Dreamcast
video RAM, 2 MB audio RAM | |
Removable storage | 128 KB VMU |
---|---|
Display | Video output formats
|
Graphics | 100 MHz Dreamarena |
Dimensions | 195.8 mm × 190 mm × 75.5 mm (7.71 in × 7.48 in × 2.97 in) |
Mass | 1.5 kg (3.3 lb) |
Best-selling game | Sonic Adventure, 2.5 million sold |
Predecessor | Sega Saturn |
The Dreamcast. The Dreamcast was discontinued in 2001, ending Sega's 18 years in the console market.
A team led by
Though its Japanese release was beset by supply problems, the Dreamcast had a successful US launch backed by a large marketing campaign. However, sales steadily declined as Sony built anticipation for the PlayStation 2. Dreamcast sales did not meet Sega's expectations, and attempts to renew interest through price cuts caused significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrew from the console business, and restructured itself as a
The Dreamcast's
History
Background
In 1988, Sega released the Genesis (known as the Mega Drive in most countries outside North America), in the fourth generation of video game consoles.[1] It became the most successful Sega console ever, at 30.75 million units sold.[2] Its successor, the Saturn, was released in Japan in 1994.[3] The Saturn is CD-ROM-based and has 2D and 3D graphics, but its complex dual-CPU architecture was more difficult to program than its chief competitor, the Sony PlayStation.[4] Although the Saturn debuted before the PlayStation in Japan and the United States,[5][6] its surprise US launch, four months earlier than scheduled,[7][8][9] was marred by a lack of distribution, which remained a problem.[10] Losses on the Saturn[11] contributed to financial problems for Sega, whose revenue had declined between 1992 and 1995 as part of an industry-wide slowdown.[5][12][13]
Sega announced that
I thought the Saturn was a mistake as far as hardware was concerned. The games were obviously terrific, but the hardware just wasn't there.
—Bernie Stolar, former president of Sega of America, in 2009[19]
As a result of Sega's deteriorating financial situation, Hayao Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri,[20] and Stolar acceded to become CEO and president of Sega of America.[18][21] Following five years of generally declining profits,[22] in the fiscal year ending March 31, 1998, Sega suffered its first parent and consolidated financial losses since its 1988 listing on the Tokyo Stock Exchange,[23] reporting a consolidated net loss of ¥35.6 billion (US$269.8 million).[22] Shortly before announcing its financial losses, Sega announced the discontinuation of the Saturn in North America to prepare for the launch of its successor.[18][20] This effectively left the Western market without Sega games for more than a year.[4] Rumors about the upcoming Dreamcast—spread mainly by Sega—leaked to the public before the last Saturn games were released.[24]
Development
As early as 1995, reports surfaced that Sega would collaborate with
Yamamoto's group opted to use
The choice to use the PowerVR architecture concerned
Knowing the Saturn had been set back by its high production costs and complex hardware, Sega took a different approach with the Dreamcast. Like previous Sega consoles, the Dreamcast was designed around intelligent subsystems working in parallel,[31] but the selections of hardware were closer to personal computers than video game consoles, reducing cost.[28] It also enabled software development to begin before any development kits had been completed, as Sega informed developers that any game developed with a Pentium II 200 in mind would run on the console.[33] According to Damien McFerran, "the motherboard was a masterpiece of clean, uncluttered design and compatibility".[28]
The Chinese economist and future Sega.com CEO Brad Huang convinced the Sega chairman, Isao Okawa, to include a modem with every Dreamcast under opposition from Okawa's staff over the additional US$15 cost per unit.[34][35][36] To account for rapid changes in home data delivery, Sega designed the modem to be modular.[31]
Sega selected the
The Dreamcast was finally revealed on May 21, 1998 in Tokyo.[41] Sega held a public competition to name its new system and considered over 5,000 different entries before choosing "Dreamcast"—a portmanteau of "dream" and "broadcast".[28] According to Katsutoshi Eguchi, Japanese game developer Kenji Eno submitted the name and created the Dreamcast's spiral logo, but this has not been officially confirmed by Sega.[42] Former Sega executive Kunihisa Ueno confirmed in his biography that a branding agency called Interbrand created the logo for the console, with Kenji Eno volunteering to name the console. Eno was paid for his involvement and signed a NDA to prevent his involvement from going public.[43][44]
The Dreamcast's startup sound was composed by the Japanese musician Ryuichi Sakamoto.[45] Because the Saturn had tarnished its reputation, Sega planned to remove its name from the console and establish a new gaming brand similar to Sony's PlayStation, but Irimajiri's management team decided to retain it.[28] Sega spent US$50–80 million on hardware development, $150–200 million on software development, and US$300 million on worldwide promotion—a sum which Irimajiri, a former Honda executive, humorously likened to the investments required to design new automobiles.[28][46]
Launch
Japan
Despite a 75 percent drop in half-year profits just before the Japanese launch, Sega was confident about the Dreamcast. It drew significant interest and many pre-orders.[28] However, Sega could not achieve its shipping goals for the Japanese Dreamcast launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process.[28][47] As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998, the Dreamcast launched in Japan at a price of ¥29,000, and the stock sold out by the end of the day. However, of the four games available at launch, only one—a port of Virtua Fighter 3, the most successful arcade game Sega ever released in Japan—sold well.[48] Sega estimated that an additional 200,000–300,000 Dreamcast units could have been sold with sufficient supply.[48]
Sega had announced that
North America
Before the Dreamcast's release, Sega was dealt a blow when
Let's take the conservative estimate of 250,000 Dreamcast units at presage—that's a quarter of a million units at $200. We'll have a ratio of 1.5 or two games for every Dreamcast unit sold. That's half a million units of software. We think we'll be .5 to one on VMUs and peripheral items such as extra controllers and what have you. This could be a $60 to 80 million 24-hour period. What has ever sold $60 to 80 million in the first 24 hours?
—Peter Moore, speaking to Electronic Gaming Monthly about the upcoming launch of the Dreamcast.[57]
Working closely with
The Dreamcast launched in North America on September 9, 1999, at a price of $199, which Sega's marketing dubbed "9/9/99 for $199".[4][53][61] Eighteen launch games were available in the US[61][64][65] Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history".[29] Within two weeks, US Dreamcast sales exceeded 500,000.[29] By Christmas, Sega held 31 percent of the North American video game market share.[66] Significant launch games included Sonic Adventure, the arcade fighting game Soulcalibur, and Visual Concepts' football simulation NFL 2K.[29][60] On November 4, Sega announced it had sold over one million Dreamcast units.[67] The launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs.[68]
Europe
Sega released the Dreamcast in Europe on October 14, 1999,
Australia and New Zealand
Through the regional distributor
The Ozisoft representative Steve O'Leary, in a statement released the day of launch, explained that the
Competition
Though the Dreamcast launch was successful, Sony held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999.
US Dreamcast sales—which exceeded 1.5 million by the end of 1999[96]—began to decline as early as January 2000.[97] Poor Japanese sales contributed to Sega's ¥42.88 billion ($404 million) consolidated net loss in the fiscal year ending March 2000, which followed a loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss.[98][99] Although Sega's overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded expectations, this coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan.[98] At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting Sega to close 246 locations.[98][100]
Moore became the president and chief operating officer of Sega of America on May 8, 2000.
Moore said that the Dreamcast would need to sell 5 million units in the US by the end of 2000 to remain a viable platform; Sega fell short of this goal, with some 3 million units sold.
Decline
We had a tremendous 18 months. Dreamcast was on fire - we really thought that we could do it. But then we had a target from Japan that said we had to make x hundreds of millions of dollars by the holiday season and shift x millions of units of hardware, otherwise, we just couldn't sustain the business. Somehow I got to make that call, not the Japanese. I had to fire a lot of people; it was not a pleasant day. So on January 31st 2001 we said Sega is leaving hardware. We were selling 50,000 units a day, then 60,000, then 100,000, but it was just not going to be enough to get the critical mass to take on the launch of PS2. It was a big stakes game. Sega had the option of pouring in more money and going bankrupt and they decided they wanted to live to fight another day.
—Peter Moore, on the Dreamcast's discontinuation[120]
On May 22, 2000, Okawa replaced Irimajiri as president of Sega.[121] Okawa had long advocated that Sega abandon the console business.[122] His sentiments were not unique; Sega co-founder David Rosen had "always felt it was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had suggested Sega should have sold their company to Microsoft.[19][123] In September 2000, in a meeting with Sega's Japanese executives and the heads of the company's major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software, prompting the studio heads to walk out.[29]
Nevertheless, on January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a "platform-agnostic" third-party developer.[124][125] Sega also announced a price reduction to $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001.[126][127] After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95.[128][129] The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega's internal game development studios, plus the heads of Visual Concepts and Sega's sound studio Wave Master, and given away with 55 first-party Dreamcast games through a competition organized by GamePro.[130] Okawa, who had previously loaned Sega $500 million in 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his $695 million worth of Sega and CSK stock, helping Sega survive the transition to third-party development.[131][132] As part of this restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001.[133]
9.13 million Dreamcast units were sold worldwide.[2] After its discontinuation, commercial games were still developed and released for Dreamcast, particularly in Japan. In the United States, game releases continued until the end of the first half of 2002.[19] Sega continued to repair Dreamcast units until 2007.[134] After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003.[135]
The announcement of Sega's exit from hardware was met with enthusiasm. According to IGN's Travis Fahs, "Sega was a creatively fertile company with a rapidly expanding stable of properties to draw from. It seemed like they were in a perfect position to start a new life as a developer/publisher."
Technical specifications
Hardware
The Dreamcast measures 190 mm × 195.8 mm × 75.5 mm (7.48 in × 7.71 in × 2.97 in) and weighs 1.5 kg (3.3 lb).
Graphical hardware effects include
The Dreamcast can supply video through several accessories including
Models
Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. The R7, a refurbished Dreamcast, was originally used as a network console in Japanese pachinko parlors. Another model, the Divers 2000 CX-1, is shaped similarly to Sonic's head and includes a television and software for teleconferencing. A Hello Kitty version, limited to 2000 units, was targeted at female gamers in Japan.[28] Special editions were created for Seaman[140] and Resident Evil – Code: Veronica.[141] Color variations were sold through the Dreamcast Direct service in Japan.[142] Toyota also offered special Dreamcast units at 160 of its dealers in Japan.[143] In North America, a limited edition black Dreamcast was released with a Sega Sports logo on the lid, which included matching Sega Sports-branded black controllers and two games.[144]
Controllers and accessories
The Dreamcast has four ports for controller inputs, and was sold with one controller. The controller is based on the
Various third-party controllers, from companies such as
In most regions, the Dreamcast includes a removable modem for online connectivity, which is modular for future upgrades.[31] In Brazil, due to the high price of the console, the modem was sold separately.[156] The original Japanese model and all PAL models have a transfer rate of 33.6 kbit/s, and consoles sold in the US and in Japan after September 9, 1999, feature a 56 kbit/s dial-up modem.[157] Broadband service was enabled through the later release of a broadband accessory in 2000 in Japan,[158] and early 2001 in the US.[159][160][161]
Sega also produced the Dreameye, a digital camera that could be connected to the Dreamcast and used to exchange pictures and participate in video chat over the internet. Sega hoped developers would use the Dreameye for future software, as some later did with Sony's similar EyeToy peripheral.[162][163] In addition, Sega investigated systems that would have allowed users to make telephone calls with the Dreamcast, and discussed with Motorola the development of an internet-enabled cell phone that would use technology from the console to enable quick downloads of games and other data.[162]
Storage
In contrast to the Sega CD and Sega Saturn, which included internal backup memory,
Sega officials noted that the VMU could be used "as a private viewing area, the absence of which has prevented effective implementation of many types of games in the past".
Software
Game library
The Dreamcast library consists of over 600 games across all regions,
First-party games
In what has been called "a brief moment of remarkable creativity",
Sonic Team's Sonic Adventure, the first fully 3D
UGA created the music game Space Channel 5 for a female casual audience;[197] players help a female outer-space news reporter, Ulala, fight aliens with "groove energy" by dancing.[56][198] Hitmaker's arcade ports include Crazy Taxi, an open-world arcade racing game known for its addictive gameplay with more than one million copies sold;[4][185] and Virtua Tennis, which revitalized the tennis game genre.[4][199][200] Smilebit's Jet Set Radio, in which players control a Tokyo gang of rebellious inline skaters, is cited as a major example of Sega's commitment to original concepts during the Dreamcast's lifespan.[201][202] Jet Set Radio also popularized cel shaded graphics,[4][203] though it failed to meet Sega's sales expectations.[202][204][205] The role-playing game Skies of Arcadia, developed by Overworks and produced by Rieko Kodama,[206] was acclaimed for its surreal Jules Verne-inspired fantasy world of floating islands and sky pirates, charming protagonists, exciting airship battles and memorable plot.[4][207][208]
AM2 developed what Sega hoped would be the Dreamcast's
Visual Concepts'
Ports and third-party games
Before the launch of the Dreamcast in Japan, Sega announced its
To appeal to the European market, Sega formed a French affiliate,
Network services
Dricas was an Internet service for Dreamcast consoles in Japan. The service launched the week of October 28, 1998, with its feature set expanded in the weeks preceding the Dreamcast's launch in Japan on November 27, 1998.[234] Much of its infrastructure was developed by ISAO Corporation, which was spun-off from Sega on November 26, 1999.[235] Its accompanying web browser, Dream Passport, provided the ability to connect via dial-up, browse the internet, receive and send e-mail, and chat with other users.[236] Dricas persisted until March 7, 2000, when the service was consolidated into ISAO's multi-platform online service, isao.net.[237] Isao.net maintained online services and game servers for the Dreamcast until Sega ceased operation of the online servers for Phantasy Star Online, along with its GameCube port, on March 31, 2007.[238]
SegaNet was an Internet service for
Dreamarena was a free
Reception and legacy
In December 1999,
Reasons cited for the failure of the Dreamcast include consumer excitement for the PS2;[61][217][262] a lack of support from EA and Squaresoft, the most popular third parties in the US and Japan respectively;[146] disagreement among executives over Sega's future, and Okawa's lack of commitment to the product;[19] Sega's lack of advertising money, with Bellfield doubting that Sega spent even "half" the $100 million it had pledged to promote the Dreamcast in the US;[29][263] that the market was not ready for online gaming;[127][146] Sega's focus on "hardcore" gamers over mainstream consumers;[61][127] poor timing;[29] and damage to Sega's reputation caused by its several poorly supported previous platforms.[146][264][265] In GamePro, Blake Snow wrote of "the much beloved [Dreamcast] launched years ahead of the competition but ultimately struggled to shed the negative reputation [Sega] had gained during the Saturn, Sega 32X, and Sega CD days. As a result, casual gamers and jaded third-party developers doubted Sega's ability to deliver."[264]
In 2009, IGN named the Dreamcast the eighth-greatest video game console, praising its software and innovations, including its online play.
If ever a system deserved to succeed, it was Dreamcast. Dreamcast has a hell of a library. It's dying now, 18 months old, with a larger library than the 5-year-old Nintendo 64. It's a better library than the Nintendo 64. Dreamcast was a wonderful system.
—Journalist Steven L. Kent, March 2001.[267]
The Dreamcast's game library was celebrated.
Nick Montfort and Mia Consalvo, writing in Loading... The Journal of the Canadian Game Studies Association, argued that "the Dreamcast hosted a remarkable amount of video game development that went beyond the odd and unusual and is interesting when considered as avant-garde ... It is hard to imagine a commercial console game expressing strong resistance to the commodity perspective and to the view that game production is commerce. But even when it comes to resisting commercialization, it is arguable that Dreamcast games came closer to expressing this attitude than any other console games have."[162] 1Up.com's Jeremy Parish favorably compared Sega's Dreamcast output, which included some of "the most varied, creative, and fun [games] the company had ever produced", with its "enervated" status as a third-party.[61] Fahs noted, "The Dreamcast's life was fleeting, but it was saturated with memorable titles, most of which were completely new properties."[19] According to author Steven L. Kent, "From Sonic Adventure and Shenmue to Space Channel 5 and Seaman, Dreamcast delivered and delivered and delivered."[269]
Some journalists have compared the demise of the Dreamcast with changing trends in the video game industry. In
The Dreamcast remains popular in the video game
Notes
- ^ Japanese: ドリームキャスト, Hepburn: Dorīmukyasuto
- Telecom New Zealand for both the console and the Internet access disc.[78] Another said, via ARN, that the delay was caused by high demand for international shipping along with chip manufacturing problems resulting from the then-recent earthquake in Taiwan; he also noted that Sega reallocated 50,000 Dreamcast units meant for the November 30 launch out of Australia due to heavy demand elsewhere.[79]
- Monaco Grand Prix, Mortal Kombat Gold, NFL 2K, NFL Blitz 2000, Pen Pen TriIcelon, Power Stone, Ready 2 Rumble Boxing, Sonic Adventure, Soulcalibur, TNN Motorsports Hardcore Heat, Tokyo Xtreme Racer, and TrickStyle.
- Speed Devils, TrickStyle, Tokyo Highway Challenge, Toy Commander, and Virtua Fighter 3tb.[173][174][175]
References
- ^ Sczepaniak, John (August 2006). "Retroinspection: Mega Drive". Retro Gamer. No. 27. pp. 42–47.
- ^ ISBN 978-1138803831.
- ^ "Sega Saturn" (in Japanese). Sega. Archived from the original on July 16, 2014. Retrieved March 3, 2014.
- ^ a b c d e f g h i j k l m n o p Fahs, Travis (September 9, 2010). "IGN Presents the History of Dreamcast". IGN. Archived from the original on September 28, 2014. Retrieved October 31, 2014.
- ^ ISBN 9789514453717.
- ^ Kent 2001, pp. 502, 516.
- 1UP.com. Archived from the originalon June 29, 2013. Retrieved December 10, 2016.
- ^ Kent 2001, pp. 516–517.
- ^ DeMaria & Wilson 2004, p. 282.
- S2CID 114838931.
- ^ Kent 2001, p. 532.
- ^ .
- ^ Kent 2001, pp. 500, 508, 531.
- ^ Kent 2001, p. 535.
- ^ a b "Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer". M2PressWIRE. M2 Communications, Ltd. July 16, 1996. Archived from the original on October 18, 2014.
Sega of America Inc. (SOA) Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer. In addition, Sega announced that Bernard Stolar, previously of Sony Computer Entertainment America, has joined the company as executive vice president, responsible for product development and third-party business ... Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively.
- ^ a b "Kalinske Out - WORLD EXCLUSIVE". Next Generation. July 16, 1996. Archived from the original on December 20, 1996. Retrieved May 6, 2014.
- ^ "NEWSFLASH: Sega Planning Drastic Management Reshuffle - World Exclusive". Next Generation. July 13, 1996. Archived from the original on December 20, 1996. Retrieved May 6, 2014.
- ^ a b c d Kent 2001, p. 558.
- ^ a b c d e f g h i j Fahs, Travis (April 21, 2009). "IGN Presents the History of Sega". IGN. Archived from the original on October 31, 2014. Retrieved October 31, 2014.
- ^ a b Strom, Stephanie (March 14, 1998). "Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market". The New York Times. Archived from the original on April 30, 2013. Retrieved January 2, 2010.
- ^ Feldman, Curt (April 22, 1998). "Katana Strategy Still on Back Burner". GameSpot. Archived from the original on July 5, 2017. Retrieved December 9, 2014.
- ^ a b "Sega Enterprises Annual Report 1998" (PDF). Sega. pp. 1, 7–8. Archived from the original (PDF) on May 4, 2004. Retrieved December 7, 2014.
- ^ "Sega News From Japan". GameSpot. March 18, 1998. Archived from the original on July 5, 2017. Retrieved December 7, 2014.
- ^ a b c Kent 2001, p. 559.
- ^ "US Defense Corp Holds Key to Sega Plans". Next Generation. Vol. 1, no. 11. November 1995. pp. 12–14. Archived from the original on December 6, 2018. Retrieved July 22, 2018.
- ^ a b "Peep Show: Sega's New Console Creeps Out of the Shadows". GameSpot. May 1, 1997. Archived from the original on July 5, 2017. Retrieved December 9, 2014.
- ^ * "Black Belt from a Lockheed Perspective". Next Generation. April 29, 1997. Archived from the original on June 5, 1997. Retrieved January 20, 2015.
- "Interview: Toshiyasu Morita". Sega-16. February 22, 2008. Archived from the original on November 29, 2014. Retrieved January 20, 2015.
- ^ a b c d e f g h i j k l m n o p q r s t u v w x y z McFerran, Damien (May 2008). "Retroinspection: Dreamcast". Retro Gamer. No. 50. pp. 66–72. Archived from the original on March 4, 2016.
- ^ a b c d e f g h i j k l m n o p q r s t u v Perry, Douglass (September 9, 2009). "Features - The Rise And Fall Of The Dreamcast". Gamasutra. Archived from the original on October 27, 2014. Retrieved October 29, 2014.
- ^ Parkin, Simon (June 24, 2014). "A history of videogame hardware: Sega Dreamcast". Edge. Archived from the original on November 21, 2014. Retrieved March 5, 2015.
- ^ .
- ^ a b "Good-bye Dural, hello Katana". Next Generation. No. 38. Imagine Media. February 1998. p. 24.
- ^ "Dural Team Gets to Work". Next Generation. No. 36. December 1997. p. 22.
- ^ a b Kent 2001, p. 577.
- ^ a b Burrows, Peter (May 21, 2000). "Sega's Superhero Vs. The Big Guys". BusinessWeek. Archived from the original on October 29, 2014. Retrieved October 29, 2014.
- ^ Stepanek, Marcia (June 5, 2000). "How to Jump-Start Your E-Strategy". BusinessWeek. Archived from the original on July 28, 2018. Retrieved October 29, 2014.
- ^ a b c d e f g h i Johnston, Chris (February 1999). "Hands On: Dreamcast". Electronic Gaming Monthly. No. 115. pp. 26–27.
- ^ Borland, John (June 30, 2000). "Hackers break Dreamcast safeguards, distribute games online". CNET News. Archived from the original on October 29, 2014. Retrieved October 28, 2014.
- ^ a b c "Dreamcast is number 8". IGN. Archived from the original on August 30, 2011. Retrieved September 7, 2011.
- ^ "CNN - CYBERPLAY: Sega readies for battle - November 13, 1997". edition.cnn.com. Retrieved May 20, 2023.
- ^ "CNN - Sega unveils new Dreamcast game console - May. 21, 1998". edition.cnn.com. Retrieved May 20, 2023.
- ISBN 978-0992926007.
- ^ Extension, Time (January 15, 2024). "Who Created Dreamcast's Logo? We Spent A Year Trying To Find Out". Time Extension. Archived from the original on January 15, 2024. Retrieved January 17, 2024.
- ^ "プジョーの社長、セガを語る(3)". あなたの知らない方が良かった世界 (in Japanese). March 9, 2015. Archived from the original on January 16, 2024. Retrieved January 17, 2024.
- ^ Sato, Yukiyoshi Ike; Kennedy, Sam (January 6, 2000). "Interview with Kenji Eno". GameSpot. Archived from the original on October 18, 2012. Retrieved March 4, 2015.
- ^ "Interview with Sega's Boss: Shoichiro Irimajiri". IGN. August 26, 1998. Archived from the original on October 24, 2014. Retrieved October 24, 2014.
- ^ "Sega Dreamcast". Game Makers. Episode 302. Los Angeles. August 20, 2008. G4. Archived from the original on November 21, 2008.
- ^ a b Kent 2001, p. 563.
- ^ Obuchi, Yutaka (July 16, 1998). "Sonic Onboard Dreamcast". GameSpot. Archived from the original on July 5, 2017. Retrieved December 9, 2014.
- ^ "International News: Sonic Rocks Tokyo". Electronic Gaming Monthly. Vol. 10, no. 112. November 1998. p. 50.
- ^ "News: Sonic's Back!". Sega Saturn Magazine. Vol. 4, no. 36. October 1998. pp. 6–8.
- ^ Kent 2001, p. 563-564.
- ^ a b Kent 2001, p. 564.
- ProQuest 214302223.
- ^ Langan, Matthew (July 26, 1999). "Famitsu Weekly Reviews Latest Dreamcast Games". IGN. Archived from the original on October 30, 2014. Retrieved October 30, 2014.
- ^ a b Kent 2001, p. 581.
- ^ "Dreamcast: It's here...". Electronic Gaming Monthly. No. 122. EGM Media, LLC. September 1999. p. 168.
- ^ a b Kent 2001, pp. 564–565.
- ^ Graser, Marc (June 30, 1999). "H'wood Video plays Dreamcast vidgame". Variety. Retrieved April 8, 2024.
- ^ a b c Kent 2001, p. 565.
- ^ 1Up.com. Archived from the originalon February 1, 2014. Retrieved December 10, 2016.
- ^ "Dreamcast: The European View". IGN. August 26, 1998. Archived from the original on December 8, 2014. Retrieved December 5, 2014.
- ^ Kennedy, Sam (August 12, 1999). "A Post-Bernie Sega Speaks". GameSpot. Archived from the original on July 5, 2017. Retrieved December 17, 2014.
- ^ Gantayat, Anoop (September 9, 2008). "IGN Classics: Dreamcast Launch Guide". IGN. Archived from the original on October 30, 2014. Retrieved October 29, 2014.
- ^ Kato, Matthew (October 30, 2013). "Which Game Console Had The Best Launch Lineup?". Game Informer. p. 4. Archived from the original on December 30, 2014. Retrieved November 5, 2014.
- ^ a b c Edwards, Cliff (December 18, 2000). "Sega vs. Sony: Pow! Biff! Whack!". BusinessWeek. Archived from the original on December 3, 2013.
- ^ a b c d "Dreamcast beats PlayStation record". BBC News. November 24, 1999. Archived from the original on October 16, 2013. Retrieved October 29, 2014.
- ^ "Defective Dreamcast GD-ROMs". GameSpot. September 10, 1999. Archived from the original on April 1, 2015. Retrieved December 9, 2014.
- ^ a b "SEGA announce new price for Dreamcast". Sega. September 1, 2000. Archived from the original on August 19, 2012. Retrieved July 19, 2007.
- Official Dreamcast Magazine (UK). No. 12. Dennis Publishing. September 7, 2000. p. 25.
- ^ Gestalt (October 17, 2000). "Dreamcast - thanks a million". Eurogamer. Archived from the original on October 22, 2014. Retrieved October 16, 2014.
- ^ "Sonic signs for Gunners". BBC News. April 22, 1999. Archived from the original on September 11, 2019. Retrieved July 19, 2007.
- ^ "SEGA EUROPE strikes third major European sponsorship deal with A.S. SAINT-ETIENNE". PRnewswire.co.uk. June 15, 1999. Archived from the original on June 8, 2011. Retrieved July 19, 2007.
- ^ "SEGA EUROPE strikes sponsorship deal with U.C. SAMPDORIA". PRnewswire.co.uk. June 11, 1999. Archived from the original on June 8, 2011. Retrieved July 19, 2007.
- Newspapers.com.
- ^ Langan, Matthew (August 2, 1999). "Dreamcast Delays Down Under". IGN. Archived from the original on June 24, 2021. Retrieved June 15, 2021.
- ARN. Archivedfrom the original on June 24, 2021. Retrieved June 15, 2021.
- ^ Langan, Matthew (October 22, 1999). "More On The Dreamcast Delay In Australia And New Zealand". IGN. Archived from the original on June 24, 2021. Retrieved June 15, 2021.
- ^ Norsa, Gerard (November 3, 1999). "Dreamcast delayed as retailers buy up". ARN. IDG Communications. Archived from the original on June 24, 2021. Retrieved June 15, 2021.
- ^ Langan, Matthew (November 30, 1999). "Dreamcast Hits Australia". IGN. Archived from the original on June 24, 2021. Retrieved June 15, 2021.
- ^ Langan, Matthew (December 1, 1999). "Update On Dreamcast Launch In Australia". IGN. Archived from the original on June 24, 2021. Retrieved June 16, 2021.
- ^ Schouten, Ryoni (March 23, 2000). "DC Internet Finally Hits Australia". IGN. Archived from the original on June 24, 2021. Retrieved June 16, 2021.
- ^ a b "Dreamcast blunders down under". Edge. No. 80. January 2000. p. 7.
- ^ "Big Pond casts net dreams". PC World. March 16, 2000. Archived from the original on June 24, 2021. Retrieved June 16, 2021.
- ^ Davis, Cameron (April 27, 2000). "Dreamcast's Dismal Aussie Outing". GameSpot. Archived from the original on June 24, 2021. Retrieved June 16, 2021.
- ^ Kent 2001, pp. 560–561.
- ^ Parkin, Simon (June 25, 2014). "A history of videogame hardware: Sony PlayStation 2". Edge. Archived from the original on November 29, 2014. Retrieved March 5, 2015.
- ^ "Reaching for the Limits of PS2 Performance: How Far Have We Got?" (PDF). Sony Computer Entertainment Europe. 2003. Archived from the original (PDF) on December 10, 2003. Retrieved May 29, 2022.
- ^ a b Casamassina, Matt (November 3, 2000). "Gamecube Versus PlayStation 2". IGN. Archived from the original on November 4, 2014. Retrieved November 14, 2014.
- ^ Kent 2001, p. 560.
- ^ a b Kent 2001, p. 561.
- ^ Kent 2001, pp. 561, 568–569.
- ^ Kent 2001, pp. 563, 574.
- ^ DeMaria & Wilson 2004, p. 313.
- ^ Parkin, Simon (June 27, 2014). "A history of videogame hardware: Xbox". Edge. Archived from the original on November 21, 2014. Retrieved March 5, 2015.
- ^ Davis, Jim (January 11, 2001). "Sega's sales fly despite business woes". CNET News. Archived from the original on October 31, 2014. Retrieved October 30, 2014.
- ^ Kent 2001, p. 566.
- ^ a b c "Sega Corporation Annual Report 2000" (PDF). Sega. pp. 10–12, 18. Archived from the original (PDF) on September 25, 2007. Retrieved December 9, 2014.
- ^ "Sega warns of losses". BBC News Online. February 28, 2000. Archived from the original on November 11, 2013. Retrieved November 10, 2013.
- ^ Kent 2001, p. 582.
- ^ Kennedy, Sam; Trueman, Doug (May 8, 2000). "Sega announced new president, COO Peter Moore". GameSpot. Retrieved July 3, 2022.
- ^ Kent 2001, pp. 578–579.
- ^ Kent 2001, p. 571.
- ^ a b c d Satterfield, Shane (September 7, 2000). "SegaNet Launches". GameSpot. Archived from the original on July 13, 2015. Retrieved October 30, 2014.
- ^ a b c d Kent 2001, p. 579.
- ^ Kent 2001, pp. 578–579, 581.
- ^ "Sega.com Launches the World's First Online Console Gaming Network, SegaNet". BusinessWire. September 7, 2000. Archived from the original on December 9, 2014. Retrieved December 3, 2014.
- ^ a b "Behind The Scenes: Phantasy Star Online". GamesTM. February 16, 2011. Archived from the original on October 21, 2014. Retrieved October 24, 2014.
- ^ Thurrot, Paul (April 4, 2000). "Sega unveils plans for free Dreamcast, online gaming". Windows IT Pro. Archived from the original on October 31, 2014. Retrieved October 30, 2014.
- ^ "Sega Announces Formation of New Company, Sega.com, Inc.; Offers Rebate On Sega Dreamcast Hardware for SegaNet ISP Subscribers". BusinessWire. April 4, 2000. Archived from the original on December 9, 2014. Retrieved December 3, 2014.
- ^ Kent 2001, pp. 581, 588.
- ^ "Dreamcast may be discontinued, Sega says". USA Today. January 24, 2001. Archived from the original on December 25, 2014. Retrieved December 9, 2014.
- ^ Smith, Tony (November 24, 2000). "Sega full-year loss to widen". The Register. Archived from the original on November 11, 2013. Retrieved November 10, 2013.
- ^ "Sega Issues Financial Statement". IGN. February 1, 2001. Archived from the original on December 8, 2014. Retrieved December 5, 2014.
- ^ "Sega Corporation Annual Report 2001" (PDF). Sega. August 2001. p. 22. Archived (PDF) from the original on September 24, 2015. Retrieved December 9, 2014.
- ^ Becker, David (December 5, 2000). "Old PlayStation tops holiday game console sales". CNET News. Archived from the original on October 31, 2014. Retrieved October 30, 2014.
- ^ Kent 2001, pp. 585–588.
- ^ Kent 2001, p. 588.
- ^ Kent 2001, p. 585.
- ^ Stuart, Keith (September 15, 2008). "Peter Moore Interview: Part One". The Guardian. Archived from the original on December 9, 2014. Retrieved December 3, 2014.
- ^ Kent 2001, pp. 581–582.
- ^ Kent 2001, pp. 577, 582.
- ^ Kent, Steven L. (April 2001). "A Few Words on Sega, From the Founder". Next Generation. Vol. 3, no. 4. p. 9.
- ^ Kent 2001, pp. 588–589.
- ^ Ahmed, Shahed (January 31, 2001). "Sega announces drastic restructuring". GameSpot. Archived from the original on May 10, 2015. Retrieved December 9, 2014.
- ^ "Revisions to Annual Results Forecasts" (PDF). Sega. October 23, 2001. p. 4. Archived from the original (PDF) on July 26, 2015. Retrieved November 4, 2015.
- ^ a b c "Sega pulls plug on Dreamcast". Next Generation. Vol. 3, no. 4. April 2001. pp. 7–9.
- ^ Ahmed, Shahed (November 21, 2001). "Sega drops Dreamcast price again". GameSpot. Archived from the original on November 2, 2015. Retrieved December 9, 2014.
- ^ "Sega Ships the "Dreamlast"". GamePro. Vol. 14, no. 162. March 2002. p. 30.
- ^ "Dreamcast Collector's Edition Giveaway". GamePro. Vol. 14, no. 163. April 2002. p. 117.
- ^ Kent 2001, pp. 582, 589.
- ^ Stout, Kristie Lu (March 19, 2001). "Late Sega exec leaves legacy, new leadership". CNN. Archived from the original on March 30, 2014. Retrieved October 31, 2014.
- ^ "Sega: The Blue Sky Company". Edge. May 31, 2007. Archived from the original on November 29, 2014. Retrieved March 5, 2015.
- ^ "Death of the Dreamcast Official". Edge. April 2, 2007. Archived from the original on December 4, 2014. Retrieved March 5, 2015.
- ^ "Sega Corporation Annual Report 2004" (PDF). Sega. p. 2. Archived from the original (PDF) on December 25, 2009. Retrieved December 9, 2014.
- ^ "Sega Gets Hip to Reality". Newsweek. January 30, 2001. Archived from the original on February 18, 2015. Retrieved February 16, 2015.
- ^ "Classic Reviews: Burning Rangers". Game Informer. Vol. 12, no. 110. June 2002. p. 104.
- ^ "SH-4 CPU Core Architecture" (PDF). STMicroelectronics and Hitachi. September 12, 2002. p. 15. Archived (PDF) from the original on October 24, 2020.
- ^ a b c d e f g h i j k l "Dreamcast Arrives!". Next Generation. Vol. 1, no. 1. September 1999. pp. 51–57.
- ^ "Model:SEAMAN" (in Japanese). Sega. June 15, 1999. Archived from the original on August 2, 2014. Retrieved October 15, 2014.
- ^ "Dreamcast CODE:Veronica" (in Japanese). Sega. December 6, 1999. Archived from the original on August 2, 2014. Retrieved October 15, 2014.
- ^ "Dreamcast Direct". Famitsu (in Japanese). Archived from the original on November 10, 2014. Retrieved October 15, 2014.
- The Free Library.
- ^ Justice, Brandon (June 29, 2000). "Sega Reveals Details on Sega Sports Pack". IGN. Archived from the original on November 21, 2014. Retrieved October 15, 2014.
- ^ a b c "The ten best consoles: our countdown of the greatest game boxes of the last 20 years". Edge. September 20, 2013. Archived from the original on November 28, 2014. Retrieved March 5, 2015.
- ^ 1Up.com. Archivedfrom the original on December 8, 2015. Retrieved November 27, 2015.
- ^ "Marvel Vs. Capcom-Dreamcast". Game Informer. October 28, 1999. Archived from the original on October 25, 2000. Retrieved November 28, 2014.
- ^ "The Xbox Controller". IGN. January 5, 2001. Archived from the original on November 5, 2014. Retrieved November 5, 2014.
- ^ "Dreamcast to JAMMA Project". pc2jamma.mameworld.info. Retrieved November 24, 2022.
- ^ "Inside the Dualshock 3 controller | Web Portal for Benjamin J Heckendorn". March 22, 2008. Retrieved November 24, 2022.
- ISBN 978-1-7185-0061-7.
- ^ a b c d "Sega Dreamcast Launch Titles and Peripherals". BusinessWire. September 2, 1999. Archived from the original on December 7, 2014. Retrieved December 3, 2014.
- ^ Chau, Anthony (May 23, 2001). "Confidential Mission". IGN. Archived from the original on December 7, 2014. Retrieved December 3, 2014.
Unfortunately, if you have the Japanese DC light gun, Confidential Mission will only work with US third party light guns.
- ^ a b c d e Redsell, Adam (May 20, 2012). "Sega: A Soothsayer of the Games Industry". IGN. Archived from the original on October 12, 2013. Retrieved November 5, 2014.
- ^ Gantayat, Anoop (June 5, 2000). "Virtual On: Oratorio Tangram". IGN. Archived from the original on December 7, 2014. Retrieved December 3, 2014.
- from the original on March 3, 2016.
- ISBN 978-0596007140.
- ^ Williams, Martyn (June 12, 2000). "Sega to launch broadband service in Japan". CNN. Retrieved June 22, 2020.
- CBS Interactive. Retrieved June 22, 2020.
- CBS Interactive. Retrieved June 23, 2020.
- ISSN 0362-4331. Retrieved June 23, 2020.
- ^ a b c d e Montfort, Nick; Consalvo, Mia. "The Dreamcast, Console of the Avant-Garde". Loading... The Journal of the Canadian Game Studies Association. 6 (9): 82–99.
- ^ "IGNDC Talks Dreameye with Sega". IGN. March 6, 2000. Archived from the original on December 7, 2014. Retrieved December 1, 2014.
- ^ a b "Dreamcast VMU". IGN. August 13, 1999. Archived from the original on November 5, 2014. Retrieved November 5, 2014.
- ^ ISBN 978-0415856003.
- ^ a b Ekberg, Brian (August 2, 2005). "GameSpot Sports Classic - NFL 2K". GameSpot. Archived from the original on January 29, 2015. Retrieved November 5, 2014.
- ^ "Directory". Dreamcast Magazine. No. 34. Paragon Publishing. April 25, 2002. pp. 90–96.
- .
- ^ Gantayat, Anoop (November 7, 2000). "DC-X for Dreamcast". IGN. Retrieved June 23, 2021.
- ^ Stuart, Keith (May 23, 2016). "That time I was blacklisted by Sega while editing a Sega magazine". Eurogamer. Gamer Network. Retrieved June 18, 2021.
- Future Publishing. January 1999. p. 7. Archived(PDF) from the original on December 9, 2015. Retrieved June 24, 2021.
- ^ Gantayat, Anoop (September 10, 1999). "The Definitive Dreamcast Launch Game Guide". IGN. Retrieved June 24, 2021.
- ^ Langan, Matthew (October 14, 1999). "Top 10 European Dreamcast Titles Revealed". IGN. Retrieved July 5, 2021.
- ^ "Do you dare to dream?". The Guardian. October 13, 1999. Retrieved July 5, 2021.
- ^ a b Langan, Matthew (September 2, 1999). "European Dreamcast Release Date Revealed". IGN. Retrieved June 24, 2021.
- ^ a b "Keeping The Dream Alive: The Men Behind Dreamcast Homebrew". Gamasutra. May 2011. Archived from the original on May 15, 2011. Retrieved May 15, 2011.
- ^ Kent 2001, pp. 577–578, 581.
- ^ "Sega's new beginning". Edge. No. 89. Future plc. October 2000. pp. 68–78.
- ^ Sato, Yukiyoshi Ite (April 27, 2000). "New Management for Sega's AM2". GameSpot. Retrieved March 31, 2020.
- Gamasutra. August 1, 2001. Retrieved March 31, 2020.
- 1Up.com. Archived from the originalon May 16, 2007. Retrieved December 10, 2016.
- ^ "Rez Review". Edge. November 29, 2001. Archived from the original on November 22, 2014. Retrieved November 5, 2014.
- ^ Parkin, Simon (January 30, 2008). "Rez HD". Eurogamer. Archived from the original on September 26, 2014. Retrieved October 24, 2014.
- ^ "Retro Reviews: Typing of the Dead". Game Informer. Vol. 15, no. 150. October 2005. p. 165.
- ^ a b "From the Living Room to the Grave: Remembering the Top 10 Dreamcast Games". Game Informer. Vol. 16, no. 166. February 2007. pp. 116–117.
- ^ Mott 2013, p. 415. "'I'm dating the head cheerleader', you might type while playing The Typing of the Dead, before digressing into an extended discourse on health and safety measures or financial prudence".
- ^ "The Story of Sega's Oddest Game Ever". Edge. July 21, 2008. Archived from the original on May 27, 2012. Retrieved October 24, 2014.
- ^ Boutros, Daniel (August 4, 2006). "A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games". Gamasutra. Archived from the original on October 29, 2014. Retrieved October 19, 2014.
- ^ a b c "Best Dreamcast games of all time". GamesRadar+. September 9, 2014. Archived from the original on March 6, 2013. Retrieved November 4, 2014.
- ^ Justice, Brandon (March 7, 2000). "Chu Chu Rocket". IGN. Archived from the original on October 31, 2014. Retrieved October 30, 2014. cf. Jay (May 2, 2000). "Chu Chu Rocket-Dreamcast". Game Informer. Archived from the original on December 5, 2000. Retrieved November 4, 2014.
I consider it the best and most original puzzle game since Tetris.
cf.Nutt, Christian (December 13, 1999). "ChuChu Rocket! Review". GameSpot. Archived from the original on September 15, 2009. Retrieved October 4, 2014. - ^ Mott 2013, p. 385.
- ^ "Samba de Amigo (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 4, 2014. cf. Justice, Brandon (October 18, 2000). "Samba De Amigo". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014. cf. Gerstmann, Jeff (June 16, 2000). "Samba De Amigo Review". GameSpot. Archived from the original on November 9, 2013. Retrieved November 4, 2014.
- ^ Mott 2013, p. 405.
- ^ For a negative review, see Reiner (December 2000). "Samba de Amigo". Game Informer. Vol. 10, no. 92. p. 124. cf. "Retro Reviews: Samba de Amigo". Game Informer. Vol. 18, no. 178. February 2008. p. 110.
- ^ Mott 2013, p. 435.
- ^ Parish, Jeremy. "The Decade That Was: Essential Newcomers: Phantasy Star Online". 1UP.com. Archived from the original on October 20, 2012. Retrieved November 27, 2015. cf. Oestreicher, Jason (July 4, 2013). "Time Sinks-Phantasy Star Online". Game Informer. Archived from the original on March 5, 2016. Retrieved November 5, 2014.
Certainly, by today's standards, it was rudimentary and repetitive. But at the same time, it was revolutionary.
cf. "Retrospective: Phantasy Star Online". Edge. June 15, 2014. Archived from the original on November 29, 2014. Retrieved March 5, 2015. - UBM TechWeb. Archivedfrom the original on April 19, 2016. Retrieved November 30, 2015.
- ^ Mott 2013, p. 410.
- ^ *Hegelson, Matt (September 2002). "Tennis 2K2". Game Informer. Vol. 12, no. 113. p. 81.
- Chen, Jeff (July 7, 2000). "Virtua Tennis: Sega Professional Tennis". IGN. Archived from the original on October 24, 2014. Retrieved October 24, 2014.
- Gerstmann, Jeff (July 10, 2000). "Virtua Tennis Review". GameSpot. Archived from the original on February 18, 2014. Retrieved November 4, 2014.
- Reed, Kristan (November 19, 2002). "Virtua Tennis 2". Eurogamer. Archived from the original on November 4, 2014. Retrieved November 4, 2014.
- "Virtua Tennis (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014.
- ^ a b "Top 100 Games of All Time". Game Informer. Vol. 11, no. 100. August 2001. pp. 22–41.
- ^ Mott 2013, p. 431.
- ^ a b Ingenito, Vince (September 17, 2012). "Jet Set Radio Review". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014.
- 1Up.com. Archived from the originalon February 1, 2014. Retrieved December 10, 2016.
- ^ *Justice, Brandon (October 27, 2000). "Jet Grind Radio". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014.
- Reiner (December 2000). "Jet Set Radio". Game Informer. Vol. 10, no. 92. pp. 116–117.
- Venter, Jason (September 17, 2012). "Jet Set Radio Review". GameSpot. Archived from the original on December 18, 2014. Retrieved November 26, 2014.
- ^ Kent 2001, p. 587.
- ^ Thomason, Steve (January 2007). "Birth of a Hedgehog". Nintendo Power. Vol. 20, no. 211. p. 71.
- ^ *Chau, Anthony (November 14, 2000). "Skies of Arcadia". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014.
- Shoemaker, Brad (October 16, 2000). "Skies of Arcadia Review". GameSpot. Archived from the original on November 23, 2014. Retrieved November 4, 2014.
- Reiner. "Skies of Arcadia Legends". Game Informer. Archived from the original on November 12, 2005. Retrieved November 4, 2014.
- "Time Extend: Skies of Arcadia". Edge. July 19, 2009. Archived from the original on November 10, 2014. Retrieved March 5, 2015.
- ^ Mott 2013, p. 438.
- ^ "Shenmue, the History". IGN. July 13, 1999. Archived from the original on October 30, 2014. Retrieved October 26, 2014.
- ^ a b c Mott 2013, p. 406.
- ^ Lamosca, Adam (June 24, 2007). "On-Screen Help, In-Game Hindrance". The Escapist. Archived from the original on May 2, 2014. Retrieved October 26, 2014.
- ^ Kolan, Patrick (August 7, 2007). "Shenmue: Through the Ages". IGN. Archived from the original on November 4, 2014. Retrieved October 26, 2014.
- ^ Kent 2001, p. 578.
- ^ Kent 2001, pp. 587, 578.
- ^ "NFL 2K1 (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014. cf. "NFL 2K2 (Dreamcast)". Metacritic. Archived from the original on September 10, 2014. Retrieved November 5, 2014. cf. "NBA 2K1 (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014. cf. "NBA 2K2 (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014.
- ^ "Best Launch Titles". GameSpot. September 30, 2005. Archived from the original on October 25, 2014. Retrieved November 5, 2014. cf. Kato, Matthew (February 2012). "Which Game Console Had the Best Launch Lineup? We Look Back to Find Out". Game Informer. Vol. 22, no. 226. p. 99.
- ^ a b c d Whitehead, Dan (January 2, 2009). "Dreamcast: A Forensic Retrospective". Eurogamer. Archived from the original on October 15, 2014. Retrieved October 30, 2014.
- ^ Kato; Reiner (September 2003). "ESPN NFL Football". Game Informer. Vol. 13, no. 125. p. 106.
Madden has become a deeper simulation, but it hasn't evolved to the degree that Sega's title has. ESPN NFL Football is jam-packed with new features, innovative ideas, and must-see elements. First-person football sounds like a nightmare, but Sega figured out a way to make it work.
- ^ Bissell, Tom (January 26, 2012). "Kickoff: Madden NFL and the Future of Video Game Sports". Grantland. Archived from the original on November 5, 2014. Retrieved November 5, 2014.
- ^ Feldman, Curt; Surette, Tim (December 13, 2004). "Big Deal: EA and NFL ink exclusive licensing agreement". GameSpot. Archived from the original on November 13, 2014. Retrieved November 5, 2014.
- ^ "SEGA Sells Visual Concepts Entertainment to Take-Two Interactive". Businesswire. January 24, 2005. Archived from the original on September 23, 2015. Retrieved November 5, 2014.
- ^ GI Staff (August 2003). "Sonic's Architect: GI Interviews Hirokazu Yasuhara". Game Informer. Vol. 13, no. 124. p. 116. cf. Andy (August 2001). "Floigan Bros.". Game Informer. Vol. 11, no. 100. p. 101.
- ^ "Ooga Booga (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014.
- Nintendo Life. April 16, 2015. Archivedfrom the original on March 5, 2021. Retrieved March 3, 2021.
- ^ Ohbuchi, Yutaka (September 17, 1998). "How Naomi Got Its Groove On". GameSpot. Archived from the original on December 24, 2017. Retrieved December 9, 2014.
- ^ "The PC Predicament: An In-Depth Look at PC Ports on the Dreamcast". IGN. June 21, 1999. Retrieved June 22, 2021.
- ^ "The PC Predicament: Part 2 - Sega speaks on PC to Dreamcast development". IGN. June 21, 1999. Archived from the original on October 10, 1999. Retrieved June 22, 2021.
- ^ cf. "Toy Commander-Dreamcast". Game Informer. October 25, 1999. Archived from the original on December 3, 2000. Retrieved October 24, 2014. cf. Justice, Brandon (November 4, 1999). "Toy Commander". IGN. Archived from the original on October 24, 2014. Retrieved October 24, 2014.
- ^ "The Making Of: Metropolis Street Racer". Edge. October 7, 2012. Archived from the original on November 5, 2014. Retrieved March 5, 2015.
- ^ a b Whitehead, Dan (January 2, 2009). "The Dreamcast Dozen". Eurogamer. Archived from the original on November 4, 2014. Retrieved November 4, 2014.
- ^ "The Top 25 Dreamcast Games". IGN. September 11, 2009. Archived from the original on November 5, 2014. Retrieved November 5, 2014.
- ^ Mott 2013, pp. 421, 432–434.
- ^ Mott 2013, pp. 382, 465.
- ^ Ohbuchi, Yutaka (October 28, 1998). "Sega's Dricas Site Opens Up [date mislabeled as "April 28, 2000"]". GameSpot. Red Ventures. Archived from the original on February 2, 1999. Retrieved June 20, 2020.
- ^ "社名変更のお知らせ" [Notice of company name change] (Press release) (in Japanese). ISAO Corporation. November 26, 2000. Archived from the original on January 23, 2001.
- ^ Kamishima, Masaaki (November 30, 1998). "メールやチャットも楽しめるDreamcastのインターネット機能". Internet Watch (in Japanese). Impress Corporation. Retrieved June 17, 2021.
- ^ "Dricas.com". Dricas. Archived from the original on June 20, 2000. Retrieved June 23, 2020.
- ^ "「PHANTASY STAR ONLINE」 ドリームキャスト版およびゲームキューブ版 終了記念キャンペーンに関するご案内" [Information on "PHANTASY STAR ONLINE" Dreamcast Edition and GameCube Edition End Commemorative Campaign] (Press release) (in Japanese). ISAO Corporation. February 8, 2007. Archived from the original on August 10, 2007.
- ^ "Sega Announces Formation of New Company, Sega.com, Inc" (Press release). Sega. April 4, 2000. Retrieved June 20, 2020.
- ISSN 0887-7661.
- ^ Schiffmann, William (August 4, 1999). "Sega, AT&T Unveil Dreamcast Pact". Associated Press. Retrieved February 9, 2021.
- ^ Partyka, Jeff (August 4, 1999). "Sega, AT&T to launch gaming portal". CNN. Retrieved February 9, 2021.
- ^ "Sega plans online link with AT&T". BBC News. August 4, 1999. Retrieved February 9, 2021.
- ^ Oldham, Jennifer (August 5, 1999). "Sega Shoots Ahead With Hot Console, AT&T; Online Pact". Los Angeles Times. Retrieved February 9, 2021.
- ^ Martinson, Jane (December 15, 1999). "Sega and Excite join forces". The Guardian. Retrieved February 9, 2021.
- ^ Kennedy, Sam (February 17, 2000). "Sega Announces Excite Partnership". GameSpot. CBS Interactive. Retrieved February 9, 2021.
- ^ "Excite@Home Joins DC Network". IGN. Ziff Davis. December 14, 1999. Retrieved February 9, 2021.
- ^ Thurrott, Paul (June 5, 2000). "Microsoft, Sega end gaming relationship". IT Pro Today. Informa. Retrieved June 18, 2020.
- ^ Campbell, Christine (September 11, 2000). "Sega isn't playing around with SegaNet". CNN. Retrieved June 20, 2020.
- ISSN 0362-4331. Retrieved June 23, 2020.
- CBS Interactive. Retrieved June 22, 2020.
- ^ Sklens, Mike (July 20, 2001). "SegaNet shutting down!". Nintendo World Report. Retrieved June 20, 2020.
- ^ "Playing Online". Sega. Archived from the original on June 22, 2003. Retrieved June 17, 2020.
- ^ a b "Sega's console dream". BBC News. October 14, 1999. Retrieved June 23, 2020.
- ^ Hara, Yoshiko (May 14, 1999). "British Telecom to bring Net access to Sega's Dreamcast". EE Times. AspenCore. Retrieved June 23, 2020.
- ISBN 978-0-596-00714-0.
- British Telecommunications. Archived from the originalon August 19, 2002. Retrieved December 9, 2021.
- ^ "The War for the Living Room". Next Generation. No. 2.1.4. Imagine Media. December 1999. p. 95.
- ^ Davison, John; et al. (January 2000). "Electronic Gaming Monthly 2000 Buyer's Guide". Electronic Gaming Monthly. EGM Media, LLC.
- ^ Leahy, Dan; et al. (January 2001). "Electronic Gaming Monthly 2001 Buyer's Guide". Electronic Gaming Monthly. EGM Media, LLC.
- ^ Kennedy, Sam (December 10, 1999). "Business Week Praises the Dreamcast - GameSpot.com". Retrieved February 23, 2013.
- ^ "The ten greatest years in gaming". Edge. June 27, 2006. Archived from the original on October 22, 2014. Retrieved March 5, 2015.
- ^ Kent 2001, p. 573. Charles Bellfield: "When you consider that Microsoft has announced a $500 million marketing program for the launch of Xbox and that Nintendo has a $5 billion war chest and the overall power behind Sony's PlayStation brand, Sega does not have the ability to compete against those companies".
- ^ a b c Snow, Blake (May 4, 2007). "The 10 Worst-Selling Consoles of All Time". GamePro. Archived from the original on September 5, 2008. Retrieved October 28, 2007.
- USgamer. Archivedfrom the original on December 15, 2014. Retrieved December 17, 2014.
- ^ a b Wilson, Jeffrey L. (May 28, 2010). "The 10 Greatest Video Game Consoles of All Time". PCmag.com. Archived from the original on December 4, 2014. Retrieved November 26, 2014.
A collection of creative, fun, and quirky games that you'd be hard-pressed to find in such abundance on any other platform.
- ^ "GI "Quotables"". Game Informer. Vol. 11, no. 100. August 2001. pp. 44–45.
- ^ "...Should you buy a Dreamcast or Wait?". Electronic Gaming Monthly. No. 126. EGM Media, LLC. January 2000. p. 150.
- ^ Kent, Steven L. (October 9, 2006). "SOMETIMES THE BEST". Sad Sam's Place. Archived from the original on December 18, 2014. Retrieved October 31, 2014.
- ^ Mott 2013, p. 434.
- ^ Parish, Jeremy (September 13, 2014). "What if Dreamcast Had Won?". USgamer. Archived from the original on December 15, 2014. Retrieved January 20, 2015.
- ^ Gifford, Kevin (August 7, 2013). "Why did the Dreamcast fail? Sega's marketing veteran looks back". Polygon. Retrieved June 25, 2022.
- ^ Fenlon, Wes (April 14, 2017). "Phantasy Star Online will never die: how the nicest fans in gaming keep a 16-year-old MMO alive". PC Gamer. Archived from the original on January 21, 2018. Retrieved July 14, 2018.
- ^ Whitehead, Dan (February 1, 2009). "The Dreamcast Dozen". Eurogamer. Retrieved October 17, 2023.
- Time Extension. Retrieved November 10, 2023.
Bibliography
- Mott, Tony (2013). ISBN 978-0-7893-2090-2.
- DeMaria, Rusel; Wilson, Johnny L. (2004). High Score!: The Illustrated History of Electronic Games. Emeryville, California: McGraw-Hill/Osborne. ISBN 978-0-07-223172-4.
- ISBN 978-0-7615-3643-7.