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The Complete History of Sega Consoles: Pioneers Who Always Did What Nintendon’t

As you look at Sega today, focused on software and seemingly relegated to a minor supporting role, you might find it hard to believe this company was once the scrappy, boundary-pushing underdog driving innovation in the gaming hardware industry. While Sega systems often failed commercially, especially against juggernaut Nintendo, they served as relentless pioneers willing to take risks and push limits at every step.

In this history of Sega consoles, we will explore the specs, games, cultural impact, and lasting influence across nearly four decades of Sega‘s trailblazing work in the console market. Get ready for a wild ride through an iconic company that always searched for what was next in gaming!

Overview of Sega History and Consoles

Before diving into the details, let‘s briefly chart the rise, fall, and lasting impact across Sega‘s bleeding-edge console timeline:

1983 – SG-1000

  • Sega‘s inaugural home console
  • Featured arcade ports like Zaxxon and Congo Bongo
  • Reached nearly 2 million sales in Japan and Asia

1985/1986 – Sega Master System

  • Rebranded version of Sega Mark III
  • Additional power over SG-1000
  • Home of original Sonic the Hedgehog game
  • Sold 13 million units, mainly in Europe/Brazil

1988 – Genesis/Mega Drive

  • 16-bit cartridge-based system took aim squarely at aging NES
  • Defining "Genesis Does What Nintendon‘t" campaign
  • Sonic mascot and edgy sports games targeted older audience
  • 30+ million sales peaked half of US console market

1990 – Sega Game Gear

  • Full color portable stood out from monochrome Game Boy
  • Despite better graphics, smaller game catalog limited appeal

1991 – Sega CD

  • CD add-on greatly expanded storage and multimedia capabilities
  • Suffered from fractured development, high price

1994 – Sega 32X

  • Stopgap upgrade added primitive 3D graphics
  • Lacked support sealed fate quickly

1994 – Sega Saturn

  • Over-engineered, two-CPU design challenged developers
  • Surprise launch alienated retailers
  • 9.5 million sales sunk by PlayStation‘s debut

1998 – Sega Dreamcast

  • Innovations like built-in modem, second screen VMU
  • Landmark software highlights couldn‘t sustain momentum
  • Sega exits hardware industry two years later

Now, let‘s explore the full history and impact of each groundbreaking (and groundbreaking) Sega console in more detail!

Making Waves with the SG-1000 (1983)

Believe it or not, Sega’s first major shot across the bow against then-dominant console maker Nintendo came all the way back in 1983. That’s when Sega released its first cartridge-based home video game system, the SG-1000.

Up until that point, Sega had built its name by porting popular arcade titles to home Pong consoles. But with the SG-1000, Sega hoped to challenge Nintendo’s Famicom console (known as the NES in the West), also launching that very same day.

Table 1. SG-1000 Specs

Spec Detail
Release Date 1983
CPU 8-bit Zilog Z80A @ 3.58 MHz
Resolution 256 x 192 pixels
Max colors 16
Sound 3 channel mono @ 3.58 MHz
Media format ROM cartridges
Controllers Hardwired joystick

With the power to reproduce home versions of arcade-quality titles like Zaxxon and Congo Bongo, as well as Space Invaders in cartridge form for the first time, the SG-1000 fared reasonably well. It sold nearly 2 million units, mainly restricted to Japan and other Asian markets.

However, Sega lacked the iconic mascots, family-friendly branding, and diverse software library that fueled rapid NES domination in North America. This theme would continue with their next console.

Staking a Claim with Master System (1985/1986)

By 1985, Sega was ready to take another shot at the console market with the Sega Mark III intended for release in Japan. However, the Nintendo Famicom continued its utter dominance in the region. So Sega decided to rebrand the Mark III as the “Master System” and refocus its efforts on North America and Europe as potentially more fertile ground.

Here is an overview of Sega’s 8-bit Master System specs:

Table 2. Sega Master System Specs

Spec Detail
Release Date 1985 (JP), 1986 (NA/EU)
CPU 8-bit Zilog Z80A @ 4 MHz
Resolution 256 x 192 pixels
Max colors 32
Sound 6 channel stereo
Media format ROM cartridges
Controllers D-pad gamepad + third party options

With dual processors for improved graphics and audio over the SG-1000, Sega marketed the Master System as a lower-cost alternative to the NES capable of matching or even surpassing its performance. And this time they had a secret weapon – a speedy new mascot called Sonic the Hedgehog!

Debuting in the 1991 platformer Sonic the Hedgehog, the cool and edgy hedgehog struck a chord with gaming fans older than the typical Mario crowd. Combined with popular arcade ports, the Master System ultimately achieved respectable success – just far below that of the NES juggernaut.

Lifetime Master System sales hit over 10 million in North American and Europe. Yet the NES still outsold it nearly 7:1 globally! This set the stage for perhaps the most iconic showdown in gaming history later that decade as Sega geared up for the next round.

"Genesis Does What Nintendon‘t!" Delivers a 16-Bit Blockbuster (1988)

By the late 1980s, Sega felt the time was right to unleash a true next generation console onto the market. They had scored some critical acclaim and fan loyalty, if not quite the mainstream success enjoyed by Nintendo. Now, fueled by the ambition to finally topple Nintendo from the top of the gaming world, Sega unleashed the full power of 16-bit technology through the iconic Sega Genesis in 1988.

Table 3. Sega Genesis / Mega Drive Specs

Spec Detail
Release Date 1988
CPU 16-bit 68000 @ 7.6 MHz + Z80A
Resolution 320×224 pixels
Max colors 512
Sound 6 channel stereo
Media format ROM cartridges
Controllers 3 button gamepad

With performance undeniably superior to the aging NES, Genesis made a splash touting the speed and edginess of hits like Sonic and Mortal Kombat. Sega decisively captured the attention of an older demographic than the family-friendly confines of Mario and Zelda adventures.

Sega‘s legendary "Genesis does what Nintendon‘t" campaign hammered home their identity as the high-powered, risk-taking alternative for mature players. And Genesis found breakout success because of it, coming to match Nintendo‘s juggernaut on the back of speedy Sonic platformers and hard-hitting sports franchises like Madden and NBA Jam.

Global sales soared past 30 million to carve out a solid foothold in America and Europe. For several years in the mid-90s, in fact, Genesis managed to capture nearly 60% market share in the U.S. Things were finally looking up!

Of course, that pesky plumber Mario wasn‘t done yet. In response to Genesis, Nintendo fired back with its own 16-bit heavyweight in 1992 – the Super Nintendo Entertainment System. With renewed focus, Nintendo ultimately won the sales battle once again – but not before Genesis left an indelible impression about Sega‘s technical capabilities and willingness to embrace gaming experiences targeted at older players.

Game Gear Delivers Full Color and Sonic Portability (1990)

Around the height of the Genesis vs SNES clash, Sega aimed to dominate the handheld console market as well. With Nintendo‘s monochrome Game Boy winning big, Sega saw another opportunity to tout superior graphics power in the Game Gear. Released in 1990 sporting full color visuals and portability for Sonic titles, the Game Gear seemed to have all the ingredients needed to succeed.

Table 4. Sega Game Gear Specs

Spec Detail
Release Date 1990
CPU 8/16-bit Z80 @ 3.5MHz
Resolution 160 x 144 pixels
Max colors 32,768
Display Backlit color LCD
Media format ROM cartridges
Battery life ~3 hours

By essentially packing Master System caliber performance into a portable shell, Game Gear blew way past the Game Boy in nearly aspect – except the game catalog. Without key first-party games that properly exploited the advanced capabilities, demand stalled quickly after early adopters got their fill. And dismal battery life severely restricted portability.

In the end, Game Gear couldn‘t come close to matching over 100 million units for the Game Boy. Instead, just 10 million systems were sold before being discontinued. Once again, Sega‘s console innovations took a back seat to software supremacy from old rival Nintendo.

Sega CD and 32X Add-Ons Struggle for Traction (1991-1994)

By 1991, console generations still stretched 5+ years and Sega didn’t expect to replace Genesis hardware anytime soon. Instead they took a different approach – incrementally enhancing Genesis via add-on peripherals. This strategy kicked off with the Sega CD in 1991, followed by the infamous Sega 32X in 1994.

The Sega CD literally attached underneath Genesis to add high capacity CD-based games and FMV video capabilities exceeding cartridge limitations. Promising huge forward leap at a reasonable price, and benefiting from incorporation into Genesis‘ install base, prospects for Sega CD initially seemed strong.

However, fractured development teams and ballooning costs restricted the add-on to just over 200 titles. Lack of support soon drowned Sega CD in a sea of shoestring FMV games and rehashes unworthy of the new platform. A promising concept was severely hampered by poor execution and broken development commitments by Sega. Just 2.7 million Sega CD units sold before being jettisoned.

In one last effort to prolong sales before the coming Saturn console, the infamous 32X flopped even harder by somehow selling less than 1 million units. The 32X attachment promised to upgrade Genesis graphics to compensate for rivals‘ 3D prowess. Instead, it fractured Sega’s ecosystem catastrophically with developers reluctant to support Genesis and Saturn simultaneously.

Between ill-fated Genesis stopgaps and the coming Saturn debacle, Sega‘s prospects seemed increasingly dire by 1995. Little did loyal fans realize the most fondly-remember Sega console was just around the corner.

Saturn Squanders Surprise Launch and Superior Technology (1994-1995)

By 1993, whispers circulated that Sega planned a true next-generation console boasting unprecedented performance from not one but two central processors! This mysterious project “Saturn” inched closer to reality before being memorably unveiled at the very first E3 trade show in May 1995.

I say memorably because Sega‘s choice to announce Saturn’s immediate availability that day angered retailers who were given no warning, alienating partners like Best Buy and Walmart before the crucial holiday season. Despite smoke and mirrors concealing Saturn’s true technical prowess and game library, this fateful marketing choice marked the beginning of the end.

Table 5. Sega Saturn Specs

Spec Detail
Release Date 1994 (JP), 1995 (NA)
CPU Dual 32-bit RISC @ 28.6 MHz
Resolution 704×544 pixels
Polygons/s 1-1.5 million
Media Format CD-ROM
Video Output Composite, S-Video
Controllers 6 button pad

With 3D performance not far behind new PlayStation specs, many at the time assumed Saturn would become heir apparent to Genesis‘ legacy. And franchises like Virtua Fighter and Panzer Dragoon proved what Saturn could do when harnessed properly. If not for runaway PlayStation success and reluctance from third parties, Saturn might be remembered very differently.

Instead, a mere 9 million Saturn consoles sold before Sega essentially conceded defeat to Sony after just 3 difficult years. With six straight years of financial losses approaching nearly $650 million, Sega faced incredible pressure for their next move.

Dreamcast Dazzles Before Conceding Defeat (1998-2001)

Despite disastrous missteps with Saturn, Sega seemed unfazed rolling out the company’s creative tour de force – the Dreamcast console – on September 9, 1999 (9/9/99). Riding enthusiasm for innovations like online play over dial-up modem, second screen VMU, and boundary-pushing software, Dreamcast essentially perfected ideas attempted haphazardly in the 32X and Saturn.

Table 6. Sega Dreamcast Specs

Spec Detail
Release Date 1998
CPU 200 MHz Hitachi SH-4
Resolution 640×480 pixels
Polygons/s 3 million
Media Format GD-ROM discs
Video Output VGA
Online Play 56k modem
Controllers VMU screen

Buoyed by Sonic Adventure and Soul Calibur, Dreamcast carved an identity around experimental and creative software you simply couldn’t find elsewhere. For a shining moment, it seemed Sega might rise from the ashes after all. Until PlayStation 2 arrived in 2000 and extinguished momentum completely.

Dreamcast impressions faded rapidly as consumers flocked to the Sony sequel touting "true" next generation graphics. Interest evaporated rapidly. Inventory piled up unsold while cash dwindled to critical levels. By 2001 Sega‘s nearly 20-year hardware run ended abruptly, withdrawing to become a third-party software developer for other consoles.

All told, 9 million Dreamcast consoles were sold — a fitting bookend mirroring Saturn‘s tally. But Sega’s impact on video games continues evolving today.

Pioneering Spirit: Sega‘s Indelible Gaming Influence

While Sega consoles may generally rank as commercial disappointments, especially years after Genesis established a high water mark, their influence dramatically outstrips raw sales figures. Again and again, Sega prioritized boundary-pushing power and innovative functionality over accommodating developers or appeasing critics. For better or worse, their relentless pursuit expanded perceived limits of what both gaming technology and content could achieve decade after decade.

Where Nintendo largely iterated cautiously to maintain a family-friendly image, Sega embraced controversy through graphic content and provocative ad campaigns. Genesis took aim at teens and adults while Nintendo nurtured younger kids. Ultimately, both philosophical approaches resonated with different audiences despite Sega perpetually playing catchup after early Genesis glory years.

Beyond content, Sega constantly innovated across technological specifications and features. The Game Gear handheld delivered portable color graphics literally years ahead of Game Boy. Sega CD showcased full motion video when contemporary systems struggled displaying still images effectively. And the Dreamcast previewed online multiplayer, second screen functionality, and other creative ideas impacting console norms since.

While sometimes introducing functionality before the market was ready, Sega consistently forced competitors to consider new directions. Third party developers still leverage Sega’s creative boundary-pushing spirit across genres like shooters and racers. Stars like Sonic the Hedgehog continue carrying Sega’s identity into new generations via guest appearances.

And for those lucky enough to experience Sega‘s nonconformist rise firsthand during infamous clashes with Nintendo, their indelible mark on gaming history remains crystallized through nostalgia-tinged memories alone.

So next time you plug-in an Xbox or PlayStation and enjoy seamless online multiplayer, rich cinematic experiences, or modern innovations taken for granted too easily today, remember that many foundations originated from Sega’s avant-garde misadventures pushing limits long before rivals even cared. With almost clairvoyant vision yet repeatedly stunted reach, Sega served a pioneering role across gaming hardware few developers can claim.

While no longer manufacturing new game systems, Sega’s pioneering ethos thankfully seems destined to live on through continued software ambitions and, for now at least, an outsider identity listening to their own rhythm. Because true to their iconic 90s marketing bravado, Sega still proudly does what Nintendon’t all these years later!