Genesis Lets Talk about the Sega Genesis Megadrive, the videogame console that forced Nintendo to do discounts on the Super Nintendo

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While the Sega Master System was a decent success in Europe and South America (mostly in Brazil), it failed to make any strong dents in the North American and Japanese markets. The hold of the NES/Famicom was too strong, and the Master System wasn't different enough to topple the juggernaut.

So Sega decided to just top it. Nintendo were complacent with their success and dragging their feet on developing a 16-bit system, which was the arcade standard at the time. They were already being impacted in Japan by the sudden success of NEC's PC Engine (TurboGrafx-16 in the West) which, while not actually 16-bit, was a noticeable technical improvement from the Famicom, which was underpowered even for its time. Thus, Sega decided that they would beat Nintendo to the punch with a console based on their System 16 arcade board (codenamed "Mark V").

Enter the Mega Drive or, as North Americans refer to it, the Sega Genesis, released in 1988 in Japan, 1989 in North America, and 1990 elsewhere.

For the most part, it worked. Outside of Japan, anyway. The Japanese Mega Drive's two launch titles, Space Harrier II and Super Thunder Blade, created a poor first impression among gamers, as the console lacked the hardware-based sprite scaling and rotation that powered their Arcade Game predecessors. The Mega Drive also had the misfortune of launching in Japan in the midst of a global chip shortage, which forced major ROM size cutbacks to a number of launch window games (particularly Osomatsu-kun Hachamecha Gekijou). Hideki Sato, then head of Sega's R&D unit, would later lament the problems the Mega Drive launch lineup faced in interviews, which would hurt the reputation of the Mega Drive in Japan for most of its life. Things got even worse for the system even before launch as Super Mario Bros. 3 was released a week prior, which greatly overshadowed the Mega Drive's launch.

The Western market was a different story. It was nursed along by Nintendo's region lock policy, meaning that if you made a game for a Nintendo console you couldn't release that same game in any other videogame console, which was viewed by some developers as a violation of anti-trust regulations. Those same developers flocked to Sega due to the latter's apparent laxity; Sega were angling toward the same kind of lockout policy until Electronic Arts broke the mechanism behind how Sega Genesis cardridges worked and then, characteristically, threatened to leak the details out to other third parties unless Sega agreed to more favorable terms. At any rate, Nintendo voluntarily dropped a lot of these exclusivity policies later but not late enough that many games weren't affected.

What made this console such a hit in the West was a shift in Sega's target audience early in its lifecycle. During the Master System era, Sega made a grab for the same kiddie demographic as Nintendo. The Genesis/Mega Drive initially did the same, as evidenced by their original mascot platformer Alex Kidd in the Enchanted Castle, a sequel to the Master System's Alex Kidd in Miracle World.

However, Enchanted Castle was a severe critical and commercial failure, especially in western countries, mostly due to being too short, using Janken matches much more that Alex Kidd in Miracle World and despite improved graphics feeling overall as not as good as the Master System game.

What really captured the public's imagination instead was Altered Beast (1988), a hastily-made but mostly fairly-accurate port of Sega's arcade hit which came bundled with most of the consoles. A few months later, the system had its first standalone hit, Michael Jackson's Moonwalker, adapted from the 1988 film of the same name and driven by the sheer star power of its lead figure at the time. It was obvious to Sega that they weren't going to get anywhere trying to appeal to Nintendo's audience, and that the answer lay in the burgeoning demographic of teens and young adults with disposable income, who largely preferred home computers before the console's launch. Many early titles had complex gameplay and/or nightmarish imagery one wouldn't expect of any other console game. Sega took a page from the licensing deal Nintendo made with Mike Tyson, and struck similar endoresment deals for many of its early sports games, such as Tommy Lasorda Baseball, Arnold Palmer Tournament Golf and Joe Montana Football. The kerfuffle with EA would also wind up paying dividends, as the Genesis version of John Madden Football attracted sports fans to the system and gave the console another edge over the NES.

Sega gathered the minds behind Alex Kidd and tasked them with coming up with a replacement mascot who could appeal to this older audience. The design process was lengthy and involved extensive market research, on-the-street interviews and polls, some of them conducted in the United States. In the summer of 1991, they finally managed to come up with a Killer App known as Sonic the Hedgehog 1, which was made the Genesis's pack-in and truly kickstarted its success. The following year's sequel, Sonic 2, was even more successful and cemented Sega as a force to be reckoned with in the console market. Its biggest breadwinners ended up being their family-friendly fare, namely the Sonic series and Virgin's Aladdin. The Mickey Mouse game Castle of Illusion was another early hit for the console, and there were plenty of other E-rated and below exclusives coming down the pipe, like a Barney the Dinosaur edutainment game and Treasure's McDonald's Treasure Land Adventure (the latter has no business being as good as it is). The Genesis/Mega Drive sold 40 million units, with miniaturized versions and handhelds still on the market today, but most of those being of terrible quality.

Although the Mega Drive flopped in its home country, which was already embroiled in a war between the Famicom and the PC Engine, Sega of America's and Sega of Europe's adept marketing broke Nintendo's stranglehold on the Western market (while the TurboGrafx-16 was squeezed out of the market by both competitors there), redefining the landscape for both companies and consumers and giving the Big N its first real competition in the home console business, the Genesis also got success in Europe thanks to European-heavy IPs at that time. Nintendo eventually deployed their own 16-bit console in the form of the Super NES/Super Famicom.

The Genesis and SNES had a long and fierce rivalry in the west which is the best-remembered Console War of all. Sega brazenly championed the technological superiority of 16-bits as a marketing point over the 8-bit NES: a "16-bit" nameplate was loudly plastered on the console, and their port of Strider was advertised as one of the biggest games of its day due to the fact that it was the first Sega game to use an 8-Megabit cartridge. After Nintendo upgraded to their own 16-bit console that was technically superior to the competition in many respects, Sega of America decided to change strategies and instead advertise the "Blast Processing" power of the Genesis, whatever that meant; it was just a marketing ploy to spin how the console had a faster processor than the SNES. To be fair they weren't wrong, several SNES games are infamous for being too slow.

Sega even planned Sonic 3 & Knuckles to be a then-staggering 34-Megabit cartridge, but when it became far too expensive for them to manufacture (along with the game being rushed down the pipeline due to a tie-in deal with McDonald's), they were forced to split the game in half; the latter release had a specialized Lock-On Technology cartridge which allowed the game to be played in its intended length.

After the roaring success of Donkey Kong Country and the Super FX chip powering Star Fox 1 and Super Mario World 2: Yoshi's Island put the SNES over the top, Sega were spooked into green-lighting Sonic 3D: Flickies' Island and Vectorman, along with a console port of Virtua Racing. The latter came with the Sega Virtua Processor, Sega's own take on the Super FX chip, which allowed for more-complex polygonal rendering. It was in fact more powerful than the Super FX chip. Virtua Racing also happened to be the most expensive cartridge ever produced for the console, and the disappointing sales convinced Sega's marketing department that there was no future in it.

The very same Nintendo/Sega rivalry would find a new light in 2019 when Sega responded to Nintendo's release of Classic Mini Plug 'n' Play Game systems with their own Sega Genesis Mini (called the Mega Drive Mini outside North America). The system would release worldwide on September 19, 2019. In 2021, Nintendo introduced an Expansion Pack for its Nintendo Switch Online service, which includes a library of Sega Genesis games. New games are added to the library every so often. Nintendo also introduced a replica three button Genesis controller that can be used with the Switch. In 2022, following the Mini's massive success, Sega revealed the Sega Genesis Mini 2 (again named the Mega Drive Mini 2 outside North America), modelled after the Genesis Model 2 and featuring another 50+ games, including a number of Sega CD which was released natively in Japan and via import in North America and Europe on October 27 of that year.

The Sega Genesis lasted a ridiculous amount of time in Brazil, even today while the console has finally being discontinued for years, toys of bad quality that let you play Sega Genesis games and or Master System games can still be bought in Brazil. Those cannot be considered to be real Sega Genesis models as they lack the ability to play Sega Genesis cardridges.
 
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Where is the part about discounts? Is there a second post coming or something?

Nintendo was forced to drop the Super Nintendo price and include a game to compete.

The Sega Genesis literally had a bundle of a Sega Genesis Model 1 and Sonic 1 by 50 dollars less that what Nintendo was selling the Super Nintendo, plus a game.


Most common Pack in Super Nintendo games were Super Mario World, Super Mario All Stars, Super Mario All-Stars + Super Mario World that was only sold as a pack in and of course Donkey Kong Country.
While the Nintendo console launched at 200 dollars that was just with the console, however a bundle with Super Mario World at the same price did follow after that.

Super Mario All Stars was quickly made to basically be a Super Nintendo pack in title more that anything else,



Sega best deal with the Sega Genesis was the one that included both Sonic 1 and Sonic 2.


Here is how the price cuts went down:

 
this could be a solid article with a bit more polish. The writers guild here is always open to submissions.

This is 98% ripped right from TV Tropes and this is basically a thread to talk about the Sega Genesis, not yet another article about the Sega Genesis.
 
This is 98% ripped right from TV Tropes and this is basically a thread to talk about the Sega Genesis, not yet another article about the Sega Genesis.
oh lol, well that's not good. If you want to start discussion the least you can do is write your own intro.
 
Excellent write-up.

Reading about the 16-bit console wars never ceases to entertain me. That, and watching old ads from that era.
 
Now, let's talk games.

Evidently there is the Sonic games, most of the Sonic games for the Sega Genesis are considered good to decent. The best Sonic games are usually considered to be Sonic 2 and the combination of two games called Sonic 3 & Knuckles.

Sonic Spinball can be a good game or terrible but depends on you. I do like it, but you may not.

For Sonic 3D Blast, just go for the Director's Cut version hack, the original is not horrible but has not aged well.

How about the games in the Sega Genesis that were better that in the Super Nintendo?


Now overall I would say that i general the Sega Genesis has between 50 to 100 games that are still fun to play today.

What those games are depends on you; the Sega Genesis was big on sport games but save for NBA Jam I just don't find those old sport games fun anymore.
 
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The Genesis was meant to compete against the NES at first but sadly it had some struggles against mid to late SNES ones.

The fact Nintendo had to lower prices and bundle games to compete says something.

Heck the best deal Nintendo made for the Super Nintendo was price drop plus five games. Granted those five games were in the same cardridge, the Mario All-Stars + Super Mario World cart that was never sold separately.

What really killed Sega was Sega of America being such a dumbass, both with the 32x and the choices they made about the Sega Saturn.

Sega would have done better if the 32x had never existed. Knuckles Chaotic would have launched anyway, it was originally planed to be a Sega Genesis game. Sure it would have locked worse, but the sales would have been way better.
 
The first thing I did with my Genesis was park my butt 2 feet from the TV & listen to Mercs on crappy foam headphones. Glorious.
 
The fact Nintendo had to lower prices and bundle games to compete says something.
I think they would've done that regardless of Sega.

Heck the best deal Nintendo made for the Super Nintendo was price drop plus five games. Granted those five games were in the same cardridge, the Mario All-Stars + Super Mario World cart that was never sold separately.
Mario All-Star was a nice product but fundamentally video games evolved so fast that SMB3 felt old school already when 16-bits platformers came in.
 
The thing I don't see still is how Sega forced anyone to do anything. The video given earlier in the thread shows that SNES launched with Super Mario World and would've anyway, since a thing that isn't mentioned here is the backlash that Nintendo faced on national news over the SNES not playing NES games, so of course you're gonna offer a game bundled in. You could buy one without a cart later, but the same was true of the Genesis, so I don't get OP's angle here. It isn't like Nintendo came in as some underdog in the 16-bit era. They launched, built an install base on the SNES, and never looked back. Sega never recaptured that buzz they had around 1991-1992, and corporate infighting took its toll. Pretty easy history to remember if you lived through it, or easy to look up if you don't rely on some trash like tv tropes
 
Except those were SoJ decisions.

The 32x was the idea of Sega of America. Launching the Saturn early in the USA was the idea of Sega of America. At worst you could accuse Sega of Japan of not making Sonic games for the Saturn and focusing too much in Japan and nowhere else.

Even so, while the 32x did a lot for people to not trust Sega anymore, the Playstation price was just too good, it was always going to win.

Nintendo taking so darn long to release the Nintendo 64 did help a lot.

Nintendo insistence of not using CDs for games? Yeah that only helped Sony even more.
 
32X came through SoA *after* SoJ decided against Tom Kalinske's notion that the base Genesis had another year in it before they'd need to introduce the Saturn. The Saturn launch in the US was mandated by SoJ.

I don't know where you're getting your information from, but it's flawed. Tom Kalinske's done enough interviews for you to educate yourself, and there have been plenty of write-ups over the past 30 years about SoJ's interference slowing SoA's roll. It seems to stem initially out of cultural misunderstandings about the market differences, but perhaps was personal later on.
 
Genesis couldn't even beat NES, it certainly didn't beat SNES... there were millons of returned stock from retail, as confirmed by SoJ, debunking Kalinske's propaganda.

As for bundles: SNES launched with Super Mario World included (the greatest game of all time)
 
Not trying to change the subject but as far as game series go between sega genesis and snes, I would say Contra Hard Corps is better than Contra III Alien Wars and Castlevania Bloodlines is better than Super Castlevania IV other than that the snes usually had the better games. I will use this as a example Teenage mutant ninja turtles turtles in time snes was much better than hyperstone heist genesis and snes definitely won the jrpg war, and I guess it is fair to say sega genesis won the shmup war.
 
Not trying to change the subject but as far as game series go between sega genesis and snes, I would say Contra Hard Corps is better than Contra III Alien Wars and Castlevania Bloodlines is better than Super Castlevania IV other than that the snes usually had the better games. I will use this as a example Teenage mutant ninja turtles turtles in time snes was much better than hyperstone heist genesis and snes definitely won the jrpg war, and I guess it is fair to say sega genesis won the shmup war.
The wrestling games would have different rosters sometimes too, it was always like the one guy you wanted was on the other console. Unless it was Wrestlemania the Arcade Game, which was missing two entire guys on the SNES and was a lesser version for it.
There were reasons to just remove one's self from the 16-bit war nonsense by just having both, or access to both.
 
Genesis couldn't even beat NES, it certainly didn't beat SNES... there were millons of returned stock from retail, as confirmed by SoJ, debunking Kalinske's propaganda.

As for bundles: SNES launched with Super Mario World included (the greatest game of all time)
I feel like people are changing history for the sake of it...
 
Genesis couldn't even beat NES

While true, the Sega Genesis was still quite popular, and don't confuse the console situation on Japan with the rest of the world. In Brazil EIGHT MILLION Sega Master System units were sold, and three million Sega Genesis were sold. The Sega Genesis lower popularity was due to pricing, Brazil economy was bad at the time.

In Latin America it was more common to have a Sega Genesis that a Super Nintendo despite Nintendo wasting a lot of money in advertising the fact remained that due to being produced in Brazil and exported to the rest of Latin America, the Sega Genesis was way cheaper that a Super Nintendo.

Of course to be honest people bought the Sega Genesis for the same reason they bought the Nes clones, pirate cardridges were cheaper.

Super Nintendo way better anti piracy measures meant the console was less popular in Latin America, besides the fact that not having a local manufacturer made the Super Nintendo really expensive.

Piracy was also the main reason the Playstation was so popular in Latin America.

****

About the Saturn, the 32x was directly an invention of Sega of America that really shouldn't have been made. The Sega CD sales had not been that good hence why Sega ported some Sega CD games to Windows.

Yet another Add On when the next console was gonna be released so soon?

Sega of America launched the Saturn earlier that even planed as the retailers didn't even were full stocked yet, it wasn't just the pressure from Sega of Japan, Sega of America had their own problems.

The 32x is in fact one of the reasons we didn't get a Sonic game for the Sega Saturn, the other two reasons were mismanagement and the fact they had never done a 3d game that complex before.

Sega Of Japan constantly trying to launch new Mascot platformers Ips didn't help.

They had 3 new ones just for the Saturn! Nights Into Dreams, Clockwork Knight and ASTAL.


Is a shame Sonic the Fighters didn't get a Saturn port despite the game engine being directly based on Fighting Vipers that did get a Saturn port.

Also there was Ristar (Genesis) and Tempo (32x, Game Gear and Saturn)

What was with Sega and trying so many new Mascots?

Despite Sonic not being popular in Japan by then it had a a few Ovas, more that two mangas, not to mention three cartoons in the west.

WTF was wrong with Sega that they keep trying so hard with different mascot characters? I didn't even know about Tempo until I started researching the 32x and yes I do have one.
 
The Sega CD sales had not been that good hence why Sega ported some Sega CD games to Windows.

Sega of America launched the Saturn earlier that even planed as the retailers didn't even were full stocked yet, it wasn't just the pressure from Sega of Japan, Sega of America had their own problems.
I'm blanking here, so help me. I know Sega had arcade ports and some Genesis titles on PC, then the Saturn stuff that ran on the Diamond Edge. What Sega CD games were ported to Windows? I know there were a lot of titles that were PC first and then went to Sega CD, the only thing springing to mind that went the other way is Sonic CD?

As to the second point, Sega of America did not operate independently of Sega of Japan and you keep framing it that way. I don't know why, but SoJ got in the way of their own success in the west. At some point the relationship between Kalinske and Nakayama soured, it's been so long that I forget the specifics, but once the cat was out of the bag, that was it.

You've also still not addressed how anyone forced Nintendo to do anything, which is odd given that it's the title of the thread. The pricing video you posted, shows that this was not the case. Unless you're talking in brazil or something, but the video is referring to US pricing. ::cirnoshrug ::cirnoshrug ::cirnoshrug
 

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