Difference between revisions of "Sega Dreamcast"

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Although the Dreamcast had a short lifespan and limited [[Video game developer#Third-party developers|third-party]] support, reviewers have considered the console ahead of its time. Its library contains many games considered creative and innovative, including ''[[Crazy Taxi (video game)|Crazy Taxi]]'', ''[[Jet Set Radio]]'' and ''[[Shenmue]]'', as well as high-quality [[Porting|ports]] from Sega's [[List of Sega arcade system boards#Sega NAOMI|NAOMI arcade system board]]. The Dreamcast was also the first console to include a built-in [[modem]] for Internet support and [[Online game|online play]].
 
Although the Dreamcast had a short lifespan and limited [[Video game developer#Third-party developers|third-party]] support, reviewers have considered the console ahead of its time. Its library contains many games considered creative and innovative, including ''[[Crazy Taxi (video game)|Crazy Taxi]]'', ''[[Jet Set Radio]]'' and ''[[Shenmue]]'', as well as high-quality [[Porting|ports]] from Sega's [[List of Sega arcade system boards#Sega NAOMI|NAOMI arcade system board]]. The Dreamcast was also the first console to include a built-in [[modem]] for Internet support and [[Online game|online play]].
 
== History ==
 
 
=== Background ===
 
Released in 1988, the [[Sega]] [[Sega Genesis|Genesis]] (known as the Sega Mega Drive in Japan, Europe and Brazil) was Sega's entry into the [[History of video game consoles (fourth generation)|fourth generation]] of video game consoles.<ref name="Retroinspection">{{cite magazine|magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |title=Retroinspection: Mega Drive |author=Sczepaniak, John |issue=27 |year=2006 |pages=42–47 |url=http://www.sega-16.com/2006/09/retroinspection-mega-drive/ |deadurl=no |archiveurl=https://web.archive.org/web/20150924100219/http://www.sega-16.com/2006/09/retroinspection-mega-drive/ |archivedate=September 24, 2015 }}</ref> Selling 30.75 million units worldwide, the Genesis was the most successful console Sega ever released.<ref name="Routledge">{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1138803831|page=158}}</ref> The successor to the Genesis, the [[Sega Saturn]], was released in Japan in 1994.<ref name="Saturn">{{cite web|title=Sega Saturn |publisher=Sega of Japan |accessdate=March 3, 2014 |url=http://sega.jp/fb/segahard/ss/ |language=Japanese |deadurl=no |archiveurl=https://web.archive.org/web/20140716103105/http://sega.jp/fb/segahard/ss/ |archivedate=July 16, 2014 }}</ref> The Saturn was a [[CD-ROM]]-based console that displayed both [[2D computer graphics|2D]] and [[3D computer graphics|3D]] computer graphics, but its complex dual-[[Central processing unit|CPU]] architecture made it more difficult to program for than its chief competitor, the [[Sony]] [[PlayStation (console)|PlayStation]].<ref name="IGN History of Dreamcast"/> Although the Saturn debuted before the PlayStation in both Japan and the United States,<ref name="Finn">{{cite book|last1=Mäyrä|first1=Frans (editor)|last2=Finn|first2=Mark|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6-8, 2002, Tampere, Finland|chapter=Console Games in the Age of Convergence|publisher=Tampere University Press|year=2002|isbn=9789514453717|pages=45–58}}</ref>{{sfn|Kent|2001|pages=502, 516}} its surprise U.S. launch—which came four months earlier than originally scheduled<ref>{{cite web|last=Cifaldi |first=Frank |url=http://www.1up.com/news/day-history-sega-announces-surprise |archiveurl=https://archive.is/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise |archivedate=June 29, 2013 |title=This Day in History: Sega Announces Surprise Saturn Launch |publisher=[[1UP.com]] |date=May 11, 2010 |accessdate=December 10, 2016 |deadurl=yes |df=mdy }}</ref>{{sfn|Kent|2001|pages=516–517}}{{sfn|DeMaria|Wilson|2004|page=282}}—was marred by a lack of distribution, which remained a continuing problem for the system.<ref name="Schilling">{{cite journal|last=Schilling|first=Mellissa A.|title=Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry|journal=[[California Management Review]]|volume=45|number=3|date=Spring 2003|pages=23}}</ref> Moreover, Sega's early release was undermined by Sony's simultaneous announcement that the PlayStation would retail for US$299—compared to the Saturn's initial price of $399.{{sfn|Kent|2001|pages=516–517}}{{sfn|DeMaria|Wilson|2004|page=282}}<ref name="Innovation and competition">{{cite journal|last1=Gallagher|first1=Scott|last2=Park|first2=Seung Ho|title=Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market|journal=IEEE Transactions on Engineering Management|volume=49|number=1|date=February 2002|pages=67–82}}</ref> [[Nintendo]]'s long delay in releasing a competing 3D console and the damage done to Sega's reputation by poorly supported [[Video game accessory|add-ons]] for the Genesis (particularly the [[Sega 32X]]) allowed Sony to establish a foothold in the market.<ref name="Finn"/>{{sfn|DeMaria|Wilson|2004|pages=282–283}} The PlayStation was immediately successful in the U.S., in part due to a massive advertising campaign and strong third-party support engendered by Sony's excellent development tools and liberal $10 licensing fee.{{sfn|DeMaria|Wilson|2004|page=282}}{{sfn|Kent|2001|page=504}} Sony's success was further aided by a [[price war]] in which Sega lowered the price of the Saturn from $399 to $299 and then from $299 to $199 in order to match the price of the PlayStation–even though Saturn hardware was more expensive to manufacture and the PlayStation enjoyed a larger software library.<ref name="Finn"/><ref name="Innovation and competition"/>{{sfn|Kent|2001|page=532}} Losses on the Saturn hardware{{sfn|Kent|2001|page=532}} contributed to Sega's financial problems, which saw the company's revenue decline between 1992 and 1995 as part of an industry-wide slowdown.  Furthermore, Sega's focus on the Saturn over the Genesis prevented it from fully capitalizing on the continued strength of the 16-bit market.<ref name="Finn"/><ref name="Innovation and competition"/>{{sfn|Kent|2001|pages=500, 508, 531}}
 
 
Due to long-standing disagreements with Sega of Japan,<ref name="A Tale of Two E3s">{{cite web|last=Dring |first=Christopher |url=http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482 |title=A Tale of Two E3s - Xbox vs Sony vs Sega |publisher=MCVUK |date=July 7, 2013 |accessdate=October 24, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141023102254/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482 |archivedate=October 23, 2014 }}</ref><ref name="IGN's History of Sega">{{cite web|url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=1 |author=Fahs, Travis |title=IGN Presents the History of Sega |publisher=[[IGN]] |date=April 21, 2009 |accessdate=October 31, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031060740/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=1 |archivedate=October 31, 2014 }}</ref> Sega of America CEO [[Tom Kalinske]] became less interested in his position.{{sfn|Kent|2001|page=535}} On July 16, 1996, Sega announced that [[Shoichiro Irimajiri]] had been appointed chairman and CEO of Sega of America, while Kalinske would be leaving Sega after September 30 of that year.{{sfn|Kent|2001|page=535}}<ref name="M2 Press" /><ref name="Kalinske out">{{cite web|title=Kalinske Out - WORLD EXCLUSIVE |url=http://www.next-generation.com/news/071696a.html |publisher=Next Generation Online |date=July 16, 1996 |accessdate=May 6, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/19961220200643/http://www.next-generation.com/news/071696a.html |archivedate=December 20, 1996 }}</ref> Sega also announced that Sega Enterprises cofounder{{sfn|Kent|2001|page=577}} [[David Rosen (business)|David Rosen]] and Sega of Japan CEO [[Hayao Nakayama]] had resigned from their positions as chairman and co-chairman of Sega of America, though both men remained with the company.{{sfn|Kent|2001|page=535}}<ref name="M2 Press" /> [[Bernie Stolar]], a former executive at [[Sony Computer Entertainment]] of America,<ref name="Newsflash">{{cite web|title=NEWSFLASH: Sega Planning Drastic Management Reshuffle - World Exclusive |url=http://www.next-generation.com/news/071396a.html |publisher=Next Generation Online |date=July 13, 1996 |accessdate=May 6, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/19961220200717/http://www.next-generation.com/news/071396a.html |archivedate=December 20, 1996 }}</ref>{{sfn|Kent|2001|page=558}} was named Sega of America's executive vice president in charge of product development and third-party relations.<ref name="M2 Press">{{cite news|title=Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer |work=M2PressWIRE |publisher=M2 Communications, Ltd. |date=July 16, 1996 |url=http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F |quote=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&nbsp;... Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively. |deadurl=no |archiveurl=https://web.archive.org/web/20141018032603/http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F |archivedate=October 18, 2014 }} {{closed access}} {{subscription required|s}}</ref><ref name="Kalinske out" /> Stolar did not support the Saturn due to his belief that the hardware was poorly designed and publicly announced at E3 1997 that "The Saturn is not our future."<ref name="IGN's History of Sega"/> After the launch of the [[Nintendo 64]], sales of the Saturn and Sega's 32-bit software were sharply reduced. As of August 1997, Sony controlled 47 percent of the console market, [[Nintendo]] controlled 40 percent, and Sega controlled only 12 percent. Neither price cuts nor high-profile games were proving helpful to the Saturn's success.{{sfn|Kent|2001|page=558}} Due to the Saturn's poor performance in North America, Sega of America laid off 60 of its 200 employees in the fall of 1997.<ref name="NYT">{{cite news|url=https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |title=Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market |accessdate=January 2, 2010 |author=Stephanie Strom |work=The New York Times |date=March 14, 1998 |deadurl=no |archiveurl=https://web.archive.org/web/20130430012902/http://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1 |archivedate=April 30, 2013 }}</ref> {{Quote box
 
|quote = "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."|source = —Bernie Stolar, former president of Sega of America giving his assessment of the Saturn in 2009.<ref name="IGN's History of Sega"/>|width = 30em}}
 
As a result of the company's deteriorating financial situation, Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri.<ref name="NYT" /> Stolar would subsequently accede to become CEO and president of Sega of America.{{sfn|Kent|2001|page=558}}<ref>{{cite web|last=Feldman|first=Curt|url=http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|title=Katana Strategy Still on Back Burner|publisher=[[GameSpot]]|date=April 22, 1998|accessdate=December 9, 2014}}</ref> Following five years of generally declining profits,<ref name="1998 report"/> 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]].<ref>{{cite web|url=http://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|title=Sega News From Japan|publisher=GameSpot|date=March 18, 1998|accessdate=December 7, 2014}}</ref> Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a consolidated net loss of ¥35.6 billion (US$269.8 million).<ref name="1998 report">{{cite web|url=http://sega.jp/IR/en/ar/ar1998/ar98.pdf |title=Sega Enterprises Annual Report 1998 |publisher=Sega Enterprises, Ltd. |pages=1, 7–8 |accessdate=December 7, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf |archivedate=May 4, 2004 }}</ref> Shortly before announcing its financial losses, Sega revealed that it was discontinuing the Saturn in North America, with the goal of preparing for the launch of its successor.{{sfn|Kent|2001|page=558}}<ref name="NYT" /> This decision effectively left the Western market without Sega games for over one year.<ref name="IGN History of Dreamcast">{{cite web|last=Fahs |first=Travis |url=http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast |title=IGN Presents the History of Dreamcast |publisher=IGN |date=September 9, 2010 |accessdate=October 31, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140928201508/http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast |archivedate=September 28, 2014 }}</ref> Rumors about the upcoming Dreamcast—spread mainly by Sega itself—leaked to the public before the last Saturn games were released.{{sfn|Kent|2001|page=559}}
 
 
=== Development ===
 
As early as 1995, reports surfaced that Sega would collaborate with [[Lockheed Martin]], [[The 3DO Company]], [[Panasonic|Matsushita]], or Alliance Semiconductor to create a new [[graphics processing unit]], which conflicting accounts said would be used for a 64-bit "Saturn 2" or an add-on peripheral.<ref>{{cite magazine|title=US Defense Corp Holds Key to Sega Plans|url=https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n13|magazine=Next Generation|publisher=Imagine Media|volume=1|issue=11|date=November 1995|pages=12–14}}</ref><ref name="Peep Show">{{cite web|url=http://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/|title=Peep Show: Sega's New Console Creeps Out of the Shadows|publisher=GameSpot|date=May 1, 1997|accessdate=December 9, 2014}}</ref><ref>cf. {{cite web|url=//www.next-generation.com/news/042997b.chtml |title=Black Belt from a Lockheed Perspective |work=Next Generation Online |date=April 29, 1997 |accessdate=January 20, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/19970605161903/http://www.next-generation.com/news/042997b.chtml |archivedate=June 5, 1997 }} cf. {{cite web|url=http://www.sega-16.com/2008/02/interview-toshiyasu-morita/ |title=Interview: Toshiyasu Morita |publisher=Sega-16 |date=February 22, 2008 |accessdate=January 20, 2015 |quote='''Toshiyasu Morita:''' [I] was involved in two pieces of hardware which were never released: an SH3E+Nvidia combo which never went anywhere, and I was on the compiler/debugger guy for the SH4+3Dfx board. |deadurl=no |archiveurl=https://web.archive.org/web/20141129014052/http://www.sega-16.com/2008/02/interview-toshiyasu-morita/ |archivedate=November 29, 2014 }}</ref> Development of the Dreamcast was wholly unrelated to this rumored project.<ref name="Peep Show"/><ref name="RetroinspectionD"/> In light of the Saturn's poor market performance, Irimajiri decided to start looking outside of the company's internal hardware development division to create a new console.<ref name="RetroinspectionD"/> In 1997, Irimajiri enlisted the services of  [[IBM]]'s Tatsuo Yamamoto to lead an 11-man team to work on a secret hardware project in the United States, which was referred to as "Blackbelt". Accounts vary on how an internal team led by [[Hideki Sato]] also began development on Dreamcast hardware; one account specifies that Sega of Japan tasked both teams,<ref name="gamasutra1"/> while another suggests that Sato was bothered by Irimajiri's choice to begin development externally and chose to have his hardware team begin development.<ref name="RetroinspectionD"/><ref name="EdgeHistory">{{cite web|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/ |title=A history of videogame hardware: Sega Dreamcast |author=Parkin, Simon |date=June 24, 2014 |accessdate=March 5, 2015 |work=[[Edge (magazine)|Edge]] |deadurl=yes |archiveurl=https://web.archive.org/web/20141121024302/http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/ |archivedate=November 21, 2014 }}</ref> Sato and his group chose the [[Hitachi]] [[SuperH|SH-4]] processor architecture and the [[Imagination Technologies|VideoLogic]] [[PowerVR#Series 2 (NEC)|PowerVR2]] graphics processor, manufactured by [[NEC]], in the production of their [[mainboard]]. Initially known as "Whitebelt",<ref name="RetroinspectionD">{{cite magazine|title=Retroinspection: Dreamcast |author=McFerran, Damien |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |issue=50 |pages=66–72 |url=http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |deadurl=no |archiveurl=https://web.archive.org/web/20160304110322/http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |archivedate=March 4, 2016 }}</ref> this project was later codenamed "Dural", after the [[Dural (Virtua Fighter)|metallic female fighter]] from Sega's ''[[Virtua Fighter]]'' series.{{sfn|Kent|2001|page=559}}<ref name="gamasutra1">{{cite web|last=Perry |first=Douglass |url=http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1 |title=Features - The Rise And Fall Of The Dreamcast |publisher=Gamasutra |date=September 9, 2009 |accessdate=October 29, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141027132503/http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1 |archivedate=October 27, 2014 }}</ref>
 
 
Yamamoto's group opted to use [[3dfx]] [[Voodoo 2]] and [[Voodoo Banshee]] graphics processors alongside a [[PowerPC 600|Motorola PowerPC 603e]] [[central processing unit]] (CPU),<ref name="RetroinspectionD"/> but Sega management later asked them to also use the SH-4 chip.<ref name="gamasutra1"/> Both processors have been described as "[[Commercial off-the-shelf|off the shelf]]" components.<ref name="RetroinspectionD"/> In 1997, 3dfx began its [[Initial public offering|IPO]], and as a result of legal obligations unveiled its contracts with Sega, including the development of the new console.<ref>{{cite web|url=https://www.sec.gov/Archives/edgar/data/1010026/0000891618-97-001792.txt |title=3Dfx's Initial Public Offering |date= |accessdate=December 16, 2011 |publisher=[[U.S. Securities and Exchange Commission]] |deadurl=no |archiveurl=https://web.archive.org/web/20111025020235/http://www.sec.gov/Archives/edgar/data/1010026/0000891618-97-001792.txt |archivedate=October 25, 2011 }}</ref> This angered Sega of Japan executives, who eventually decided to use the Dural chipset and cut ties with 3dfx.  According to former Sega of America vice president of communications and former NEC brand manager Charles Bellfield, presentations of games using the NEC solution showcased the performance and low cost delivered by the SH-4 and PowerVR architecture. He further stated that "Sega's relationship with NEC, a Japanese company, probably made a difference [in Sega's decision to adopt the Japanese team's design] too."<ref name="gamasutra1"/> Stolar, on the other hand, "felt the US version, the 3Dfx version, should have been used. Japan wanted the Japanese version, and Japan won."<ref name="gamasutra1"/> As a result, 3dfx filed a lawsuit against both Sega and NEC claiming breach of contract, which would eventually be settled out of court.<ref name="RetroinspectionD"/> The choice to use the PowerVR architecture concerned [[Electronic Arts]] (EA), a longtime developer for Sega's consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful.<ref name="gamasutra1"/> As recounted by Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of Sega subsidiary Cross Products), the SH-4 was chosen while it was still in development and following a lengthy deliberation process because it was the only available processor that "could adapt to deliver the 3D geometry calculation performance necessary."<ref name="Unified"/> By February 1998, Sega had renamed the Dural "Katana" (after the [[Katana|Japanese sword]]{{sfn|Kent|2001|page=559}}), although certain hardware specifications such as [[random access memory]] (RAM) were not yet finalized.<ref name="NG38">{{cite magazine|title=Good-bye Dural, hello Katana|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Future plc|Imagine Media]]|date=February 1998|issue=38|page=24}}</ref>
 
 
Knowing that the Sega 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 [[System|subsystems]] working in parallel with one another,<ref name="Unified">{{cite journal|last1=Hagiwara|first1=Shiro|last2=Oliver|first2=Ian|title=Sega Dreamcast: Creating a Unified Entertainment World|journal=IEEE Micro|volume=19|number=6|date=November–December 1999|pages=29–35}}</ref> but the selections of hardware were more in line with what was common in personal computers than video game consoles, reducing the system's cost.<ref name="RetroinspectionD"/> According to Damien McFerran, "the motherboard was a masterpiece of clean, uncluttered design and compatibility."<ref name="RetroinspectionD"/> Chinese economist and future Sega.com CEO Brad Huang convinced Sega chairman [[Isao Okawa]] to include a [[modem]] with every Dreamcast despite significant opposition from Okawa's staff over the additional $15 cost per unit.{{sfn|Kent|2001|page=577}}<ref name="Superhero">{{cite web|url=http://www.businessweek.com/stories/2000-05-21/segas-superhero-vs-dot-the-big-guys|title=Sega's Superhero Vs. The Big Guys|work=BusinessWeek|date=May 21, 2000|accessdate=October 29, 2014}}</ref><ref>{{cite web|url=https://www.bloomberg.com/news/articles/2000-06-04/how-to-jump-start-your-e-strategy |title=How to Jump-Start Your E-Strategy |work=BusinessWeek |date=June 5, 2000 |accessdate=October 29, 2014 |quote=In Japan, where employees are usually treated with kid gloves, Sega Enterprises Ltd. Chairman Isao Okawa shocked his staff by announcing, after months of trying to implement a new Net product strategy, that those who continued to resist it would be fired. |deadurl=no }}</ref> To account for rapid changes in home data delivery, Sega designed the Dreamcast's modem to be [[Modularity|modular]].<ref name="Unified"/> Sega selected the [[GD-ROM]] media format for the system.<ref name="EGM115">{{cite magazine|title=Hands On: Dreamcast|author=Johnston, Chris|magazine=[[Electronic Gaming Monthly]]|publisher=EGM Media, LLC.|issue=115|pages=26–27}}</ref> The GD-ROM, which was jointly developed by Sega and [[Yamaha Corporation]], could be mass-produced at a similar price to a normal CD-ROM,<ref name="Unified"/> thus avoiding the greater expense of [[DVD-ROM]] technology.<ref name="RetroinspectionD"/><ref name="Hackers"/><ref name="IGNGreat"/> As the GD-ROM format can hold about 1 [[Gigabyte|GB]] of data,<ref name="Unified"/><ref name="EGM115"/> [[Copyright infringement|illegally copying]] Dreamcast games onto a 650 [[Megabyte|MB]] CD-ROM sometimes required the removal of certain game features, although this did not prevent copying of Dreamcast software.<ref name="Hackers">{{cite web|last=Borland |first=John |url=http://news.cnet.com/2100-1023-242686.html |title=Hackers break Dreamcast safeguards, distribute games online |publisher=CNET News |date=June 30, 2000 |accessdate=October 28, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141029093337/http://news.cnet.com/2100-1023-242686.html |archivedate=October 29, 2014 }}</ref> [[Microsoft]] developed a custom Dreamcast version of [[Windows CE]] with [[DirectX]] [[Application programming interface|API]] and [[Dynamic-link library|dynamic-link libraries]], making it easy to port PC games to the platform,<ref name="Unified"/> although programmers would ultimately favor Sega's development tools over those from Microsoft.<ref name="RetroinspectionD"/>
 
 
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".<ref name="RetroinspectionD"/> According to Katsutoshi Eguchi, Japanese game developer [[Kenji Eno]] submitted the name and created the Dreamcast's spiral logo, but this claim has not been verified by Sega.<ref>{{cite book|last=Szczepaniak|first=John|title=The Untold History of Japanese Game Developers: Volume 1|year=2014|isbn=978-0992926007|page=35}}</ref> The Dreamcast's start-up sound was composed by the Japanese musician [[Ryuichi Sakamoto]].<ref>{{cite web|last1=Sato |first=Yukiyoshi Ike |last2=Kennedy |first2=Sam |url=http://uk.gamespot.com/news/interview-with-kenji-eno-2446022 |title=Interview with Kenji Eno |work=GameSpot |date=January 6, 2000 |accessdate=March 4, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20121018192858/http://uk.gamespot.com/news/interview-with-kenji-eno-2446022 |archivedate=October 18, 2012 }}</ref> Because the Saturn had tarnished Sega's reputation, the company planned to remove its name from the console entirely and establish a new gaming brand similar to Sony's [[PlayStation]], but Irimajiri's management team ultimately decided to retain Sega's logo on the Dreamcast's exterior.<ref name="RetroinspectionD"/> Sega spent [[United States dollar|US$]]50–80 million on hardware development, $150–200 million on software development, and $300 million on worldwide promotion—a sum which Irimajiri, a former [[Honda]] executive, humorously compared to the investments required to design new automobiles.<ref name="RetroinspectionD"/><ref>{{cite web|url=http://www.ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri |title=Interview with Sega's Boss: Shoichiro Irimajiri |publisher=IGN |date=August 26, 1998 |accessdate=October 24, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141024121907/http://www.ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri |archivedate=October 24, 2014 }}</ref>
 
 
=== Launch ===
 
Despite taking massive losses on the Saturn, including a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders.<ref name="RetroinspectionD"/> Sega announced that ''[[Sonic Adventure]]'', the next game starring company mascot [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], would arrive in time for the Dreamcast's launch and promoted the game with a large-scale public demonstration at the [[Tokyo International Forum|Tokyo Kokusai Forum Hall]].<ref>{{cite web|last=Obuchi|first=Yutaka|url=http://www.gamespot.com/articles/sonic-onboard-dreamcast/1100-2464382/|title=Sonic Onboard Dreamcast|publisher=GameSpot|date=July 16, 1998|accessdate=December 9, 2014}}</ref><ref>{{cite magazine|title=International News: Sonic Rocks Tokyo|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|volume=10|issue=112|page=50|date=November 1998|quote=''Sonic Adventure''<nowiki>'</nowiki>s Tokyo premiere was a grand event–three stadium-packed showings, a demonstration of the game and more&nbsp;... Afterward, [[Segata Sanshiro]] led the crowd in a Sonic chant, which will be used in the game.}}</ref><ref>{{cite magazine|title=News: Sonic's Back!|magazine=[[Sega Saturn Magazine]]|volume=4|issue=36|date=October 1998|pages=6–8|quote=On Saturday, August 22nd at the Tokyo International Forum, Sega showed the future of computer gaming to a 15,000 strong crowd—and they weren't disappointed.}}</ref> However, Sega could not achieve its shipping goals for the Dreamcast's Japanese launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process.<ref name="RetroinspectionD"/><ref name="G4 GM">{{cite episode|title=Sega Dreamcast |url=http://www.g4tv.com/gamemakers/episodes/1259/Sega_Dreamcast.html |series=Game Makers |serieslink=Game Makers |network=G4 |location=Los Angeles |airdate=August 20, 2008 |number=302 |deadurl=no |archiveurl=https://web.archive.org/web/20081121040744/http://www.g4tv.com/gamemakers/episodes/1259/Sega_Dreamcast.html |archivedate=November 21, 2008 }}</ref> 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 JP¥29,000, and the entire 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.{{sfn|Kent|2001|page=563}} Sega estimated that an additional 200,000-300,000 Dreamcast units could have been sold with sufficient supply.{{sfn|Kent|2001|page=563}} Key Dreamcast games ''Sonic Adventure'' and ''[[Sega Rally Championship 2]]'', which had been delayed,<ref name="RetroinspectionD"/> arrived within the following weeks, but sales continued to be slower than expected.{{sfn|Kent|2001|page=563-564}} Irimajiri hoped to sell over 1 million Dreamcast units in Japan by February 1999, but less than 900,000 were sold, undermining Sega's attempts to build up a sufficient installed base to ensure the Dreamcast's survival after the arrival of competition from other manufacturers.{{sfn|Kent|2001|page=564}} There were reports of disappointed Japanese consumers returning their Dreamcasts and using the refund to purchase additional PlayStation software.<ref name="Toy Story and Japanese launch blues"/> ''[[Seaman (video game)|Seaman]]'', released in July 1999, was considered the Dreamcast's first major hit in Japan.<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|page=577}}<ref>{{cite web|last=Langan |first=Matthew |url=http://www.ign.com/articles/1999/07/27/famitsu-weekly-reviews-latest-dreamcast-games |title=''Famitsu Weekly'' Reviews Latest Dreamcast Games |publisher=IGN |date=July 26, 1999 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141030102441/http://www.ign.com/articles/1999/07/27/famitsu-weekly-reviews-latest-dreamcast-games |archivedate=October 30, 2014 }}</ref> Prior to the Western launch, Sega reduced the price of the Dreamcast to JP¥19,900, effectively making the hardware unprofitable but increasing sales. The price reduction and release of [[Namco]]'s ''[[Soulcalibur (video game)|Soulcalibur]]'' helped Sega to gain 17 percent on its shares.<ref name="RetroinspectionD"/>
 
 
{{Quote box
 
|quote = "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 [[VMU]]s 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?"|source = —Peter Moore, speaking to ''Electronic Gaming Monthly'' about the upcoming launch of the Dreamcast.<ref name="EGM122">{{cite magazine|title=Dreamcast: It's here...|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=122|date=September 1999|page=168}}</ref>|width = 30em}}
 
Working closely with [[Midway Games]] (which developed four launch games for the system) and taking advantage of the ten months following the Dreamcast's release in Japan, Sega of America worked to ensure a more successful U.S. launch with a minimum of 15 launch games.{{sfn|Kent|2001|pages=564–565}} Despite lingering bitterness over the Saturn's early release, Stolar successfully managed to repair relations with major US retailers, with whom Sega presold 300,000 Dreamcast units.<ref name="gamasutra1" /> In addition, a pre-launch promotion enabled consumers to rent the system from Hollywood Video in the months preceding its September launch.<ref name="Dreamcast memorial">{{cite web|last=Parish |first=Jeremy |title=9.9.99, A Dreamcast Memorial |url=http://www.1up.com/features/9999-dreamcast-memorial |publisher=1UP.com |date=September 3, 2009 |accessdate=December 10, 2016 |deadurl=bot: unknown |archiveurl=https://archive.is/20140201012313/http://www.1up.com/features/9999-dreamcast-memorial |archivedate=February 1, 2014 |df=mdy }}</ref> Sega of America's senior vice president of marketing{{sfn|Kent|2001|page=565}} [[Peter Moore (business)|Peter Moore]], a fan of the attitude previously associated with Sega's brand, worked with [[FCB (advertising agency)|Foote, Cone & Belding]] and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power.<ref name="gamasutra1"/><ref name="Dreamcast memorial"/><ref>{{cite web|url=http://www.ign.com/articles/1998/08/27/dreamcast-the-european-view |title=Dreamcast: The European View |publisher=IGN |date=August 26, 1998 |accessdate=December 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141208064810/http://www.ign.com/articles/1998/08/27/dreamcast-the-european-view |archivedate=December 8, 2014 }}</ref> According to Moore, "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke all the things we loved about Sega, primarily from the Genesis days."<ref name="gamasutra1"/> On August 11, Sega of America confirmed<ref>{{cite web|last=Kennedy|first=Sam|url=http://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|title=A Post-Bernie Sega Speaks|publisher=GameSpot|date=August 12, 1999|accessdate=December 17, 2014}}</ref> that Stolar had been fired, leaving Moore to direct the launch.{{sfn|Kent|2001|pages=564–565}}<ref name="Timeline">{{cite magazine|title=Dreamcast: In the USA|magazine=Next Generation|volume=2|issue=9|date=September 2000|pages=6–9}}</ref><ref>{{cite magazine|title=News Bytes|magazine=Next Generation (Lifecycle 2)|volume=1|issue=3|date=November 1999|page=14|quote=More than one Sega employee was witnessed during the festivities raising a glass and toasting ousted COO Bernie Stolar. "This was his launch," they would say; one or two was seen crying.}} cf. {{cite web|last=Kennedy|first=Sam|url=http://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|title=A Post-Bernie Sega Speaks|publisher=GameSpot|date=August 12, 1999|accessdate=December 9, 2014}}</ref>
 
 
Prior to the Dreamcast's release, Sega was dealt a blow when EA—the largest third-party video game publisher—announced it would not develop games for the system. EA executive [[Bing Gordon]] claimed "[Sega] couldn't afford to give us [EA] the same kind of license that EA has had over the last five years", but Stolar recounted that EA president Larry Probst wanted "exclusive rights to be the only sports brand on Dreamcast", which Stolar could not accept due to Sega's recent $10 million purchase of [[sports game]] developer [[Visual Concepts]].<ref name="IGN's History of Sega"/><ref name="gamasutra1"/> While the Dreamcast would have none of EA's popular sports games, "Sega Sports" games developed mainly by Visual Concepts{{sfn|Kent|2001|page=581}} helped to fill that void.<ref name="gamasutra1"/>
 
 
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".<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|page=564}}<ref name="Dreamcast memorial"/> Eighteen launch games were available for the Dreamcast in the U.S.<ref name="Dreamcast memorial"/><ref>{{cite web|last=Gantayat |first=Anoop |url=http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide |title=IGN Classics: Dreamcast Launch Guide |date=September 9, 2008 |accessdate=October 29, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141030003140/http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide |archivedate=October 30, 2014 }}</ref><ref>{{cite web|last=Kato |first=Matthew |url=http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4 |title=Which Game Console Had The Best Launch Lineup? |work=[[Game Informer]] |page=4 |date=October 30, 2013 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141230142031/http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4 |archivedate=December 30, 2014 }}</ref> Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning the company $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history".<ref name="gamasutra1"/> Within two weeks, U.S. Dreamcast sales exceeded 500,000.<ref name="gamasutra1"/> By Christmas, Sega held 31 percent of the North American video game marketshare.<ref name="businessweek.com">{{cite web|url=http://www.businessweek.com/2000/00_51/b3712200.htm |title=Sega vs. Sony: Pow! Biff! Whack! |publisher=BusinessWeek |author=Edwards, Cliff |date=December 18, 2000 |deadurl=yes |archiveurl=https://web.archive.org/web/20131203025342/http://www.businessweek.com/2000/00_51/b3712200.htm |archivedate=December 3, 2013 |df=mdy }}</ref> Significant launch games included ''Soul Calibur'', an arcade [[fighting game]] that was graphically enhanced for the system and went on to sell one million units, and Visual Concepts' high-quality football simulation ''[[NFL 2K]]''.<ref name="gamasutra1"/>{{sfn|Kent|2001|page=565}} On November 4, Sega announced it had sold over one million Dreamcast units.<ref name="BBC"/> Nevertheless, the launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs.<ref>{{cite web|url=http://www.gamespot.com/articles/defective-dreamcast-gd-roms/1100-2460952/ |title=Defective Dreamcast GD-ROMs |publisher=GameSpot |date=September 10, 1999 |accessdate=December 9, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150401191004/http://www.gamespot.com/articles/defective-dreamcast-gd-roms/1100-2460952/ |archivedate=April 1, 2015 }}</ref>
 
 
Sega released the Dreamcast in Europe on October 14, 1999,<ref name="BBC"/> at a price of [[Pound sterling|GB₤]]200.<ref name="RetroinspectionD"/> By November 24, 400,000 consoles had been sold in Europe.<ref name="BBC">{{cite news|title=Dreamcast beats PlayStation record |publisher=BBC News |url=http://news.bbc.co.uk/2/hi/business/534957.stm |accessdate=October 29, 2014 |date=November 24, 1999 |deadurl=no |archiveurl=https://web.archive.org/web/20131016054015/http://news.bbc.co.uk/2/hi/business/534957.stm |archivedate=October 16, 2013 }}</ref> By Christmas of 1999, Sega of Europe reported selling 500,000 units, placing it six months ahead of schedule.<ref name="RetroinspectionD"/> Sales did not continue at this pace, and by October 2000, Sega had sold only about 1 million units in Europe.<ref name="Dreamarena">{{cite web|url=http://www.eurogamer.net/articles/article_29487 |title=Dreamcast - thanks a million |author=Gestalt |date=October 17, 2000 |accessdate=October 16, 2014 |publisher=Eurogamer |quote=As Sega themselves point out, although Sony are shipping as many consoles in two months as Sega have in an entire year, this is still likely to leave retailers in short supply and unable to meet the massive demand for the Playstation 2. |deadurl=no |archiveurl=https://web.archive.org/web/20141022142729/http://www.eurogamer.net/articles/article_29487 |archivedate=October 22, 2014 }}</ref> As part of Sega's promotions of the Dreamcast in Europe, the company sponsored four European [[Association football|football]] clubs: [[Arsenal F.C.]] (England),<ref>{{cite news |title=Sonic signs for Gunners |date=April 22, 1999 |publisher=BBC News |url=http://news.bbc.co.uk/1/hi/sport/football/326010.stm |accessdate=July 19, 2007 }}</ref> [[AS Saint-Étienne]] (France),<ref>{{cite web|title=SEGA EUROPE strikes third major European sponsorship deal with A.S. SAINT-ETIENNE |date=June 15, 1999 |publisher=PRnewswire.co.uk |url=http://www.prnewswire.co.uk/cgi/news/release?id=50451 |accessdate=July 19, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20110608192940/http://www.prnewswire.co.uk/cgi/news/release?id=50451 |archivedate=June 8, 2011 }}</ref> [[U.C. Sampdoria]] (Italy),<ref>{{cite web|title=SEGA EUROPE strikes sponsorship deal with U.C. SAMPDORIA |date=June 11, 1999 |publisher=PRnewswire.co.uk |url=http://www.prnewswire.co.uk/cgi/news/release?id=31106 |accessdate=July 19, 2007 |deadurl=no |archiveurl=https://web.archive.org/web/20110608192952/http://www.prnewswire.co.uk/cgi/news/release?id=31106 |archivedate=June 8, 2011 }}</ref> and [[Deportivo de La Coruña]] (Spain).<ref>{{cite web |title=SEGA announce new price for Dreamcast |date=September 1, 2000 |publisher=SEGA |url=http://www.sega.co.jp/corp/release/2000/0901_4/ |accessdate=July 19, 2007|archiveurl=https://web.archive.org/web/20120819220634/http://www.sega.co.jp/corp/release/2000/0901_4/ |archivedate=August 19, 2012 }}</ref>
 
 
=== Competition ===
 
[[File:PS2-Fat-Console-Set.jpg|thumb|170px|right|The [[PlayStation 2|PS2]] provided stiff competition to the Dreamcast.]]
 
Though the Dreamcast launch had been successful, Sony still held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999.<ref name="BBC"/> On March 2, 1999, in what one report called a "highly publicized, [[vaporware]]-like announcement"<ref>{{cite web|last=Croal |first=N'Gail |url=https://www.questia.com/read/1G1-59651752/the-art-of-the-game-the-power-of-the-playstation |title=The Art of the Game: The Power of the PlayStation Is Challenging Designers to Match Its Capabilities-And Forcing Sony's Competitors to Rethink Their Strategies |work=Newsweek |date=March 6, 2000 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031033940/https://www.questia.com/read/1G1-59651752/the-art-of-the-game-the-power-of-the-playstation |archivedate=October 31, 2014 }}</ref> Sony revealed the first details of its "next generation PlayStation", which [[Ken Kutaragi]] claimed would allow video games to convey unprecedented emotions. The center of Sony's marketing plan and the upcoming PlayStation 2 itself was a new CPU ([[Clock rate|clocked]] at 294&nbsp;MHz<ref name="Innovation and competition"/>) jointly developed by Sony and [[Toshiba]]—the "[[Emotion Engine]]"—which Kutaragi announced would feature a graphics processor with 1,000 times more bandwidth than contemporary PC graphics processors and a floating-point calculation performance of 6.2 [[FLOPS|gigaflops]], rivaling most supercomputers.{{sfn|Kent|2001|pages=560–561}}<ref>{{cite web|last=Parkin |first=Simon |url=http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/ |title=A history of videogame hardware: Sony PlayStation 2 |work=Edge |date=June 25, 2014 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141129031500/http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/ |archivedate=November 29, 2014 }}</ref> Sony, which invested $1.2 billion in two [[large-scale integration]] [[semiconductor fabrication plant]]s to manufacture the PlayStation 2's "Emotion Engine" and "Graphics Synthesizer", designed the machine to push more raw polygons than any video game console in history.<ref name="Gamecube or PS2?"/><ref name="ATIP">{{cite journal|title=Sony Playstation 2 and HPC|publisher=Asian Technology Information Program|date=December 31, 1999|pages=4–5}}</ref><ref name="Emotionally charged">{{cite magazine|last=Diefendorff|first=Keith|authorlink=Keith Diefendorff|title=Sony's Emotionally Charged Chip|magazine=[[Microprocessor Report]]|volume=13|number=5|date=April 19, 1999|pages=1, 6–7}}</ref> Sony claimed the PlayStation 2 could render 75 million raw polygons per second with absolutely no effects, and 38 million without accounting for features such as [[Texture mapping|textures]], [[artificial intelligence]], or [[Game physics|physics]].<ref name="Gamecube or PS2?">{{cite web|last=Casamassina |first=Matt |url=http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2 |title=Gamecube Versus PlayStation 2 |publisher=IGN |date=November 3, 2000 |accessdate=November 14, 2014 |quote='''[[Jason Rubin]]:''' If the PlayStation 2 is going to sell as many hardware units as the PlayStation 1 sold, then I don't care if I have to pierce my nails with pins to get it to work, I'm going to do it because that's where the money is. |deadurl=no |archiveurl=https://web.archive.org/web/20141104021340/http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2 |archivedate=November 4, 2014 }}</ref><ref name="ATIP"/><ref name="Emotionally charged"/> With such effects, Sony estimated the PlayStation 2 could render 7.5 million<ref>[https://web.archive.org/web/20031210074645/http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf#page=32 Reaching for the limits of PS2 performance (page 32)], [[Sony Computer Entertainment Europe|SCEE]], 2003</ref> to 16 million polygons per second, whereas independent estimates ranged from 3 million to 20 million,<ref name="Gamecube or PS2?"/>{{sfn|Kent|2001|page=560}} compared to Sega's estimates of more than 3 million<ref name="EGM115"/> to 6 million for the Dreamcast.<ref name="Unified"/> The system would also utilize the [[DVD-ROM]] format, which could hold substantially more data than the Dreamcast's GD-ROM format.{{sfn|Kent|2001|page=561}} Because it could connect to the Internet while playing movies, music, and video games, Sony hyped PlayStation 2 as the future of home entertainment.{{sfn|Kent|2001|page=562, 580}}<ref>{{cite web|url=http://www.edge-online.com/features/30-defining-moments-gaming/3/ |title=The 30 Defining Moments in Gaming |page=3 |work=Edge |date=August 14, 2007 |accessdate=March 5, 2015 |quote=The Sega Dreamcast was the first home console that could go online out of the box, and the first to offer pay-to-play online games. These features clearly affected Sega's primary rival, Sony, who promised many online features for the upcoming PlayStation 2 in press reports from 1999. Once Sega abandoned the Dreamcast, Sony quietly dropped its plans for online gaming and movie distribution, and settled for a much less ambitious patchwork strategy. |deadurl=yes |archiveurl=https://web.archive.org/web/20141023173834/http://www.edge-online.com/features/30-defining-moments-gaming/3/ |archivedate=October 23, 2014 }}</ref> Rumors spread that the PlayStation 2 was a supercomputer capable of guiding missiles and displaying ''[[Toy Story]]''-quality graphics, while Kutaragi boasted its online capabilities would give consumers the ability to "jack into ''‘[[The Matrix]]’''!"<ref name="Toy Story and Japanese launch blues">{{cite web|url=https://www.questia.com/read/1G1-55625096/who-s-got-game-beleaguered-sega-hopes-to-get-back |title=Who's Got Game? Beleaguered Sega Hopes to Get Back on Top in the Video Game Wars with Dreamcast, the First of a New Generation of Superfast, Supercool Fun Machines |work=Newsweek |date=September 6, 1999 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031033938/https://www.questia.com/read/1G1-55625096/who-s-got-game-beleaguered-sega-hopes-to-get-back |archivedate=October 31, 2014 }}</ref>{{sfn|Kent|2001|page=571}}<ref>{{cite web|url=https://www.questia.com/read/1G1-59651751/here-comes-playstation-2-more-than-just-a-superpowerful |title=Here Comes PlayStation 2: More Than Just a Superpowerful Game Console, Sony's New Black Beauty Aims to Turn the Company into an Internet Giant |work=Newsweek |date=March 6, 2000 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031032341/https://www.questia.com/read/1G1-59651751/here-comes-playstation-2-more-than-just-a-superpowerful |archivedate=October 31, 2014 }} cf. {{cite web|last=Grift |first=Kris |url=http://www.edge-online.com/features/how-consoles-die/4/ |title=How Consoles Die |page=4 |work=Edge |date=September 17, 2008 |accessdate=March 5, 2015 |quote=The Sony hype machine didn't help Dreamcast's prospects either, as execs promised PS2 graphics on par with the CG movie ''Toy Story''. |deadurl=yes |archiveurl=https://web.archive.org/web/20141129031400/http://www.edge-online.com/features/how-consoles-die/4/ |archivedate=November 29, 2014 }} cf. {{cite web|last=Smith |first=Tony |url=https://www.theregister.co.uk/2000/12/19/iraq_buys_4000_playstation_2s/ |title=Iraq buys 4000 PlayStation 2s in world conquest bid |work=[[The Register]] |date=December 19, 2000 |accessdate=November 14, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141129012637/https://www.theregister.co.uk/2000/12/19/iraq_buys_4000_playstation_2s/ |archivedate=November 29, 2014 }}</ref> In addition, Sony emphasized that the PlayStation 2 would be backwards compatible with hundreds of popular PlayStation games.<ref name="Finn"/>{{sfn|Kent|2001|page=561}} Sony's specifications appeared to render the Dreamcast obsolete months before its U.S. launch, although reports later emerged that the PlayStation 2 was not as powerful as expected and distinctly difficult to program games for.<ref name="Innovation and competition"/><ref name="Gamecube or PS2?"/>{{sfn|Kent|2001|pages=561, 568–569}} The same year, Nintendo announced that its [[GameCube|next generation console]] would meet or exceed anything on the market, and Microsoft began development of [[Xbox (console)|its own console]].{{sfn|Kent|2001|pages=563, 574}}{{sfn|DeMaria|Wilson|2004|page=313}}<ref>{{cite web|last=Parkin |first=Simon |url=http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/ |title=A history of videogame hardware: Xbox |work=Edge |date=June 27, 2014 |accessdate=March 5, 2015 |quote=In the run-up to the launch of Sony's PlayStation 2, a number of Microsoft engineers became concerned at the Japanese company's claims that their new console was set to wipe the PC from the home. |deadurl=yes |archiveurl=https://web.archive.org/web/20141121024245/http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/ |archivedate=November 21, 2014 }}</ref>
 
 
Sega's initial momentum proved fleeting as U.S. Dreamcast sales—which exceeded 1.5 million by the end of 1999<ref>{{cite web|last=Davis |first=Jim |url=http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html |title=Sega's sales fly despite business woes |publisher=CNET News |date=January 11, 2001 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031031716/http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html |archivedate=October 31, 2014 }}</ref>—began to decline as early as January 2000.{{sfn|Kent|2001|page=566}} 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 similar loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss.<ref name="2000 report">{{cite web|url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |title=Sega Corporation Annual Report 2000 |publisher=Sega Corporation |pages=10–12, 18 |accessdate=December 9, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf |archivedate=September 25, 2007 }}</ref><ref>{{cite news|url=http://news.bbc.co.uk/2/hi/business/659554.stm |title=Sega warns of losses |date=February 28, 2000 |work=[[BBC News Online]] |accessdate=November 10, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20131111081448/http://news.bbc.co.uk/2/hi/business/659554.stm |archivedate=November 11, 2013 }}</ref> Although Sega's overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded the company's expectations, this increase in sales coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan.<ref name="2000 report"/> At the same time, increasingly poor market conditions reduced the profitability of Sega's Japanese arcade business, prompting the company to close 246 locations.<ref name="2000 report"/>{{sfn|Kent|2001|page=582}} Knowing that "they have to fish where the fish are biting", Sega of America president Peter Moore (who assumed his position after Stolar had been fired) and Sega of Japan's developers focused on the U.S. market to prepare for the upcoming launch of the PS2.{{sfn|Kent|2001|pages=578–579}} To that end, Sega of America launched its own Internet service provider, Sega.com, led by CEO Brad Huang.<ref name="Superhero"/>{{sfn|Kent|2001|page=571}}<ref name="SegaNet launch"/> On September 7, 2000, Sega.com launched [[SegaNet]], the Dreamcast's [[Online games|Internet gaming]] service, at a subscription price of $21.95 per month.<ref name="SegaNet launch">{{cite web|last=Satterfield |first=Shane |url=http://www.gamespot.com/articles/seganet-launches/1100-2625699/ |title=SegaNet Launches |publisher=GameSpot |date=September 7, 2000 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150713030636/http://www.gamespot.com/articles/seganet-launches/1100-2625699/ |archivedate=July 13, 2015 }}</ref>{{sfn|Kent|2001|page=579}} Although Sega had previously released only one Dreamcast game in the U.S. that featured online multiplayer (''[[ChuChu Rocket!]]'', a [[puzzle game]] developed by Sonic Team{{sfn|Kent|2001|page=579}}), the launch of SegaNet (which allowed users to chat, send email, and surf the web) combined with ''[[NFL 2K1]]'' (a football game including a robust online component) was intended to increase demand for the Dreamcast in the U.S. market.<ref name="SegaNet launch"/>{{sfn|Kent|2001|pages=578–579, 581}} The service would later support games including ''[[Bomberman Online]]'', ''[[Quake III Arena]]'', and ''[[Unreal Tournament]]''.<ref name="gamasutra1"/> The September 7 launch coincided with a new advertising campaign to promote SegaNet, including via the [[MTV Video Music Awards]] of the same day, which Sega sponsored for the second consecutive year.{{sfn|Kent|2001|page=579}}<ref>{{cite web|url=http://www.thefreelibrary.com/Sega.com+Launches+the+World's+First+Online+Console+Gaming+Network%2c...-a065062861|title=Sega.com Launches the World's First Online Console Gaming Network, SegaNet|work=BusinessWire|date=September 7, 2000|accessdate=December 3, 2014}}</ref> Sega employed aggressive pricing strategies with relation to online gaming. In Japan, every Dreamcast sold included a free year of Internet access, which Okawa personally paid for.<ref name="Okawa PSO">{{cite web|url=http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/ |title=Behind The Scenes: Phantasy Star Online |work=[[GamesTM]] |accessdate=October 24, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141021063050/http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/ |archivedate=October 21, 2014 |date=2011-02-16 }}</ref> Prior to the launch of SegaNet, Sega had already offered a $200 rebate to any Dreamcast owner who purchased two years of Internet access from Sega.com.<ref>{{cite web|last=Thurrot |first=Paul |url=http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming |title=Sega unveils plans for free Dreamcast, online gaming |work=Windows IT Pro |date=April 4, 2000 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031032052/http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming |archivedate=October 31, 2014 }}</ref><ref>{{cite web|url=http://www.thefreelibrary.com/Sega+Announces+Formation+of+New+Company%2c+Sega.com%2c+Inc.%3b+Offers...-a061234970|title=Sega Announces Formation of New Company, Sega.com, Inc.; Offers Rebate On Sega Dreamcast Hardware for SegaNet ISP Subscribers|work=BusinessWire|date=April 4, 2000|accessdate=December 3, 2014}}</ref> To increase SegaNet's appeal in the U.S., Sega dropped the price of the Dreamcast to $149 (compared to the PS2's U.S. launch price of $299) and offered a rebate for the full $149 price of a Dreamcast (and a free Dreamcast keyboard) with every 18-month SegaNet subscription.<ref name="RetroinspectionD"/><ref name="SegaNet launch"/>{{sfn|Kent|2001|page=579}}
 
 
{{Quote box
 
|quote = "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&nbsp;31st&nbsp;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."|source = —Peter Moore, on the Dreamcast's discontinuation.<ref name="Guardian">{{cite news|last=Stuart |first=Keith |url=https://www.theguardian.com/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1 |title=Peter Moore Interview: Part One |newspaper=The Guardian |publisher=Guardian Media Group |date=September 15, 2008 |accessdate=December 3, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141209163957/http://www.theguardian.com/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1 |archivedate=December 9, 2014 }}</ref>|width = 30em}}
 
 
Moore stated that the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 in order to remain a viable platform, but Sega ultimately fell short of this goal with some 3 million units sold.<ref name="businessweek.com"/>{{sfn|Kent|2001|pages=581, 588}} Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses.<ref>{{cite web|url=http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm |title=Dreamcast may be discontinued, Sega says |work=[[USA Today]] |date=January 24, 2001 |accessdate=December 9, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141225010445/http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm |archivedate=December 25, 2014 }}</ref> Instead of an expected profit, for the six months ending September 2000, Sega posted a ¥17.98 billion ($163.11 million) loss, with the company projecting a year-end loss of ¥23.6 billion.<ref>{{cite news|url=https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/ |title=Sega full-year loss to widen |first=Tony |last=Smith |date=November 24, 2000 |work=The Register |accessdate=November 10, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20131111081410/https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/ |archivedate=November 11, 2013 }}</ref> This estimate was more than doubled to ¥58.3 billion,<ref name="Financial statement">{{cite web|url=http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement |title=Sega Issues Financial Statement |publisher=IGN |date=February 1, 2001 |accessdate=December 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141208064813/http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement |archivedate=December 8, 2014 }}</ref> and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million).<ref>{{cite web|url=http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf |title=Sega Corporation Annual Report 2001 |publisher=Sega Corporation |page=22 |date=August 2001 |accessdate=December 9, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150924100120/http://www.segasammy.co.jp/english/ir/library/pdf/printing_archive/2001/e_sega_annual_tuuki_2001.pdf |archivedate=September 24, 2015 }}</ref> While the PS2's October 26 U.S. launch was marred by shortages—with only 500,000 of a planned 1 million units shipped due to a manufacturing glitch—this did not benefit the Dreamcast as much as expected, as many disappointed consumers continued to wait for a PS2—while the PSone, a remodeled version of the original PlayStation, was the best-selling console in the U.S. at the start of the 2000 holiday season.<ref name="businessweek.com"/><ref>{{cite web|last=Becker |first=David |url=http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html |title=Old PlayStation tops holiday game console sales |publisher=CNET News |date=December 5, 2000 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031031819/http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html |archivedate=October 31, 2014 }}</ref>{{sfn|Kent|2001|pages=585–588}} According to Moore, "the PlayStation 2 effect that we were relying upon did not work for us&nbsp;... people will hang on for as long as possible&nbsp;... What effectively happened is the PlayStation 2 lack of availability froze the marketplace".{{sfn|Kent|2001|page=588}} Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, respectively, while Sega held only 15 percent.<ref name="RetroinspectionD"/>  According to Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but this ratio "on a small install base didn't give us the revenue&nbsp;... to keep this platform viable in the medium to long term."{{sfn|Kent|2001|page=585}}
 
 
=== Decline ===
 
On May 22, 2000, Okawa replaced Irimajiri as president of Sega.{{sfn|Kent|2001|pages=581–582}} Okawa had long advocated that Sega abandon the console business.{{sfn|Kent|2001|pages=577, 582}} 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 previously suggested that Sega should have sold their company to Microsoft.<ref name="IGN's History of Sega"/><ref name="Rosen">{{cite magazine|last=Kent|first=Steven L.|title=A Few Words on Sega, From the Founder|magazine=Next Generation (Lifecycle 2)|publisher=Imagine Media|volume=3|issue=4|date=April 2001|page=9}}</ref> 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.<ref name="gamasutra1"/>
 
 
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.{{sfn|Kent|2001|pages=588–589}}<ref>{{cite web|last=Ahmed |first=Shahed |url=http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/ |title=Sega announces drastic restructuring |publisher=GameSpot |date=January 31, 2001 |accessdate=December 9, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150510200945/http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/ |archivedate=May 10, 2015 }}</ref> The decision was Moore's.<ref name="Guardian" /> Sega also announced a Dreamcast price reduction to $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001.<ref>{{cite web |url=https://www.segasammy.co.jp/english/ir/release/pdf/past/sega/2002/20011030.pdf |title=Revisions to Annual Results Forecasts |publisher=Sega Corporation |page=4 |date=October 23, 2001 |accessdate=November 4, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20150726015556/https://www.segasammy.co.jp/english/ir/release/pdf/past/sega/2002/20011030.pdf# |archivedate=July 26, 2015 |df=mdy-all }}</ref><ref name="Pulls plug" /> After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95.<ref>{{cite web|last=Ahmed |first=Shahed |url=http://www.gamespot.com/articles/sega-drops-dreamcast-price-again/1100-2826685/ |title=Sega drops Dreamcast price again |publisher=GameSpot |date=November 21, 2001 |accessdate=December 9, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20151102005656/http://www.gamespot.com/articles/sega-drops-dreamcast-price-again/1100-2826685/ |archivedate=November 2, 2015 }}</ref><ref>{{cite magazine|title=Sega Ships the "Dreamlast"|magazine=[[GamePro]]|volume=14|issue=162|date=March 2002|page=30}}</ref> The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega's internal game development studios as well as the heads of Visual Concepts and [[Wave Master]] and given away with 55 first-party Dreamcast games through a competition organized by ''[[GamePro]]'' magazine.<ref>{{cite magazine|title=Dreamcast Collector's Edition Giveaway|magazine=GamePro|volume=14|issue=163|date=April 2002|page=117}}</ref> Okawa, who had previously loaned Sega $500 million in the summer of 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 the company survive the third-party transition.{{sfn|Kent|2001|pages=582, 589}}<ref>{{cite web|last=Stout |first=Kristie Lu |url=http://edition.cnn.com/2001/BUSINESS/asia/03/18/tokyo.okawalegacy/index.html |title=Late Sega exec leaves legacy, new leadership |publisher=[[CNN]] |date=March 19, 2001 |accessdate=October 31, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140330062832/http://edition.cnn.com/2001/BUSINESS/asia/03/18/tokyo.okawalegacy/index.html |archivedate=March 30, 2014 }}</ref> As part of this restructuring, nearly one-third of Sega's Tokyo workforce was laid off in 2001.<ref>{{cite web|url=http://www.edge-online.com/features/sega-blue-sky-company/ |title=Sega: The Blue Sky Company |work=Edge |date=May 31, 2007 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141129025823/http://www.edge-online.com/features/sega-blue-sky-company/ |archivedate=November 29, 2014 }}</ref>
 
 
9.13 million<!-- Do NOT change to "10.6 million"; see talk page on the overall sales number --> Dreamcast units were sold worldwide.<ref name="Routledge"/> After the Dreamcast's discontinuation, commercial games were still developed and released for the system, particularly in Japan. In the United States, game releases continued until the end of the first half of 2002.<ref name="IGN's History of Sega"/> Sega of Japan continued to repair Dreamcast units until 2007.<ref>{{cite web|url=http://www.edge-online.com/news/death-dreamcast-official/ |title=Death of the Dreamcast Official |work=Edge |date=April 2, 2007 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141204232812/http://www.edge-online.com/news/death-dreamcast-official/ |archivedate=December 4, 2014 }}</ref> As of 2014, the console is still supported through various [[MIL-CD]] independent releases.<ref>{{cite web|title=Keeping The Dream Alive: The Men Behind Dreamcast Homebrew |date=May 2011 |publisher=Gamasutra |url=http://www.gamasutra.com/view/feature/6376/keeping_the_dream_alive_the_men_.php |accessdate=May 15, 2011 |deadurl=no |archiveurl=https://web.archive.org/web/20110515012754/http://www.gamasutra.com/view/feature/6376/keeping_the_dream_alive_the_men_.php |archivedate=May 15, 2011 }}</ref> After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003.<ref>{{cite web|url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2004.pdf |title=Sega Corporation Annual Report 2004 |publisher=Sega Corporation |page=2 |accessdate=December 9, 2014 |deadurl=yes |archiveurl=https://www.webcitation.org/5mHPmG7gs?url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2004.pdf |archivedate=December 25, 2009 |df=mdy }}</ref>
 
 
Reasons cited for the failure of the Dreamcast include hype for the PS2;<ref name="Dreamcast memorial"/><ref name="Forensic">{{cite web|last=Whitehead |first=Dan |url=http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article |title=Dreamcast: A Forensic Retrospective |publisher=Eurogamer |date=January 2, 2009 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141015103108/http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article |archivedate=October 15, 2014 }}</ref><ref>{{cite web|url=http://www.edge-online.com/features/ten-greatest-years-gaming/ |title=The ten greatest years in gaming |work=Edge |date=June 27, 2006 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141022221114/http://www.edge-online.com/features/ten-greatest-years-gaming/ |archivedate=October 22, 2014 }}</ref> a lack of support from EA and [[Square Enix|Squaresoft]], considered the most popular third-parties in the U.S. and Japan respectively;<ref name="360 will succeed">{{cite web|last=Kennedy|first=Sam|url=http://www.1up.com/do/feature?pager.offset=1&cId=3145154|title=Dreamcast 2.0: 10 reasons why the Xbox 360 will succeed where the Dreamcast failed|publisher=1UP.com|accessdate=November 27, 2015}}</ref> disagreement among Sega executives over the company's future, and Okawa's lack of commitment to the product;<ref name="IGN's History of Sega"/> 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 U.S.;<ref name="gamasutra1"/>{{sfn|Kent|2001|page=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"}} that the market was not yet ready for online gaming;<ref name="Pulls plug">{{cite magazine|title=Sega pulls plug on Dreamcast|magazine=Next Generation (Lifecycle 2)|publisher=Imagine Media|volume=3|issue=4|date=April 2001|pages=7–9}}</ref><ref name="360 will succeed"/> Sega's focus on "hardcore" gamers over the mainstream consumer;<ref name="Dreamcast memorial"/><ref name="Pulls plug"/> and poor timing.<ref name="gamasutra1"/> Perhaps the most frequently cited reason is the damage to Sega's reputation caused by several previous poorly supported Sega platforms.<ref name="360 will succeed"/><ref name="gamepro">{{cite web|url=http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|title=The 10 Worst-Selling Consoles of All Time| accessdate=October 28, 2007|author=Snow, Blake|work=GamePro|date=May 4, 2007|archiveurl=https://web.archive.org/web/20080905175406/http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/ |archivedate=September 5, 2008}}</ref><ref>{{cite web|last=Parish |first=Jeremy |url=http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective |title=The Lost Child of a House Divided: A Sega Saturn Retrospective |publisher=USgamer |date=November 18, 2014 |accessdate=December 17, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141215095100/http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective |archivedate=December 15, 2014 }}</ref> Writing for ''GamePro'', Blake Snow stated that "the much beloved console 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."<ref name="gamepro"/> [[Eurogamer]]'s Dan Whitehead noted that the "wait and see" approach of consumers and the lack of support from EA were symptoms rather the cause of Sega's decline, concluding "Sega's misadventures during the 1990s had left both gamers and publishers wary of any new platform bearing its name."<ref name="Forensic"/> According to [[1UP.com]]'s Jeremy Parish, "While it would be easy to point an accusatory finger at Sony and blame them for killing the Dreamcast by overselling the PS2&nbsp;... there's a certain level of intellectual dishonesty in such a stance&nbsp;... [Sega]'s poor U.S. support for hardware like the Sega CD, the 32X, and the Saturn made gamers gun shy. Many consumers felt burned after investing in expensive Sega machines and finding the resulting libraries comparatively lacking".<ref name="Dreamcast memorial"/>
 
 
The announcement of Sega's third-party transition was met with widespread 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."<ref name="IGN's History of Sega"/> Former [[Working Designs]] president Victor Ireland wrote that "It's actually a good thing&nbsp;... because now Sega will survive, doing what they do best: software."<ref name="Dreamcast memorial"/> The staff of ''[[Newsweek]]'' remarked "From ''Sonic'' to ''Shenmue'', Sega's programmers have produced some of the most engaging experiences in the history of interactive media&nbsp;... Unshackled by a struggling console platform, this platoon of world-class software developers can do what they do best for any machine on the market".<ref>{{cite web|url=http://www.newsweek.com/sega-gets-hip-reality-150639 |title=Sega Gets Hip to Reality |work=Newsweek |date=January 30, 2001 |accessdate=February 16, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150218093630/http://www.newsweek.com/sega-gets-hip-reality-150639 |archivedate=February 18, 2015 }}</ref> Rosen predicted "they have the potential to catch Electronic Arts".<ref name="Rosen"/> ''[[Game Informer]]'', commenting on Sega's tendency to produce under-appreciated [[cult classics]], stated: "Let us rejoice in the fact that Sega is making games equally among the current console crop, so that history will not repeat itself."<ref>{{cite magazine|title=Classic Reviews: Burning Rangers|magazine=Game Informer|issue=110|volume=12|date=June 2002|page=104}}</ref>
 
  
 
== Technical specifications ==
 
== Technical specifications ==

Revision as of 10:15, 9 January 2019

Dreamcast
Dreamcast logo.svg
Dreamcast-Console-Set.jpg
North American Dreamcast with controller and VMU
Manufacturer Sega
Type Home video game console
Generation Sixth generation
Release date JP: November 27, 1998
NA: September 9, 1999
EU: October 14, 1999
AU: November 30, 1999
Retail availability 1998–2001
Introductory price JP¥29,000
US$199
GB₤200
Discontinued WW: March 31, 2001
Units sold 9.13 million
Media 1 GB GD-ROM, CD-ROM, Mini-CD
CPU Hitachi SH-4 32-bit RISC @ 200 MHz
Memory 16 MB RAM, 8 MB video RAM, 2 MB audio RAM
Removable storage 128 KB VMU
Display

Video output formats

Graphics 100 MHz PowerVR2, integrated with the system's ASIC
Sound 67 MHz Yamaha AICA with 32-bit ARM7 RISC CPU core, 64 channels
Online services SegaNet, Dreamarena
Dimensions 190 mm × 195.8 mm × 75.5 mm (7.48 in × 7.71 in × 2.97 in)
Mass 1.5 kg (3.3 lb)
Best-selling game Sonic Adventure, 2.5 million sold
Predecessor Sega Saturn

Introduction

The Template:Nihongo foot is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe. It was the first in the sixth generation of video game consoles, preceding Sony's PlayStation 2, Nintendo's GameCube and Microsoft's Xbox. The Dreamcast was Sega's final home console, marking the end of the company's 18 years in the console market.

In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U.S. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming PlayStation 2. Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrawing from the console business and restructuring itself as a third-party publisher. 9.13 million Dreamcast units were sold worldwide.

Although the Dreamcast had a short lifespan and limited third-party support, reviewers have considered the console ahead of its time. Its library contains many games considered creative and innovative, including Crazy Taxi, Jet Set Radio and Shenmue, as well as high-quality ports from Sega's NAOMI arcade system board. The Dreamcast was also the first console to include a built-in modem for Internet support and online play.

Technical specifications

Hardware

Template:Multiple image Physically, 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).<ref name="EGM115"/> The Dreamcast's main CPU is a two-way 360 MIPS superscalar Hitachi SH-4 32-bit RISC<ref>Template:Cite journal</ref> clocked at 200 MHz with an 8 Kbyte instruction cache and 16 Kbyte data cache and a 128-bit graphics-oriented floating-point unit delivering 1.4 GFLOPS.<ref name="Unified"/> Its 100 MHz NEC PowerVR2 rendering engine, integrated with the system's ASIC, is capable of drawing more than 3 million polygons per second<ref name="EGM115"/> and of deferred shading.<ref name="Unified"/> Sega estimated that the Dreamcast was theoretically capable of rendering 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance."<ref name="Unified"/> Graphics hardware effects include trilinear filtering, gouraud shading, z-buffering, spatial anti-aliasing, per-pixel translucency sorting and bump mapping.<ref name="Unified"/><ref name="EGM115"/> The system can output approximately 16.77 million colors simultaneously and displays interlaced or progressive scan video at 640 × 480 video resolution.<ref name="EGM115"/> Its 67 MHz Yamaha AICA<ref name="NextGen211"/> sound processor, with a 32-bit ARM7 RISC CPU core, can generate 64 voices with PCM or ADPCM, providing ten times the performance of the Saturn's sound system.<ref name="Unified"/> The Dreamcast has 16 MB main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound.<ref name="Unified"/><ref name="EGM115"/> The system reads media using a 12x speed Yamaha GD-ROM Drive.<ref name="EGM115"/> In addition to Windows CE, the Dreamcast supports several Sega and middleware application programming interfaces.<ref name="Unified"/> In most regions, the Dreamcast included a removable modem for online connectivity, which was modular for future upgrades.<ref name="Unified"/> The original Japanese model and all PAL models had a transfer rate of 33.6 kbit/s, while consoles sold in the US and in Japan after September 9, 1999 featured a 56 kbit/s dial-up modem.<ref>Carless, Simon (2004). Gaming Hacks: 100 Industrial-Strength Tips & Tools. O'Reilly Media. p. 198. ISBN 978-0596007140.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

Models

The limited-edition black "Sega Sports" model.
The Divers 2000 CX-1 was a special edition of the Dreamcast that had a built-in television set.

Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. A refurbished Dreamcast known as the R7 was originally used as a network console in Japanese pachinko parlors. Another model, the Divers 2000 CX-1, possesses a shape similar to Sonic's head and includes a television and software for teleconferencing. A Hello Kitty version, limited to 2000 units produced, was targeted at Japanese female gamers.<ref name="RetroinspectionD"/> Special editions were created for Seaman<ref>"Model:SEAMAN" (in Japanese). Sega of Japan. June 15, 1999. Archived from the original on August 2, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> and Resident Evil Code: Veronica.<ref>"Dreamcast CODE:Veronica" (in Japanese). Sega of Japan. December 6, 1999. Archived from the original on August 2, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Color variations were sold through a service called "Dreamcast Direct" in Japan.<ref>"Dreamcast Direct" (in Japanese). Famitsu. Archived from the original on November 10, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Toyota also offered special edition Dreamcast units at 160 of its dealers in Japan.<ref>"Toyota to market Sega's Dreamcast". Kyodo News International, Inc. January 28, 1999. Retrieved October 15, 2014 – via The Free Library.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> 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.<ref>Justice, Brandon (2000-06-29). "Sega Reveals Details on Sega Sports Pack". IGN. Archived from the original on November 21, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

Accessories

The Dreamcast controller has two dock connectors for use with multiple accessories, like the VMU

The Dreamcast controller includes both an analog stick and a digital pad, four action buttons, and two analog triggers. The system has four ports for controller inputs, although it was bundled with only one controller.<ref name="NextGen211"/> The design of the Dreamcast's controller, described by the staff of Edge as "an ugly evolution of Saturn's 3D controller,"<ref name="Edge20"/> was called "[not] that great" by 1UP.com's Sam Kennedy<ref name="360 will succeed"/> and "lame" by Game Informer's Andy McNamara.<ref>"Marvel Vs. Capcom-Dreamcast". Game Informer. October 28, 1999. Archived from the original on October 25, 2000. Retrieved November 28, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The staff of IGN wrote that "unlike most controllers, Sega's pad forces the user's hands into an uncomfortable parallel position."<ref>"The Xbox Controller". IGN. January 5, 2001. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In contrast to the Sega CD and Sega Saturn, which included internal backup memory,<ref name="Soothsayer"/> the Dreamcast uses a 128 kbyte memory card<ref name="IGN VMU"/> called the VMU (or "Visual Memory Unit") for data storage.<ref name="Unified"/> The VMU features a small LCD screen, audio output from a one-channel PWM sound source,<ref name="Vintage">Loguidice, Bill; Barton, Matt (2014). Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time. Boca Raton, Florida: CRC Press. p. 278. ISBN 978-0415856003.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> non-volatile memory, a directional pad, and four buttons.<ref name="Unified"/><ref name="Vintage"/><ref name="BW Peripherals">"Sega Dreamcast Launch Titles and Peripherals". BusinessWire. September 2, 1999. Retrieved December 3, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The VMU can present game information, be used as a minimal handheld gaming device,<ref name="Avant-Garde"/> and connect to certain Sega arcade machines.<ref name="Unified"/><ref name="Soothsayer"/><ref name="IGN VMU">"Dreamcast VMU". IGN. August 13, 1999. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> For example, players use the VMU to call plays in NFL 2K or raise virtual pets in Sonic Adventure.<ref name="Soothsayer">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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="GS 2K Retro">Ekberg, Brian (August 2, 2005). "GameSpot Sports Classic - NFL 2K". GameSpot. Archived from the original on January 29, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> 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."<ref name="Unified"/> After a VMU slot was incorporated into the controller's design, Sega's engineers found many additional uses for it, so a second slot was added.<ref name="Unified"/> This slot was generally used for vibration packs providing force feedback<ref name="Vintage"/> like Sega's "Jump Pack"<ref name="BW Peripherals"/> and Performance's "Tremor Pack",<ref name="NextGen211"/> although it could also be used for other peripherals including a microphone enabling voice control and player communication.<ref name="Unified"/> Various third-party cards provide storage, and some contain the LCD screen addition.<ref name="NextGen211"/> Iomega announced a Dreamcast-compatible zip drive that could store up to 100 MB of data on removable discs,<ref name="NextGen211"/> but it was never released.<ref name="RetroinspectionD"/>

Various third-party controllers from companies like Mad Catz include additional buttons and other extra features;<ref name="NextGen211"/> third-parties also manufactured arcade-style joysticks for fighting games, such as Agetech's Arcade Stick and Interact's Alloy Arcade Stick.<ref name="NextGen211"/><ref name="BW Peripherals"/> Mad Catz and Agetec created racing wheels for racing games.<ref name="NextGen211"/> Sega decided against releasing its official light gun in the U.S.,<ref name="NextGen211">Template:Cite magazine</ref><ref>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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> but some third party light guns were available.<ref name="NextGen211"/> The Dreamcast supports a Sega fishing "reel and rod" motion controller and a keyboard for text entry.<ref name="NextGen211"/><ref name="Soothsayer"/> Although it was designed for fishing games such as Sega Bass Fishing,<ref name="BW Peripherals"/> Soul Calibur was playable with the fishing controller, which translated vertical and horizontal movements into on-screen swordplay in a manner that was retroactively cited as a predecessor to the Wii Remote.<ref name="Soothsayer"/> The Japanese Dreamcast port of Sega's Cyber Troopers Virtual-On Oratorio Tangram supported a "Twin Sticks" peripheral, but the game's American publisher, Activision, opted not to release it in the U.S.<ref>Gantayat, Anoop (June 5, 2000). "Virtual On: Oratorio Tangram". IGN. Archived from the original on December 7, 2014. Retrieved December 3, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The Dreamcast could connect to SNK's Neo Geo Pocket Color, predating Nintendo's GameCube–Game Boy Advance link cable.<ref name="Dreamcast memorial"/> 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 system's Internet connection. Sega hoped developers would use the Dreameye for future software, as some later did with Sony's similar EyeToy peripheral.<ref name="Avant-Garde"/><ref>"IGNDC Talks Dreameye with Sega". IGN. March 6, 2000. Archived from the original on December 7, 2014. Retrieved December 1, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> 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 have used technology from the console to enable quick downloads of games and other data.<ref name="Avant-Garde">Template:Cite journal</ref>

The console can supply video through several different accessories. The console came with A/V cables, considered at the time to be the standard for video and audio connectivity. Sega and various third parties also manufactured RF modulator connectors and S-Video cables. A VGA adapter allows Dreamcast games to be played on computer displays or Enhanced-definition television sets in 480p.<ref name="NextGen211"/>

Game library

File:Sonic Adventure screenshot.jpg
Sonic Adventure was a significant game for the Dreamcast as the first 3D platforming game in the Sonic the Hedgehog series.

Template:See also

Before the launch of the Dreamcast in Japan, Sega announced the release of its New Arcade Operation Machine Idea (NAOMI) arcade board, which served as a cheaper alternative to the Sega Model 3.<ref>Ohbuchi, Yutaka (September 17, 1998). "How Naomi Got Its Groove On". GameSpot. Retrieved December 9, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> NAOMI shared the same technology as the Dreamcast—albeit with twice as much system, video, and audio memory and a 160 Mbyte flash ROM board in place of a GD-ROM drive—allowing nearly identical home conversions of arcade games.<ref name="IGN History of Dreamcast"/><ref name="Unified"/> Games were ported from NAOMI to the Dreamcast by several leading Japanese arcade companies, including Capcom (Marvel vs. Capcom 2 and Project Justice), Tecmo (Dead or Alive 2<ref>"Dead or Alive 2 [Japan] (PlayStation 2)". Archived from the original on March 20, 2016.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Treasure (Ikaruga<ref>"Ikaruga Review". Edge. October 10, 2002. Archived from the original on May 31, 2013. Retrieved March 5, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), and Sega itself (F355 Challenge and Crazy Taxi).<ref name="RetroinspectionD"/>

In what has been called "a brief moment of remarkable creativity",<ref name="IGN History of Dreamcast"/> in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.<ref name="IGN's History of Sega"/><ref name="Dreamcast memorial"/>Template:Sfn Studios included United Game Artists (UGA) (headed by former Sega Rally Championship producer Tetsuya Mizuguchi), Hitmaker (headed by Crazy Taxi creator and future Sega president Hisao OguchiTemplate:Sfn<ref>"Sega Sammy Holdings Inc". Businessweek. 2012. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Smilebit (headed by Shun Arai and including many former Panzer Dragoon and future Yakuza developers from Team Andromeda<ref>cf. Mielke, James (September 11, 2007). "Panzer Dragoon Saga Retrospective". 1UP.com. p. 5. Retrieved November 27, 2015. Yukio Futatsugi: The director of Orta was in charge of the battle system in Panzer Dragoon Saga.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Overworks (headed by Noriyoshi Oba and composed of developers from Sega franchises including Sakura Wars, Shinobi and Streets of Rage<ref>"Overworks". IGN. Archived from the original on October 26, 2014. Retrieved October 25, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>"E3 2002: Shinobi Interview". IGN. May 23, 2002. Archived from the original on October 26, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>Parish, Jeremy (September 26, 2008). "Valkyria Chronicles Interview". 1UP.com. Archived from the original on May 15, 2013. Retrieved December 10, 2016. Ryutaro Nonaka: Yes, definitely—I've had a lot of experience with strategy thanks to Sakura Taisen. But I've also worked with a fair number of action titles as well, including a game called Nightshade ... The team also worked with Skies of Arcadia, and we gathered a staff from many different titles.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Sega AM2 (Sega's most famous arcade studio and the developer of Sega's Virtua Fighter fighting game series, headed by the company's top developer, Yu SuzukiTemplate:Sfn), and Sonic Team (the developer of Sega's flagship series, Sonic the Hedgehog, headed by Yuji Naka).<ref name="IGN History of Dreamcast"/><ref>The others were Wow Entertainment, headed by Rikiya Nakagawa; Amusement Vision, headed by Toshihiro Nagoshi; and Sega Rosso, headed by Kenji Sasaki. Visual Concepts was led by Greg Thomas and Sega's audio studio, Wave Master, was led by Yukifumi Makino. See "Sega Corporation Annual Report 2002" (PDF). Sega Corporation. July 2002. pp. 18–19. Archived (PDF) from the original on March 3, 2016. Retrieved January 20, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process,<ref name="Avant-Garde"/> resulting in games such as Rez (an attempt to simulate synaesthesia in the form of a rail shooter),<ref name="1UP Rez">Kennedy, Sam (January 29, 2008). "Rez HD (Xbox 360)". 1UP.com. Archived from the original on May 16, 2007. Retrieved December 10, 2016.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>"Rez Review". Edge. November 29, 2001. Archived from the original on November 22, 2014. Retrieved November 5, 2014. In its appreciation of 3D space and in the way themes of evolution and transcendence are intertwined with, and layered on top of, exhilarating abstract soundscapes, Rez is a work of genius.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>Parkin, Simon (January 30, 2008). "Rez HD". Eurogamer. Archived from the original on September 26, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The Typing of the Dead (a version of The House of the Dead 2 remade into a touch typing trainer),<ref>Template:Cite magazine</ref><ref name="GI Top">Template:Cite magazine</ref>Template:Sfn Seaman (a pet simulator in which players use a microphone to interact with a grotesque humanoid fish whose growth is narrated by Leonard Nimoy),<ref>Template:Cite magazine cf. Provo, Frank (August 8, 2000). "Seaman Review". GameSpot. Archived from the original on August 30, 2011. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn and Segagaga (a Japan-exclusive role-playing-game employing commentary on the perceived over-abundance of sequels produced by the video game industry, in which players are tasked with preventing Sega from going out of business).<ref>"The Story of Sega's Oddest Game Ever". Edge. July 21, 2008. Archived from the original on May 27, 2012. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref> Sega also revived franchises from the Genesis era, such as Ecco the Dolphin.<ref name="gamasutra1"/> Sega's internal studios were consolidated starting in 2003, with Mizuguchi leaving the company following the merger of UGA with Sonic Team.<ref name="IGN History of Dreamcast"/><ref name="Mizuguchi Kikizo">"Tetsuya Mizuguchi Interview 2005". Kikizo. October 13, 2005. Archived from the original on August 3, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref><ref>On July 22, 2003, Sega announced the merger of Sonic Team with UGA, Hitmaker with Sega Rosso, and Smilebit with Amusement Vision. See "Sega Details Future". IGN. July 23, 2003. Archived from the original on September 24, 2015. Retrieved December 9, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

UGA created the music game Space Channel 5, in which players help a female outer space news reporter named Ulala fight aliens with "groove energy" by dancing.Template:SfnTemplate:Sfn Intended for a "female casual" audience, Space Channel 5 is considered one of Sega's "most daring and beloved" original properties, combining a "defiantly retro" and "uplifting" soundtrack with "dazzling" and "colorful" visual presentation—despite "a lack of real gameplay substance."<ref name="IGN History of Dreamcast"/><ref name="Best GamesRadar"/>Template:Sfn Neither Space Channel 5 nor UGA's Rez were commercially successful, and Rez was only available in the U.S. market through a PS2 port released in limited quantities.<ref name="1UP Rez"/><ref name="Mizuguchi Kikizo"/> Hitmaker's arcade ports included Crazy Taxi—an open-world arcade racing game known for its addictive gameplay,<ref name="GI Top"/> which sold over one million copies<ref name="IGN History of Dreamcast"/> and has been frequently cited as one of the best Dreamcast games<ref name="Best GamesRadar"/><ref name="Dreamcast Dozen">Whitehead, Dan (January 2, 2009). "The Dreamcast Dozen". Archived from the original on November 4, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="IGN Top 25"/>—and Virtua Tennis—which revitalized the tennis game genre with a simple two-button control scheme and use of minigames to test the player's technique.<ref name="IGN History of Dreamcast"/><ref>Template:Cite magazine cf. Chen, Jeff (July 7, 2000). "Virtua Tennis: Sega Professional Tennis". IGN. Archived from the original on October 24, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Gerstmann, Jeff (July 10, 2000). "Virtua Tennis Review". GameSpot. Archived from the original on February 18, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Reed, Kristian (November 19, 2002). "Virtua Tennis 2". Eurogamer. Archived from the original on November 4, 2014. Retrieved November 4, 2014. Two of the greatest sports titles ever made were released on the console: Virtua Tennis and its superior sequel Virtua Tennis 2.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Virtua Tennis (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="GI Top 100">Template:Cite magazine</ref> Smilebit's Jet Set Radio—in which players control a Tokyo-based gang of youthful, rebellious inline skaters called the "GGs", who use graffiti to claim territory from rival gangs while evading an oppressive police force—has been cited as a major example of Sega's commitment to original game concepts during the Dreamcast's lifespan. Lauded for composer Hideki Naganuma's "punchy, psychedelic" soundtrack incorporating elements of "J-pop and electro-funk" as well as its message of "self-expression and non-violent dissent",Template:Sfn<ref name="Ingenito">Ingenito, Vince (September 17, 2012). "Jet Set Radio Review". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014. The overall gameplay in Jet Set Radio is merely passable ... But the game didn't enslave a throng of loyal fans because of its gameplay, odd as that might sound. It was its style and spirit that made it worth experiencing.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> the game also popularized cel shaded graphics.<ref name="IGN History of Dreamcast"/><ref>Leone, Matt. "The Essential 50 Part 48: Jet Grind Radio". 1UP.com. Archived from the original on February 1, 2014. Retrieved December 10, 2016. Takayuki Kawagoe: It would be a success if it can become a part of the memory of the users rather than set a record for sales.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Despite wide praise for its style, some criticized Jet Set Radio's gameplay as mediocre, and it failed to meet Sega's sales expectations.<ref name="Ingenito"/><ref>Justice, Brandon (October 27, 2000). "Jet Grind Radio". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014. Smilebit shows why Sega has the best development stable in the world ... It truly is an original creation, and you can see this distinctness shine through in every aspect of the game.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. Venter, Jason (September 17, 2012). "Jet Set Radio Review". GameSpot. Archived from the original on December 18, 2014. Retrieved November 26, 2014. Even the simple act of skating in a straight line can sometimes prove difficult.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn Produced by Rieko Kodama,<ref>Template:Cite magazine</ref> the Overworks-developed traditional role-playing game Skies of Arcadia was acclaimed for its surreal Jules Verne-inspired fantasy world of floating islands and sky pirates, charming protagonists, unique emphasis on the environmental properties of weapons, exciting airship battles, and memorable plot (including a sequence viewed from multiple perspectives).<ref name="IGN History of Dreamcast"/><ref>Chau, Anthony (November 14, 2000). "Skies of Arcadia". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Shoemaker, Brad (October 16, 2000). "Skies of Arcadia Review". GameSpot. Archived from the original on November 23, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Reiner. "Skies of Arcadia Legends". Game Informer. Archived from the original on November 12, 2005. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Time Extend: Skies of Arcadia". Edge. July 19, 2009. Archived from the original on November 10, 2014. Retrieved March 5, 2015. The moment when Vyse officially leaves home ... with his skyfaring dad acknowledging him as an equal, is as touching as it isn't melodramatic, with both parents on hand to offer their blessings instead of blubbery histrionics. Vyse's down-to-earth nature is buffered by the aforementioned Aika, an ever-present confidante and childhood friend, and a playful female companion. More games need a marriage like this: splitting the emotional and verbal duties of the lead character into a double act, a sexless husband and wife who can reassure and question one another without the game having to resort to the internal monologue of a glum teen. Aika and Vyse's relationship is flirty and loving, but never blooms into the dreaded romantic subplot, filled with ellipses and uncomfortable mutterings.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn

AM2 developed what Sega hoped would be the Dreamcast's killer app, Shenmue, a "revenge epic in the tradition of Chinese cinema."<ref name="IGN's History of Sega"/><ref name="History">"Shenmue, the History". July 13, 1999. Archived from the original on October 30, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The action-adventure game involved the quest of protagonist Ryo Hazuki to avenge his father's murder,<ref name="Ages">Kolan, Patrick (August 7, 2007). "Shenmue: Through the Ages". IGN. Archived from the original on November 4, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> but its main selling point was its rendition of the Japanese city of Yokosuka, which included a level of detail considered unprecedented for a video game.Template:Sfn Incorporating a simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing the Quick-time event in its modern formTemplate:Sfn<ref>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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Shenmue went over budget and was rumored<ref>In 2011, Suzuki stated that the actual cost of Shenmue was $47 million: See Gallegos, Anthony (March 2, 2011). "GDC: The Future of Shenmue". IGN. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> to have cost Sega over $50 million.<ref name="Ages"/>Template:SfnTemplate:Sfn Originally planned as the first installment in an 11-part saga, Shenmue was eventually downsized to a trilogy—and only one sequel was ever released.<ref name="IGN History of Dreamcast"/><ref>Corriea, Alexa Ray (March 19, 2014). "Creator Yu Suzuki shares the story of Shenmue's development". Polygon. Archived from the original on June 28, 2015. Retrieved December 17, 2014. Yu Suzuki: The biggest challenge we encountered was project management. By the end, we had 300 people [working] and no experience on such a large project. At the time there were no project management tools ... so instead we made a job order sheet that was a list of action items in Excel. Because we kept testing, the items did not decrease. At one point we had 10,000 of them.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> While Shenmue was lauded for its innovation, visuals and music, its critical reception was mixed; points of criticism included "invisible walls" which limited the player's sense of freedom, boredom caused by the inability to progress without waiting for events scheduled to occur at specific times, excessive in-game cutscenes and a lack of challenge.<ref name="Ages"/><ref>Chau, Anthony (November 3, 2000). "Shenmue". IGN. Archived from the original on October 28, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Provo, Frank (November 11, 2000). "Shenmue Review". GameSpot. Archived from the original on December 8, 2014. Retrieved October 26, 2014. Like an old style text adventure, albeit filled with appointments and curfews.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. "Shenmue Review". Edge. November 29, 2000. Archived from the original on November 29, 2014. Retrieved March 5, 2015. Shenmue is much more than an interactive movie, but certainly does not deliver the freedom expected. It's involving, and ultimately rewarding, but only represents a step towards what may be possible in the future, rather than the milestone Edge hoped for.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="Shenmue reconsidered">In a 2009 retrospective, IGN's then senior vice-president of content Peer Schneider, among others, criticized IGN's contemporary coverage of Shenmue, stating: "I'm as amazed today as I was back in 2000 when we gave it a 9.7." See "Where the F@!* is Shenmue?". IGN. September 11, 2009. Archived from the original on November 4, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> The game was defended by IGN UK's Martin Robinson: "Shenmue's stupendously large canvas, its superlative evocation of a time and place that to date remains alien territory to videogames and its unfading beauty all ensure it classic status ... the sweetest memory came just this year, when on a trip to Japan with my girlfriend I convinced her to come with me to Yokosuka, the port town that stars in the original game and is only an hour's ride from central Tokyo. It's the ultimate Dreamcast fanboy's pilgrimage, and as I took my first steps down Dobuita Street and recognized locations I'd walked past countless times before—Kurita's Military Store, Mary's Embroidery Store and the parking lot where Ryo honed his fighting skills—I couldn't help but go a little dewy eyed."</ref> According to Moore, Shenmue sold "extremely well", but the game had no chance of making a profit due to the Dreamcast's limited installed base.Template:Sfn Shenmue II "was completed for a much more reasonable sum", while Sato defended Shenmue as an "investment [which] will someday be recouped" because "the development advances we learned ... can be applied to other games".<ref name="IGN History of Dreamcast"/>Template:Sfn In addition to the mixed reception for Shenmue, IGN's Travis Fahs stated that "the [Dreamcast] era wasn't as kind to [AM2] as earlier years"—citing (among others) F355 Challenge as an "acclaimed" arcade game that "didn't do much at home", and Genki's port of Virtua Fighter 3 as inferior to the arcade version, "which was already a couple years old and never as popular as its predecessors."<ref name="IGN History of Dreamcast"/><ref>cf. Template:Cite magazine For an alternative perspective, see Wiley, Mike (September 19, 2000). "F355 Challenge". IGN. Archived from the original on October 22, 2014. Retrieved October 26, 2014. It is smoooooth.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>cf. "Virtua Fighter 3tb". Game Informer. October 25, 1999. Archived from the original on June 3, 2000. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Gantayat, Anoop (October 1, 1999). "Virtua Fighter 3tb". IGN. Archived from the original on November 4, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Virtua Fighter 3 TB Review". Edge. December 23, 1998. Archived from the original on October 6, 2014. Retrieved March 5, 2015. The omission of a proper 'versus' selection is unforgivable, forcing twoplayer fights to be organised via the singleplayer mode. Purists may well argue that the arcade original lacked said option, but in Edge's view, buyers of modern coin-op conversions have the right to expect more from their investments than unenhanced facsimiles.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The Virtua Fighter series would experience a "tremendous comeback" with the universally acclaimed Virtua Fighter 4—which saw a console release exclusively on PS2.<ref name="IGN History of Dreamcast"/><ref>"Virtua Fighter 4". Metacritic. Archived from the original on January 17, 2015. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. Template:Cite magazine</ref>

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As the first fully 3D platforming game starring Sega's mascot, Sonic the Hedgehog, Sonic Team's Sonic Adventure was considered "the centerpiece of the [Dreamcast] launch".<ref name="IGN History of Dreamcast"/> Adventure garnered criticism for technical problems including erratic camera angles and glitches,Template:Sfn<ref name="IGN SA">Justice, Brandon (September 8, 1999). "Sonic Adventure". IGN. Archived from the original on October 30, 2014. Retrieved November 4, 2014. Engrossing, demanding, and utterly awe-inspiring, Yuji Naka's vision has finally come full circle in this phenomenal title.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="GI SA">"Sonic Adventure-Dreamcast". Game Informer. October 27, 1999. Archived from the original on December 3, 2000. Retrieved November 4, 2014. I wish more time was spent to make this game truly remarkable, rather than the decent game we see today.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> but was praised for its "luscious"<ref>Template:Cite magazine</ref> visuals, "vast, twisting environments" and iconic set pieces —including a segment in which Sonic runs down the side of a skyscraper —and has been described as the Sonic series' creative apex.Template:Sfn<ref name="IGN SA"/><ref>Noble, McKinley (May 6, 2009). "The 20 Best Platformers: 1989 to 2009: Number 7: Sonic Adventure". GamePro. p. 3. Archived from the original on January 28, 2010. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> However, it failed "to catch on with players in nearly the way that [Nintendo's] Mario 64 had done", perhaps due to a perceived lack of gameplay depth.<ref name="GI SA"/>Template:Sfn<ref>While Sonic Adventure 2 was positively reviewed, the extent of its improvements over the original have been debated. See "Sonic Adventure 2 (Dreamcast)". Metacritic. Archived from the original on December 27, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Chau, Anthony (June 22, 2001). "Sonic Adventure 2". IGN. Archived from the original on November 2, 2014. Retrieved November 4, 2014. There aren't many viewing problems ... be prepared to take a more active role when playing.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref> Distinguished by its innovative use of multiple storylines with varied forms of play,<ref>Template:Cite magazine</ref> Adventure sold 2.5 million copies, making it the Dreamcast's best-selling game.<ref name="IGNGreat"/><ref name="gssonic">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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Sonic Team also developed the Dreamcast's first online game—ChuChu Rocket!—which was widely complimented for its addictive puzzle gameplay and "frantic" multiplayer matches,<ref name="Best GamesRadar">"Best Dreamcast games of all time". GamesRadar. September 9, 2014. Archived from the original on March 6, 2013. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>Justice, Brandon (March 7, 2000). "Chu Chu Rocket". IGN. Archived from the original on October 31, 2014. Retrieved October 30, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> 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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf.Nutt, Christian (December 13, 1999). "ChuChu Rocket! Review". GameSpot. Archived from the original on September 15, 2009. Retrieved October 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn and the critically successful music game Samba de Amigo, which was noted for its expensive maracas peripheral and colorful aesthetic.<ref>"Samba de Amigo (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Justice, Brandon (October 18, 2000). "Samba De Amigo". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Gerstmann, Jeff (June 16, 2000). "Samba De Amigo Review". GameSpot. Archived from the original on November 9, 2013. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn<ref>For a negative review, see Template:Cite magazine cf. Template:Cite magazine</ref> Perhaps the most influential of Sonic Team's Dreamcast releases was Phantasy Star Online, the first online console RPG. Developed after Okawa requested an online game from Sonic Team, PSO was heavily influenced by the PC action RPG Diablo, but refined and simplified its style of gameplay to appeal to console audiences.<ref name="Okawa PSO"/>Template:Sfn<ref>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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> 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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Retrospective: Phantasy Star Online". Edge. June 15, 2014. Archived from the original on November 29, 2014. Retrieved March 5, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

In sports, Visual Concepts' NFL 2K football series and its NBA 2K basketball series were critically acclaimed.<ref>"NFL 2K1 (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "NFL 2K2 (Dreamcast)". Metacritic. Archived from the original on September 10, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "NBA 2K1 (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "NBA 2K2 (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> NFL 2K was considered an outstanding launch game for its high-quality visualsTemplate:Sfn<ref>"Best Launch Titles". GameSpot. September 30, 2005. Archived from the original on October 25, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref> and "insightful, context-friendly, and, yes, even funny commentary",<ref name="GS 2K Retro"/> while NFL 2K1 featured groundbreaking online multiplayer earlier than its chief competitor, EA's Madden NFL series.<ref name="gamasutra1"/><ref name="Forensic"/><ref name="GI Top 100"/> Madden and 2K continued to compete on other platforms through 2004—with the 2K series introducing innovations such as a first person perspective new to the genre,<ref>Template:Cite magazine</ref> and eventually launching ESPN NFL 2K5 at the aggressively low price point of $19.95—until EA signed an exclusive agreement with the National Football League, "effectively putting every other pro-football game out of business."<ref>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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> After Sega sold Visual Concepts for $24 million in 2005, the NBA 2K series continued with publisher Take-Two Interactive.<ref name="Best GamesRadar"/><ref>"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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> During the Dreamcast's lifespan, Visual Concepts also collaborated with Sonic the Hedgehog level designer Hirokazu Yasuhara on the action-adventure game Floigan Bros.<ref>Template:Cite magazine cf. Template:Cite magazine</ref> and developed the critically successful action game Ooga Booga.<ref>"Ooga Booga (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

To appeal to the European market, Sega formed a French affiliate called No Cliché, which developed games such as Toy Commander.<ref name="IGN History of Dreamcast"/><ref>cf. "Toy Commander-Dreamcast". Game Informer. October 25, 1999. Archived from the original on December 3, 2000. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Justice, Brandon (November 4, 1999). "Toy Commander". IGN. Archived from the original on October 24, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Sega Europe also approached Bizarre Creations<ref>"The Making Of: Metropolis Street Racer". Edge. October 7, 2012. Archived from the original on November 5, 2014. Retrieved March 5, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> to develop the critically successful racing game Metropolis Street Racer, which featured detailed recreations of London, Tokyo, and San Francisco—complete with consistent time zones and fictional radio stations—and 262 individual race tracks.<ref name="Dreamcast Dozen"/><ref>"Metropolis Street Racer (Dreamcast)". Archived from the original on January 17, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. Justice, Brandon (January 19, 2001). "Metropolis Street Racer". IGN. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn

Although Acclaim, SNK, Ubisoft, Midway, Activision, Infogrames, and Capcom supported the system during its first year,<ref name="gamasutra1"/> third-party developer support proved difficult to obtain due to the failure of the Sega Saturn and the profitability of publishing for the PlayStation.<ref name="RetroinspectionD"/> Namco's Soul Calibur, for example, was released for the Dreamcast because of the relative unpopularity of the Soul series at the time; Namco's more successful Tekken franchise was associated with the PlayStation console and PlayStation-based arcade boards.<ref name="IGN History of Dreamcast"/> Nevertheless, Soul Calibur received overwhelming critical acclaim<ref>"Soul Calibur (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> and has been frequently described as one of the best games for the system.<ref name="GI Top"/><ref name="Best GamesRadar"/><ref name="IGN Top 25"/> Capcom produced a number of fighting games for the system, including the Power Stone series, in addition to a temporary exclusive<ref name="Dreamcast Dozen"/> in the popular Resident Evil series called Resident Evil Code: Veronica.<ref name="Best GamesRadar"/><ref name="IGN Top 25">"The Top 25 Dreamcast Games". IGN. September 11, 2009. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn The Dreamcast is also known for several shoot 'em ups, most notably Treasure's Bangai-O and Ikaruga.<ref name="IGN History of Dreamcast"/><ref name="Dreamcast Dozen"/>Template:Sfn

In January 2000, three months after the system's North American launch, Electronic Gaming Monthly offered praise for the game library, stating, "...with triple-A stuff like Soul Calibur, NBA 2K, and soon Crazy Taxi to kick around, we figure you're happy you took the 128-bit plunge."<ref>Template:Cite magazine</ref> In a retrospective, PC Magazine's Jeffrey L. Wilson referred to Dreamcast's "killer library" and emphasized Sega's creative influence and visual innovation as being at its peak during the lifetime of the system.<ref name="PCMag"/> The staff of Edge agreed with this assessment on Dreamcast's original games, as well as Sega's arcade conversions, stating that the system "delivered the first games that could meaningfully be described as arcade perfect."<ref name="Edge20"/> GamePro writer Blake Snow referred to the library as being "much celebrated".<ref name="gamepro"/> Damien McFerran of Retro Gamer praised Dreamcast's NAOMI arcade ports, opining "The thrill of playing Crazy Taxi in the arcade knowing full well that a pixel-perfect conversion (and not some cut-down port) was set to arrive on the Dreamcast is an experience gamers are unlikely to witness again."<ref name="RetroinspectionD"/> 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 videogame 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."<ref name="Avant-Garde"/> 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.<ref name="Dreamcast memorial"/> Fahs noted "The Dreamcast's life was fleeting, but it was saturated with memorable titles, most of which were completely new properties."<ref name="IGN's History of Sega"/> According to author Steven L. Kent, "From Sonic Adventure and Shenmue to Space Channel 5 and Seaman, Dreamcast delivered and delivered and delivered."<ref name="Kentsite">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.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>