Sega’s disjointed hardware strategy: A story in pictures
November 4, 2009 by Tim · 2 Comments
It’s no secret that Sega was all over the place towards the end of the 16-bit era in terms of their hardware strategy. There were two models of the base Genesis, two models of the basic Sega CD, the CDX combination system, third party hardware like the JVC X’Eye and other licensed devices, the Nomad, and, of course, the 32X. In other words, what a mess!
So, I always knew things had gotten complicated for Sega fans around the time of the 32X’s release, but now that I’ve picked up a new-in-box console myself, it’s really become clear how bad it really was. One of my favorite parts of getting an unopened gaming item from years past is looking through the stuff that comes in the box. Not just the game, systems, or manuals, but especially the advertising inserts. Opening these old games and systems is like a time capsule, and the 32X was especially interesting.
I figured a few other people out there might be interested in seeing some of the same things, so here are a few shots of what came in the 32X box, which really emphasize how much of a mess Sega’s hardware strategy really was.
Let’s start off a little easy. First of all, we have a flyer for the Genesis six-button controller. This controller did a nice job of segmenting the Genesis market. There were those who had the three button controller and couldn’t make the most of the hottest games of the time: fighters. Mortal Kombat? Street Fighter II? Eternal Champions? Forget it, if you didn’t have a six-button controller. Sure, you could play them, but why would you want to? I give Sega the benefit of the doubt on this one, though. The three-button controller was well past its prime and six buttons were practically required. Besides, controller changes are almost always for the better. This one was a fantastic upgrade, just like the NES dogbone controllers, and the Xbox S and Saturn revisions that would follow.
Sure, an upgraded controller segments the market, but it was probably a good business decision in general, since the older controllers were so lacking. But this next one is odd. Did Sega really need to get into the business of making power strips? Well, they were kind of forced to. After all, if you had a Genesis, Sega CD, AND a 32X, then you’d have three separate AC adaptors. The best part? Most standard power strips can’t fit three separate AC adaptors… So, Sega was there for its devoted fans:
So, getting all your systems plugged in is a bit difficult, huh? Well, that’s nothing compared to this next picture. Just think about all the different possible hardware combinations those power supplies were feeding. In fact, there were even different cords required for attaching the 32X to different base combinations! This picture sums it up nicely, but actually underestimates the problem. Where’s the X’Eye? Where’s the LaserActive?? Oh, and remember that the number of combos doubles once you add in the 32X!
The best part of all this? Even Sega themselves couldn’t keep their different hardware combinations straight. As the next two pictures show, there was some definite confusion over the CDX. Was it supported or wasn’t it? It seems they thought it was, but at the last second, decided it wasn’t, so they slipped a warning card into the box and a sticker on its front to correct the out of date printed instructions. Oh, and how were people supposed to know that the 32X audio might not work properly for their model of Genesis if gamers only got to see this warning card after buying and opening the system?
Ahh, that was fun. I hope you get as much amusement out of all this as I did. It’s sad to see Sega out of the hardware business, but when I see stuff like this, it’s obvious they have nobody else to blame but themselves. Can you really hold it against consumers for being skeptical when Sega released the Saturn? As great as the system was (and really, the Sega CD and 32X aren’t awful platforms, either), I can understand why things turned out the way they did.
Oh, and as for my Genesis/CD/32X setup? Yeah, it’s a mess, too. To make matters worse, the system just ends up flat out freezing when I play anything on the 32X. Fun! Notice the extra A/V cord for the Model 1 Genesis, the otherwise useless piece of spacer plastic for the Model 2 Genesis, and the two totally different controllers. Plus the Sonic & Knuckles with lock-on Sonic 3! Maybe “disjointed hardware strategy” is an understatement…
Time Capsule: The NES Network
July 16, 2007 by Tim · Leave a Comment
Back when I subscribed to gaming magazines, I always liked to hold onto them and look through them a few years later. It was always fun to read the old articles in a new light with the knowledge of what came true and what didn’t. It seems I’m not the only one with that interest, as magazine scans seem quite popular in the retro gaming community. Unfortunately, I threw away all my old magazines while I was in college, so I can’t partake in that pastime any longer.
But thanks to the internet, there’s actually a whole new world of old game-related articles to explore — ones outside the gaming press. A lot of people look through old game magazines, but what about old newspaper articles, press releases, and trade magazines? All of them cover video gaming in some way, and I find them incredibly interesting to read through. What was the press saying about the release of the Game Boy? What were they saying about the heady days of the mid-90s when the market was flooded with various game platforms? What products and projects were announced but never saw the light of day? There are an interesting number of parallels between the industry of 15-20 years ago and the industry of today.
I’d like to kick this feature off with an article about a project that Nintendo and AT&T announced in 1989 that seemingly disappeared immediately afterwards: the NES Network.
Nintendo, AT&T to plug into the interactive field – Nintendo of America Inc. and American Telephone and Telegraph Co. form joint venture to enter computer shopping field
Discount Store News, Sept 4, 1989 by Arthur Markowitz
Nintendo, AT&T to Plug Into the Interactive FieldTwo major corporations, American Telephone & Telegraph and Nintendo of America, last month charged up the interactive computer shopping and information service field when they announced plans to enter the nascent business.
The two companies are expected to form a joint venture to originate and deliver shopping, entertainment and information services, as well as pursuing separate endeavors in the interactive business.
This seems like it was a common concept, back in the day. But ultimately, the PC and the web proved to be the breakthrough technologies for electronic shopping and information services. Still, devices like the modern consoles are starting to realize this original vision — the Wii’s news and weather channels, the Xbox 360’s movie downloads, and the PlayStation Network’s upcoming music service are all reminiscent of this old goal.
Nintendo, meanwhile, has set up an NES Network division to develop and market an information service by next year. It has named Jerry Ruttenbur, previously a senior vice president with Home Box Office, to the newly created post of vice president of network products to head up the NES Network.
The NES Network? Jerry Ruttenbur? What? Who?
Nintendo will use its game system now in about 20 million households as the base for the NES Network.
The control deck used to run the Nintendo game–which sells for about $100 in discount stores–will be the processor for the projected information system, with a keyboard, modem and a device that combines a computer disk reader and a facsimile machine as the other hardware. The other hardware together is expected to cost about another $300 to $400.
I can definitely see the logic behind Nintendo’s strategy here. It was an era where PCs were still incredibly expensive and not many people owned them. But millions had NESes. Why not turn those millions of little gray boxes into networking capable machines for a fraction of the cost? It certainly seems to make sense. But then again, the WebTV probably made sense, too…
A Nintendo spokesman said the company was considering several different configurations for its system and hadn’t decided on the exact technology or even marketing plan for the NES Network.
Ruttenbur is responsible for design, marketing and sales of products for the system. The company won’t detail its plan until after he joins Nintendo in October, he said.
Hmm, now maybe we’re getting some hints about why this never came to pass. Did the plan for Ruttenbur to join Nintendo fall through? Did he join but fail to design a compelling product? Actually, a little additional reading indicates that he did join Nintendo of America but wasn’t given adequate support for designing the network and hardware. He ultimately resigned shortly thereafter, in 1991. It seems NOA was not that enthusiastic about the project, despite the existence of a similar service in Japan.
Nintendo’s thrust into interactive information services is part of the company’s efforts to change its game system from a toy into a computer, a move that will blur the merchandising distinction between toys, consumer electronics and computers.
The spokesman said Nintendo’s strategy was to get its technology and basic system into as many households as possible and then provide other hardware that will turn what was first viewed as a toy into a multi-function device.
This is probably the most compelling section of the article. Convergence devices have been a hot topic for years, and apparently even Nintendo was on the bandwagon at one point. In fact, people in the tech industry are still talking about blurring the line between game systems, PCs, and other electronic devices. You don’t need to look any further than the Xbox 360 and PlayStation 3 to see it. Interestingly, Nintendo seems to be the least ambitious of the modern game companies in this regard, despite their attitudes 18 years ago.
Nintendo strived to first “offer a non-intimidating and affordable device to consumers and bit by bit build into a computer.” The NES Network’s success would be based on the huge installed user base of the Nintendo game, he said.
But while their strategy to turn game systems into computers is long gone, their goal to create “non-intimidating” devices is as strong as ever with the DS and Wii…
I think this article leaves us with plenty to think about. What could have been? What would the internet look like today if efforts by Nintendo and others had succeeded in getting the masses online in the early 90s? What would game systems look like today if these project were actually seen through? Would the notion of a “game system” be completely obsolete? I kind of like the niche that game systems have established for themselves, but it’s no doubt that a lot of people had much bigger ideas.
If you’re interested in more details on AT&T’s role or more information on what Nintendo’s Japanese service was like, I’d recommend reading the full article.