https://www.copetti.org/writings/consoles/master-system/
https://www.copetti.org/writings/consoles/mega-drive-genesis...
The VMUs that plugged into the controllers were another highlight capturing the zeitgeist at the time, where everyone was into Tamagotchis and other little LCD toys. Everything about that console was a joy, shame it didn't do better in the market.
It was just awkwardly released, too soon after PS1 and N64. On one hand it was massively impressive for the time, on the other, most people's desire to buy another console was probably at a low and then PS2 and Xbox stole the show.
It probably also didn't help that Sega Genesis was a fiasco with all the weird add-ons.
While a Playstation needed a special chip to run pirated discs, a vanilla Dreamcast could play any pirated CD you could throw at it. It was Game Over for Dreamcast 18 months after it was released, pirated discs had destroyed the market, and Hideki Sato was responsible.
> then PS2 and Xbox stole the show
So in your opinion, when was a better time to release th Dreamcast?
> Hideki Sato was responsible.
I fail to see why you want to make one guy culpable for a hardware security hole (on a system without pervasive OTA updates, no less) or why you think it necessary to do so in a thread about his death. Did you lose your job because of the failure of the Dreamcast or something?
They could have extended the Saturn's lifespan to 2000 and thrown their lot in with the PS2 after release, but it seems many people at SoJ were emotionally attached to the idea of selling consoles.
I dont necessarily agree with the guy you are posting to, but if Hideki Sato is being bestowed the glory of 'Designer of all Segas consoles' then he also needs to hold responsibility for their failings, of which there are many.
DVD playback, game catalogue and also the overwhelming success of the PS1 (with which the PS2 was backwards compatible) were much bigger reasons for its success.
The Saturn hardware, for example, was designed by Kazuhiko Hamada and a team of about a dozen engineers who had previously made the System 32 arcade hardware.
In addition to his work leading Sega's R&D efforts, Sato should also be remembered as one of the primary reasons why Sega began investing more into arcade video game development in the 1970s.
RIP.
You should take a look at Sega’s arcade systems, which were very cool, especially the Model 1, 2, and 3. Supermodel, an open source Model 3 emulator I co-wrote, and MAME have good emulation of Model 3 and 2, respectively, these days. Absolutely fascinating rendering architecture. It was early modern 3D when things were still weird and custom, before the industry standardized on OpenGL and Direct3D.
It's easy to forget today, but the Sega home consoles were always secondary to their arcade business. The main reason the Saturn sold even as well as it did was because it was the only way to play versions of the heavy hitters: Virtua Fighter, Virtua Racing, Daytona USA and Sega Rally in the home, in any fashion approaching the arcade (though still quite cut down). Those Sega 3D arcade games were absolutely mind blowing back in the early-mid 90s, and the pace of technical progress and new ideas was unlike anything since.
And the Dreamcast was conceived from day one to make it easy to port games from the Sega Naomi arcade system, and those arcade ports are probably the main reason people still play the Dreamcast to this day.
Hideki Sato, the designer behind virtually every Sega console, and the company’s former president, has died age 77.
Japanese games outlet Beep21 reports that Sato passed away this weekend.
Sato and his R&D team were responsible for the creation of Sega’s arcade and home console hardware, including the Master System, Genesis / Mega Drive, Saturn, and Dreamcast.
The engineer joined Sega in 1971 and was the company’s acting president between 2001 and 2003. He left the company in 2008.
“From the beginning, Sega’s home console development has always been influenced by our arcade development,� Sato previously told Famitsu in an interview covering Sega’s history.
“Our first 8-bit machine was the SC-3000. This was a PC for beginner-level users. At that time, Sega only did arcade games, so this was our first challenge. We had no idea how many units we’d sell.�
Sato said of Mega Drive, Sega’s most successful console: “At that point, we decided to start developing a new home console. By then, arcade games were using 16-bit CPUs.
“Arcade development was something we were very invested in, so we were always using the most cutting-edge technology there. Naturally, it started us thinking: what if we used that technology in a home console?
“Two years after we started development, it was done: a 16-bit CPU home console, the Megadrive. The 68000 chip had also recently come down in price, so the timing was right.�
On Dreamcast, the release that ultimately ended Sega’s run in hardware, Sato said the keyword for the development was “play and communication.�
“The ultimate form of communication is a direct connection with another, and we included the modem and the linkable VMUs for that purpose,� he said.
“We had also planned to have some sort of linking function with cell phones, but we weren’t able to realize it. Consumers were now used to the raging ‘bit wars’, so even though we knew it was a lot of nonsense, we needed to appeal to them in those terms with the Dreamcast.
“And so we marketed it as having a ‘128 bit graphics engine RISC CPU’, even the SH-4 was only 64-bit. (laughs) On the other hand, we extensively customized the original SH-4 for the Dreamcast, to the point where I think you could almost call it something new.�