Developer | Sega |
---|---|
Type | Online service |
Launch date |
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Discontinued |
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Platform(s) | Sega Genesis |
Website | http://sega.com/channel |
The Sega Channel was an online game service developed by Sega for the Sega Genesis video game console, serving as a content delivery system. Launched on December 14, 1994, the Sega Channel was provided to the public by TCI and Time Warner Cable through cable television services by way of coaxial cable. It was a pay to play service, through which customers could access Genesis games online, play game demos, and get cheat codes. Lasting until July 31, 1998, the Sega Channel operated three years after the release of Sega's next generation console, the Sega Saturn. Though criticized for its poorly timed launch and costly subscription fee, the Sega Channel has been praised for its innovations in downloadable content and impact on online game services.
Released in Japan as the Mega Drive in 1988, North America in 1989, and Europe and other regions as the Mega Drive in 1990, the Sega Genesis was Sega's entry into the 16-bit era of video game consoles. [1]
In 1990, Sega started its first internet-based service for Genesis, Sega Meganet, in Japan. Operating through a cartridge and a peripheral called the Mega Modem, it allowed Mega Drive owners to play 17 games online. A North American version, the "Tele-Genesis", was announced but never released. [2] Another phone-based system, the Mega Anser, turned the Japanese Mega Drive into an online banking terminal. [1] Due to Meganet's low number of games, high price, and the Mega Drive's lack of success in Japan, the system was a commercial failure. By 1992, the Mega Modem peripheral could be found in bargain bins at a reduced price, [3] and a remodeled version of the Mega Drive released in 1993 removed the EXT 9-pin port, preventing connections to the Meganet service. [4]
In April 1993, Sega announced the Sega Channel service, which would use cable television services to deliver content. [5] In the US, national testing began in June, and deployment began in December, [6] with a complete US release in 1994. [7] By June 1994, 21 cable companies had signed up to carry the Sega Channel service. [8] US fees varied depending on location, but were approximately US$15 monthly, plus a $25 activation fee, which included the adapter. [7] The Sega Channel expanded into Canada in late 1995, with an approximately Can$19 monthly fee. [9] During the planning stages of the service, Sega looked to capitalize on the rental market, which had seen some success with the Sega CD being rented through Blockbuster, and was looking to base the service's games and demos to sell more cartridges. [5]
In early 1995, Sega CEO Hayao Nakayama ended development on the Sega Genesis and its add-ons, the Sega CD and Sega 32X. This decision was made to support the Sega Saturn, which had been released in Japan already. [1] This placed the release of the Sega Channel during the Genesis' decline from the market. [6] At its peak, the Sega Channel had over 250,000 subscribers, but by 1997, the number had dropped to 230,000, [10] two years after Nakayama shifted focus from the Genesis to the Saturn. [6] Though Sega looked at options to bring the service to PCs, [10] the rise of cable modems and Internet gaming drove away the demand for such a service. [11] In late November of 1997 it was announced that the Sega Channel would be shut down on June 30, 1998, [11] but it ended up staying on for another month, finally being discontinued on July 31, 1998. [2]
After making the initial purchase and paying the activation fee, Genesis owners would receive an adapter that would be inserted into the cartridge slot of the console. [7] The adapter connected the console to a cable television wire, [8] doing so by the use of a coaxial cable output in the rear of the cartridge. [6] Starting up a Genesis console with an active Sega Channel adapter installed would prompt for the service's main menu to be loaded, which was a process that took approximately 30 seconds. From there, gamers could access the content they wished to play and download it into their system, which could take up to a few minutes per game. [7] This data would be downloaded into the adaptor's on-board 4 MB RAM, and would be deleted or removed when the system was powered off. [2]
Programming and transmission of the Sega Channel's monthly services started with a production team at Sega, which would put together content every month and load it onto a CD-ROM. It was then sent to TCI's satellite station, [12] located in Denver, Colorado. [13] From the station, the signal was transmitted via Hughes Communications ' Galaxy 7 satellite, which uploaded at 1.435 GHz and downloaded at 1.1 GHz, to the local cable providers. [6] In Canada, and across South America and Europe, however, the satellite transmission stage was bypassed altogether in favor of direct uploads of the Sega Channel CD-ROM via a cable television headend. [12] In order for the signal to function properly, it had to be clear of noise in order to prevent download interruptions. To ensure no issues, cable providers had to "clean" their broadcast signal. [2] [7]
The Sega Channel service hosted up to 50 Genesis games at any one time. Titles would rotate monthly; [14] however, some updates happened on a weekly basis. In 1997, Sega changed the number of games hosted at a time to 70 and the update frequency to biweekly. [15] Games for the service included titles developed by Sega, such as Sonic & Knuckles , Eternal Champions and Space Harrier II ; as well as titles developed by licensees of Sega, such as Bubsy 2 and Aladdin . Some of these games had reduced content compared to their cartridge release so that they could fit the adapter's memory, such as Super Street Fighter II . [14] The Sega Channel also hosted games in some regions that would not receive a cartridge release, such as Pulseman , Mega Man: The Wily Wars and Alien Soldier , which were hosted on the service in North America. [16] The service also offered demos of upcoming games, such as Primal Rage . [7] Though games and demos rotated on a regular basis, categories into which games were placed remained static and did not change. With parental controls in mind, all games for the service received a rating from the Videogame Rating Council. The service also contained a lockout system, which would allow parents to set a passcode in order to access mature-rated content. [6]
In addition to games and demos, the Sega Channel also hosted other features. Cheat codes were directly accessible from the network, as well as game hints. [14] [17] The service also hosted contests, such as a promotion with Electronic Arts' Triple Play '96 , and a 1995 event where players who completed Primal Rage during a brief 24-hour period where the full game was accessible were given a phone number to call, making them eligible to win prizes. [6]
During its lifetime, the Sega Channel won one of Popular Science's "Best of What's New" award for the year 1994. Likewise, in August 1995, a survey conducted by Sports Illustrated found that children between 9 and 13 years old were five times more likely to subscribe to the Sega Channel than to purchase a Sega Saturn or the upcoming Nintendo 64 or PlayStation. [6] The service would go on to garner as many as 250,000 subscribers; [2] however, Sega had anticipated having over one million subscribers by the end of its first year, and had made the service available to over 20 million households. [6]
Retrospective reception of the Sega Channel praises its innovation and role in the development of online gaming, but criticizes its high subscription fees and timing into the market. IGN writer Adam Redsell noted how the Sega Channel caused many cable companies to clean their broadcast signals and its role in the development of high-speed internet, stating "...the very fact that you’re enjoying broadband internet right now could well be thanks to SEGA." [2] Levi Buchanan, also writing for IGN, credited the Sega Channel with its role in the development of modern gaming and content delivery services, such as Xbox Live Arcade and PlayStation Network, stating: "SEGA and the entire industry learned important lessons from the SEGA Channel. SEGA was still committed to the idea of downloads and online, as evidenced by the Dreamcast's SegaNet... You can also see the DNA of early services like the SEGA Channel in modern portals like XBLA and PSN, where demos are now a staple." [7] The staff of UGO Networks also credited the Sega Channel with being an important step in the development of both services. [17]
Ken Horowitz of Sega-16 criticizes Sega's poor timing of the launch of the Sega Channel and the subscription's high price. According to Horowitz: "Who would spend $13 a month to play games for a dying system? This horrendous blunder (one of many by Sega Enterprises) caused retailers to dump their inventory of systems, thereby sealing the fate of the Sega Channel once and for all." [6] Buchanan echoes the same sentiments, stating, "Perhaps if the SEGA Channel had been released earlier in the console's lifecycle—the Genesis launched in 1989 in America—things might have turned out differently. After all, the service did gain notice for its advancement of gaming and technology." [7] UGO also notes the potential the Sega Channel could have had with some more development time in the field of competitive multiplayer, stating: "If the Sega Channel had come a little earlier in the life of the Genesis it would have seen much more exposure, and maybe online play would have been feasible for games that could have been developed directly for the service." [17]
The 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. The 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan and South Korea, Genesis 32X in North America, Mega 32X in Brazil, and Mega Drive 32X in all other regions.
The Sega CD, known as Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory and format for the Sega Genesis produced by Sega as part of the fourth generation of video game consoles. Originally released in November 1991, it came to North America in late 1992, and the rest of the world in 1993. The Sega CD plays CD-based games and adds hardware functionality such as a faster CPU and a custom graphics chip for enhanced sprite scaling and rotation. It can also play audio CDs and CD+G discs.
Sonic the Hedgehog 3 is a 1994 platform game developed and published by Sega for the Sega Genesis. Like previous Sonic games, players traverse side-scrolling levels while collecting rings and defeating enemies. They control Sonic and Tails, who attempt to retrieve the Chaos Emeralds to stop Doctor Robotnik from relaunching his space station, the Death Egg, after it crash-lands on a mysterious floating island. Sonic 3 introduces Knuckles the Echidna, the island guardian, who lays traps for Sonic and Tails.
The Master System is an 8-bit third-generation home video game console manufactured and developed by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 with graphical capabilities improved over its predecessors. The Master System launched in North America in 1986, followed by Europe in 1987, and then in Brazil and Korea in 1989. A Japanese version of the Master System was also launched in 1987, which features a few enhancements over the export models : a built-in FM audio chip, a rapid-fire switch, and a dedicated port for the 3D glasses. The Master System II, a cheaper model, was released in 1990 in North America, Australasia and Europe.
The Genesis Nomad, also known as Sega Nomad, is a handheld game console manufactured by Sega and released in North America in October 1995. The Nomad is a portable variation of the Sega Genesis home video game console. It could also be used with a television set via a video port. It was based on the Mega Jet, a portable version of the home console designed for use on airline flights in Japan.
GameLine was a dialup game distribution service for the Atari 2600, developed and operated by Control Video Corporation. Subscribers could install the proprietary modem and storage cartridge in their home game console, accessing the GameLine service to download games over a telephone line. GameLine had an exclusive selection of games, and its pioneering business model eventually gave rise to America Online. Despite being ahead of its time, it wasn't very popular, possibly due to its price of $60 for the hardware, $15 for the membership fee, and $1 per game, which you could only keep for a week.
In the history of video games, the fourth generation of video game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine. Though NEC released the first console of this era, sales were mostly dominated by the rivalry between Sega and Nintendo across most markets: the Sega Mega Drive and the Super Nintendo. Cartridge-based handheld game consoles became prominent during this time, such as the Nintendo Game Boy, Atari Lynx, Sega Game Gear and TurboExpress.
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Comix Zone is a 1995 beat 'em up video game developed and published by Sega for the Genesis. It is set within the panels of a comic book with dialogue rendered within talk bubbles and sprites, and backgrounds possessing the bright colors and dynamic drawing style of superhero comics. This style is in previous video games, for example Ocean Software's Batman: The Caped Crusader in 1988, but Comix Zone stretched the idea to such an extent that Sega applied for and was granted a patent for a "videogame system for creating a simulated comic book game".
Sega Net Link is an attachment for the Sega Saturn game console to provide Saturn users with internet access and access to email through their console. The unit was released in October 1996. The Sega Net Link fit into the Sega Saturn cartridge port and consisted of a 28.8 kbit/s modem, a custom chip to allow it to interface with the Saturn, and a browser developed by Planetweb, Inc. The unit sold for US$199, or US$400 bundled with a Sega Saturn. In 1997 Sega began selling the NetLink Bundle, which included the standard NetLink plus the compatible games Sega Rally Championship and Virtual On: Cyber Troopers NetLink Edition, for $99.
The Dreamcast is a home video game console by Sega, the first one introduced in the sixth generation of video game consoles. With the release of the Dreamcast in 1998 amid the dot-com bubble and mounting losses from the development and introduction of its new home console, Sega made a major gamble in attempting to take advantage of the growing public interest in the Internet by including online capabilities in the console as a selling point. As such, the Dreamcast was the first console to include a built-in modem for Internet support and online play. Sega would end up leaning heavily into the online capabilities to sell the Dreamcast as hype grew for Sony's then-upcoming competitor, the PlayStation 2, which also promised online gaming in addition to its DVD capabilities.
XBAND was one of the first competitive online console gaming networks and was available for the Genesis and Super NES. It was produced by Catapult Entertainment in Cupertino, California. It is the only modem released in America to have been officially licensed by Nintendo. It debuted in various areas of the United States between November 1994 and June 1995 and was later released nationwide between October 2 and 8, 1995.
The Sega Genesis, known as the Mega Drive outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy.
The GameCube is one of Nintendo's home video game consoles and part of the sixth generation of video game consoles. Although the competing PlayStation 2 and Xbox consoles supported substantial amounts of online games, the GameCube had only eight games with internet or local area network (LAN) support. Nintendo never commissioned any servers or internet services to interface with the console, but allowed other publishers to do so and made them responsible for managing the online experiences for their games. Nintendo remained pensive with its online strategy for the duration of the GameCube's lifespan, defiant of growing interest from players and the success of Microsoft's Xbox Live online service. Company leaders including Shigeru Miyamoto and Satoru Iwata based their stance on concerns with maintaining quality control over their games and doubts that players would want to pay subscription fees.
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The Sega Card, known in Japan as Sega My Card, is a memory card format used as game storage for the SG-1000/SC-3000 and the Mark III / Master System. Produced from 1985 to 1987 by Mitsubishi Plastics, the cards are plugged into onboard cardslots or into compatible adapters. Several versions of the format were created, including a rewritable one that allows new titles to be downloaded to a card. While substantially cheaper to produce than cartridges, the storage limitations of the format resulted in Sega exclusively distributing games on cartridges. Despite the failure of the Sega Card, NEC found more success with its own memory card format, the HuCard, which was the primary storage medium for its PC Engine game console.
A dongle is a small piece of computer hardware that connects to a port on another device to provide it with additional functionality, or enable a pass-through to such a device that adds functionality.
Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.
The Sega Genesis Mini, known as the Mega Drive Mini in regions outside of North America, is a dedicated console modeled on the Sega Genesis. The Mini emulates the original console's 16-bit hardware, and includes 42 games made available through emulation software by M2. It was released in North America and Japan in September 2019 and in Europe and the Middle East in October 2019. A follow-up, Sega Genesis Mini 2, was released in October 2022 and includes 60 games from the Genesis and Sega CD.