Movatterモバイル変換


[0]ホーム

URL:


Jump to content
WikipediaThe Free Encyclopedia
Search

Sega Channel

This is a good article. Click here for more information.
From Wikipedia, the free encyclopedia
Online game service for the Sega Genesis

Sega Channel
The Sega Channel logo and mascot, Sega Pat
DeveloperSega
TypeOnline service
Launch date
Discontinued
  • NA: July 31, 1998
PlatformSega Genesis
Websitehttp://sega.com/channel

TheSega Channel was anonline game service developed bySega for theSega Genesisvideo game console, serving as a content delivery system. Launched on December 12, 1994, the Sega Channel was provided to the public byTCI andTime Warner Cable throughcable television services by way ofcoaxial cable. It was apay to play service, through which customers could access Genesis games online, play game demos, and getcheat codes. Lasting until July 31, 1998, the Sega Channel operated three years after the release of Sega'snext generation console, theSega Saturn. Though criticized for its poorly timed launch and costly subscription fee, the Sega Channel has been praised for its innovations in downloadable content and impact on online game services.

History

[edit]
A Model 2Sega Genesis, released in 1993

Released in Japan as the Mega Drive in 1988, North America in 1989, and Europe and other regions as the Mega Drive in 1990, theSega Genesis wasSega's entry into the16-bit era of video game consoles.[2]

In 1990, Sega started its firstinternet-based service for Genesis,Sega Meganet, in Japan. Operating through a cartridge and a peripheral called the Mega Modem, it allowed Mega Drive owners to play 17 games online. A North American version, the "Tele-Genesis", was announced but never released.[3] Another phone-based system, the Mega Anser, turned the Japanese Mega Drive into an online banking terminal.[2] Due to Meganet's low number of games, high price, and the Mega Drive's lack of success in Japan, the system was a commercial failure. By 1992, the Mega Modem peripheral could be found in bargain bins at a reduced price,[4] and a remodeled version of the Mega Drive released in 1993 removed the EXT 9-pin port, preventing connections to the Meganet service.[5]

In April 1993, Sega announced the Sega Channel service, which would usecable television services to deliver content.[6] In the US, national testing began in June, and deployment began in December,[7] with a complete US release in 1994.[8] By June 1994, 21 cable companies had signed up to carry the Sega Channel service.[9] US fees varied depending on location, but were approximatelyUS$15 monthly, plus a $25 activation fee, which included the adapter.[8] The Sega Channel expanded into Canada in late 1995, with an approximatelyCan$19 monthly fee.[10] During the planning stages of the service, Sega looked to capitalize on the rental market, which had seen some success with theSega CD being rented throughBlockbuster, and was looking to base the service's games and demos to sell more cartridges.[6]

In early 1995, Sega CEOHayao Nakayama ended development on the Sega Genesis and itsadd-ons, the Sega CD and32X. This decision was made to support theSega Saturn, which had been released in Japan already.[2] This placed the release of the Sega Channel during the Genesis' decline from the market.[7] At its peak, the Sega Channel had over 250,000 subscribers, but by 1997, the number had dropped to 230,000,[11] two years after Nakayama shifted focus from the Genesis to the Saturn.[7] Though Sega looked at options to bring the service to PCs,[11] the rise ofcable modems and Internet gaming drove away the demand for such a service.[12] In late November of 1997 it was announced that the Sega Channel would be shut down on June 30, 1998,[12] but it ended up staying on for another month, finally being discontinued on July 31, 1998.[3]

Technical aspects and specifications

[edit]
Scientific Atlanta Sega Channel adapter in original box complete with power adapter, coaxial adapter, and documentation

After making the initial purchase and paying the activation fee, Genesis owners would receive an adapter that would be inserted into the cartridge slot of the console.[8] The adapter connected the console to a cable television wire,[9] doing so by the use of acoaxial cable output in the rear of the cartridge.[7] Starting up a Genesis console with an active Sega Channel adapter installed would prompt for the service's main menu to be loaded, which was a process that took approximately 30 seconds. From there, gamers could access the content they wished to play and download it into their system, which could take up to a few minutes per game.[8] This data would be downloaded into the adaptor's on-board 4 MBRAM, and would be deleted or removed when the system was powered off.[3]

Programming and transmission of the Sega Channel's monthly services started with a production team at Sega, which would put together content every month and load it onto aCD-ROM. It was then sent to TCI'ssatellite station,[13] located inDenver, Colorado.[14] From the station, the signal was transmitted viaHughes Communications' Galaxy 7 satellite, which uploaded at1.435 GHz and downloaded at1.1 GHz, to the local cable providers.[7] In Canada, and across South America and Europe, however, the satellite transmission stage was bypassed altogether in favor of direct uploads of the Sega Channel CD-ROM via acable television headend.[13] In order for the signal to function properly, it had to be clear ofnoise in order to prevent download interruptions. To ensure no issues, cable providers had to "clean" their broadcast signal.[3][8]

Games

[edit]
Alien Soldier, a game which, while not available in North America in cartridge format, was available on the Sega Channel in that region
See also:List of Sega Genesis games

The Sega Channel service hosted up to 50 Genesis games at any one time. Titles would rotate monthly;[15] however, some updates happened on a weekly basis. In 1997, Sega changed the number of games hosted at a time to 70 and the update frequency to biweekly.[16] Games for the service included titles developed by Sega, such asSonic & Knuckles,Eternal Champions, andSpace Harrier II; as well as titles developed by licensees of Sega, such asBubsy II andAladdin. Some of these games had reduced content compared to their cartridge release so that they could fit the adapter's memory, such asSuper Street Fighter II.[15] The Sega Channel also hosted games in some regions that would not receive a cartridge release, such asPulseman,Mega Man: The Wily Wars, andAlien Soldier, which were hosted on the service in North America.[17] The service also offereddemos of upcoming games, such asPrimal Rage.[8] Though games and demos rotated on a regular basis, categories into which games were placed remained static and did not change. Withparental controls in mind, all games for the service received a rating from theVideogame Rating Council. The service also contained a lockout system, which would allow parents to set a passcode in order to access mature-rated content.[7]

In addition to games and demos, the Sega Channel also hosted other features.Cheat codes were directly accessible from the network, as well as game hints.[15][18] The service also hosted contests, such as a promotion withElectronic Arts'Triple Play Baseball '96, and a 1995 event where players who completedPrimal Rage during a brief 24-hour period where the full game was accessible were given a phone number to call, making them eligible to win prizes.[7]

Reception and legacy

[edit]

During its lifetime, the Sega Channel won one ofPopular Science's "Best of What's New" award for the year 1994. Likewise, in August 1995, a survey conducted bySports Illustrated found that children between 9 and 13 years old were five times more likely to subscribe to the Sega Channel than to purchase aSega Saturn or the upcomingNintendo 64 orPlayStation.[7] The service would go on to garner as many as 250,000 subscribers;[3] however, Sega had anticipated having over one million subscribers by the end of its first year, and had made the service available to over 20 million households.[7]

Retrospective reception of the Sega Channel praises its innovation and role in the development of online gaming, but criticizes its high subscription fees and timing into the market.IGN writer Adam Redsell noted how the Sega Channel caused many cable companies to clean their broadcast signals and its role in the development of high-speed internet, stating "...the very fact that you’re enjoyingbroadband internet right now could well be thanks to SEGA."[3] Levi Buchanan, also writing forIGN, credited the Sega Channel with its role in the development of modern gaming and content delivery services, such asXbox Live Arcade andPlayStation Network, stating: "SEGA and the entire industry learned important lessons from the SEGA Channel. SEGA was still committed to the idea of downloads and online, as evidenced by the Dreamcast's SegaNet... You can also see the DNA of early services like the SEGA Channel in modern portals like XBLA and PSN, where demos are now a staple."[8] The staff ofUGO Networks also credited the Sega Channel with being an important step in the development of both services.[18]

Ken Horowitz of Sega-16 criticizes Sega's poor timing of the launch of the Sega Channel and the subscription's high price. According to Horowitz: "Who would spend $13 a month to play games for a dying system? This horrendous blunder (one of many bySega Enterprises) caused retailers to dump their inventory of systems, thereby sealing the fate of the Sega Channel once and for all."[7] Buchanan echoes the same sentiments, stating, "Perhaps if the SEGA Channel had been released earlier in the console's lifecycle—the Genesis launched in 1989 in America—things might have turned out differently. After all, the service did gain notice for its advancement of gaming and technology."[8] UGO also notes the potential the Sega Channel could have had with some more development time in the field of competitivemultiplayer, stating: "If the Sega Channel had come a little earlier in the life of the Genesis it would have seen much more exposure, and maybe online play would have been feasible for games that could have been developed directly for the service."[18]

See also

[edit]

References

[edit]
  1. ^"Press release: 1994-12-12: TCI OF PA BECOMES NATION'S FIRST CABLE SYSTEM TO LAUNCH THE SEGA CHANNEL, FEATURING UNLIMITED ACCESS TO POPULAR VIDEO GAMES".PR Newswire. June 10, 2016. RetrievedJune 10, 2016.
  2. ^abcSczepaniak, John (2006). "Retroinspection: Mega Drive".Retro Gamer. No. 27.Imagine Publishing. pp. 42–47.
  3. ^abcdefRedsell, Adam (May 20, 2012)."Sega: A Soothsayer of the Games Industry".IGN.Archived from the original on October 12, 2013. RetrievedDecember 6, 2013.
  4. ^Horowitz, Ken (November 10, 2006)."Disconnected: The TeleGenesis Modem".Sega-16.Archived from the original on September 3, 2015. RetrievedDecember 4, 2013.
  5. ^Sega Service Manual: Genesis II/Mega Drive II.Sega Enterprises, Ltd. 1993.
  6. ^abMcCash, Vicki (April 28, 1993)."Sega Channel To Offer Games Via Cable TV".Broward and Palm Beach Sun Sentinel. Archived fromthe original on December 13, 2013. RetrievedDecember 9, 2013.
  7. ^abcdefghijHorowitz, Ken (December 21, 2004)."Sega Channel: The First Real Downloadable Content".Sega-16.Archived from the original on December 12, 2013. RetrievedDecember 6, 2013.
  8. ^abcdefghBuchanan, Levi (June 11, 2008)."The Sega Channel".IGN.Archived from the original on February 22, 2014. RetrievedDecember 8, 2013.
  9. ^ab"Sega Channel Is Expanding".The New York Times.Bloomberg News. July 12, 1994.Archived from the original on December 21, 2013. RetrievedDecember 8, 2013.
  10. ^"At the Deadline".GamePro. No. 87.IDG. December 1995. p. 206.
  11. ^abJohnston, Chris (March 30, 1997)."Sega Channel Looks to Bring On-Demand Gaming to PC".GameSpot.Archived from the original on March 21, 2014. RetrievedDecember 9, 2013.
  12. ^ab"Dead Air".Electronic Gaming Monthly. No. 103.Ziff Davis. February 1998. p. 24.
  13. ^ab"Sega Channel: How It Works".Sega Enterprises, Ltd. Archived fromthe original on June 5, 1997. RetrievedDecember 8, 2013.
  14. ^"Surfing the Interactive Wave with the Sega Channel".Electronic Gaming Monthly. No. 71.Ziff Davis. June 1995. pp. 28–29.
  15. ^abc"The Sega Channel Spreads Nationwide".GamePro. No. 80.IDG. May 1995. pp. 34–35.
  16. ^"Tidbits...".Electronic Gaming Monthly. No. 92.Ziff Davis. March 1997. p. 22.
  17. ^Gazza, Brian (November 27, 2008)."The Sega Channel".blamethecontrolpad.com. Archived fromthe original on May 21, 2011. RetrievedFebruary 6, 2019.
  18. ^abc"History of Online Gaming".UGO Networks. July 10, 2008. Archived fromthe original on December 13, 2013. RetrievedDecember 10, 2013.

External links

[edit]
Models
Sega
Third-party
Accessories
Online services
Genesis games
Related
Arcade systems
Video game consoles
Portable devices
Dual systems
Licensed consoles
Online gaming services
Accessories
Amusement venues
Related
Software digital distributionplatforms
Active
Personal
computers
Consoles
Mobile
devices
§
Arcade
Defunct
Retrieved from "https://en.wikipedia.org/w/index.php?title=Sega_Channel&oldid=1311569303"
Categories:
Hidden categories:

[8]ページ先頭

©2009-2025 Movatter.jp