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— CH. 1 · ORIGINS AND ARCADE BEGINNINGS —

Sega

~8 min read · Ch. 1 of 6
6 sections
  • On the 3rd of June 1960, Martin Bromley and Richard Stewart established a new company in Tokyo to take over the assets of Service Games of Japan. This entity would eventually become known as Sega, born from the ashes of a post-war business that supplied coin-operated slot machines to American military bases. The story begins in May 1940 when Bromley, Irving Bromberg, and James Humpert formed Standard Games in Honolulu, Hawaii. Their goal was simple yet strategic: provide entertainment for soldiers during World War II. After the war ended, they sold Standard Games in 1945 and founded Service Games the following year. When the US government outlawed slot machines in its territories in 1952, the founders sent employees to Tokyo to keep the business alive. They established Service Games of Japan to supply machines to remaining US bases. By 1954, the name Sega appeared on a slot machine called the Diamond Star. It was an abbreviation of Service Games, marking the first use of what would become one of the most recognizable brands in gaming history.

    The transition from gambling devices to video games began quietly but decisively. In 1965, Nihon Goraku Bussan acquired Rosen Enterprises, an importer of coin-operated games led by David Rosen. Rosen had started a photo booth business in Tokyo in 1954 before expanding into game imports. The merged company became known as Sega Enterprises, Ltd., with Rosen installed as CEO and Stewart named president. Akira Nagai, a former director at the company, later recalled how importing second-hand machines forced them to build replacement parts like guns and flippers. This necessity sparked innovation. Their first electro-mechanical game, Periscope, released in the late 1960s, featured light and sound effects that were considered revolutionary for the time. It became successful not just in Japan but also in Europe and the United States. The game helped standardize the 25-cent-per-play cost for arcade games in America. For two years after its release, the company produced between eight and ten new games annually. However, rampant piracy around 1970 caused them to stop exporting their titles abroad. Despite this setback, they continued to innovate, releasing Pong-Tron, their first video-based game, in 1973.

  • The year 1983 marked a turning point when Gulf and Western sold off Sega's North American arcade manufacturing organization to Bally Manufacturing. With arcade revenues declining, President Hayao Nakayama pushed the company to enter the home console market. They developed the SG-1000 alongside the SC-3000 computer. The SG-1000 sold 160,000 units in its first year, far exceeding projections of 50,000, yet it was quickly outpaced by Nintendo’s Famicom. Nintendo had secured third-party developers while Sega hesitated to collaborate with competitors. In November 1983, founder David Rosen announced his intention to step down as president effective the 1st of January 1984. Jeffrey Rochlis took over as CEO shortly after.

    By mid-1990, Tom Kalinske became CEO of Sega of America, bringing a four-point plan that would reshape the industry. He cut the price of the Genesis, created a US team focused on American tastes, expanded aggressive advertising campaigns, and replaced Altered Beast with Sonic the Hedgehog as the bundled game. The Japanese board disapproved, but Nakayama gave him full authority. "I hired you to make the decisions for Europe and the Americas," he told Kalinske. The strategy worked. During the 1991 holiday season, the Genesis outsold the Super Nintendo Entertainment System nearly two to one. By January 1992, Sega controlled 65 percent of the 16-bit console market. They outsold Nintendo for four consecutive Christmas seasons due to lower pricing and a larger initial library. However, by 1995, the SNES began to regain dominance, eventually outselling the Genesis from 1995 through 1997.

    Sonic the Hedgehog itself emerged from a tech demo created by Yuji Naka involving a fast-moving character rolling through a winding tube. Naoto Ohshima designed the blue anthropomorphic hedgehog whose color matched Sega’s cobalt logo. His red shoes were inspired by Michael Jackson’s boots, while his personality reflected Bill Clinton’scan-doattitude. The character became an instant icon, helping drive sales and defining an era of gaming culture.

  • The Saturn launch on the 22nd of November 1994, in Japan was a massive success. Virtua Fighter sold at a nearly one-to-one ratio with the console, and 200,000 units sold out within hours. Yet, the surprise early release in North America on the 2nd of September 1995, alienated retailers who were not included in the rollout. KB Toys refused to stock Sega products in response. Within two days of Sony’s PlayStation launching on the 9th of September 1995, the PlayStation had already surpassed Saturn sales. By its first year, PlayStation secured over twenty percent of the US video game market. The Saturn struggled with high pricing, poor polygonal graphics handling, and internal mismanagement. Despite capturing 43 percent of the US dollar share and selling more than 2 million Genesis units in 1995, Kalinske estimated another 300,000 could have been sold if prepared for demand.

    In fiscal year ending March 1998, Sega suffered its first financial loss since listing on the Tokyo Stock Exchange. Nakayama resigned as president in January 1998, replaced by Shoichiro Irimajiri. The Dreamcast launched in Japan on the 27th of November 1998, selling all 150,000 units by day’s end. Pre-orders exceeded available stock, forcing Sega to halt them. Despite initial momentum, manufacturing defects plagued GD-ROMs, and sales declined sharply after early 2000. By October 2000, only about a million units were sold in Europe. In March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million). On the 31st of January 2001, they announced discontinuation of the Dreamcast after March 31, transitioning into a third-party developer. Isao Okawa, who had loaned $500 million in 1999, died on the 16th of March 2001. Before his death, he forgave Sega’s debts and returned $695 million worth of stock, helping the company survive the transition.

  • Following the decision to exit hardware, Hideki Sato became president in 2001 after Okawa’s death. Poor sales continued through 2002, prompting discussions with Sammy Corporation, a pachinko manufacturer. Hajime Satomi, president of Sammy, had been mentored by Okawa and previously asked to lead Sega as CEO. On the 13th of February 2003, Sega announced a merger with Sammy. The deal valued Sega between $1.45 billion and $1.8 billion. By August 2003, Sammy acquired 22.4 percent of Sega shares from CSK, becoming its largest shareholder. In 2004, Sega Sammy Holdings was created as an entertainment conglomerate. Both companies operated independently while merging executive departments.

    The new structure divided operations into four parts: Consumer Business for video games, Amusement Machine Business for arcade titles, Amusement Center Business for theme parks, and Pachislot and Pachinko Business for Sammy’s core revenue stream. As of 2005, arcade machine sales rose in Japan but fell overseas for nine consecutive years. To adapt, Sega developed localized content better suited to Western tastes. In 2009, they opened Sega Republic, an indoor theme park in Dubai. Arcade numbers dropped from 450 in 2005 to around 200 by 2015. Despite these challenges, arcade machine sales generated higher profits than console or mobile games until fiscal year 2014.

  • In April 2015, Sega Corporation reorganized into Sega Group under Sega Sammy Holdings. Haruki Satomi took office as president and CEO. The former Sega Corporation became Sega Games Co., Ltd., managing home video games, while Sega Interactive Co., Ltd. handled the arcade division. These two merged again in April 2020, renaming the entity back to Sega Corporation. Sega Networks joined Sega Games that same year.

    The company expanded globally through strategic acquisitions. In 2005, they purchased Creative Assembly, known for Total War, and Sports Interactive, creators of Football Manager. By 2013, Index Corporation was acquired after going bankrupt, with its assets rebranded as Atlus, a wholly owned subsidiary focusing on Persona and Megami Tensei series. In May 2019, Two Point Studios joined the fold, bringing Two Point Hospital to their portfolio. On the 27th of March 2024, Sega sold Relic Entertainment to an external investor and laid off 240 workers from British and European operations including Creative Assembly and Hardlight. Despite these cuts, Sonic X Shadow Generations, Like a Dragon: Infinite Wealth, and Persona 3 Reload each reached one million sales within a week, setting franchise records.

  • Sega remains one of the world’s most prolific arcade game producers, having developed over 500 games, 70 franchises, and 20 system boards since 1981. Eurogamer’s Martin Robinson described their arcade division as boisterous, broad, and filled with showmanship. Hideki Sato noted that integrating arcade and console divisions more closely could have prevented many failures. The Sega Genesis is often ranked among history’s best consoles for breaking Nintendo’s monopoly and popularizing television gaming in the UK.

    In Japan, Sega operates Club Sega locations, though some were rebranded under Genda GiGO Entertainment following a majority acquisition in November 2020. Their DartsLive subsidiary creates electronic darts games, while Sega Logistics Service handles distribution and repairs. In 2015, they formed Stories LLC with Hakuhodo to adapt properties like Shinobi, Golden Axe, and Virtua Fighter into film and TV series. As of 2024, Sega Toys produces merchandise including planetariums and robot dogs. The company maintains offices in Irvine, California; London; Seoul; Singapore; Hong Kong; Shanghai; and Taipei. Despite regional conflicts and shifting market dynamics, Sega continues to dominate arcade innovation worldwide.

Common questions

When was Sega founded and by whom?

Sega traces its origins to the 3rd of June 1960 when Martin Bromley and Richard Stewart established a new company in Tokyo. This entity evolved from Service Games of Japan, which itself began as Standard Games formed in May 1940 by Bromley, Irving Bromberg, and James Humpert.

What year did David Rosen merge his company with Nihon Goraku Bussan?

The merger occurred in 1965 when Nihon Goraku Bussan acquired Rosen Enterprises led by David Rosen. The combined entity became known as Sega Enterprises Ltd with Rosen serving as CEO and Stewart named president.

How many units did the SG-1000 sell in its first year compared to projections?

The SG-1000 sold 160,000 units in its first year far exceeding projections of 50,000. Despite this success it was quickly outpaced by Nintendo's Famicom due to hesitancy in collaborating with third-party developers.

Why did the Saturn launch fail in North America despite initial success in Japan?

The surprise early release in North America on the 2nd of September 1995 alienated retailers who were not included in the rollout. KB Toys refused to stock Sega products while Sony's PlayStation launched just two days later and surpassed Saturn sales within that same timeframe.

When did Sega announce the discontinuation of the Dreamcast console?

Sega announced the discontinuation of the Dreamcast after March 31 on the 31st of January 2001. This decision followed a consolidated net loss of ¥51.7 billion reported in March 2001 and declining sales after early 2000.

Which companies did Sega acquire between 2005 and 2019 to expand globally?

In 2005 Sega purchased Creative Assembly known for Total War and Sports Interactive creators of Football Manager. Index Corporation was acquired in 2013 becoming Atlus while Two Point Studios joined the fold in May 2019 bringing Two Point Hospital to their portfolio.