http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&feed=atom&action=historySega Home Video Game Consoles - Revision history2024-03-29T13:48:04ZRevision history for this page on the wikiMediaWiki 1.25.2http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=12214&oldid=prevJah450 at 03:30, 15 November 20102010-11-15T03:30:43Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Sega Enterprises, LTD released five standalone home video game systems between 1983 and 1999, all of which are currently discontinued.  The aim of this dossier is not provide an exhaustive analysis of all Sega's dead media platforms, but rather to provide an overview of the company's home console division which serves as a portal for further investigation of its specific products.  This dossier is concerned in particular with tracing the causes of Sega home systems' death and its relation to the ongoing negotiation between video games' military and arcade oriented genealogy as they adapt to domestic settings.   </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Sega Enterprises, LTD released five standalone home video game systems between 1983 and 1999, all of which are currently discontinued.  The aim of this dossier is not <ins class="diffchange diffchange-inline">to </ins>provide an exhaustive analysis of all Sega's dead media platforms, but rather to provide an overview of the company's home console division which serves as a portal for further investigation of its specific products.  This dossier is concerned in particular with tracing the causes of Sega home systems' death and its relation to the ongoing negotiation between video games' military and arcade oriented genealogy as they adapt to domestic settings.   </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In addition, this survey of Sega's large and obsolete body of products is an attempt to promote the archival and investigation of various obsolete video game technologies' historical importance to developing standards in the production, distribution, and experience of media technologies.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In addition, this survey of Sega's large and obsolete body of products is an attempt to promote the archival and investigation of various obsolete video game technologies' historical importance to developing standards in the production, distribution, and experience of media technologies.</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11882&oldid=prevJah450: /* The Dreamcast */2010-11-14T21:07:58Z<p><span dir="auto"><span class="autocomment">The Dreamcast</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In 1999, Sega launched its final home console, the [[Sega Dreamcast]].  Sega's first console to be designed in white rather than black plastic, it appeared initially as though the system could feminize Sega's product line, thus expanding its marketability to family audiences.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In 1999, Sega launched its final home console, the [[Sega Dreamcast]].  Sega's first console to be designed in white rather than black plastic, it appeared initially as though the system could feminize Sega's product line, thus expanding its marketability to family audiences.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Supporting this first impression, the <del class="diffchange diffchange-inline">Dreamcat </del>launched with a family-friendly Sonic franchise game called Sonic Adventure.  Sonic Adventure also used the Dreamcast's removable storage/display unit, the “VMU” to distribute a virtual pet minigame, playable on-the-go and similar to a [[Tamagotchi]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Supporting this first impression, the <ins class="diffchange diffchange-inline">Dreamcast </ins>launched with a family-friendly Sonic franchise game called Sonic Adventure.  Sonic Adventure also used the Dreamcast's removable storage/display unit, the “VMU” to distribute a virtual pet minigame, playable on-the-go and similar to a [[Tamagotchi]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>These apparent concessions to a television-watching living-room market did not carry across most of Dreamcast's other software or promotional materials, however.  The system was promoted primarily to “14- to 24-year old dudes” (EGM Sept99 p174) at rock concerts and in inner cities, ostensibly targeting the demographic of “semidelinquent technophile” originally present both in arcades and “at the very origin of gaming's Pentagon-sponsored inception” (De Peuter 91).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>These apparent concessions to a television-watching living-room market did not carry across most of Dreamcast's other software or promotional materials, however.  The system was promoted primarily to “14- to 24-year old dudes” (EGM Sept99 p174) at rock concerts and in inner cities, ostensibly targeting the demographic of “semidelinquent technophile” originally present both in arcades and “at the very origin of gaming's Pentagon-sponsored inception” (De Peuter 91).</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11765&oldid=prevJah450: /* Competition, Arcades, and the Internet */2010-11-14T02:05:26Z<p><span dir="auto"><span class="autocomment">Competition, Arcades, and the Internet</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Sega's home console division displayed considerable reliance upon competitive arcade games and masculine auteur software with obvious military-industrial origins.  These offerings came into marketplace conflict with various more effective “public dissimulations” in the business of “mystifying or denying” (De Peuter 181) such origins.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Sega's home console division displayed considerable reliance upon competitive arcade games and masculine auteur software with obvious military-industrial origins.  These offerings came into marketplace conflict with various more effective “public dissimulations” in the business of “mystifying or denying” (De Peuter 181) such origins.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Despite any qualitative 'gameplay value' present in Sega home products, their competitors' products possessed the symbolic value of rendering video gaming appropriate to a home theater environment<del class="diffchange diffchange-inline">.  Achieved </del>intertextually through synergy between hardware design, software curation, marketing, and various other actions of “cultural intermediaries” (De Peuter 82).  Rather than replacing “the mass consumers in the cinema hall with a single, lonely cybernaut” (Kittler 227) as had been done in their successful arcade and auteur games, Sega's competitors cinematized gaming for a mass audience.  Game systems like Microsoft's X-Box and Sony's PlayStation2 added a new dimension of value to their products by providing DVD movie functionality in their machines, further dissimulating their military origins.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Despite any qualitative 'gameplay value' present in Sega home products, their competitors' products possessed the symbolic value of rendering video gaming appropriate to a home theater environment<ins class="diffchange diffchange-inline">, achieved </ins>intertextually through synergy between hardware design, software curation, marketing, and various other actions of “cultural intermediaries” (De Peuter 82).  Rather than replacing “the mass consumers in the cinema hall with a single, lonely cybernaut” (Kittler 227) as had been done in their successful arcade and auteur games, Sega's competitors cinematized gaming for a mass audience.  Game systems like Microsoft's X-Box and Sony's PlayStation2 added a new dimension of value to their products by providing DVD movie functionality in their machines, further dissimulating their military origins.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In contrast, Sega undertook a number of costly experiments with online gaming during the lifespan of their home hardware division, attempting to capitalize upon “digital connectivity between many players (usually in their homes) who remain physically separated and isolated” (Burrill 62), enabling a type of dehumanized competitive sociality in a “clear extension of the arcade” (ibid).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In contrast, Sega undertook a number of costly experiments with online gaming during the lifespan of their home hardware division, attempting to capitalize upon “digital connectivity between many players (usually in their homes) who remain physically separated and isolated” (Burrill 62), enabling a type of dehumanized competitive sociality in a “clear extension of the arcade” (ibid).</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11760&oldid=prevJah450: /* Emulation */2010-11-14T01:03:40Z<p><span dir="auto"><span class="autocomment">Emulation</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Because Sega's home hardware systems have all been discontinued, very little software remains in print to accompany them.  This presents numerous difficulties to enthusiasts, researchers and historians hoping to play them.  The majority of activity concerning discontinued software and hardware for Sega's home systems happens through unofficial homebrew releases and emulators.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Because Sega's home hardware systems have all been discontinued, very little software remains in print to accompany them.  This presents numerous difficulties to enthusiasts, researchers and historians hoping to play them.  The majority of activity concerning discontinued software and hardware for Sega's home systems happens through unofficial homebrew releases and emulators.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">The semidelinquent “antiheros” of video game history</del>, <del class="diffchange diffchange-inline">have also developed </del>the skills and tools necessary to be “productive of [themselves]” (Burrill 124), becoming “the code, the coder and the decoder” (ibid)<del class="diffchange diffchange-inline">.  Communities </del>of <del class="diffchange diffchange-inline">enthusiasts began producing Dreamcast programs capable </del>of <del class="diffchange diffchange-inline">running other home console </del>games <del class="diffchange diffchange-inline">and new unofficial software releases before it was even discontinued, and numerous </del>emulation <del class="diffchange diffchange-inline">projects that run on home computers existed even earlier</del>.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">By creating unlicensed software and emulators themselves</ins>, <ins class="diffchange diffchange-inline">enthusiast “antiheros” demonstrate </ins>the skills and tools necessary to be “productive of [themselves]” (Burrill 124), becoming “the code, the coder and the decoder” (ibid)<ins class="diffchange diffchange-inline">-- re-creating the hardware environments which created their identities through play in the past, re-articulating a new set </ins>of <ins class="diffchange diffchange-inline">values in each new context </ins>of <ins class="diffchange diffchange-inline">time or operating environment that the </ins>games <ins class="diffchange diffchange-inline">are able to enter through </ins>emulation. <ins class="diffchange diffchange-inline"> </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In 2006, Sega began offering official emulations of certain 'classic' games through the online Wii Virtual Console (Parish np)-- completing a circuit between arcades, Sega home consoles, masculine enthusiast-tinkerers and the “General Medium” of a broadband-enabled home console.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In 2006, Sega began offering official emulations of certain 'classic' games through the online Wii Virtual Console (Parish np)-- completing a circuit between arcades, Sega home consoles, masculine enthusiast-tinkerers and the “General Medium” of a broadband-enabled home console.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Works Cited ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Works Cited ==</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11755&oldid=prevJah450: /* Saturn */2010-11-14T00:55:39Z<p><span dir="auto"><span class="autocomment">Saturn</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Over 1994 and 1995, Sega released its standalone 32-bit system, the [[Sega Saturn]].  Launched with numerous arcade ports and rushed to market in attempt to repeat the Genesis' success at pre-empting competitors, Sega “miscalculated how quickly it [Saturn] would erode demand” for the Genesis.  Within a year of Saturn's launch, “Sega of America took huge losses worldwide on warehouses full of unsold 16-bit games” (De Peuter 141).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Over 1994 and 1995, Sega released its standalone 32-bit system, the [[Sega Saturn]].  Launched with numerous arcade ports and rushed to market in attempt to repeat the Genesis' success at pre-empting competitors, Sega “miscalculated how quickly it [Saturn] would erode demand” for the Genesis.  Within a year of Saturn's launch, “Sega of America took huge losses worldwide on warehouses full of unsold 16-bit games” (De Peuter 141).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Saturn, though more popular than 32x or Sega CD, was still commercially unsuccessful.  The system did not launch with a family-friendly franchise title like Sonic the Hedgehog, <del class="diffchange diffchange-inline">effectively ignoring </del>gender and age <del class="diffchange diffchange-inline">diversity of </del>home console <del class="diffchange diffchange-inline">consumers</del>.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Saturn, though more popular than 32x or Sega CD, was still commercially unsuccessful.  The system did not launch with a family-friendly franchise title like Sonic the Hedgehog, <ins class="diffchange diffchange-inline">an affront to increasingly </ins>gender<ins class="diffchange diffchange-inline">- </ins>and age<ins class="diffchange diffchange-inline">- diverse </ins>home console <ins class="diffchange diffchange-inline">audiences</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>However, much as certain filmmakers, reacting against “primacy of women cinemagoers” (Kittler 178) in determining a film's commercial success, originated the “masculine auteur film” (ibid), Sega's in-house software developers produced critically successful games such as NiGHTs into Dreams, a re-imagination of the two-dimensional platform genre in what came to be known as “2.5D” style.  Gameplay takes place two axes much like a two-dimensional game, but is presented with from a viewpoint that moves through environments on all three axes. <del class="diffchange diffchange-inline"> </del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>However, much as certain filmmakers, reacting against “primacy of women cinemagoers” (Kittler 178) in determining a film's commercial success, originated the “masculine auteur film” (ibid), Sega's in-house software developers produced critically successful games such as NiGHTs into Dreams, a re-imagination of the two-dimensional platform genre in what came to be known as “2.5D” style.  Gameplay takes place two axes much like a two-dimensional game, but is presented with from a viewpoint that moves through environments on all three axes.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>By 1998, however, Sega's market share against competitors Nintendo and Sony had dwindled to nine percent (De Peuter 141), as its aggressively masculine products failed to integrate with the changing home console market.  Sega ignored the “very empirical” (Kittler 176) evidence of an age- and gender- diverse audience developing around the intersection of television and computer gaming, thus neglecting the era's emergent hybridity with cinematic content and audiences in increasingly general-purpose home theaters.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>By 1998, however, Sega's market share against competitors Nintendo and Sony had dwindled to nine percent (De Peuter 141), as its aggressively masculine products failed to integrate with the changing home console market.  Sega ignored the “very empirical” (Kittler 176) evidence of an age- and gender- diverse audience developing around the intersection of television and computer gaming, thus neglecting the era's emergent hybridity with cinematic content and audiences in increasingly general-purpose home theaters.</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11752&oldid=prevJah450: /* Competition, Arcades, and the Internet */2010-11-14T00:48:39Z<p><span dir="auto"><span class="autocomment">Competition, Arcades, and the Internet</span></span></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 00:48, 14 November 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L120" >Line 120:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[File:Segachannel.jpg|thumb|400pix|right|Ad for the Sega Channel, 1995]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[File:Segachannel.jpg|thumb|400pix|right|Ad for the Sega Channel, 1995]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Sega's home console division displayed considerable <del class="diffchange diffchange-inline">reliance </del>reliance upon competitive arcade games and masculine auteur software with obvious military-industrial origins.  These offerings came into marketplace conflict with various more effective “public dissimulations” in the business of “mystifying or denying” (De Peuter 181) such origins.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Sega's home console division displayed considerable reliance upon competitive arcade games and masculine auteur software with obvious military-industrial origins.  These offerings came into marketplace conflict with various more effective “public dissimulations” in the business of “mystifying or denying” (De Peuter 181) such origins.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Despite any qualitative 'gameplay value' present in Sega home products, their competitors' products possessed the symbolic value of rendering video gaming appropriate to a home theater environment.  Achieved intertextually through synergy between hardware design, software curation, marketing, and various other actions of “cultural intermediaries” (De Peuter 82).  Rather than replacing “the mass consumers in the cinema hall with a single, lonely cybernaut” (Kittler 227) as had been done in their successful arcade and auteur games, Sega's competitors cinematized gaming for a mass audience.  Game systems like Microsoft's X-Box and Sony's PlayStation2 added a new dimension of value to their products by providing DVD movie functionality in their machines, further dissimulating their military origins.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Despite any qualitative 'gameplay value' present in Sega home products, their competitors' products possessed the symbolic value of rendering video gaming appropriate to a home theater environment.  Achieved intertextually through synergy between hardware design, software curation, marketing, and various other actions of “cultural intermediaries” (De Peuter 82).  Rather than replacing “the mass consumers in the cinema hall with a single, lonely cybernaut” (Kittler 227) as had been done in their successful arcade and auteur games, Sega's competitors cinematized gaming for a mass audience.  Game systems like Microsoft's X-Box and Sony's PlayStation2 added a new dimension of value to their products by providing DVD movie functionality in their machines, further dissimulating their military origins.</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11739&oldid=prevJah450 at 23:27, 13 November 20102010-11-13T23:27:36Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[File:Egmsept97backcover.jpg|thumb|400pix|right|Advertisement for World Series Baseball '98.]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[File:Egmsept97backcover.jpg|thumb|400pix|right|Advertisement for World Series Baseball '98.]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Over 1994 and 1995, Sega released its standalone 32-bit system, the [[Sega Saturn]].  Launched with numerous arcade ports and rushed to market in attempt to repeat the Genesis' success at <del class="diffchange diffchange-inline">beating </del>competitors <del class="diffchange diffchange-inline">to market</del>, Sega “miscalculated how quickly it [Saturn] would erode demand” for the Genesis.  Within a year of Saturn's launch, “Sega of America took huge losses worldwide on warehouses full of unsold 16-bit games” (De Peuter 141).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Over 1994 and 1995, Sega released its standalone 32-bit system, the [[Sega Saturn]].  Launched with numerous arcade ports and rushed to market in attempt to repeat the Genesis' success at <ins class="diffchange diffchange-inline">pre-empting </ins>competitors, Sega “miscalculated how quickly it [Saturn] would erode demand” for the Genesis.  Within a year of Saturn's launch, “Sega of America took huge losses worldwide on warehouses full of unsold 16-bit games” (De Peuter 141).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Saturn, though more popular than 32x or Sega CD, was still commercially unsuccessful.  The system did not launch with a family-friendly franchise title like Sonic the Hedgehog, effectively ignoring gender and age diversity of home console consumers.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Saturn, though more popular than 32x or Sega CD, was still commercially unsuccessful.  The system did not launch with a family-friendly franchise title like Sonic the Hedgehog, effectively ignoring gender and age diversity of home console consumers.</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11738&oldid=prevJah450 at 23:25, 13 November 20102010-11-13T23:25:48Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 23:25, 13 November 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L41" >Line 41:</td>
<td colspan="2" class="diff-lineno">Line 41:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In 1985, Sega released the [[Sega Master System]], an 8-bit system designed to compete more effectively with Nintendo's NES.  David Rosen recalls:  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In 1985, Sega released the [[Sega Master System]], an 8-bit system designed to compete more effectively with Nintendo's NES.  David Rosen recalls:  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>“after the game market collapse [in 1984]… the industry was fairly well written off.  We had a product in the pipeline, but we had put it on the shelf.  We took it off the shelf when we saw what was happening with Nintendo.  But we were a year behind Nintendo and that was a very difficult hurdle to overcome” (DeMaria 234).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">*</ins>“after the game market collapse [in 1984]… the industry was fairly well written off.  We had a product in the pipeline, but we had put it on the shelf.  We took it off the shelf when we saw what was happening with Nintendo.  But we were a year behind Nintendo and that was a very difficult hurdle to overcome” (DeMaria 234).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The Sega Master System did not achieve notable success in Sega's primary markets (Japan and North America).  It did, however, become popular in secondary markets, most notably Brazil and Europe, where consumers were less exposed to competing products.  The possibility of marketing to underserved populations was thus revealed, and Sega repeated this approach, in certain ways, with its next console.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The Sega Master System did not achieve notable success in Sega's primary markets (Japan and North America).  It did, however, become popular in secondary markets, most notably Brazil and Europe, where consumers were less exposed to competing products.  The possibility of marketing to underserved populations was thus revealed, and Sega repeated this approach, in certain ways, with its next console.</div></td></tr>
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<td colspan="2" class="diff-lineno">Line 59:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div> The competitive games ported from Sega's arcade machines effectively provided “a sphere for bodily action as well as one in which the subject [could] fight off the looming threat of absent technologies” (Burrill 6), including home video games and computers, which recontextualized video gaming's arcade and military origins through “concealment, intimacy, [and] internalization” (Burril 3) in a mass-market domestic product.  The Genesis is an example of domesticated technology providing a way for users to perform feats of power with military origins in the home, enabled by mass-market home television sets.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div> The competitive games ported from Sega's arcade machines effectively provided “a sphere for bodily action as well as one in which the subject [could] fight off the looming threat of absent technologies” (Burrill 6), including home video games and computers, which recontextualized video gaming's arcade and military origins through “concealment, intimacy, [and] internalization” (Burril 3) in a mass-market domestic product.  The Genesis is an example of domesticated technology providing a way for users to perform feats of power with military origins in the home, enabled by mass-market home television sets.</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> With the Genesis, Sega helped usher in an era of 'console wars' against Nintendo.  In order to compete with Nintendo's entrenched dominance in the home market, Sega produced home software that would expand upon the “Platform” genre of games defined by Nintendo's Super Mario Brothers.  These “cutesy jump 'n run games”, contain “a wide mix of gameplay elements”  and include “identifiable characters and heroes”, thus deflecting some of  the “controversy associated with more violent and disturbing game genres” (De Peuter 117) popular in arcades.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>With the Genesis, Sega helped usher in an era of 'console wars' against Nintendo.  In order to compete with Nintendo's entrenched dominance in the home market, Sega produced home software that would expand upon the “Platform” genre of games defined by Nintendo's Super Mario Brothers.  These “cutesy jump 'n run games”, contain “a wide mix of gameplay elements”  and include “identifiable characters and heroes”, thus deflecting some of  the “controversy associated with more violent and disturbing game genres” (De Peuter 117) popular in arcades.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div> Sega's character-driven platform game Sonic the Hedgehog, launched with the Genesis, featured a cartoon protagonist reminiscent of Bart Simpson and the Teenage Mutant Ninja Turtles, already popular with children and families on television.  Simultaneously, Sonic the Hedgehog enabled players to navigate levels at a much higher speed than prior platform games, expanding the possibility for arcade-style displays of reflexes and prowess in home software.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div> Sega's character-driven platform game Sonic the Hedgehog, launched with the Genesis, featured a cartoon protagonist reminiscent of Bart Simpson and the Teenage Mutant Ninja Turtles, already popular with children and families on television.  Simultaneously, Sonic the Hedgehog enabled players to navigate levels at a much higher speed than prior platform games, expanding the possibility for arcade-style displays of reflexes and prowess in home software.</div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11737&oldid=prevJah450 at 23:22, 13 November 20102010-11-13T23:22:13Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 23:22, 13 November 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L1" >Line 1:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[File:Rez_ingame.jpg|right|thumb|300pix|Screenshot from "REZ", Sonic Team/Sega 2001.]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[File:Rez_ingame.jpg|right|thumb|300pix|Screenshot from "REZ", Sonic Team/Sega 2001.]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">////This dossier is currently in pre-beta stage.  Please return on SUNDAY, NOVEMBER 14, 2010 to view the completed text complete with pretty pictures and revised/edited text.</del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Sega Enterprises, LTD released five standalone home video game systems between 1983 and 1999, all of which are currently discontinued.  The aim of this dossier is not provide an exhaustive analysis of all Sega's dead media platforms, but rather to provide an overview of the company's home console division which serves as a portal for further investigation of its specific products.  This dossier is concerned in particular with tracing the causes of Sega home systems' death and its relation to the ongoing negotiation between video games' military and arcade oriented genealogy as they adapt to domestic settings.   </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Sega Enterprises, LTD released five standalone home video game systems between 1983 and 1999, all of which are currently discontinued.  The aim of this dossier is not provide an exhaustive analysis of all Sega's dead media platforms, but rather to provide an overview of the company's home console division which serves as a portal for further investigation of its specific products.  This dossier is concerned in particular with tracing the causes of Sega home systems' death and its relation to the ongoing negotiation between video games' military and arcade oriented genealogy as they adapt to domestic settings.   </div></td></tr>
</table>Jah450http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11736&oldid=prevJah450 at 23:16, 13 November 20102010-11-13T23:16:15Z<p></p>
<a href="http://cultureandcommunication.org/deadmedia/index.php?title=Sega_Home_Video_Game_Consoles&diff=11736&oldid=11735">Show changes</a>Jah450