Games

Game Guide

The incredible story of Sega: from military machines to a video game powerhouse

, 0Comment Regular Solid icon0Comment iconComment iconComment iconComment icon

Sega's trajectory is one of the most remarkable in the history of video games. Nintendo's long-time rival has faced highs and lows, innovated with consoles, and established itself as a powerhouse in game development.

Writer image

translated by Meline Hoch

Edit Article

SEGA in the World of Games

The history of video games cannot be written without mentioning a company that defined rebellion and innovation in the 1990s: SEGA. It began by supplying entertainment machines to military bases and became a giant in video games – the trajectory of Service Games reveals its technological successes, strategic errors, and a capacity for survival that continues to this day to keep fans passionate about the brand.

The Birth: From Honolulu to Tokyo

Although it’s seen as a Japanese company, SEGA was founded in the United States in 1940 under the name Standard Games in Honolulu, Hawaii. Founded by Martin Bromley, Irving Bromberg, and James Humpert, its initial goal was to provide machines such as jukeboxes and slot machines to entertain American soldiers on military bases during World War II.

The Diamond 3 Star, a coin-operated slot machine model produced by SEGA in the 1960s.
The Diamond 3 Star, a coin-operated slot machine model produced by SEGA in the 1960s.

In 1951, with the end of import restrictions in Japan, Bromley suggested transferring the headquarters to Tokyo, renaming the company Service Games of Japan (SEGA: abbreviation of SErvice GAmes). In 1965, Service Games merged with Rosen Enterprises, a company that produced photo machines and arcade games founded by the American David Rosen. Thus, SEGA Enterprises was born.

SEGA Enterprises (Tokyo, 1965)
SEGA Enterprises (Tokyo, 1965)

From Arcades to Homes

Following this merger, David Rosen took over the leadership of SEGA, directing the company's focus towards the development and manufacture of arcade games. In 1966, the company launched Periscope, a submarine simulator that quickly became a hit, captivating players and setting a new standard for arcades. However, the world of video games was changing rapidly, and the market began to heat up in the early 1980s – thanks to the success of the Atari 2600.

David Rosen (co-founder of SEGA)
David Rosen (co-founder of SEGA)

On July 15, 1983 – the same day Nintendo launched the Famicom – SEGA released its first home console, the SG-1000. Although it failed to compete with Nintendo in Japan, the console served as a learning experience for the development of the Sega Mark III, which was completely redesigned and released in the West as the Master System.

Technically, the Master System was superior to the NES (Nintendo Entertainment System), with more vibrant colors and greater processing power. However, Nintendo held exclusive contracts with almost all major developers, which limited the SEGA console's library. The solution found by the company was to explore markets where Nintendo wasn’t strong, such as Europe and Brazil.

SG-1000
SG-1000
Sega Mark III
Sega Mark III
Master System
Master System

The 16-bit War

Failing to achieve the expected success with the Master System, SEGA changed its strategy, deciding to invest where Nintendo was weakest: technology and marketing. In 1988 (1989 in the US), the company launched the Mega Drive (known as Genesis in North America), a 16-bit console that promised to bring the arcade experience to gamers' living rooms.

Image content of the Website

Although the Mega Drive's success wasn't immediate, SEGA invested heavily in creating a new mascot to represent the company. The situation changed with the arrival of Sonic the Hedgehog in 1991. The company promoted the game with a campaign that highlighted the blue hedgehog as everything Mario wasn't: fast, cool, and with an "attitude" geared towards teenagers. The aggressive marketing strategy, with the slogan "Sega Does What Nintendon't", made the Genesis the "cool" console, while Nintendo was seen as a "child's toy". For the first time, SEGA led the American market, with over fifty percent market share in 1992.

Image content of the Website

The Beginning of the End

SEGA's peak also marked the beginning of its internal instability, with conflicts between SEGA Japan and SEGA America – a situation that began to corrode the company from within. While the Americans wanted to focus on the success of the Genesis and maintain a level playing field with Nintendo, the Japanese wanted to launch new hardware. This impasse ended up dividing the company.

Image content of the Website

The result of this internal disagreement was the launch of peripherals like the Sega CD and the 32X, which, besides being expensive, confused consumers about the real need for those add-ons. With public distrust, the Genesis began to lose ground to the Super Nintendo. With no alternative, the company moved on to its next console, the Sega Saturn, launched in 1994, amidst a divided organization and a lack of clear direction. Although the Saturn was an excellent machine for 2D games, its extremely complex architecture made the development of 3D games a nightmare – and, to make matters worse, Sony was entering the market with the PlayStation.

In an attempt to get ahead, SEGA made one of the worst decisions in the industry: it brought forward the Saturn's launch in the US, announcing it unexpectedly at E3 1995 to try and overshadow the PlayStation. The result was a complete disaster. Retailers were furious at not having the console in stock, and the price of $399 ($100 more than the PlayStation) sealed the console's tragic fate in North America and, subsequently, throughout the West.

Image content of the Website

Dreamcast: The Last Breath

SEGA's last attempt to remain in the hardware market was the Dreamcast, released in 1998 in Japan and in 1999 in the rest of the world. The console brought innovations in its architecture: it was the first to come with a built-in modem for online games and graphics that surpassed its competitors at the time. The Dreamcast arrived with a bang, bringing classics like Sonic Adventure, SoulCalibur, and the ambitious Shenmue.

Image content of the Website

It even broke records in the United States, but SEGA was financially exhausted after years of losses with the Saturn. Trying to stay afloat, the company saw a ghost from the past return with the PlayStation 2, which promised to play DVDs – while the Dreamcast had opted for the traditional CD medium, fueled by the karaoke craze in Japan (the video game had a system that played songs with lyrics for Japanese players to sing along to). Sony won the public's trust, and with the launch of the PlayStation 2, the final blow was dealt: the Dreamcast could no longer boost sales. On January 31, 2001, came the sad announcement for fans: SEGA would cease manufacturing consoles and become a third-party software publisher.

The Renaissance

Seeing Sonic on the GameCube, a Nintendo console, for the first time was a shock to fans, but this move changed the public's perception of the company and opened new horizons and revenue streams. SEGA realized that its intellectual properties were worth a lot and that competing in the hardware market was no longer necessary.

In the following years, the company expanded, acquiring studios such as Creative Assembly (Total War), Sports Interactive (Football Manager), Atlus (responsible for the acclaimed Persona series), and Rovio (creator of Angry Birds), expanding its presence in the mobile market as well.

The Yakuza franchise (now under its original name Like a Dragon) became a huge success, and the Sonic brand spawned a series of films that grossed hundreds of millions of dollars, making the logo and the [M]{""SEEE-GAAA""} cry recognizable in various branches of entertainment.

Sonic: The Movie
Sonic: The Movie

SEGA Never Dies

The history of SEGA is a lesson in mistakes, successes, technology, and the importance of identity. It was the company that forced Nintendo to mature and introduced the concept of "transmedia"—the strategy of expanding a brand across multiple platforms—long before the term became popular. It proved that, even after the fall of an empire, a company can rise from the ashes with its intellectual properties and ensure its games live on forever on any screen.

Today, the company is called SEGA Sammy Holdings (formed after the merger with pachinko maker Sammy in 2004) and is financially stable. Although primarily remembered for the golden age of the "console wars", SEGA remains an important studio in the video game industry. While a new SEGA console is unlikely, the DNA of its games is present in every aspect of modern gaming, showing that legacies go beyond hardware and that the company is part of the feeling and the way millions of people worldwide view video games as culture and entertainment.

And you, what are your memories or connections to SEGA? Do you have a favorite game or series? Leave your opinion in the comments.