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» Personal Loan No Credit Check, Online Economics » Play industry » Play often commodity enterprise » Sega


Page modified: ¶roda, lipiec 13, 2011 08:50:28

Sega (service Games) (jap. | Kabushiki gaisha Sega) a manufacturer for video games is and in former times also for play consoles. The company looks on a long success history back.

Firm history

1940 - 1969

  • 1940 created the Americans Martin Bromely, Irving bromine mountain and James Humpert in Honolulu the company "standard Games".
  • 1951 induced Bromely its colleagues to pull after Tokyo and to create there the company "service GAmes OF Japan".
  • 1952 were officially registered the enterprise in Japan. The business field of Sega was the import of for in Japan of stationed US military. SEGA expanded rapidly to the exporter.
  • 1965 united Sega with the company "roses Enterprises". This had been created 1954 by an American named David roses. It acted with everything, from passport picture automats to mechanical Arcade playing equipments.
  • 1966 developed Sega a play automat, which became the world-wide hit: "The Periscope". This automat represented a turning point within the range play automat. Even industrial representatives made of America and Europe traveled to Japan, in order to import this play automat to the western countries.
  • 1969 decided roses and the other shareholders, Sega at "Gulf & Western Industry Inc.", a mixing company for cars, clothing, sugar and much more besides, to sell. Roses CEO remained.

1970 - 1989

  • 1976 manufactured Sega the first commercial Japanese video game: the Arcade play Heavyweight Champ (black/white box play).
  • 1979 took over David roses the distribution company of the Japanese Hayao Nakayama.
  • 1982 were an extremely successful year for Sega. The world-wide sales reached a conversion of more than 214 million US Dollar (about 400 million DM). In this year Sega introduced many innovative developments into Japan: the first laser disk play with the name astro Belt and one the first 3D-Spiele named SubRoc-3D. With the video game console SG-1000 Sega celebrated the beginning in the domestic living rooms and landed thereby a hit in Japan.
  • 1983 were a heavy year for Sega. The world-wide video game Crash brought not only the competitor to Atari almost to the edge of the ruin, but shifted also Sega a heavy impact. The once flowering US division of the company was sold at "Bally Manufacturing corporation". David roses, Hayao Nakayama and some other investors did together and bought for 38 million US Dollar all Sega production plants in Japan. Hayao Nakayama became a new managing director, during David roses despite the sales at Bally, CEO in America remained.
  • now 1984 were bought up Sega (America) owing to a union by Sega Japan and the "CSK corporation". From now on both enterprises under the name were "Sega Enterprises Ltd." actively, with head office in Japan. "Sega Europe Limited" was called in the life and the SG 1000 II (Marks of II) came for the price of 15,000 on the market. Followed the Mark of III 1985.
  • 1986 were published the master system. It was already the fifth console of Sega, but first, which was also world-wide marketed.
  • In September 1989 the mega drive in Japan is published.

1990 - 1999

  • 1990 published Sega its 16-Bit-Konsole mega drive (called in the USA genesis) in Europe. Thus one stepped into direct competition to Nintendo. While the console in Japan very little success had granted, it sold in the USA first somewhat better than Nintendo 16-Bit-Maschine SNES, one Nintendo with the 16-Bit-technologie had forestalled itself also there.
  • 1991 bought the Publisher "Deith Leisure" to Sega, in order to achieve a still larger operational readiness level on the European market.
  • 1992/93 introduced Sega the mega+ CD, an CD-ROM-ADD-on for the Sega mega drive. Sega could however never obtain thereby a genuine break-through. The price was clearly too highly set for most potential buyers, thus the equipment became uninteresting also for many developers, although a medium more data could seize and in the production than a module was cheaper.
  • 1994 published Sega two different hardware developments. While the development of the next console generation was indisputable named Saturn, it came to a conflict between Sega OF America and the Japanese nut/mother company. The latter wanted to publish a new megadrive version with a larger Farbpalette. Joe Miller (boss of the US development department) convinced the nut/mother company, to manufacture instead a megadrive extension named 32X, whatever Polygongrafik permitted. The extension floppte. On 22 November 1994 the Saturn was finally published with initial success in Japan - Sony pushed the PlayStation on 3 December 1994 after. Already at the Erstverkaufstag scarcely 200,000 Saturns went over the shop bars into Japan. Until at the end of of December 1994 sold Sega about 500,000 Saturns, while Sony had to be content with "only" 300,000 pieces.
  • 1995 published Sega their Saturn world-wide, arrived however not against the piercing success of the Playstation of Sony. Toward at the end of of 1995 the company published nVidia one the first 3D-Beschleunigerkarten for the PC, which had connections for Saturn Joypads. This co-operation with Sega was interesting for both sides: Sega could undertake first steps toward PC conversions and nVidia sold owing to the Bekanntheitsgrads of the Sega titles a stately number of these plug-in cards. As play the 3D Beat 'em UP Virtua Fighter was attached to the Bundle.
  • 1996 decided Sega to publish strategically important titles also on the PC platform. In co-operation with "MCA" and Dreamworks Inc. created Sega the company Sega Gameworks. This worried about the structure of the play automat parks in the north of America. Rumors became occasional loud the fact that Sega would become licensee of the M2-Hardware developed by Matsushita/3DO since due to the high price on the appropriate resonance at the customers did not push the last self-developments (mega+ CD, 32X and Saturn). This project was however again dropped, after the efficiency of the M2-Hardware did not convince engineers of Sega and Matsushita much more was interested in a video game standard (similar the video home system standard within the video range). Sega could not have had thus alone the license.
  • 1997 became loud in the spring of rumors, according to which Sega would like to be received on 1 October 1997 with the toy giant Bandai a fusion. This union of the two industry giants would have then under the company name "Sega Bandai Ltd." firmiert. Both companies had had to accept at this time enormous losses with the sales of their 32-Bit consoles - Sega with the Saturn and Bandai with its Pippin, a console, which was based on the Macintosh technology. Since Bandai could obtain however a world-wide success with the Tamagotchi, a union was not any more from interest for it.
  • 1998 after long announcing published Sega the "Dreamcast" on 27 November 1998 in Japan and again announce thereby all competitor the fight.
  • 1999 appeared on 9 September of the Dreamcast in America. On 14 October 1999, to a delay, the console came also into Europe on the market. Sega could sell 300,000 Dreamcasts before starting signal to the trade - three times as much as the PlayStation a few years before.

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