IGN|date=1999-09-08|accessdate=2014-11-04|quote= Engrossing, demanding, and utterly awe-inspiring, Yuji Naka's vision has finally come full circle in this phenomenal title.}}</ref><ref name="GI SA">{{cite web|url= http://web.archive.org/web/20001203193400/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4208|title=''Sonic Adventure''-Dreamcast|publisher=''Game Informer''|date=1999-10-27|accessdate=2014-11-04|quote= I wish more time was spent to make this game truly remarkable, rather than the decent game we see today. }}</ref> but was praised for its "luscious"<ref>{{Cite journal|last=Smith|first=Sean|title=Company Profile: Sonic Team|journal=''Retro Gamer''|issue=26|volume=3|page=27|date=June 22, 2006}}</ref> visuals, "vast, twisting environments" and iconic set pieces —including a segment in which Sonic runs down the side of a skyscraper —and has been described as the ''Sonic'' series' creative apex.{{sfn|Mott|2013|page=370}}<ref name="IGN SA"/><ref>{{cite web|last=McKinley|last=Noble|url= http://web.archive.org/web/20100128020812/http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|title=The 20 Best Platformers: 1989 to 2009: Number 7: ''Sonic Adventure''|publisher=''GamePro''|page=3|date=2009-05-06|accessdate=2014-11-04}}</ref> However, it failed "to catch on with players in nearly the way that '']'' had done", perhaps due to a perceived lack of gameplay depth.<ref name="GI SA"/>{{sfn|DeMaria|Wilson|2004|page=312}}<ref>While '']'' was positively reviewed, the extent of its improvements over the original have been debated. See {{cite web|url=http://www.metacritic.com/game/dreamcast/sonic-adventure-2|title=''Sonic Adventure 2'' (Dreamcast)|publisher=]|accessdate=2014-11-04}} cf. {{cite web|last=Chau|first=Anthony|url=http://www.ign.com/articles/2001/06/22/sonic-adventure-2|title=''Sonic Adventure 2''|publisher=IGN|date=2001-06-22|accessdate=2014-11-04|quote=There aren't many viewing problems ... be prepared to take a more active role when playing.}} cf. {{cite journal|author=Reiner|title=''Sonic Adventure 2''|journal=Game Informer|volume=11|issue=100|date=August 2001|page=100|quote=Hardly any mistakes from the original were fixed ... The lackluster difficulty and cartoon-like presentation is perfect for kids, but it really does nothing for hardcore gamers or ''Sonic'' fans of yesteryear.}}</ref> Distinguished by its innovative use of multiple storylines with varied forms of play,<ref>{{cite journal|title=''Sonic Adventure''|journal=''Edge''|volume=7|issue=68|date=February 1999|pages=70–73|quote=Sampling one of the earlier levels out of context could leave many with the impression that ''Adventure'' is a flashy but essentially shallow experience. It isn't until a good portion of the game world has been explored with a few of the characters ... that the charm and style of Sega's title is fully appreciated ...It must be said, however, that none of ''Adventure'' is hugely challenging to the experienced player ...The camera's occasional visits behind walls do little to aid the case for forgiveness, either, although it never frustrates to the extent that '']'' does.}}</ref> ''Adventure'' sold 2.5 million copies, making it the Dreamcast's best-selling title.<ref name="IGNGreat"/><ref name="gssonic">{{cite web|url=http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7|title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games|author=Boutros, Daniel|publisher=Gamasutra|date=August 4, 2006|accessdate=October 19, 2014}}</ref> Sonic Team also developed the Dreamcast's first online game—''ChuChu Rocket!''—which was widely complimented for its addictive puzzle gameplay and "frantic" multiplayer matches,<ref name="Best GamesRadar">{{cite web|url=http://www.gamesradar.com/best-dreamcast-games-all-time/|title=Best Dreamcast games of all time|publisher=]|date=2014-09-09|accessdate=2014-11-04}}</ref><ref>{{cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2000/03/08/chu-chu-rocket-3|title=''Chu Chu Rocket''|publisher=IGN|date=2000-03-07|accessdate=2014-10-30}} cf. {{cite web|author=Jay|url=http://web.archive.org/web/20001205110200/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4512|title=''Chu Chu Rocket''-Dreamcast|publisher=''Game Informer''|date=2000-05-02|accessdate=2014-11-04|quote=I consider it the best and most original puzzle game since '']''.}} cf.{{cite web|last=Nutt|first=Christian|url=http://web.archive.org/web/20090915212624/http://www.gamespot.com/dreamcast/puzzle/chuchurocket/review.html?|title=''ChuChu Rocket!'' Review|publisher=GameSpot|date=1999-12-13|accessdate=2014-10-04}}</ref>{{sfn|Mott|2013|page=385}} and the critically successful music game '']'', which was noted for its expensive maracas peripheral and colorful aesthetic.<ref>{{cite web|url=http://www.metacritic.com/game/dreamcast/samba-de-amigo|title=''Samba de Amigo'' (Dreamcast)|publisher=Metacritic|accessdate=2014-11-04}} cf. {{cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2000/10/19/samba-de-amigo|title=''Samba De Amigo''|publisher=IGN|date=2000-10-18|accessdate=2014-11-04}} cf. {{cite web|last=Gerstmann|first=Jeff|url=http://www.gamespot.com/reviews/samba-de-amigo-review/1900-2589601/|title=''Samba De Amigo'' Review|publisher=GameSpot|date=2000-06-16|accessdate=2014-11-04}}</ref>{{sfn|Mott|2013|page=405}}<ref>For a negative review, see {{cite journal|author=Reiner|title=''Samba de Amigo''|journal=Game Informer|volume=10|issue=92|date=December 2000|page=124}} cf. {{cite journal|title=Retro Reviews: ''Samba de Amigo''|journal=Game Informer|volume=18|issue=178|date=February 2008|page=110}}</ref> Perhaps the most influential of Sonic Team's Dreamcast releases was ''Phantasy Star Online'', the first online console RPG. Developed after Okawa requested an online game from Sonic Team, ''PSO'' was heavily influenced by the PC ] '']'', but refined and simplified its style of gameplay to appeal to console audiences.<ref name="Okawa PSO"/>{{sfn|Mott|2013|page=435}}<ref>{{cite web|last=Parish|first=Jeremy|url=http://web.archive.org/web/20140201150301/http://www.1up.com/do/feature?pager.offset=1&cId=3178082|title=The Decade That Was: Essential Newcomers: ''Phantasy Star Online''|publisher=1UP.com|accessdate=2014-11-04}} cf. {{cite web|last=Oestreicher|first=Jason|url=http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=features&y=2013&m=07&d=05&WeblogPostID=3150706&GroupKeys=|title=Time Sinks-''Phantasy Star Online''|publisher=''Game Informer''|date=2013-07-04|accessdate=2014-11-05|quote=Certainly, by today's standards, it was rudimentary and repetitive. But at the same time, it was revolutionary.}} cf. {{cite web|url=http://www.edge-online.com/features/retrospective-phantasy-star-online/|title=Retrospective: ''Phantasy Star Online''|publisher=''Edge''|date=2014-06-15|accessdate=2014-11-14}}</ref> | |||
Visual Concepts' '']'' football series and its '']'' basketball series were critically acclaimed.<ref>{{cite web |url=https://www.metacritic.com/game/nfl-2k1/critic-reviews/?platform=dreamcast |title=''NFL 2K1'' (Dreamcast) |website=Metacritic |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20150117164421/http://www.metacritic.com/game/dreamcast/nfl-2k1 |archive-date=January 17, 2015}} cf. {{cite web |url=https://www.metacritic.com/game/nfl-2k2/critic-reviews/?platform=dreamcast |title=''NFL 2K2'' (Dreamcast) |website=Metacritic |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140910232551/http://www.metacritic.com/game/dreamcast/nfl-2k2 |archive-date=September 10, 2014}} cf. {{cite web |url=https://www.metacritic.com/game/nba-2k1/critic-reviews/?platform=dreamcast |title=''NBA 2K1'' (Dreamcast) |website=Metacritic |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20150117164423/http://www.metacritic.com/game/dreamcast/nba-2k1 |archive-date=January 17, 2015}} cf. {{cite web |url=https://www.metacritic.com/game/nba-2k2/critic-reviews/?platform=dreamcast |title=''NBA 2K2'' (Dreamcast) |website=Metacritic |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20150117164432/http://www.metacritic.com/game/dreamcast/nba-2k2 |archive-date=January 17, 2015}}</ref> ''NFL 2K'' was considered an outstanding launch game for its high-quality visuals{{sfn|Kent|2001|page=565}}<ref>{{cite web|url=http://www.gamespot.com/articles/best-launch-titles/1100-6134761/ |title=Best Launch Titles |website=GameSpot |date=September 30, 2005 |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20141025042312/http://www.gamespot.com/articles/best-launch-titles/1100-6134761/ |archive-date=October 25, 2014}} cf. {{cite magazine|last=Kato|first=Matthew|title=Which Game Console Had the Best Launch Lineup? We Look Back to Find Out|magazine=Game Informer|volume=22|issue=226|date=February 2012|page=99}}</ref> and "insightful, context-friendly, and, yes, even funny ]",<ref name="GS 2K Retro"/> while ''NFL 2K1'' featured groundbreaking online multiplayer earlier than its chief competitor, EA's '']'' series.<ref name="gamasutra1"/><ref name="Forensic">{{cite web |last=Whitehead |first=Dan |date=January 2, 2009 |title=Dreamcast: A Forensic Retrospective |url=http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article |url-status=live |archive-url=https://web.archive.org/web/20141015103108/http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article |archive-date=October 15, 2014 |access-date=October 30, 2014 |website=]}}</ref><ref name="GI Top 100"/> ''Madden'' and ''2K'' continued to compete on other platforms through 2004, with the ''2K'' series introducing innovations such as a ] new to the genre,<ref>{{cite magazine|author1=Kato|author2=Reiner|title=''ESPN NFL Football''|magazine=Game Informer|volume=13|issue=125|date=September 2003|page=106|quote=''Madden'' has become a deeper simulation, but it hasn't evolved to the degree that Sega's title has. ''ESPN NFL Football'' is jam-packed with new features, innovative ideas, and must-see elements. First-person football sounds like a nightmare, but Sega figured out a way to make it work.}}</ref> and eventually launching '']'' at the aggressively low price point of $19.95 until EA signed an exclusive agreement with the ], effectively putting every other pro-football game out of business.<ref>{{cite web|last=Bissell |first=Tom |url=http://grantland.com/features/tom-bissell-making-madden-nfl/ |title=Kickoff: ''Madden NFL'' and the Future of Video Game Sports |work=] |date=January 26, 2012 |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20141105105907/http://grantland.com/features/tom-bissell-making-madden-nfl/ |archive-date=November 5, 2014}}</ref><ref>{{cite web|last1=Feldman |first1=Curt |last2=Surette |first2=Tim |url=http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/ |title=Big Deal: EA and NFL ink exclusive licensing agreement |website=GameSpot |date=December 13, 2004 |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20141113140107/http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/ |archive-date=November 13, 2014}}</ref> After Sega sold Visual Concepts for $24 million in 2005, the ''NBA 2K'' series continued with publisher ].<ref name="Best GamesRadar"/><ref>{{cite web|url=http://www.businesswire.com/news/home/20050124006080/en/SEGA-Sells-Visual-Concepts-Entertainment-Take-Two-Interactive#.VFkr9vldVSQ |title=SEGA Sells Visual Concepts Entertainment to Take-Two Interactive |publisher=Businesswire |date=January 24, 2005 |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20150923224421/http://www.businesswire.com/news/home/20050124006080/en/SEGA-Sells-Visual-Concepts-Entertainment-Take-Two-Interactive |archive-date=September 23, 2015}}</ref> During the Dreamcast's lifespan, Visual Concepts also collaborated with the '']'' level designer ] on the action-adventure game '']''<ref>{{cite magazine|author=GI Staff|title=Sonic's Architect: GI Interviews Hirokazu Yasuhara|magazine=]|issue=124|volume=13|date=August 2003|page=116}} cf. {{cite magazine|author=Andy|title=''Floigan Bros.''|magazine=Game Informer|volume=11|issue=100|date=August 2001|page=101}}</ref> and developed the ] '']''.<ref>{{cite web|url=https://www.metacritic.com/game/ooga-booga/critic-reviews/?platform=dreamcast |title=''Ooga Booga'' (Dreamcast) |website=Metacritic |access-date=November 5, 2014 |url-status=live |archive-url=https://web.archive.org/web/20150117164436/http://www.metacritic.com/game/dreamcast/ooga-booga |archive-date=January 17, 2015}}</ref> | |||
==== Ports and third-party games ==== | |||
To appeal to the European market, Sega formed a French affiliate called ], which developed titles such as '']''.<ref name="IGN History of Dreamcast"/><ref>cf. {{cite web|url=http://web.archive.org/web/20001203142900/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4179|title=''Toy Commander''-Dreamcast|publisher='']''|date=1999-10-25|accessdate=2014-10-24}} cf. {{cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/1999/11/05/toy-commander|title=''Toy Commander''|publisher=IGN|date=1999-11-04|accessdate=2014-10-24}}</ref> Sega Europe also approached ]<ref>{{cite web|url=http://www.edge-online.com/features/the-making-of-metropolis-street-racer/|title=The Making Of: ''Metropolis Street Racer''|publisher=''Edge''|date=2012-10-07|accessdate=2014-11-05}}</ref> to develop the critically successful racing game '']'', which featured detailed recreations of ], Tokyo, and ]—complete with consistent ]s and fictional ]—and 262 individual ].<ref name="Dreamcast Dozen"/><ref>{{cite web|url=http://www.metacritic.com/game/dreamcast/metropolis-street-racer|title=''Metropolis Street Racer'' (Dreamcast)|accessdate=2014-11-05}} cf. {{cite journal|author=Paul|title=''Metropolis Street Racer''|journal=Game Informer|volume=10|issue=92|date=December 2000|page=121|quote=I found the game's control and physics to be exceptional. Likewise, the graphics are brilliant and are probably the best of any racing game on the Dreamcast.}} cf. {{cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2001/01/20/metropolis-street-racer-2|title=''Metropolis Street Racer''|publisher=IGN|date=2001-01-19|accessdate=2014-11-05}}</ref>{{sfn|Mott|2013|page=432}} | |||
Before the launch of the Dreamcast in Japan, Sega announced its ]<ref>{{Cite web |date=April 16, 2015 |title=Hardware Classics: Sega Dreamcast |url=https://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |url-status=live |archive-url=https://web.archive.org/web/20210305004817/https://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |archive-date=March 5, 2021 |access-date=March 3, 2021 |website=]}}</ref> arcade board, a cheaper alternative to the ].<ref>{{cite web |last=Ohbuchi |first=Yutaka |date=September 17, 1998 |title=How Naomi Got Its Groove On |url=http://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/ |url-status=live |archive-url=https://web.archive.org/web/20171224213728/https://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/ |archive-date=December 24, 2017 |access-date=December 9, 2014 |website=]}}</ref> NAOMI shares the same technology as the Dreamcast, with twice as much system, video, and audio memory and a 160 MB ] in place of a GD-ROM drive, allowing nearly identical ] of ]s.<ref name="IGN History of Dreamcast" /><ref name="Unified" /> Games were ported from NAOMI to the Dreamcast by several leading Japanese arcade companies, including ] and ].<ref name="IGN History of Dreamcast" /> The Dreamcast also used parts similar to those found in personal computers with Pentium II and ] processors, allowing a handful of ports of ].<ref>{{cite web |date=June 21, 1999 |title=The PC Predicament: An In-Depth Look at PC Ports on the Dreamcast |url=https://www.ign.com/articles/1999/06/22/the-pc-predicament-an-in-depth-look-at-pc-ports-on-the-dreamcast |access-date=June 22, 2021 |website=IGN |language=en |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624203350/https://www.ign.com/articles/1999/06/22/the-pc-predicament-an-in-depth-look-at-pc-ports-on-the-dreamcast |url-status=live }}</ref><ref>{{cite web |date=June 21, 1999 |title=The PC Predicament: Part 2 - Sega speaks on PC to Dreamcast development |url=https://dreamcast.ign.com/news/8528.html |url-status=dead |archive-url=https://web.archive.org/web/19991010024757/https://dreamcast.ign.com/news/8528.html |archive-date=October 10, 1999 |access-date=June 22, 2021 |website=IGN}}</ref> | |||
Although ], SNK, ], Midway, Activision, ], and Capcom supported the |
To appeal to the European market, Sega formed a French affiliate, ], which developed games such as '']''.<ref name="IGN History of Dreamcast" /><ref>cf. {{cite magazine |date=October 25, 1999 |title=''Toy Commander''-Dreamcast |url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4179 |url-status=dead |magazine=] |archive-url=https://web.archive.org/web/20001203142900/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4179 |archive-date=December 3, 2000 |access-date=October 24, 2014}} cf. {{cite web |last=Justice |first=Brandon |date=November 4, 1999 |title=''Toy Commander'' |url=https://ign.com/articles/1999/11/05/toy-commander |url-status=live |archive-url=https://web.archive.org/web/20141024084840/http://www.ign.com/articles/1999/11/05/toy-commander |archive-date=October 24, 2014 |access-date=October 24, 2014 |website=IGN}}</ref> Sega Europe also approached ] to develop the racing game '']''.<ref>{{cite web |date=October 7, 2012 |title=The Making Of: ''Metropolis Street Racer'' |url=http://www.edge-online.com/features/the-making-of-metropolis-street-racer/ |url-status=dead |archive-url=https://web.archive.org/web/20141105084730/http://www.edge-online.com/features/the-making-of-metropolis-street-racer/ |archive-date=November 5, 2014 |access-date=March 5, 2015 |work=Edge}}</ref> Although ], SNK, ], Midway, Activision, ], and Capcom supported the Dreamcast during its first year,<ref name="gamasutra1" /> third-party support proved difficult to obtain due to the failure of the Sega Saturn and the profitability of publishing for the PlayStation.<ref name="RetroinspectionD" /> Namco's '']'', for example, was released for the Dreamcast because of the relative unpopularity of the '']'' series at the time; Namco's more successful '']'' franchise was associated with the PlayStation console and PlayStation-based arcade boards.<ref name="IGN History of Dreamcast" /> Capcom produced a number of fighting games for the Dreamcast, including the '']'' series, and a temporarily exclusive<ref name="Dreamcast Dozen">{{cite web |last=Whitehead |first=Dan |date=January 2, 2009 |title=The Dreamcast Dozen |url=http://www.eurogamer.net/articles/the-dreamcast-dozen-article |url-status=live |archive-url=https://web.archive.org/web/20141104120302/http://www.eurogamer.net/articles/the-dreamcast-dozen-article |archive-date=November 4, 2014 |access-date=November 4, 2014 |website=]}}</ref> entry in the popular '']'' series, '']''.<ref name="Best GamesRadar" /><ref name="IGN Top 25">{{cite web |date=September 11, 2009 |title=The Top 25 Dreamcast Games |url=https://ign.com/articles/2009/09/11/the-top-25-dreamcast-games?page=1 |url-status=live |archive-url=https://web.archive.org/web/20141105061155/http://www.ign.com/articles/2009/09/11/the-top-25-dreamcast-games?page=1 |archive-date=November 5, 2014 |access-date=November 5, 2014 |website=]}}</ref>{{sfn|Mott|2013|pages=421, 432–434}} The Dreamcast is known for several ]s, most notably ] '']'' and '']''.<ref name="IGN History of Dreamcast" /><ref name="Dreamcast Dozen" />{{sfn|Mott|2013|pages=382, 465}} Sega also revived franchises from the Genesis era, such as ]'s '']''.<ref name="gamasutra1" /> | ||
=== Network services === | |||
In January 2000, three months after the system's North American launch, '']'' offered praise for the game library, stating, "...with triple-A stuff like ''Soul Calibur'', ''NBA 2K'', and soon ''Crazy Taxi'' to kick around, we figure you're happy you took the 128-bit plunge."<ref>{{cite journal|title=...Should you buy a Dreamcast or Wait?|journal=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=126|date=January 2000|page=150}}</ref> In a retrospective, '']''<nowiki>'</nowiki>s Jeffrey L. Wilson referred to Dreamcast's "killer library" and emphasized Sega's creative influence and visual innovation as being at its peak during the lifetime of the system.<ref name="PCMag"/> The staff of '']'' agreed with this assessment on Dreamcast's original titles, as well as Sega's arcade conversions, stating that the system "delivered the first games that could meaningfully be described as arcade perfect."<ref name="Edge20"/> ''GamePro'' writer Blake Snow referred to the library as being "much celebrated".<ref name="gamepro"/> Damien McFerran of '']'' praised Dreamcast's NAOMI arcade ports, opining "The thrill of playing ''Crazy Taxi'' in the arcade knowing full well that a pixel-perfect conversion (and not some cut-down port) was set to arrive on the Dreamcast is an experience gamers are unlikely to witness again."<ref name="RetroinspectionD"/> ] and Mia Consalvo, writing in ''Loading... The Journal of the Canadian Game Studies Association'', argued that "the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as ] ... it is hard to imagine a commercial console game expressing strong resistance to the commodity perspective and to the view that game production is commerce. But even when it comes to resisting commercialization, it is arguable that Dreamcast games came closer to expressing this attitude than any other console games have."<ref name="Avant-Garde"/> 1UP.com's Jeremy Parish favorably compared Sega's Dreamcast output, which included some of "the most varied, creative, and fun the company had ever produced", with its "enervated" status as a third-party.<ref name="Dreamcast memorial"/> IGN's Travis Fahs noted "The Dreamcast's life was fleeting, but it was saturated with memorable titles, most of which were completely new properties."<ref name="IGN's History of Sega"/> According to author ], "From ''Sonic Adventure'' and ''Shenmue'' to ''Space Channel 5'' and ''Seaman'', Dreamcast delivered and delivered and delivered."<ref name="Kentsite">{{cite web|last=Kent|first=Steven L.|title=SOMETIMES THE BEST|url=http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html|publisher=Sad Sam's Place|date=2006-10-09|accessdate=2014-10-31}}</ref> | |||
{{Main|Dreamcast online functionality#Online services}} | |||
Dricas was an Internet service for Dreamcast consoles in Japan. The service launched the week of October 28, 1998, with its feature set expanded in the weeks preceding the Dreamcast's launch in Japan on November 27, 1998.<ref>{{Cite web |last=Ohbuchi |first=Yutaka |date=October 28, 1998 |title=Sega's Dricas Site Opens Up |url=https://www.gamespot.com/articles/segas-dricas-site-opens-up/1100-2465329/ |url-status=live |archive-url=https://web.archive.org/web/19990202201405/http://headline.gamespot.com:80/news/98_10/28_dricas/index.html |archive-date=February 2, 1999 |access-date=June 20, 2020 |website=] |publisher=] |language=en-US}}</ref> Much of its infrastructure was developed by ISAO Corporation, which was ] from Sega on November 26, 1999.<ref>{{Cite press release |title=社名変更のお知らせ |archive-url=https://web.archive.org/web/20010123041200/http://www.isao.co.jp/release/1999_1126.html |publisher=ISAO Corporation |date=November 26, 2000 |language=ja |archive-date=January 23, 2001 |url=http://www.isao.co.jp/release/1999_1126.html |trans-title=Notice of company name change}}</ref> Its accompanying web browser, Dream Passport, provided the ability to connect via dial-up, browse the internet, receive and send e-mail, and chat with other users.<ref name="Dricas browser - IW">{{cite news |last1=Kamishima |first1=Masaaki |date=November 30, 1998 |title=メールやチャットも楽しめるDreamcastのインターネット機能 |language=ja |work=Internet Watch |publisher=Impress Corporation |url=https://internet.watch.impress.co.jp/www/article/981130/dricas.htm |access-date=June 17, 2021 |archive-date=April 4, 2021 |archive-url=https://web.archive.org/web/20210404135837/https://internet.watch.impress.co.jp/www/article/981130/dricas.htm |url-status=live }}</ref> Dricas persisted until March 7, 2000, when the service was consolidated into ISAO's multi-platform online service, isao.net.<ref>{{Cite web |title=Dricas.com |url=http://www.dricas.com/main/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000620051708/http://www.dricas.com/main/index.html |archive-date=June 20, 2000 |access-date=June 23, 2020 |website=Dricas}}</ref> Isao.net maintained online services and game servers for the Dreamcast until Sega ceased operation of the online servers for '']'', along with its ] port, on March 31, 2007.<ref>{{Cite press release |title=「PHANTASY STAR ONLINE」 ドリームキャスト版およびゲームキューブ版 終了記念キャンペーンに関するご案内 |date=February 8, 2007 |publisher=ISAO Corporation |url=http://www.isao.co.jp/cms/modules/bulletin/article.php?storyid=35 |archive-date=August 10, 2007 |archive-url=https://web.archive.org/web/20070810212459/http://www.isao.co.jp/cms/modules/bulletin/article.php?storyid=35 |trans-title=Information on "PHANTASY STAR ONLINE" Dreamcast Edition and GameCube Edition End Commemorative Campaign |language=ja}}</ref> | |||
SegaNet was an Internet service for ]-based ] on the Dreamcast in the United States. The service was created by Sega in collaboration with ] through its GTE Internetworking division,<ref>{{Cite press release |title=Sega Announces Formation of New Company, Sega.com, Inc. |url=https://segaretro.org/Press_release:_2000-04-04:_Sega_Announces_Formation_of_New_Company,_Sega.com,_Inc. |date=April 4, 2000 |publisher=] |access-date=June 20, 2020 |archive-date=June 26, 2020 |archive-url=https://web.archive.org/web/20200626012711/https://segaretro.org/Press_release:_2000-04-04:_Sega_Announces_Formation_of_New_Company,_Sega.com,_Inc. |url-status=live }}</ref> later renamed ].<ref>{{Cite magazine |last=Pappalardo |first=Denise |date=April 10, 2000 |title=GTE, others play the name game |url=https://books.google.com/books?id=iRcEAAAAMBAJ&q=genuity+dreamcast&pg=PA12 |magazine=Network World |publisher=] |volume=17 |issue=15 |page=12 |issn=0887-7661}}</ref> Sega announced a partnership with ] on August 4, 1999, making the ] service the preferred ISP for Dreamcast in the United States,<ref>{{cite news |last1=Schiffmann |first1=William |date=August 4, 1999 |title=Sega, AT&T Unveil Dreamcast Pact |work=Associated Press |url=https://apnews.com/article/36ab6479c2c42cdf5b50d584e50add6d |access-date=February 9, 2021 |archive-date=June 25, 2022 |archive-url=https://web.archive.org/web/20220625222945/https://apnews.com/article/36ab6479c2c42cdf5b50d584e50add6d |url-status=live }}</ref><ref>{{cite news |last1=Partyka |first1=Jeff |date=August 4, 1999 |title=Sega, AT&T to launch gaming portal |publisher=CNN |url=http://www.cnn.com/TECH/computing/9908/04/sega.att.idg/ |access-date=February 9, 2021 |archive-date=April 13, 2022 |archive-url=https://web.archive.org/web/20220413224116/http://www.cnn.com/TECH/computing/9908/04/sega.att.idg/ |url-status=live }}</ref><ref>{{cite news |date=August 4, 1999 |title=Sega plans online link with AT&T |work=BBC News |url=http://news.bbc.co.uk/2/hi/business/411568.stm |access-date=February 9, 2021 |archive-date=June 25, 2022 |archive-url=https://web.archive.org/web/20220625222948/http://news.bbc.co.uk/2/hi/business/411568.stm |url-status=live }}</ref><ref>{{cite news |last1=Oldham |first1=Jennifer |date=August 5, 1999 |title=Sega Shoots Ahead With Hot Console, AT&T; Online Pact |work=Los Angeles Times |url=https://www.latimes.com/archives/la-xpm-1999-aug-05-fi-62732-story.html |access-date=February 9, 2021 |archive-date=June 25, 2022 |archive-url=https://web.archive.org/web/20220625222946/https://www.latimes.com/archives/la-xpm-1999-aug-05-fi-62732-story.html |url-status=live }}</ref> and an agreement making ] as the exclusive portal partner for SegaNet.<ref>{{cite news |last1=Martinson |first1=Jane |date=December 15, 1999 |title=Sega and Excite join forces |language=en |work=The Guardian |url=https://www.theguardian.com/business/1999/dec/15/efinance.internet1 |access-date=February 9, 2021 |archive-date=June 25, 2022 |archive-url=https://web.archive.org/web/20220625222945/https://www.theguardian.com/business/1999/dec/15/efinance.internet1 |url-status=live }}</ref><ref>{{cite news |last1=Kennedy |first1=Sam |date=February 17, 2000 |title=Sega Announces Excite Partnership |work=GameSpot |publisher=CBS Interactive |url=https://www.gamespot.com/articles/sega-announces-excite-partnership/1100-2440391/ |access-date=February 9, 2021 |archive-date=June 25, 2022 |archive-url=https://web.archive.org/web/20220625222945/https://www.gamespot.com/articles/sega-announces-excite-partnership/1100-2440391/ |url-status=live }}</ref><ref>{{cite news |date=December 14, 1999 |title=Excite@Home Joins DC Network |language=en |work=IGN |publisher=Ziff Davis |url=https://www.ign.com/articles/1999/12/15/excitehome-joins-dc-network |access-date=February 9, 2021 |archive-date=June 25, 2022 |archive-url=https://web.archive.org/web/20220625222945/https://www.ign.com/articles/1999/12/15/excitehome-joins-dc-network |url-status=live }}</ref> ] participated somewhat in the development of the service, but they terminated their relationship with Sega just a few months before its launch over differences in its direction.<ref>{{Cite web |last=Thurrott |first=Paul |date=June 5, 2000 |title=Microsoft, Sega end gaming relationship |url=https://www.itprotoday.com/windows-78/microsoft-sega-end-gaming-relationship |access-date=June 18, 2020 |website=IT Pro Today |publisher=] |language=en |archive-date=June 27, 2020 |archive-url=https://web.archive.org/web/20200627121018/https://www.itprotoday.com/windows-78/microsoft-sega-end-gaming-relationship |url-status=live }}</ref> SegaNet launched on September 7, 2000,<ref>{{Cite news |last=Campbell |first=Christine |date=September 11, 2000 |title=Sega isn't playing around with SegaNet |publisher=] |url=https://www.cnn.com/2000/TECH/computing/09/11/sega.online.idg/index.html |access-date=June 20, 2020 |archive-date=June 19, 2021 |archive-url=https://web.archive.org/web/20210619092107/https://www.cnn.com/2000/TECH/computing/09/11/sega.online.idg/index.html |url-status=live }}</ref> and originally offered a rebate for a free Dreamcast and keyboard with a two-year contract.<ref name=":9">{{Cite news |date=April 4, 2000 |title=Sega to Unveil Online Gaming Strategy |language=en-US |work=] |agency=] |url=https://www.nytimes.com/2000/04/04/technology/sega-to-unveil-online-gaming-strategy.html |access-date=June 23, 2020 |issn=0362-4331 |archive-date=June 26, 2020 |archive-url=https://web.archive.org/web/20200626155711/https://www.nytimes.com/2000/04/04/technology/sega-to-unveil-online-gaming-strategy.html |url-status=live }}</ref><ref>{{Cite web |last=Fielder |first=Lauren |date=April 26, 2000 |title=Free Dreamcast for Sega's New ISP |url=https://www.gamespot.com/articles/free-dreamcast-for-segas-new-isp/1100-2542096/ |access-date=June 22, 2020 |website=] |publisher=] |language=en-US |archive-date=June 26, 2020 |archive-url=https://web.archive.org/web/20200626115402/https://www.gamespot.com/articles/free-dreamcast-for-segas-new-isp/1100-2542096/ |url-status=live }}</ref> Because of the Dreamcast's discontinuation, Sega announced they would discontinue the service on July 20, 2001, less than 11 months after launch.<ref>{{Cite web |last=Sklens |first=Mike |date=July 20, 2001 |title=SegaNet shutting down! |url=http://www.nintendoworldreport.com/news/6245/seganet-shutting-down |access-date=June 20, 2020 |website=Nintendo World Report |archive-date=June 25, 2020 |archive-url=https://web.archive.org/web/20200625043351/http://www.nintendoworldreport.com/news/6245/seganet-shutting-down |url-status=live }}</ref> Online support for Dreamcast games via SegaNet continued until 2003.<ref>{{Cite web |title=Playing Online |url=http://sega.com/help/online/online.jhtml |url-status=live |archive-url=https://web.archive.org/web/20030622073540/http://sega.com/help/online/online.jhtml |archive-date=June 22, 2003 |access-date=June 17, 2020 |website=]}}</ref> | |||
Dreamarena was a free ]-based online gaming service provided for Dreamcast consoles in Europe, launching with the debut of the Dreamcast in Europe on October 14, 1999.<ref name=":10">{{Cite web |date=October 14, 1999 |title=Sega's console dream |url=http://news.bbc.co.uk/2/hi/business/466765.stm |access-date=June 23, 2020 |website=] |archive-date=January 23, 2020 |archive-url=https://web.archive.org/web/20200123163435/http://news.bbc.co.uk/2/hi/business/466765.stm |url-status=live }}</ref> The service was created and operated for Sega Europe by a partnership between ], ] and various ]s.<ref name=":10" /><ref>{{Cite magazine |last=Hara |first=Yoshiko |date=May 14, 1999 |title=British Telecom to bring Net access to Sega's Dreamcast |url=https://www.eetimes.com/british-telecom-to-bring-net-access-to-segas-dreamcast/ |magazine=] |publisher=AspenCore |access-date=June 23, 2020 |archive-date=June 27, 2020 |archive-url=https://web.archive.org/web/20200627123053/https://www.eetimes.com/british-telecom-to-bring-net-access-to-segas-dreamcast/ |url-status=live }}</ref> The service was accessed via the DreamKey browser, which was also built into some games such as '']''.<ref name=":2">{{Cite book |last=Carless |first=Simon |url=https://books.google.com/books?id=zrqz84QUuSEC&q=dreamcast+broadband+adapter+japan+launch+date&pg=PA210 |title=Gaming Hacks |date=2004 |publisher=] |isbn=978-0-596-00714-0 |pages=210–211 |language=en}}</ref> After the discontinuation of the Dreamcast, Sega closed Dreamarena on February 28, 2002.<ref name="DK3.0 - Games Domain">{{cite news |last1=Brotherson |first1=Corey |title=Sega's Dreamy date |work=] |publisher=] |url=http://www.gamesdomain.co.uk/news/6578.html |access-date=December 9, 2021 |archive-url=https://web.archive.org/web/20020819095725/http://www.gamesdomain.co.uk/news/6578.html |archive-date=August 19, 2002}}</ref> | |||
== Reception and legacy == | == Reception and legacy == | ||
] in ], ]. The video game seen on the screen is ], where ] is in Mystic Ruins.]] | |||
In December 1999, '']'' rated the Dreamcast 4 out of 5 stars and stated, "If you want the most powerful system available now, showcasing the best graphics at a reasonable price, this system is for you." However, ''Next Generation'' rated the Dreamcast's future prognosis as 3 stars out of 5 in the same article, noting that Sony would ship a superior hardware product in the PlayStation 2 in the next year, and that Nintendo had said it would do the same with the GameCube.<ref name="NextGen214">{{cite journal|title=The War for the Living Room|journal=Next Generation|publisher=Imagine Media|date=December 1999|page=95|issue=2.1.4}}</ref> At the beginning of 2000, ''Electronic Gaming Monthly'' had five reviewers score the Dreamcast 8.5, 8.5, 8.5, 8.0, and 9.0 out of 10 points.<ref>{{cite journal|title=Electronic Gaming Monthly 2000 Buyer's Guide|journal=Electronic Gaming Monthly|publisher=EGM Media, LLC.|author=Davison, John ''et al.''|date=January 2000}}</ref> By 2001, the reviewers for ''Electronic Gaming Monthly'' gave the Dreamcast scores of 9.0, 9.0, 9.0, 9.0, and 9.5 out of 10.<ref>{{cite journal|title=Electronic Gaming Monthly 2001 Buyer's Guide|journal=Electronic Gaming Monthly|publisher=EGM Media, LLC.|author=Leahy, Dan ''et al.''|date=January 2001}}</ref> '']'' recognized the Sega Dreamcast as one of the best products of 1999.<ref>{{cite web | url = http://www.gamespot.com/news/business-week-praises-the-dreamcast-2440353 | title = Business Week Praises the Dreamcast - GameSpot.com | accessdate = 2013-02-23 | last = Kennedy | first = Sam | date = 1999-12-10}}</ref> | |||
In December 1999, '']'' rated the Dreamcast four out of five, writing: "If you want the most powerful system available now, showcasing the best graphics at a reasonable price, this system is for you." However, ''Next Generation'' gave its future prognosis three out of five, noting that Sony and Nintendo were both due to release more powerful consoles.<ref name="NextGen214">{{cite magazine|title=The War for the Living Room|magazine=Next Generation|publisher=Imagine Media|date=December 1999|page=95|issue=2.1.4}}</ref> At the beginning of 2000, five ''Electronic Gaming Monthly'' reviewers scored the Dreamcast 8.5, 8.5, 8.5, 8.0, and 9.0 out of 10.<ref>{{cite magazine|title=Electronic Gaming Monthly 2000 Buyer's Guide|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|author=Davison, John|date=January 2000|display-authors=etal}}</ref> In 2001, the ''Electronic Gaming Monthly'' reviewers scored it 9.0, 9.0, 9.0, 9.0, and 9.5 out of 10.<ref>{{cite magazine|title=Electronic Gaming Monthly 2001 Buyer's Guide|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|author=Leahy, Dan|date=January 2001|display-authors=etal}}</ref> '']'' named the Dreamcast one of the best products of 1999.<ref>{{cite web | url = http://www.gamespot.com/news/business-week-praises-the-dreamcast-2440353 | title = Business Week Praises the Dreamcast - GameSpot.com | access-date = February 23, 2013 | last = Kennedy | first = Sam | date = December 10, 1999}}</ref> | |||
Reasons cited for the failure of the Dreamcast include consumer excitement for the PS2;<ref name="Dreamcast memorial" /><ref name="Forensic" /><ref>{{cite magazine |date=June 27, 2006 |title=The ten greatest years in gaming |url=http://www.edge-online.com/features/ten-greatest-years-gaming/ |url-status=dead |archive-url=https://web.archive.org/web/20141022221114/http://www.edge-online.com/features/ten-greatest-years-gaming/ |archive-date=October 22, 2014 |access-date=March 5, 2015 |magazine=]}}</ref> a lack of support from EA and ], the most popular third parties in the US and Japan respectively;<ref name="360 will succeed" /> disagreement among executives over Sega's future, and Okawa's lack of commitment to the product;<ref name="IGN's History of Sega" /> Sega's lack of advertising money, with Bellfield doubting that Sega spent even "half" the $100 million it had pledged to promote the Dreamcast in the US;<ref name="gamasutra1" />{{sfn|Kent|2001|page=573. '''Charles Bellfield:''' "When you consider that Microsoft has announced a $500 million marketing program for the launch of Xbox and that Nintendo has a $5 billion war chest and the overall power behind Sony's PlayStation brand, Sega does not have the ability to compete against those companies"}} that the market was not ready for online gaming;<ref name="Pulls plug" /><ref name="360 will succeed" /> Sega's focus on "hardcore" gamers over mainstream consumers;<ref name="Dreamcast memorial" /><ref name="Pulls plug" /> poor timing;<ref name="gamasutra1" /> and damage to Sega's reputation caused by its several poorly supported previous platforms.<ref name="360 will succeed" /><ref name="gamepro">{{cite magazine |author=Snow |first=Blake |date=May 4, 2007 |title=The 10 Worst-Selling Consoles of All Time |url=http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/ |magazine=] |archive-url=https://web.archive.org/web/20080905175406/http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/ |archive-date=September 5, 2008 |access-date=October 28, 2007}}</ref><ref>{{cite web |last=Parish |first=Jeremy |date=November 18, 2014 |title=The Lost Child of a House Divided: A Sega Saturn Retrospective |url=http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective |url-status=live |archive-url=https://web.archive.org/web/20141215095100/http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective |archive-date=December 15, 2014 |access-date=December 17, 2014 |publisher=]}}</ref> In ''GamePro'', Blake Snow wrote of "the much beloved launched years ahead of the competition but ultimately struggled to shed the negative reputation had gained during the Saturn, Sega 32X, and ] days. As a result, casual gamers and jaded third-party developers doubted Sega's ability to deliver."<ref name="gamepro" /> | |||
In 2009, IGN named the Dreamcast the 8th greatest video game console of all time, giving credit to the innovations and software for the system. According to IGN, "The Dreamcast was the first console to incorporate a built-in modem for online play, and while the networking lacked the polish and refinement of its successors, it was the first time users could seamlessly power on and play with users around the globe."<ref name="IGNGreat">{{cite web|url=http://www.ign.com/top-25-consoles/8.html|title=Dreamcast is number 8|publisher=IGN|accessdate=2011-09-07}}</ref> In 2010, ''PC Magazine''<nowiki>'</nowiki>s Jeffrey L. Wilson named the Dreamcast the greatest video game console, emphasizing that the system was "gone too soon".<ref name="PCMag">{{cite web|last=Wilson|first=Jeffrey L.|url=http://www.pcmag.com/article2/0,2817,2364241,00.asp|title=The 10 Greatest Video Game Consoles of All Time|publisher=''PCmag.com''|date=2010-05-28|accessdate=2014-11-26|quote=A collection of creative, fun, and quirky games that you'd be hard-pressed to find in such abundance on any other platform.}}</ref> In 2013, ''Edge'' named the console the 10th best console of the last 20 years, highlighting innovations that the Dreamcast added to console video gaming, including in-game voice chat, downloadable content, and second screen technology through the use of VMUs. ''Edge'' explained the Dreamcast's poor performance by stating, "Sega's console was undoubtedly ahead of its time, and it suffered at retail for that reason... ut its influence can still be felt today."<ref name="Edge20">{{cite web|url=http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/|title=The ten best consoles: our countdown of the greatest gameboxes of the last 20 years|publisher=''Edge''|date=2013-09-20|accessdate=2014-11-27}}</ref> Writing in '']'', Duncan Harris noted "One of the reasons that older gamers mourned the loss of the Dreamcast was that it signaled the demise of arcade gaming culture ... Sega's console gave hope that things were not about to change for the worse and that the tenets of fast fun and bright, attractive graphics were not about to sink into a brown and green bog of realistic war games."{{sfn|Mott|2013|page=434}} Dan Whitehead of Eurogamer, discussing the Dreamcast's portrayal "as a small, square, white plastic ]", commented that the system's short lifespan "may have sealed its reputation as one of the greatest consoles ever": "Nothing builds a cult like a tragic demise".<ref name="Forensic"/> According to IGN's Travis Fahs, "Many hardware manufacturers have come and gone, but it's unlikely any will go out with half as much class as Sega."<ref name="IGN History of Dreamcast"/> | |||
'']''{{'}}s Dan Whitehead noted that consumers' "wait-and-see" approach, and the lack of support from EA, were symptoms rather the cause of Sega's decline. He concluded that "Sega's misadventures during the 1990s had left both gamers and publishers wary of any new platform bearing its name".<ref name="Forensic" /> According to '']'''s Jeremy Parish, it would be intellectually dishonest to blame Sony for "killing the Dreamcast by overselling the PS2", as Sega's lack of support for previous consoles had made customers hesitant to purchase Dreamcasts.<ref name="Dreamcast memorial" /> | |||
== References == | |||
In 2009, ''IGN'' named the Dreamcast the eighth-greatest video game console, praising its software and innovations, including its online play.<ref name="IGNGreat">{{cite web |title=Dreamcast is number 8 |url=https://ign.com/top-25-consoles/8.html |url-status=live |archive-url=https://web.archive.org/web/20110830184437/http://www.ign.com/top-25-consoles/8.html |archive-date=August 30, 2011 |access-date=September 7, 2011 |website=]}}</ref> In 2010, ''PC Magazine''{{'}}s Jeffrey L. Wilson named the Dreamcast the greatest console and said that it was "gone too soon".<ref name="PCMag">{{cite web|last=Wilson |first=Jeffrey L. |url=https://www.pcmag.com/article2/0,2817,2364241,00.asp |title=The 10 Greatest Video Game Consoles of All Time |work=PCmag.com |date=May 28, 2010 |access-date=November 26, 2014 |quote=A collection of creative, fun, and quirky games that you'd be hard-pressed to find in such abundance on any other platform. |url-status=live |archive-url=https://web.archive.org/web/20141204123346/http://www.pcmag.com/article2/0%2C2817%2C2364241%2C00.asp |archive-date=December 4, 2014}}</ref> In 2013, ''Edge'' named the Dreamcast the tenth-best console of the last 20 years, highlighting innovations including in-game voice chat, ], and second-screen technology through the use of VMUs. ''Edge'' wrote that "Sega's console was undoubtedly ahead of its time, and it suffered at retail for that reason... ut its influence can still be felt today."<ref name="Edge20">{{cite magazine |date=September 20, 2013 |title=The ten best consoles: our countdown of the greatest game boxes of the last 20 years |url=http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/ |url-status=dead |archive-url=https://web.archive.org/web/20141128181657/http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/ |archive-date=November 28, 2014 |access-date=March 5, 2015 |magazine=]}}</ref> Dan Whitehead of '']'' likened the Dreamcast to "a small, square, white plastic ]. A progressive force in some ways, perhaps misguided in others, but nevertheless a promising life cut tragically short by dark shadowy forces, spawning complex conspiracy theories that endure to this day." He wrote that its short lifespan "may have sealed its reputation as one of the greatest consoles ever", as "nothing builds a cult like a tragic demise".<ref name="Forensic"/> According to ''IGN''{{'}}s Travis Fahs, "Many hardware manufacturers have come and gone, but it's unlikely any will go out with half as much class as Sega."<ref name="IGN History of Dreamcast"/>{{Quote box | |||
{{Reflist|30em}} | |||
| quote = If ever a system deserved to succeed, it was Dreamcast. Dreamcast has a hell of a library. It's dying now, 18 months old, with a larger library than the 5-year-old Nintendo 64. It's a better library than the Nintendo 64. Dreamcast was a wonderful system. | |||
| source = —Journalist ], March 2001.<ref>{{cite magazine|title=''GI'' "Quotables"|magazine=Game Informer|volume=11|issue=100|date=August 2001|pages=44–45}}</ref> | |||
| width = 30em | |||
}} | |||
The Dreamcast's game library was celebrated.<ref name="gamepro" /> In January 2000, three months after the Dreamcast's North American launch, '']'' wrote that "with ] stuff like ''Soul Calibur'', ''NBA 2K'', and soon ''Crazy Taxi'' to kick around, we figure you're happy you took the 128-bit plunge".<ref>{{cite magazine |date=January 2000 |title=...Should you buy a Dreamcast or Wait? |magazine=Electronic Gaming Monthly |publisher=EGM Media, LLC. |issue=126 |page=150}}</ref> In a retrospective, '']''{{'}}s Jeffrey L. Wilson referred to Dreamcast's "killer library" and said that Sega's creative influence and visual innovation had been at its peak.<ref name="PCMag" /> The staff of ''Edge'' agreed with this assessment of Dreamcast games, including Sega's arcade conversions, stating that the system "delivered the first games that could meaningfully be described as arcade perfect".<ref name="Edge20" /> Damien McFerran of '']'' praised Dreamcast's NAOMI arcade ports, and wrote: "The thrill of playing ''Crazy Taxi'' in the arcade knowing full well that a pixel-perfect conversion (and not some cut-down port) was set to arrive on the Dreamcast is an experience gamers are unlikely to witness again."<ref name="RetroinspectionD" /> | |||
==Bibliography== | |||
*{{cite book|last=Mott|first=Tony|title=]|year=2013|publisher=Universe Publishing|location=New York, New York|isbn=978-0-7893-2090-2|ref=harv}} | |||
*{{cite book|last1=DeMaria|first1=Rusel|last2=Wilson|first2=Johnny L.|title=High Score!: The Illustrated History of Electronic Games|year=2004|publisher=McGraw-Hill/Osborne|location=Emeryville, California|isbn=0-07-223172-6|ref=harv}} | |||
*{{cite book|last=Kent|first=Steven L.|authorlink=Steven L. Kent|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|year=2001|publisher=]|location=Roseville, California|isbn=0-7615-3643-4|ref= harv}} | |||
] and Mia Consalvo, writing in ''Loading... The Journal of the Canadian Game Studies Association'', argued that "the Dreamcast hosted a remarkable amount of video game development that went beyond the odd and unusual and is interesting when considered as ] ... It is hard to imagine a commercial console game expressing strong resistance to the commodity perspective and to the view that game production is commerce. But even when it comes to resisting commercialization, it is arguable that Dreamcast games came closer to expressing this attitude than any other console games have."<ref name="Avant-Garde" /> ''1Up.com''{{'}}s Jeremy Parish favorably compared Sega's Dreamcast output, which included some of "the most varied, creative, and fun the company had ever produced", with its "enervated" status as a third-party.<ref name="Dreamcast memorial" /> Fahs noted, "The Dreamcast's life was fleeting, but it was saturated with memorable titles, most of which were completely new properties."<ref name="IGN's History of Sega" /> According to author ], "From ''Sonic Adventure'' and ''Shenmue'' to ''Space Channel 5'' and ''Seaman'', Dreamcast delivered and delivered and delivered."<ref name="Kentsite">{{cite web |last=Kent |first=Steven L. |date=October 9, 2006 |title=SOMETIMES THE BEST |url=http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html |url-status=live |archive-url=https://web.archive.org/web/20141218184642/http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html |archive-date=December 18, 2014 |access-date=October 31, 2014 |publisher=Sad Sam's Place}}</ref> | |||
== External links == | |||
Some journalists have compared the demise of the Dreamcast with changing trends in the video game industry. In '']'', Duncan Harris wrote: "One of the reasons that older gamers mourned the loss of the Dreamcast was that it signaled the demise of arcade gaming culture ... Sega's console gave hope that things were not about to change for the worse and that the tenets of fast fun and bright, attractive graphics were not about to sink into a brown and green bog of realistic war games."{{sfn|Mott|2013|page=434}} Jeremy Parish, writing for '']'', contrasted the Dreamcast's diverse library with the "suffocating sense of conservatism" that pervaded the gaming industry in the following decade.<ref>{{cite web |last=Parish |first=Jeremy |date=September 13, 2014 |title=What if Dreamcast Had Won? |url=http://www.usgamer.net/articles/what-if-dreamcast-had-won |url-status=live |archive-url=https://web.archive.org/web/20141215170706/http://www.usgamer.net/articles/what-if-dreamcast-had-won |archive-date=December 15, 2014 |access-date=January 20, 2015 |publisher=USgamer}}</ref> According to Sega's head of product implementation, Tadashi Takezaki, the Dreamcast would have been Sega's last video game console no matter how it sold because of the changes in the market and the rise of PCs. He praised the Dreamcast for its features, saying in 2013, "The seeds we sowed with the Dreamcast are finally bearing fruit at this point in time. In some ways, we were going by the seat of our pants, but it was part of the Sega credo at the time — if it's fun, then go for it."<ref>{{Cite web |last=Gifford |first=Kevin |date=August 7, 2013 |title=Why did the Dreamcast fail? Sega's marketing veteran looks back |url=https://www.polygon.com/2013/8/7/4599588/why-did-the-dreamcast-fail-segas-marketing-veteran-looks-back |access-date=June 25, 2022 |website=] |archive-date=June 25, 2022 |archive-url=https://web.archive.org/web/20220625224228/https://www.polygon.com/2013/8/7/4599588/why-did-the-dreamcast-fail-segas-marketing-veteran-looks-back |url-status=live }}</ref> | |||
{{Dreamcast}} | |||
{{Sega|Dreamcast}} | |||
The Dreamcast remains popular in the video game ] community. By 2014, ] formatted for ], a multimedia-enhanced format developed by Sega and supported by the Dreamcast, continued to be released.<ref name=":0">{{cite web |date=May 2011 |title=Keeping The Dream Alive: The Men Behind Dreamcast Homebrew |url=http://www.gamasutra.com/view/feature/6376/keeping_the_dream_alive_the_men_.php |url-status=dead |archive-url=https://web.archive.org/web/20110515012754/http://www.gamasutra.com/view/feature/6376/keeping_the_dream_alive_the_men_.php |archive-date=May 15, 2011 |access-date=May 15, 2011 |website=]}}</ref> After Sega shut down the official Dreamcast servers, hobbyists developed ] to allow games such as ''Phantasy Star Online'' to continue being played online.<ref>{{Cite news|last=Fenlon|first=Wes|date=April 14, 2017|url=https://www.pcgamer.com/phantasy-star-online-will-never-die-how-the-nicest-fans-in-gaming-keep-a-16-year-old-mmo-alive/|title=Phantasy Star Online will never die: how the nicest fans in gaming keep a 16-year-old MMO alive|website=PC Gamer|access-date=July 14, 2018|language=EN-GB|url-status=live|archive-url=https://web.archive.org/web/20180121000017/http://www.pcgamer.com/phantasy-star-online-will-never-die-how-the-nicest-fans-in-gaming-keep-a-16-year-old-mmo-alive/|archive-date=January 21, 2018}}</ref><ref>{{cite web |last1=Whitehead |first1=Dan |title=The Dreamcast Dozen |url=https://www.eurogamer.net/the-dreamcast-dozen-article |website=] |access-date=October 17, 2023 |date=February 1, 2009 |archive-date=November 26, 2023 |archive-url=https://web.archive.org/web/20231126062443/https://www.eurogamer.net/the-dreamcast-dozen-article |url-status=live }}</ref> Hobbyists have restored online functions for 26 Dreamcast games as of 2023.<ref>{{cite web |last1=Yarwood |first1=Jack |title=Daytona USA For The Dreamcast Is Now Back Online, Thanks To Fans |url=https://www.timeextension.com/news/2023/07/daytona-usa-for-the-dreamcast-is-now-back-online-thanks-to-fans |website=] |access-date=November 10, 2023 |date=July 17, 2023 |archive-date=July 17, 2023 |archive-url=https://web.archive.org/web/20230717193236/https://www.timeextension.com/news/2023/07/daytona-usa-for-the-dreamcast-is-now-back-online-thanks-to-fans |url-status=live }}</ref> | |||
== Notes == | |||
{{notelist}} | |||
== References == | |||
{{reflist}} | |||
== Bibliography == | |||
* {{cite book|last=Mott|first=Tony|title=1001 Video Games You Must Play Before You Die|year=2013|publisher=Universe Publishing|location=New York City|isbn=978-0-7893-2090-2|title-link=1001 Video Games You Must Play Before You Die}} | |||
* {{cite book|last1=DeMaria|first1=Rusel|last2=Wilson|first2=Johnny L.|title=High Score!: The Illustrated History of Electronic Games|year=2004|publisher=McGraw-Hill/Osborne|location=Emeryville, California|isbn=978-0-07-223172-4}} | |||
* {{cite book|last=Kent|first=Steven L.|author-link=Steven L. Kent|title=]|year=2001|publisher=]|location=Roseville, California|isbn=978-0-7615-3643-7}} | |||
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Latest revision as of 13:16, 17 January 2025
Home video game console
[REDACTED] | |
North American Dreamcast with controller and VMU | |
Manufacturer | Sega |
---|---|
Type | Home video game console |
Generation | Sixth |
Release date | |
Introductory price | ¥29,000 (equivalent to ¥29,400 in 2019) US$199 (equivalent to $360 in 2023) £200 (equivalent to £440 in 2023) |
Discontinued |
|
Units sold | 9.13 million |
Media | GD‑ROM, CD‑ROM |
CPU | Hitachi SH-4 @ 200 MHz |
Memory | 16 MB RAM, 8 MB video RAM, 2 MB audio RAM |
Removable storage | 128 KB VMU |
Display | |
Graphics | NEC PowerVR2 @ 100 MHz |
Sound | Yamaha AICA @ 67 MHz with ARM7 CPU, 64 channels |
Online services | Dricas, SegaNet, Dreamarena |
Dimensions | 195.8 × 190 × 75.5 mm (7.71 × 7.48 × 2.97 in) |
Weight | 1.5 kg (3.3 lb) |
Best-selling game | Sonic Adventure (2.5 million) |
Predecessor | Sega Saturn |
The Dreamcast is the final home video game console manufactured by Sega. It was released on November 27, 1998, in Japan; September 9, 1999, in North America; and October 14, 1999, in Europe. It was the first sixth-generation video game console, preceding Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox. The Dreamcast's 2001 discontinuation ended Sega's 18 years in the console market.
A team led by Hideki Sato began developing the Dreamcast in 1997. In contrast to the expensive hardware of the unsuccessful Saturn, the Dreamcast was designed to reduce costs with off-the-shelf components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Sega used the GD-ROM media format to avoid the expenses of DVD-ROM technology. Developers were able to include a custom version of the Windows CE operating system on game discs to make porting PC games easy, and Sega's NAOMI arcade system board allowed nearly identical conversions of arcade games. The Dreamcast was the first console to include a built-in modular modem for internet access and online play.
Though its Japanese release was beset by supply problems, the Dreamcast had a successful US launch backed by a large marketing campaign. However, sales steadily declined as Sony built anticipation for the PlayStation 2. Dreamcast sales did not meet Sega's expectations, and attempts to renew interest through price cuts caused significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrew from the console business, and restructured itself as a third-party developer. A total of 9.13 million Dreamcast units were sold worldwide and over 600 games were produced. Its bestselling game, Sonic Adventure (1998)—the first 3D game in Sega's Sonic the Hedgehog series—sold 2.5 million copies.
The Dreamcast's commercial failure has been attributed to several factors, including competition from the PlayStation 2, limited third-party support, and the earlier failures of the 32X and Saturn having tarnished Sega's reputation. In retrospect, reviewers have celebrated the Dreamcast as one of the greatest consoles. It is considered ahead of its time for pioneering concepts such as online play and downloadable content. Many Dreamcast games are regarded as innovative, including Sonic Adventure, Crazy Taxi (1999), Shenmue (1999), Jet Set Radio (2000), and Phantasy Star Online (2000). The Dreamcast remains popular in the video game homebrew community, which has developed private servers to preserve its online functions and unofficial Dreamcast software.
History
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. Although the Saturn debuted before the PlayStation in Japan and the United States, its surprise US launch, four months earlier than scheduled, was marred by a lack of distribution, which remained a problem. 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. After the 1996 launch of the Nintendo 64, sales of the Saturn and its software fell sharply. As of August 1997, Sony controlled 47 percent of the console market, Nintendo controlled 40 percent, and Sega controlled only 12 percent; neither price cuts nor high-profile games helped the Saturn.
—Bernie Stolar, former president of Sega of America, in 2009I thought the Saturn was a mistake as far as hardware was concerned. The games were obviously terrific, but the hardware just wasn't there.
As a result of Sega's deteriorating financial situation, Hayao Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri, and Stolar acceded to become CEO and president of Sega of America. Following five years of generally declining profits, in the fiscal year ending March 31, 1998, Sega suffered its first parent and consolidated financial losses since its 1988 listing on the Tokyo Stock Exchange, reporting a consolidated net loss of ¥35.6 billion (US$269.8 million). Shortly before announcing its financial losses, Sega announced the discontinuation of the Saturn in North America to prepare for the launch of its successor. This effectively left the Western market without Sega games for more than a year. 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. Considering the Saturn's poor performance, Irimajiri looked beyond Sega's internal hardware development division to create a new console. In 1997, he enlisted IBM's Tatsuo Yamamoto to lead an eleven-person team to work on a secret project in the United States with the codename Blackbelt. Accounts vary on how an internal team led by Hideki Sato also began development on Dreamcast hardware; one account specifies that Sega tasked both teams, and another suggests that Sato was bothered by Irimajiri's choice to begin development externally and had his team start work. 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), but Sega management later asked them to also use the SH-4 chip. Both processors have been described as "off-the-shelf" components. According to Charles Bellfield, the former Sega of America vice president of communications and former NEC brand manager, presentations of games using the NEC solution showcased the performance and low cost delivered by the SH-4 and PowerVR architecture. He said that Sega's relationship with NEC, a Japanese company, likely also influenced the decision to use its hardware rather than the architecture developed in America. Stolar felt the US 3dfx version should have been used, but that "Japan wanted the Japanese version, and Japan won". As a result, 3dfx filed a lawsuit against Sega and NEC claiming breach of contract, which was settled out of court.
The choice to use the PowerVR architecture concerned Electronic Arts (EA), a longtime developer for Sega consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful. According to Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of the Sega subsidiary Cross Products), the SH-4 was chosen while still in development, following lengthy deliberation, as the only processor that "could adapt to deliver the 3D geometry calculation performance necessary". By February 1998, Sega had renamed the project Katana, after the Japanese sword, although certain hardware specifications such as random access memory (RAM) were not finalized.
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. It also enabled software development to begin before any development kits had been completed, as Sega informed developers that any game developed with a Pentium II 200 in mind would run on the console. According to Damien McFerran, "the motherboard was a masterpiece of clean, uncluttered design and compatibility".
The Chinese economist and future Sega.com CEO Brad Huang convinced the Sega chairman, Isao Okawa, to include a modem with every Dreamcast under opposition from Okawa's staff over the additional US$15 cost per unit. To account for rapid changes in home data delivery, Sega designed the modem to be modular.
Sega selected the GD-ROM media format. Jointly developed by Sega and Yamaha, the GD-ROM could be mass-produced at a similar price to a normal CD-ROM, avoiding the greater expense of newer DVD-ROM technology.
Microsoft developed a custom Dreamcast version of Windows CE with DirectX API and dynamic-link libraries, making it easy to port PC games to the platform, although programmers would ultimately favor Sega's development tools over those from Microsoft. A member of the Project Katana team speaking anonymously predicted this would be the case, speculating developers would prefer the greater performance possibilities offered by the Sega OS to the more user-friendly interface of the Microsoft OS. In late 1997, there were reports about the rumored system, then codenamed Dural, and that it had been demonstrated to a number of game developers.
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". According to Katsutoshi Eguchi, Japanese game developer Kenji Eno submitted the name and created the Dreamcast's spiral logo, but this has not been officially confirmed by Sega. 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. Sega spent US$50–80 million on hardware development, $150–200 million on software development, and US$300 million on worldwide promotion—a sum which Irimajiri, a former Honda executive, humorously likened to the investments required to design new automobiles.
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. However, Sega could not achieve its shipping goals for the Japanese Dreamcast launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process. 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 ¥29,000, 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 200,000–300,000 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. They arrived within the following weeks, but sales continued to be slower than expected. Irimajiri hoped to sell over one million Dreamcast units in Japan by February 1999, but sold fewer than 900,000, undermining Sega's attempts to build an installed base sufficient to protect the Dreamcast after the arrival of competition from other manufacturers. There were reports of disappointed Japanese consumers returning their Dreamcasts and using the refund to purchase additional PlayStation software. 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 ¥19,900, effectively making it unprofitable but increasing sales. The reduction and the release of Namco's Soulcalibur helped Sega gain 17 percent on its shares.
North America
Before the Dreamcast's release, Sega was dealt a blow when Electronic Arts, the largest third-party video game publisher at the time, announced it would not develop games for it. EA's chief creative officer Bing Gordon said that Sega had "flip-flopped" on the hardware configuration, that EA developers did not want to work on it, and that Sega "was not acting like a competent hardware company". Gordon also said that Sega could not afford to give them the "kind of license that EA has had over the last five years". According to Stolar, president of EA at the time, Larry Probst, wanted exclusive rights as the only sports brand on Dreamcast, which Stolar could not accept due to Sega's recent US$10 million purchase of the sports game developer Visual Concepts. While EA's Madden NFL series had established brand power, Stolar regarded Visual Concepts' NFL 2K as superior and would provide "a breakthrough experience" to launch the Dreamcast. While the Dreamcast would have none of EA's popular sports games, "Sega Sports" games developed mainly by Visual Concepts helped to fill that void.
—Peter Moore, speaking to Electronic Gaming Monthly about the upcoming launch of the Dreamcast.Let's take the conservative estimate of 250,000 Dreamcast units at presage—that's a quarter of a million units at $200. We'll have a ratio of 1.5 or two games for every Dreamcast unit sold. That's half a million units of software. We think we'll be .5 to one on VMUs and peripheral items such as extra controllers and what have you. This could be a $60 to 80 million 24-hour period. What has ever sold $60 to 80 million in the first 24 hours?
Working closely with Midway Games (which developed four North American launch games for the system) and taking advantage of the ten months following the Dreamcast's release in Japan, Sega of America worked to ensure a more successful US launch with a minimum of 15 launch games. With lingering bitterness over the Saturn's early release, Stolar repaired relations with major US retailers, with whom Sega presold 300,000 Dreamcast units. In addition, a pre-launch promotion enabled consumers to rent Dreamcasts from Hollywood Video starting on July 14. 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 [sic] all the things we loved about Sega, primarily from the Genesis days." On August 11, Sega of America confirmed that Stolar had been fired, leaving Moore to direct the launch.
The Dreamcast launched in North America on September 9, 1999, at a price of $199, which Sega's marketing dubbed "9/9/99 for $199". Eighteen launch games were available in the US Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history". Within two weeks, US Dreamcast sales exceeded 500,000. By Christmas, Sega held 31 percent of the North American video game market share. Significant launch games included Sonic Adventure, the arcade fighting game Soulcalibur, and Visual Concepts' football simulation NFL 2K. On November 4, Sega announced it had sold over one million Dreamcast units. The launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs.
Europe
Sega released the Dreamcast in Europe on October 14, 1999, at a price of £200. By November 24, 400,000 consoles had been sold in Europe. By Christmas of 1999, Sega of Europe had sold 500,000 units, six months ahead of schedule. The price was dropped to £149.99 from September 8, 2000, with sales at around 800,000 in Europe at this point. Announcing the drop, Jean-François Cecillon, CEO of Sega Europe, commented: "There are 'X' amount of core gamers in Europe; the early adopters. We have reached 80 or 90 per cent of them now and the market is screaming for a price reduction. We have to acknowledge these things and go with the market". 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 A$499. 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 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
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. On March 2, 1999, Sony revealed the first details of the PlayStation 2 (PS2), which Ken Kutaragi said would allow video games to convey unprecedented emotions. 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. The PS2 would also use the DVD-ROM format, which could hold substantially more data than the Dreamcast's GD-ROM, and would be backwards-compatible with hundreds of popular PlayStation games. Sony's specifications appeared to render the Dreamcast obsolete months before its US launch, although reports later emerged that the PS2 was not as powerful as expected and difficult to develop on. The same year, Nintendo announced that its next console, the GameCube, would meet or exceed anything on the market, and Microsoft began development of its own console, the Xbox.
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. At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting Sega to close 246 locations.
Moore became the president and chief operating officer of Sega of America on May 8, 2000. 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. On September 7, 2000, Sega.com launched SegaNet, the Dreamcast's internet gaming service, at a subscription price of $21.95 per month. 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. The service later supported games including Bomberman Online, Quake III Arena, and Unreal Tournament. The September 7 launch coincided with a new advertising campaign to promote SegaNet, including advertising on the MTV Video Music Awards that day, which Sega sponsored for the second consecutive year. 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 $149 (compared to the PS2's US launch price of $299) and offered a rebate for the full $149 price of a Dreamcast, and a free Dreamcast keyboard, with every 18-month SegaNet subscription.
Decline
Moore said that the Dreamcast would need to sell 5 million units in the US by the end of 2000 to remain a viable platform; Sega fell short of this goal, with some 3 million units sold. Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses. Instead of an expected profit, for the six months ending September 2000, Sega posted a ¥17.98 billion ($163.11 million) loss, with a projected year-end loss of ¥23.6 billion. This estimate more than doubled to ¥58.3 billion, and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million). 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. According to Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but the small install base meant this did not produce enough revenue to keep it viable. During the course of 2000, the PlayStation had sold five times more than Dreamcast despite being five year old hardware.
—Peter Moore, on the Dreamcast's discontinuationWe had a tremendous 18 months. Dreamcast was on fire - we really thought that we could do it. But then we had a target from Japan that said we had to make x hundreds of millions of dollars by the holiday season and shift x millions of units of hardware, otherwise, we just couldn't sustain the business. Somehow I got to make that call, not the Japanese. I had to fire a lot of people; it was not a pleasant day. So on January 31st 2001 we said Sega is leaving hardware. We were selling 50,000 units a day, then 60,000, then 100,000, but it was just not going to be enough to get the critical mass to take on the launch of PS2. It was a big stakes game. Sega had the option of pouring in more money and going bankrupt and they decided they wanted to live to fight another day.
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.
Amid speculation and rumors, Sega executives denied to the media that it would leave the console hardware business. 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. Sega also announced a price reduction to $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001. After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95. 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 $500 million in 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his $695 million 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. Despite the discontinuation of Dreamcast hardware, Sega continued to support the system and had stated that more than 30 new titles were confirmed for release for the remainder of 2001. In the United States, official game releases continued until the end of the first half of 2002. Sega continued to repair Dreamcast units until 2007. 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 IGN's 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." Former Working Designs president Victor Ireland wrote, "It's actually a good thing ... because now Sega will survive, doing what they do best: software." The staff of Newsweek wrote that "from Sonic to Shenmue, Sega's programmers have produced some of the most engaging experiences in the history of interactive media ... Unshackled by a struggling console platform, this platoon of world-class software developers can do what they do best for any machine on the market." 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
Hardware
Internal view of a Dreamcast console including optical drive, power supply, controller ports, and cooling fan. Isolated motherboard.The Dreamcast measures 190 mm × 195.8 mm × 75.5 mm (7.48 in × 7.71 in × 2.97 in) and weighs 1.5 kg (3.3 lb). Its main CPU is a two-way 360 MIPS superscalar Hitachi SH-4 32-bit RISC, clocked at 200 MHz with an 8 kB instruction cache and 16 kB data cache and a 128-bit graphics-oriented floating-point unit delivering 1.4 GFLOPS. Its 100 MHz NEC PowerVR2 rendering engine, integrated with the ASIC, can draw more than 3 million polygons per second and use deferred shading. Sega estimated the Dreamcast's theoretical rendering capability at 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance".
Graphical hardware effects include trilinear filtering, gouraud shading, z-buffering, spatial anti-aliasing, per-pixel translucency sorting and bump mapping. The Dreamcast can output approximately 16.77 million colors simultaneously and displays interlaced or progressive scan video at 640 × 480 video resolution. Its 67 MHz Yamaha AICA sound processor, with a 32-bit ARM7 RISC CPU core, can generate 64 voices with PCM or ADPCM, providing ten times the performance of the Saturn's sound system. The Dreamcast has 16 MB main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound. It reads media using a 12× speed Yamaha GD-ROM drive. In addition to Windows CE, the Dreamcast supports several Sega and middleware application programming interfaces.
The Dreamcast can supply video through several accessories including A/V cables, RF modulator connectors S-Video cables and SCART. A VGA adapter allows Dreamcast to connect on computer displays or enhanced-definition television sets in 480p.
Models
Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. The R7, a refurbished Dreamcast, was originally used as a network console in Japanese pachinko parlors. Another model, the Divers 2000 CX-1, is shaped similarly to Sonic's head and includes a television and software for teleconferencing. A Hello Kitty version, limited to 2000 units, was targeted at female gamers in Japan. Special editions were created for Seaman and Resident Evil – Code: Veronica. Color variations were sold through the Dreamcast Direct service in Japan. Toyota also offered special Dreamcast units at 160 of its dealers in Japan. In North America, a limited edition black Dreamcast was released with a Sega Sports logo on the lid, which included matching Sega Sports-branded black controllers and two games.
Controllers and accessories
The Dreamcast has four ports for controller inputs, and was sold with one controller. The controller is based on the Saturn 3D controller and includes an analog stick, a D-pad, four action buttons, start button and two analog triggers. It received mostly negative reviews from critics; Edge described it as "an ugly evolution of Saturn's 3D controller", and was called " that great" by 1Up.com's Sam Kennedy and "lame" by Game Informer's Andy McNamara. IGN wrote that "unlike most controllers, Sega's pad forces the user's hands into an uncomfortable parallel position". Both the analog joystick and triggers uniquely used Hall effect sensors, which requires less calibration and leads to fewer issues with joystick drift.
Various third-party controllers, from companies such as Mad Catz, include additional buttons and other features; third parties also manufactured arcade-style joysticks for fighting games, such as Agetech's Arcade Stick and Interact's Alloy Arcade Stick. Mad Catz and Agetec created racing wheels for racing games. Sega did not release its official light guns in the US, but some third party light guns were available. The Dreamcast supports a Sega fishing "reel and rod" motion controller and a keyboard for text entry. Although it was designed for fishing games such as Sega Bass Fishing, Soulcalibur is playable with the fishing controller, which translates vertical and horizontal movements into on-screen swordplay; IGN cited it as a predecessor to the Wii Remote. The Japanese Dreamcast port of Sega's Cyber Troopers Virtual-On Oratorio Tangram supported a "Twin Sticks" peripheral, but its American publisher, Activision, opted not to release it in the US. The Dreamcast can connect to SNK's Neo Geo Pocket Color, predating Nintendo's GameCube – Game Boy Advance link cable.
In most regions, the Dreamcast includes a removable modem for online connectivity, which is modular for future upgrades. In Brazil, due to the high price of the console, the modem was sold separately. The original Japanese model and all PAL models have a transfer rate of 33.6 kbit/s, and consoles sold in the US and in Japan after September 9, 1999, feature a 56 kbit/s dial-up modem. Broadband service was enabled through the later release of a broadband accessory in 2000 in Japan, and early 2001 in the US.
Sega also produced the Dreameye, a digital camera that could be connected to the Dreamcast and used to exchange pictures and participate in video chat over the internet. Sega hoped developers would use the Dreameye for future software, as some later did with Sony's similar EyeToy peripheral. In addition, Sega investigated systems that would have allowed users to make telephone calls with the Dreamcast, and discussed with Motorola the development of an internet-enabled cell phone that would use technology from the console to enable quick downloads of games and other data.
Storage
Main article: VMUIn contrast to the Sega CD and Sega Saturn, which included internal backup memory, the Dreamcast uses a 128 kbyte memory card, the VMU, for data storage. The VMU features a small LCD screen, audio output from a one-channel PWM sound source, non-volatile memory, a D-pad and four buttons. The VMU can present game information, be used as a minimal handheld gaming device, and connect to certain Sega arcade machines. For example, players use the VMU to call plays in NFL 2K or raise virtual pets in Sonic Adventure.
Sega officials noted that the VMU could be used "as a private viewing area, the absence of which has prevented effective implementation of many types of games in the past". After a VMU slot was incorporated into the controller's design, Sega's engineers found many additional uses for it, so a second slot was added. It is generally for vibration packs providing force feedback, such as Sega's "Jump Pack" and Performance's "Tremor Pack"; it can be used for peripherals including a microphone, enabling voice control and player communication. Various third-party cards provide storage, and some contain the LCD screen addition. Iomega announced a Dreamcast-compatible zip drive storing up to 100 MB on removable discs, but it was never released.
Software
Game library
See also: List of Dreamcast gamesThe Dreamcast library consists of over 600 games across all regions, in GD-ROM format. It uses regional lockout, only playing games released within its predetermined region; however, this is circumventable via modchip installation, boot discs, or cheat discs such as Datel's Action Replay. In Japan, the Dreamcast was launched with Virtua Fighter 3tb, Pen Pen TriIcelon, Godzilla Generations, and July. In North America, it launched with 19 games, including the highly anticipated Sonic Adventure, Soulcalibur, and NFL 2K. In Europe, it was planned to launch with 10 games; this increased to 15 after the launch was delayed. Licensed Dreamcast games were released until mid-2002 in the US. Some indie developers continued to release games, such as 2007's Last Hope, developed by the German studio NG:Dev.Team.
First-party games
In what has been called "a brief moment of remarkable creativity", in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by their top designers. Studios included United Game Artists (UGA), Hitmaker, Smilebit, Overworks, WOW Entertainment, Amusement Vision, Sega Rosso, Wave Master, and Sonic Team, while Sega AM2 had been taken over earlier in the year by CSK Research Institute and became independent in 2001 as SEGA-AM2 Co., Ltd. Sega's design studios were encouraged to experiment and benefited from a relatively lax approval process. This resulted in games such as UGA's Rez, an attempt to simulate synaesthesia in the form of a rail shooter; Wow's The Typing of the Dead, a version of The House of the Dead 2 remade into a touch typing trainer; and Hitmaker's Segagaga, a Japan-exclusive role-playing game in which players are tasked with preventing Sega from going out of business.
Sonic Team's Sonic Adventure, the first fully 3D platform game starring Sega's mascot Sonic the Hedgehog, was considered the "centerpiece" of the Dreamcast launch. At 2.5 million copies, it is the best-selling Dreamcast game. Sonic Team also developed the Dreamcast's first online game—ChuChu Rocket!—which was praised for its addictive puzzle gameplay and "frantic" multiplayer matches, and the critically successful music game Samba de Amigo, which was noted for its expensive maracas peripheral and colorful aesthetic. Sonic Team's Phantasy Star Online, the first online console RPG, is considered a landmark game for refining and simplifying Diablo's style of gameplay to appeal to console audiences.
UGA created the music game Space Channel 5 for a female casual audience; players help a female outer-space news reporter, Ulala, fight aliens with "groove energy" by dancing. Hitmaker's arcade ports include Crazy Taxi, an open-world arcade racing game known for its addictive gameplay with more than one million copies sold; and Virtua Tennis, which revitalized the tennis game genre. Smilebit's Jet Set Radio, in which players control a Tokyo gang of rebellious inline skaters, is cited as a major example of Sega's commitment to original concepts during the Dreamcast's lifespan. Jet Set Radio also popularized cel shaded graphics, though it failed to meet Sega's sales expectations. The role-playing game Skies of Arcadia, developed by Overworks and produced by Rieko Kodama, was acclaimed for its surreal Jules Verne-inspired fantasy world of floating islands and sky pirates, charming protagonists, exciting airship battles and memorable plot.
AM2 developed what Sega hoped would be the Dreamcast's killer app, Shenmue, a "revenge epic in the tradition of Chinese cinema", with a level of detail considered unprecedented for a video game. Incorporating a simulated day-and-night cycle with variable weather, non-player characters with regular schedules, the ability to pick up and examine detailed objects, and introducing the quick-time event in its modern form, Shenmue went over budget and was rumored to have cost Sega over $50 million. According to Moore, Shenmue sold "extremely well", but had no chance of making a profit due to the Dreamcast's limited installed base.
Visual Concepts' NFL 2K football series and its NBA 2K basketball series were critically acclaimed. NFL 2K was considered an outstanding launch game for its high-quality visuals and "insightful, context-friendly, and, yes, even funny commentary", while NFL 2K1 featured groundbreaking online multiplayer earlier than its chief competitor, EA's Madden NFL series. Madden and 2K continued to compete on other platforms through 2004, with the 2K series introducing innovations such as a first person perspective new to the genre, and eventually launching ESPN NFL 2K5 at the aggressively low price point of $19.95 until EA signed an exclusive agreement with the National Football League, effectively putting every other pro-football game out of business. After Sega sold Visual Concepts for $24 million in 2005, the NBA 2K series continued with publisher Take-Two Interactive. During the Dreamcast's lifespan, Visual Concepts also collaborated with the Sonic the Hedgehog level designer Hirokazu Yasuhara on the action-adventure game Floigan Bros. and developed the action game Ooga Booga.
Ports and third-party games
Before the launch of the Dreamcast in Japan, Sega announced its NAOMI arcade board, a cheaper alternative to the Sega Model 3. NAOMI shares the same technology as the Dreamcast, with twice as much system, video, and audio memory and a 160 MB flash ROM board in place of a GD-ROM drive, allowing nearly identical home conversions of arcade games. Games were ported from NAOMI to the Dreamcast by several leading Japanese arcade companies, including Capcom and Namco. The Dreamcast also used parts similar to those found in personal computers with Pentium II and III processors, allowing a handful of ports of PC games.
To appeal to the European market, Sega formed a French affiliate, No Cliché, which developed games such as Toy Commander. Sega Europe also approached Bizarre Creations to develop the racing game Metropolis Street Racer. Although Acclaim, SNK, Ubisoft, Midway, Activision, Infogrames, and Capcom supported the Dreamcast during its first year, third-party support proved difficult to obtain due to the failure of the Sega Saturn and the profitability of publishing for the PlayStation. Namco's Soulcalibur, for example, was released for the Dreamcast because of the relative unpopularity of the Soul series at the time; Namco's more successful Tekken franchise was associated with the PlayStation console and PlayStation-based arcade boards. Capcom produced a number of fighting games for the Dreamcast, including the Power Stone series, and a temporarily exclusive entry in the popular Resident Evil series, Resident Evil – Code: Veronica. The Dreamcast is known for several shoot 'em ups, most notably Treasure's Bangai-O and Ikaruga. Sega also revived franchises from the Genesis era, such as Appaloosa Interactive's Ecco the Dolphin.
Network services
Main article: Dreamcast online functionality § Online servicesDricas was an Internet service for Dreamcast consoles in Japan. The service launched the week of October 28, 1998, with its feature set expanded in the weeks preceding the Dreamcast's launch in Japan on November 27, 1998. Much of its infrastructure was developed by ISAO Corporation, which was spun-off from Sega on November 26, 1999. Its accompanying web browser, Dream Passport, provided the ability to connect via dial-up, browse the internet, receive and send e-mail, and chat with other users. Dricas persisted until March 7, 2000, when the service was consolidated into ISAO's multi-platform online service, isao.net. Isao.net maintained online services and game servers for the Dreamcast until Sega ceased operation of the online servers for Phantasy Star Online, along with its GameCube port, on March 31, 2007.
SegaNet was an Internet service for dial-up-based online gaming on the Dreamcast in the United States. The service was created by Sega in collaboration with GTE through its GTE Internetworking division, later renamed Genuity. Sega announced a partnership with AT&T on August 4, 1999, making the AT&T WorldNet service the preferred ISP for Dreamcast in the United States, and an agreement making Excite@Home as the exclusive portal partner for SegaNet. Microsoft participated somewhat in the development of the service, but they terminated their relationship with Sega just a few months before its launch over differences in its direction. SegaNet launched on September 7, 2000, and originally offered a rebate for a free Dreamcast and keyboard with a two-year contract. Because of the Dreamcast's discontinuation, Sega announced they would discontinue the service on July 20, 2001, less than 11 months after launch. Online support for Dreamcast games via SegaNet continued until 2003.
Dreamarena was a free dial-up-based online gaming service provided for Dreamcast consoles in Europe, launching with the debut of the Dreamcast in Europe on October 14, 1999. The service was created and operated for Sega Europe by a partnership between ICL, BT and various ISPs. The service was accessed via the DreamKey browser, which was also built into some games such as Sonic Adventure 2. After the discontinuation of the Dreamcast, Sega closed Dreamarena on February 28, 2002.
Reception and legacy
In December 1999, Next Generation rated the Dreamcast four out of five, writing: "If you want the most powerful system available now, showcasing the best graphics at a reasonable price, this system is for you." However, Next Generation gave its future prognosis three out of five, noting that Sony and Nintendo were both due to release more powerful consoles. At the beginning of 2000, five Electronic Gaming Monthly reviewers scored the Dreamcast 8.5, 8.5, 8.5, 8.0, and 9.0 out of 10. In 2001, the Electronic Gaming Monthly reviewers scored it 9.0, 9.0, 9.0, 9.0, and 9.5 out of 10. BusinessWeek named the Dreamcast one of the best products of 1999.
Reasons cited for the failure of the Dreamcast include consumer excitement for the PS2; a lack of support from EA and Squaresoft, the most popular third parties in the US and Japan respectively; disagreement among executives over Sega's future, and Okawa's lack of commitment to the product; Sega's lack of advertising money, with Bellfield doubting that Sega spent even "half" the $100 million it had pledged to promote the Dreamcast in the US; that the market was not ready for online gaming; Sega's focus on "hardcore" gamers over mainstream consumers; poor timing; and damage to Sega's reputation caused by its several poorly supported previous platforms. In GamePro, Blake Snow wrote of "the much beloved launched years ahead of the competition but ultimately struggled to shed the negative reputation had gained during the Saturn, Sega 32X, and Sega CD days. As a result, casual gamers and jaded third-party developers doubted Sega's ability to deliver."
Eurogamer's Dan Whitehead noted that consumers' "wait-and-see" approach, and the lack of support from EA, were symptoms rather the cause of Sega's decline. He concluded that "Sega's misadventures during the 1990s had left both gamers and publishers wary of any new platform bearing its name". According to 1Up.com's Jeremy Parish, it would be intellectually dishonest to blame Sony for "killing the Dreamcast by overselling the PS2", as Sega's lack of support for previous consoles had made customers hesitant to purchase Dreamcasts.
In 2009, IGN named the Dreamcast the eighth-greatest video game console, praising its software and innovations, including its online play. In 2010, PC Magazine's Jeffrey L. Wilson named the Dreamcast the greatest console and said that it was "gone too soon". In 2013, Edge named the Dreamcast the tenth-best console of the last 20 years, highlighting innovations including in-game voice chat, downloadable content, and second-screen technology through the use of VMUs. Edge wrote that "Sega's console was undoubtedly ahead of its time, and it suffered at retail for that reason... ut its influence can still be felt today." Dan Whitehead of Eurogamer likened the Dreamcast to "a small, square, white plastic JFK. A progressive force in some ways, perhaps misguided in others, but nevertheless a promising life cut tragically short by dark shadowy forces, spawning complex conspiracy theories that endure to this day." He wrote that its short lifespan "may have sealed its reputation as one of the greatest consoles ever", as "nothing builds a cult like a tragic demise". According to IGN's Travis Fahs, "Many hardware manufacturers have come and gone, but it's unlikely any will go out with half as much class as Sega."
—Journalist Steven L. Kent, March 2001.If ever a system deserved to succeed, it was Dreamcast. Dreamcast has a hell of a library. It's dying now, 18 months old, with a larger library than the 5-year-old Nintendo 64. It's a better library than the Nintendo 64. Dreamcast was a wonderful system.
The Dreamcast's game library was celebrated. In January 2000, three months after the Dreamcast's North American launch, Electronic Gaming Monthly wrote that "with triple-A stuff like Soul Calibur, NBA 2K, and soon Crazy Taxi to kick around, we figure you're happy you took the 128-bit plunge". In a retrospective, PC Magazine's Jeffrey L. Wilson referred to Dreamcast's "killer library" and said that Sega's creative influence and visual innovation had been at its peak. The staff of Edge agreed with this assessment of Dreamcast games, including Sega's arcade conversions, stating that the system "delivered the first games that could meaningfully be described as arcade perfect". Damien McFerran of Retro Gamer praised Dreamcast's NAOMI arcade ports, and wrote: "The thrill of playing Crazy Taxi in the arcade knowing full well that a pixel-perfect conversion (and not some cut-down port) was set to arrive on the Dreamcast is an experience gamers are unlikely to witness again."
Nick Montfort and Mia Consalvo, writing in Loading... The Journal of the Canadian Game Studies Association, argued that "the Dreamcast hosted a remarkable amount of video game development that went beyond the odd and unusual and is interesting when considered as avant-garde ... It is hard to imagine a commercial console game expressing strong resistance to the commodity perspective and to the view that game production is commerce. But even when it comes to resisting commercialization, it is arguable that Dreamcast games came closer to expressing this attitude than any other console games have." 1Up.com's Jeremy Parish favorably compared Sega's Dreamcast output, which included some of "the most varied, creative, and fun the company had ever produced", with its "enervated" status as a third-party. Fahs noted, "The Dreamcast's life was fleeting, but it was saturated with memorable titles, most of which were completely new properties." According to author Steven L. Kent, "From Sonic Adventure and Shenmue to Space Channel 5 and Seaman, Dreamcast delivered and delivered and delivered."
Some journalists have compared the demise of the Dreamcast with changing trends in the video game industry. In 1001 Video Games You Must Play Before You Die, Duncan Harris wrote: "One of the reasons that older gamers mourned the loss of the Dreamcast was that it signaled the demise of arcade gaming culture ... Sega's console gave hope that things were not about to change for the worse and that the tenets of fast fun and bright, attractive graphics were not about to sink into a brown and green bog of realistic war games." Jeremy Parish, writing for USgamer, contrasted the Dreamcast's diverse library with the "suffocating sense of conservatism" that pervaded the gaming industry in the following decade. According to Sega's head of product implementation, Tadashi Takezaki, the Dreamcast would have been Sega's last video game console no matter how it sold because of the changes in the market and the rise of PCs. He praised the Dreamcast for its features, saying in 2013, "The seeds we sowed with the Dreamcast are finally bearing fruit at this point in time. In some ways, we were going by the seat of our pants, but it was part of the Sega credo at the time — if it's fun, then go for it."
The Dreamcast remains popular in the video game homebrew community. By 2014, unlicensed Dreamcast games formatted for MIL-CD, a multimedia-enhanced format developed by Sega and supported by the Dreamcast, continued to be released. After Sega shut down the official Dreamcast servers, hobbyists developed private servers to allow games such as Phantasy Star Online to continue being played online. Hobbyists have restored online functions for 26 Dreamcast games as of 2023.
Notes
- Japanese: ドリームキャスト, Hepburn: Dorīmukyasuto
- Representatives from Ozisoft had different answers for the delay from October 25; one responded to IGN stating that they were awaiting approval from Telecom New Zealand for both the console and the Internet access disc. Another said, via ARN, that the delay was caused by high demand for international shipping along with chip manufacturing problems resulting from the then-recent earthquake in Taiwan; he also noted that Sega reallocated 50,000 Dreamcast units meant for the November 30 launch out of Australia due to heavy demand elsewhere.
- The full list of North American launch games includes AeroWings, Airforce Delta, Blue Stinger, Expendable, Flag to Flag, The House of the Dead 2, Hydro Thunder, Monaco Grand Prix, Mortal Kombat Gold, NFL 2K, NFL Blitz 2000, Pen Pen TriIcelon, Power Stone, Ready 2 Rumble Boxing, Sonic Adventure, Soulcalibur, TNN Motorsports Hardcore Heat, Tokyo Xtreme Racer, and TrickStyle.
- The full list of European launch games includes Blue Stinger, Dynamite Cop, Incoming, Millennium Soldier: Expendable, Monaco Grand Prix, Pen Pen TriIcelon, Power Stone, Ready 2 Rumble Boxing, Sega Rally 2, Sonic Adventure, Speed Devils, TrickStyle, Tokyo Highway Challenge, Toy Commander, and Virtua Fighter 3 tb.
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- Dreamcast
- 1990s toys
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- Products and services discontinued in 2001
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- SuperH-based game consoles