Chapter Thirty-Eight
Part Thirty-Eight: Sega Does What The Rest Don't:

“By the time of the mid-90's, things had grown really stale on the gaming market. You had great games out there and the consoles developed by Nintendo, Apple and Atari had been mainstays in homes around the world for some years. But the self-censorship at the time was really bogging down creativity as the gaming companies involved with the American market were too worried about putting a toe out of line and alienating audiences. Things would have changed at some point, but it wasn't until Sega finally made a move that things started to push forward.”
- Quote from Wwarrior, member of Sufficient Velocity forums, 2018

Sega Mega Drive – The fourth generation console developed by Sega, the Mega Drive would see its most notable success throughout Europe, Australia and Japan. It failed to make much of an impact in North America however, which was already seeing a bitter competition between Nintendo and Apple for dominance over the console market. The Mega Drive was notable for its focus on arcade ports, trying to emulate the look and feel of of those games. Its success would see Sega go onto pursue a console for the fifth generation, the Sega Mercury.
- Extract from The Video Game Encyclopedia, 2009

When it came to searching for markets, the arcade was still a big scene across Japan and North America. The latter had numerous consoles on the market, but they were held back by censorship limiting the games sold to them. Arcades, on the other hand, managed to skirt by as a lot of the focus for the censors was on the home market. A sort of divide of perception existed between consoles and arcades, the latter having a sort of mature quality that appealed to even younger demographics. This was something that Sega and Sony were able to latch onto.
- Extract from The Downfall of the Arcade in America, 2013

“1994 represents a crucial year in gaming when all these different companies were looking to put out the fifth console generation. No prisoners would be taken and out of the five competitors, four would survive, one would fade away within two other console generations and one would reign supreme until the last year of the millennium.”
-Extract from The Console Wars: A European Perspective, a video posted by Kim Justice, 2017

The defining rivalry in North America during the fourth console generation was undoubtedly Apple and Nintendo. The Apple had stumbled onto success with its GAME console and had been followed up by the SYSTEM. Nintendo's NES and SNES had been the ones to stand on top as its numerous franchises such as Mario and Zelda giving it a greater appeal among some audiences compared to Apple's less attention-grabbing output. Completing the trio of console companies was Atari relying on updates to the MSX2 in order to stay in the game and was overshadowed greatly by the other two once Microsoft pulled out of the console market to focus on home computers.

The North American market was quite different to the others across the world, however. Apple and Atari had little to no market share in Japan, which was in turn dominated by Nintendo and, to a lesser extent, Sega. The situation was similar in Europe, although there were many home computers which had some form of popularity in their home nations and could be seen as competitors to the consoles. Sega also had a much larger share of the market on the continent, but was still second to Nintendo.

With Nintendo's sheer dominance across the video gaming world, many within the company were confident that this would continue into the next generation, despite the collapse of the relationship between it and Sony that led to Nintendo deciding to stick with cartridge-based games. This proved to be a mistake as companies such as Square, preferring the cheaper costs of CD, ended their exclusivity deals with Nintendo. Square would go onto sign a deal with Sony and look to use the CD based technology to its full extent.

This wouldn't be the first opening a company would have against Nintendo as Sega would use one major factor in the North American market to its advantage. Censorship of home console games in comparison to the arcades. Sega had always aimed to bring the arcade experience into the home and saw an opportunity to do this in a way that would garner them vast amounts of publicity. Speaking with Sega of America, Sega of Japan agreed to a plan of porting all arcade games to the Mercury completely uncensored and starting an advertising campaign that would help the console appeal to a more adult demographic.

The outrage that this caused was both immense and completely intentional. Stoking the fires of controversy was Sega's intention throughout this and found it would use this to highlight its own difference from what had come before. The advertising slogan 'Join The Revolution' was created and used to great effect. The move also helped cover the Mercury's difficulty in handling 3D graphics, with more 2D games being released that were uncensored, it helped hide those initial weaknesses.

By late 1994, the setting for the fifth generation console war was in place. Each company brought its own selling point to the table. Nintendo was having its beloved franchises enter the 3D age with all the care and quality that entailed. Apple was promising a technological innovation with its HOME console and a rapid increase in the number of games by first and third party companies. Sony was focusing on a more mature crowd with the Playstation entering the 3D era with a host of games that would push the technology to its greatest extent. Sega promised a system that would go uncensored, finally bringing the complete arcade experience home with some arcade classics. Finally, there was Atari whose Panther console was simply a last attempt to stay in the console market by promising advancements and games that they couldn't deliver on launch.

The first casualty of the Fifth Generation War was certain before it even began.
- Extract from The Console Wars: 1985-2008, 2019

“So Atari shipped this out almost a year before the Mercury came out, boasting of its 64 bits capabilities, but that didn't save it from being a giant piece of shit! For all their talk about 64 bits, Atari failed to think about how to develop games for it, meaning that there were huge gaps of nothing coming out for people who bought the damn thing! Developers couldn't make games, so no one bought it so developers didn't make games! What were they thinking?!”
- Extract from Atari Jaguar (Part One), a video posted by the Angry Video Game Nerd, 2010

The failure of the Jaguar, coupled with the Jaguar CD becoming renowned for its technical issues rendering it unable to work in many cases, meant that Atari was forced to bow out of the console market. The losses involved meant that the company that had once defined the home console market for an entire generation would now close its doors, its assets sold to Richard Branson's Virgin corporation as it looked to break into the handheld market. It was an end to Atari as an independent company as it would be reshaped into becoming something new as a new competitor tried to enter the handheld video game market.
- Extract from The Console Wars: 1985-2008, 2019

“When getting the job of CEO of Sega America, I realised the challenges before us. 1993 saw the Saturn coming up on the horizon and our research showed that many customers and companies were chaffing under the strict censorship imposed by console manufacturers. We needed to break out and do something new, which is when we hit upon the idea for the more mature games and greater freedom for developers. I had my doubts about the Mercury as a console, so I thought this approach was best to help cover up its drawbacks. It would lead Sega to more than tripling its share of the market in North America and make it a leading force for gaming.”
- Extract from an interview with Tom Kalsinke, 2018

“So Sega's offering us complete carte blanche?”
“That's what they've said.”
“Get John and American in a room together. I think they'll like to hammer something out.”
- Conversation between Kevin Cloud and Tom Hall, 1993
 
Nice update.

Am looking forward to seeing how this ‘war’ shakes out. It would be interesting if Apple became the dominate player just as it would be differant to normal- perhaps gaming success moves their focus from mobile phones and its the Microsoft IPhone that becomes the big player there?
 
Nice update.

Am looking forward to seeing how this ‘war’ shakes out. It would be interesting if Apple became the dominate player just as it would be differant to normal- perhaps gaming success moves their focus from mobile phones and its the Microsoft IPhone that becomes the big player there?

Well, Apple's at a slight disadvantage against the others as it's not really got a major hook to it unlike the other consoles, aside from its technological aspects and that might not translate into mainstream sales. It's basically background noise to a lot of people at this point compared to Sega and Sony.
 
Well, Apple's at a slight disadvantage against the others as it's not really got a major hook to it unlike the other consoles, aside from its technological aspects and that might not translate into mainstream sales. It's basically background noise to a lot of people at this point compared to Sega and Sony.

True, but I wonder where all the Microsoft developers are going? I bet some could end up at Apple. Apple XBox has a nice ring to it...
 
True, but I wonder where all the Microsoft developers are going? I bet some could end up at Apple. Apple XBox has a nice ring to it...

They're split between Microsoft and the company Steve Jobs set up after he was forced out of Apple during the 80's.
 
Chapter Thirty-Nine
Part Thirty-Nine: Line Up:

“Variety was something that Sega was aiming for in their initial launch of the Mercury. There was a lot of hype for all the uncensored arcade titles, but they needed something else, especially for Japan and Europe where censorship hadn't been as much of an issue. So Sega had a bunch of studios across three continents to work on different games for it. They were limited somewhat by the more 2D orientated hardware on the Mercury, but there were studios who had mastered the style by now and even the initial games were regarded as classics.”
- Quote from HoshiFan, member of the Freakin' Awesome Network forum, 2018

World Warrior
Virtua Fighter
Daytona USA
Splatterhouse Collection
World Warrior: Zero Year
Night Slashers

- List of arcade ports that were part of the Mercury's American launch titles

Not content with arcade ports alone, original games were looked at with Sega looking in and out of its own development team to help push forward new IP's they could use. From this effort, Sega would create some of its better IP's meant to take advantage of the Mercury's hardware allowing for superb 2D graphics. Both fighting games and platformers would be given a boost from this as Sega created two new properties designed for the American market that would capture the attention of gamers and further help the Mercury stand apart from its competitors.
- Extract from Gaming In The 90's, 2016

“One of my favourite obscure titles is Professor Dream for the Mega Drive. Was a fun platformer with a fast style of gameplay you wouldn't expect from the box art. Weirdly enough, it also became the foundation for the later Dash series as a lot of the mechanics you saw in Professor Dream served as the basis for the later series.”
- Quote from BlastMan, member of Freakin' Awesome Network forums, 2009

Dash The Rabbit – Platformer released for the Sega Mercury that gained acclaim from critics and audiences. Its fast gameplay and level design stood out for praise in particular as it emphasised the speed and graphical capabilities of the system. Although it used some 3D elements, its primary 2D gameplay proved to be widely popular and proved that the format had a future within gaming.
Extract from An Encyclopedia of Video Games, 2001

“The design for Dash came after several meetings. We wanted an animal that many people liked and could make for a good mascot. Sega had tried a few other projects to try and compete with Mario, but weren't able to match the character's popularity. The Mercury allowed us to try new things with both the gameplay and level design that wasn't possible with earlier hardware. The time transition aspect, showing levels in the past, present or future, was a key part of what we wanted to accomplish.”
- Extract from an interview with Yuji Naka, 2007

South Island is under attack! Doctor Kintobor has managed to seize the time stones and is using them to create an empire that rules over the past, present and future! Only Dash the Rabbit can stand in the mad doctor's way and restore peace to the island. He has to travel through time to bring an end to Kintobor's attempts to conquer the world by collecting the time stones and stomping all opposition along the way.
- Story summation from the Dash The Rabbit manual

“2D was something that a lot of people thought was on the way out. The Playstation was bringing so much in terms of 3D capabilities and games that everyone was hopping on that bandwagon. The Mercury managed to slow this down a lot though. Games like Dash and Eternal Champions showed that 2D still had a future. The Mercury still had 3D games, but the success of its launch made people question just what they thought the future was going to be.”
- Quote from WolfIII, member of Freakin' Awesome Network forums, 2019

“The Mercury's gamble over using controversy to sell units came at just the right time. By 1995, gamers and developers had gotten sick of the limitations placed creatively on games. A large underground had formed on the PC platform, but it was hard to break into the mainstream. The gaming crowd had grown up slightly and the marketing of the Mercury and Playstation towards an older crowd did a lot to help with bringing a new audience in. With the memories of the Splatterhouse murders having faded and Jimmy Swaggart crashing as publicly as he did, things were ready to change.”
- Quote from DownKing, member of Freakin' Awesome Network forums, 2019

Eternal Champions – Fighting game developed and published by Sega of America. A launch title for the Mercury, Eternal Champions became notorious for its violence and depictions of death in its gameplay, earning a mature rating from the ERSB. It enjoyed strong sales and strong critical praise at the time of its release. Although deeply controversial, it would create a series that would serve as a flagship IP for Sega for several years.
- Extract from An Encyclopedia of Video Games, 2001

“The creative freedom we were given was something we hadn't been allowed in some time. Sega hadn't really gotten a big a share of the market during the Mega Drive period and there was a sense that we weren't in a position to rock the boat. So the development of the Mercury gave us a bigger chance to show what we could do. Eternal Champions showed what we wanted to do with that freedom, tell a more mature story and take the graphical abilities of the Mercury to its limits. The gore wasn't really the main seller of the game, but it showed how much we wanted to take things to their limits.”
- Extract from an interview with Michael Latham, 2008

Eternal Champions
Eternal Champions: Challenge From The Dark Side
Eternal Champions: The Next Chapter

- The three main titles of the Eternal Champions series released on the Mercury 1994-2000

Mina Liddell – The main character of Nightmare City, a first person shooter that was a launch title for the Sega Mercury. Cool-headed, sarcastic and mildly flirtatious with those close to her, Liddell serves as an agent for the Round Table, an organisation within the British government created to fight against monsters, demons and other beings that threaten humanity. Liddell is able to use various guns along her missions and many became inspirations for similar weapons in the first-person shooter genre.
- Extract from Video Game Character Wiki, 2013

“American isn't a guy that you'd have an argument with. He's a little too laid back for that, but we butted heads a lot over the game with what we wanted it to be like, narratively. Shooters weren't something we had been able to try on a wide scale ever since we got shot down for Wolfenstein a few years previously. I was thinking something like aliens, marines in space and a look more towards action. American was thinking more of a darker atmosphere on Earth and some puzzle focus. The development of that game was perhaps the most stressful time I've had in a team, but the end result was worth it.”
- Extract from an interview with John Romero, 2011

Nightmare City is a great concept bringing horror and action together as players explore a London infested with demons looking to slaughter humanity. With its wide variety of weapons and constant action, players will enjoy the exciting gameplay as they got through the city and fight the legions of Hell. This is a title that comes highly recommended.
- Extract from the review of Nightmare City in GamesMaster magazine, 1995

Japan – Nineteen million units
America – Twenty million units
Europe – Fifteen million units
- Number of Sega Mercury consoles sold by the end of 1999
 
A very interesting update for SEGA. Hope that this gives a more promising future for the video game company

It'll be good boost, but the company had some severe structural problems that were the reason for its downfall. It's hard to tell if they'd be able to actually overcome them.
 
John Denver on the TARDIS set, during the filming of 'Shada'.

John Denver in TARDIS.png
 
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Sorry for the lateness. I've thought of some more potential Doctors for your series if you need them:
Lenny Henry:
View attachment 581932
Burt Kwouk:
View attachment 581934

Good talents, but not what I'm thinking of to be the Doctor. Kwouk could have been a great companion however.

I have them cast up to Ten. I'm probably going to end it at 1993, with a little wrap-up detailing '93 to '03.

This might be a reply to another Doctor Who timeline.
 
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