Tuesday, April 23, 2013

The Sega Spectrum Japanese trademark logo. Clearing up any doubt its legit.

http://model4.wordpress.com/2013/04/20/sega-spectrum/ "google Sega Spectrum".

There seems to be a bit of concern regarding the legtimacy of the mysterious "Sega Spectrum" might be fake.

I shall point out, this is simply NOT the case.


There seems to be an assumption that the "Sega Spectrum" Japanese TM logo is somehow fake.

I would like to point out that that's simply not the case.


The "SEGA" logo itself completely varies. It has ALWAYS different in varation.

For those of you wondering why the logo is darker than the well known Japanese logo the logic is pretty simple.

Depending on the product or lot run, depends on the type of commerce Sega is using. Here, I'll show you.

http://www.segagagadomain.com/hardware-mega/megacd1.htm

This is the Japanese Mega CD top loader model. Its using the "Cobalt" SEGA logo.

This is the model 2 run, again, the SEGA logo is cobalt colored.
http://www.eidolons-inn.net/segabase/HW-MegaCD2(J).jpg

This is the Japanese Shining Force III logo, the blue is slightly more vivid in tone.

http://admintell.napco.com/ee/images/uploads/gamertell/shining_force_iii_sega_saturn_box.jpg

The Japanese Sonic 2 box, uses the vivid blue colors of "Sega".

Here's Border Break the Japanese RingEdge 1 arcade game from 2009:


http://gigazine.jp/img/2009/02/20/border_break/20090220232433.jpg

 And what do you know? It uses the same SEGA logo found on Spectrum.

And here's a TGS flyer for "Yakuza 5",

http://joyojc.com/wp/wp-content/uploads/2012/10/2012_09_25_16_46_47.jpg

It's completely light blue.

Deep Fear a Japanese, Saturn game.


http://www.shinforce.com/saturn/reviews/DeepFear/Deep_Fear-ssj-cva.jpg

completely dark blue.

And finally, the 1985 Japanese Master System variant, SEGA Mark III.

http://www.gamechoiceclub.com/image/md_mark3.gif

Logo is totally light blue.

Tuesday, November 20, 2012

What Sega Can learn from the CSK Years.


The approach to investments and marketing is a fickle thing. Investment groups depend heavily on investors to make the right moves and right calls. Sometimes putting all your eggs in one basket can either hurt you or bring down your entire company. In SEGA's case, the CSK years was a lesson in pragmatism, learning to stay gold,careful and conservative. That you must handle your core market with care and cautiousness. The one takeaway of success from that era is that SEGA learned that they had something other Arcade veteran brands didn't, the ability to successfully stay healthy as a home game console brand, and stronger gaming talent that made them the World Arcade leaders. The failure was taking that for granted and being too overambitious about their 1st party consumer brand, too one-sided on how to run its console brand and too overzealous about its core Arcade market.


People don't know this, but SEGA never really FAILED as a console maker. Although they had 7 game platforms on the market in 1996-1997, they weren't taking wholesale losses like Sony is with PS3 and VITA and Saturn's US failure didn't really do much damage as most people think, all it did was ruin Sega of America,cost them $450 million in losses(just $700 million if you adjust inflation) and take away 30% of SEGA's full revenue. SEGA's downfall wasn't just how doubled minded and divided they were as a company in the mid 1990s, it was how they invested and how mismanaged they were.


There's an Elephant in the room that everyone ignores. Dreamcast didn't last long because of PS2 and the 5th Gen console blunders, SEGA lost the financial ability to keep the console business going because they put all thier capital into the Amusement market when it was in a worldwide Recession during the 90s. The DISASTROUS investment blunder that cut off funding for Dreamcast was "Sega GameWorks".


Sega's attempt to do their own Dave & Busters WAY back in 1996 resulted in a whopping $2 billion dollar investment into setting up a billion dollar Amusement Retail Chain in America and in South America. If you adjust inflation that's $5 billion half the budget of PS3!

GameWorks was a failure, a set-up. At the time, $4 billion in budget was left for SEGA from CSK. You have to understand, in 1991 SEGA had $10 billion in cash and a $12 billion dollar market cap. $2 billion was spent on development of the Model arcade series, $1 billion was spent on development of Jupiter,Mars and Saturn combined, SEGA gave SOA $500 million for 32X,another $500 million for PICO and Nomad, each year they pumped $1 billion into the Arcade Industy and by 1994 had $6 billion left but kept spending it on Arcade silicon.


So what happened? Well by 1997, the collapse of the global Amusement market had taken its toll on Operators. Not enough people were going to Arcades, and the cost of running Arcade machines especially Model 2 and Model 3 was too much. SEGA had to invest in another $1 billion, $500 million for Dural/Black Belt/Katana which became the "Dreamcast" and $500 million into the NAOMI Arcade machine.

By 1999, SEGA was only left with $800 million. They just couldn't keep funding both markets and had to spend most of that on Dreamcast. Although NAOMI revived the Arcade market, SEGA/CSK's revenue had dissapeared, GameWorks was beginning to bleed them and in 2000, SEGA was left with loan options on how to move forward. Isao Okawa choose to sacrifice their console market to save the amusement market and so because of GameWorks without them having considered letting them go bankrupt, SEGA left the hardware business in 2001.



So now, late in 2012 SEGA has found Resurrection in their console brand. Now armed with $3.5 billion in budget cash thanks to SegaSammy's 3 strong years of revenue, and a circle of investors loaning them $10 billion and reportedly requiring to pay it all back in 15 years, with each division of ORBI being established with $1 billion each and a budget of $200-300 million to spend, SEGA can now enter new markets and learn from their mistakes of the past and are now healthy enough financially to sell and release a console. The question is simply with SEGA have shuttered half of GameWorks back in 2009, should SEGA FINALLY pull the plug on it with plenty of cheaper Amusement center options? I think so. Doing so will automatically result in $2 billion offered from filing for bankruptcy not to mention an additional $5 billion in assets for them.

Friday, October 12, 2012

SEGA Computer Pad patent. Sega POD?

http://http://www.freepatentsonline.com/8264624.pdf

Rumored specs for Sega Pod which will be based off of modified RingEdge 2 hardware:



CPU: Hitachi/Renasas ARM SH-10"Sakura" 10 Core 32-bit RISCs running 3200 MHZs of 32-bit dual-channel 1200 MHz LPDDR3/DDR3 with 28nm Wattage. Mobile variant of Intel Power i5 Clarkdale: http://ark.intel.com/products/43546


GPU/VDP "Miles Prower" 1: Nvidia GeForce GT 425m GPU 24 cores 384 bits. (support DirectX 11+, OpenGL 4.3, and PhysX) 

GPU 2/VDP "Rouge" : NEC Power VR 5 RL Running 384-bits on GDDR3,GDDR4 memory with up to 800 Million Polygons Per Second(380 Million Geo Metrics. DirectX 11.1, OpenGL 4.2,PhysX, Open ESL 2.0 at 600 Mhz. Graphically equivalent to ATI Radeon 5450.

Both Customized with "SEGADRIVE" Graphics,Lighting,Speed Bumping engine. SEGA's low cost,High performance version of UNREAL 3. Capable of creating IMAX-esce 3D Stereoscopic effect. Compatible with each other running separate data.

Memory: Up to 32MBs using 4 Cores of DDR3 PC DRAM.


Storage: Built in 16GBs.

RAM: 4GB(4 Terabytes Based on a 10 core ARM design)

Sound: Based off of iPad Sound tech.


Media: Digital Downloadable or POD ROM(Portable Orbi Disc) using 32GBs Single capacity/Layer. 64 GBs Dual Capacity/Layer uses HDDVD's formatting but capable of Triple it's Average Capacity. BC with GD-ROM and Homebrew Dreamcast software.

Built in Multi DVD Drive.

Connectivity: Wi-Fi 801.1 Channel or 4G.


Resolution: Full 1080p HD Resolution.

OS: Novell Vibe 3.1.

Features: Built in Google/Android based Apps.

8 SEGA App store webrings.

1. PLAYSEGA. (All new games. Ranging prices starting at $9.99)

2. FAMILYSEGA. (Family oriented games.)
3. SEGA MUSEUM. (Like Sega Heritage for classic SEGA titles.)

4. SEGA ARCADE.(RINGEDGE,RE2,RINGWIDE,Arcade hardware of the past games. Plus FreeToPlay content.)

5. Dreamcast Reformuled. For playing all Dreamcast games, homebrew DC material in HD.

6. SEGA TUBE. Powered by HULU.

7. NON SEGA. Downloadable non-Sega retro games. NES,Super NES,PSone,PS2,Atari,TG16.

8. SEGA OTAKU.

Will Also support Apple's iTunes.

Sold Separately with 3 Controller designs: GAMUS VISION motion sensor Controllers, PlaySega Saturn-like controllers, Dreamcast6 Blue Tooth controllers. All $49.99 each.

Will come with A/V Cord,HDMI Output.

Will use Power Cord.

Built in Lithium Battery/Rechargeable. 



Unveiling: Projected to be announced in late November/early December 2012 with the new SEGA/Orbi brand.

Bill Of Materials: Believed to be $60. Off-The Shelf componates non-PC and non OEM branded.


SRP: $199. 17,00 Yen($198). 175 Pounds. 160 Euros.

OEM: Partners. Toshiba.Hitachi.NEC.Nvidia.Novell.LG. Apple.(SEGA's decision to use a Novell OS instead of just Android got Apple behind the device.)

Release Date: Upon unveiling, will be immediately available for retail. Tablet devices can be released and manufactured to retail VERY quickly with little to no problem.

What does it look like? An iPad turned on its side facing parallel.


Should SEGA Orbi buy Chuck E. Cheese in 2 years?

Today's blog entry is about the failing long running kid's/Family Restaurant Chuck E. Cheese.

We all grew up on Chuck E. Cheese, whether your an 80s kid like me or a 90s kid, Chuck E. Cheese is a vital piece of American childhood, in Japan SEGA has always had alternatives to CEC mainly Joyopoils, Amusement Centers with built in Restaurants, e.t.c

Latest financial reports show that CEC Entertainment is struggling and seeing revenue nose dive. 2010 and 2011 saw two straight years of dipping revenue and rising operating income.

http://www.pizzamarketplace.com/article ... akes-a-hit
http://news.yahoo.com/chuck-e-cheese-tr ... nance.html

To add insult to injury, Chuck E. Cheese is receiving very negative consumer feedback. Many consumers are reporting that the Animatronics are old,unappealing and spastic. The game machines and parlor are outdated,un fun and useless to young children and the elementary school demographic that Chuck E.Cheese has become increasingly disinterested in its brand.

But the worse response, is reports that Consumers are growing TIRED of Chuck E. Cheese's original recipe. Its Pizza is reportedly losing among taste tests.


Its clear that the Chain's problem is simply this: Ever since Showbiz Pizza,Inc was purchased by CEC Entertainment in 1999, little to no changes have made, the same Arcade machines from the late 1980s continue to fill each store, the parlor machines from 1991 are still there, the Mascot has grown tired and old and the marketing has cheapened completely. But Chuck E.Cheese's BIGGEST problem is simply "Dave and Busters" D&B's commitment to making it a mostly all ages Arcade experience is stealing CEC's Elementary School Demographic.

Chuck E. Cheese needs to shape up. A new approach,new vision. Newer more up to date Arcade machines and Parlor Machines. Better prizes for kids, an older demographic. The failed Approach of "Discovery Zone" of the 1990s offering mom and pop rides sans tasty food fun and fun Arcade games helped Showbiz CRUSH its first serious competitor like a bug, but D&B is different. Way better at marketing and unlike Chuck E. Cheese, doesn't take Arcade gaming for granted.



Atari Godfather Nolan Bushnell founded Chuck E. Cheese in Silicon Valley in July of 1977, his original vision at 35 years of age was trying to pioneer the approach of merging video games with Family Entertainment. Of Course after the Crash of 1984, Showbiz ignored Bushnell's beliefs in gaming and scaled completely down on Arcade video gaming. For 15 years, Showbiz was able to downplay the importance of Arcade Gaming to family entertainment, and pretty much throughout the 2000s, but times change. And after 35 years of operations, it seems that Chuck E. Cheese is still partying like its 1984.


If Chuck E. Cheese takes 2 more years of losses, they'll be up for sale. I believe in 2014, SEGA Orbi should and will probably take a serious look into to outbidding CEC Entertainment for purchase and takeover.

It wouldn't be difficult to do at all now. CEC Entertainment estimated net worth and Assets are only $788 Million, this budget would be a bit lower than the exact amount it will cost SEGA to build a Dreamcast successor which is $800 million(I believe they already have done this) Since they obviously already put $850 Million into Sega Orbit/Pyzhercast in 2009-2010, paying $790 Million for Chuck E. Cheese would be a convienant if not important purchase for SEGA.


We also need to remember the risky and DANGEROUS Amusement investment SEGA/CSK made in September 1996, when they pumped $2 Billion into starting "SEGA Game Works" even though their revenue was sinking, the Arcade market had pretty much imploded in America and the production costs of Model 2 combined with their new Model 3 pre-Dreamcast technology ballooned SEGA's Operating Income.

Chuck E Cheese would be less expensive, but if SEGA Orbi were to wait until 2014, the purchase would be easier and swifter.

CEC needs SEGA. They need a NEW leaf and SEGA Orbi buying them would completely reinvent them in my opinion. Chuck E. Cheese needs to be tied to gaming. Its been 28 years since they have, maybe they should consider going back to Bushnell's dream.

Possible OVD clues.

The next description sounds like SEGA is already prototyping a NEW Optical format.

"For the computer readable recording-medium, an optical recording medium an optical recording media where data can be optically read, such as CD-RAM, CD-ROM, OVDRAM, DVO-ROM, OVD-R, PO disk, MD disk and MO disk), a magnetic recording medium (a recording medium where data can be magnetically read, such as a flexible disk, magnetic card and magnetic tape), or a portable recording medium, such as a memory cartridge comprising a memory element (a semiconductor memory element such as DRAM, a ferroelectric memory element such as FRAM), are preferable."


Several codenames pop up on this patent. And this just isn't a spelling error. These are actually in the patent description. Based on my observations, this is probably what they stand for: CD-RAM and CD-ROM were redbook Applications SEGA originally used for the Dreamcast and NAOMI its what the GD-ROM was formatted with. So in this patent, SEGA is making it clear, GD-ROM is BACK.



OVD-RAM. I believe SEGA Orbi has unofficially christened the new format "Orbi Video Disc" OVD. Toshiba in turn will handle its distribution. OVD-RAM is probably a letterbook built for anti piracy concerns mainly for beta storage of games and media ROMs.

DVO-ROM. "Digital Versatile  Orbi". So this means that "Sega Orbit" and RINGWAVE will use this as a media format and is INDEED proof that SEGA's new arcade board and its console will have its OWN special media.

OVD-R (Orbi Video Disc Recordable). The home recordable video version of OVD-Video(whom I suspect Toshiba is carrying its license).



PO. "Portable Orbi". It looks as if this patent is the official development kit for Sega Pod or rather "Orbi Pad"( Yes I'm now suspecting that this is the FINAL name for the KIDSPAD/Sega Pod.) Portable Orbi is made from HD-DVD ROM and the Letterbooking from GD-ROM.

MD. Multi Digital. Rather "Mini Orbi Media Disc" 

MO. Mini Orbi. Like I had mentioned before, SEGA has developed their own version of UMD. (Whearas, UMD used the Letterbooking for DVD, MOMD uses HDDVD's letterbook.)



So folks, it looks like SEGA Orbi is getting to work on all its NEW formats.

What will the final name for SegaPod/Orbi Pad's portable media be? What kind of marketing does anyone think Sega Orbi will be doing? 

Sega Orbi's possible 2nd Party Partners.


In today's blog entry I will discuss who SEGA Orbi's possible OEM partners regarding the rumored "SEGA Orbit" game console.


I think the long 3 year theory that Toshiba is likely the BIGGEST partner for SEGA's next console is pretty obvious. The patents of the defunct HD DVD can still be used by SEGA and it is believed that the mini UMD like format the "DC Pad" will use is based on HD-DVD ROM but instead will have more layers and space. Also since the Orbi mark makes it very clear that they will be branding their very own DVD format and will Toshiba's patent department extremely and heavily active, we can say, that Toshiba will distribute the new format as a partner for Sega Orbi while maintaining the rights to the concept. Also keep in mind, that Hitachi's non mobile customary CPU market has been idle for almost a decade. If the Orbit indeed uses a modified built of Nvidia's Project Denver/RM ARM El Nino( ARM's design is right up SEGA's ally of cheap,inexpensive Mirco Architecture) , Toshiba's investment arm is the best candidate to implement a special lower cost design. Hitachi Renasas would have to purchase the parts and silicon from ARM and Nvidia themselves and just divide the ARM ISA design while Toshiba can just use their own off the shelf components while splitting the build into 4 large 128-bit CPUs with 8 cores on each side. 

Toshiba we should know is pissed at Sony for losing the format war, and are no longer doing business with them.


Also regarding Apple. Speculation under the radar has suggested that Apple Computer is looking at becoming a 2nd party OEM manufacturer for future video game consumer products. There's already that meeting that took place at Valve(who in turn is interested in a 3DO-like Steam device) while it s pretty obvious that the meeting was probably VALVE's own attempt to sell Steam to iOS user, previous,recent behavior from Apple does suggest that they are definitely considering the option of providing 2nd party silicon for the next console maker, it wouldn't surprise me if Apple partners up with Sega Orbi. It is also my belief that Apple would use its brand name to help get SEGA Orbit on the map.


Also we gotta take a look at LG. Lucky Goldstar is looking to have thier brand name associated with gaming, SEGA Orbi would be a perfect candidate for LG to build their Korean brand and out do their biggest competitor Samsung.

Then you look at Pioneer,NEC and JVC. Pioneer developed a 16 layer Blu-Ray ROM 4 years ago. And its rumored that Orbi Versatile Disc uses 16 layers just like Blu-Ray 16. Pioneer hasn't partnered with SEGA in 20 years. Since scrapping plans for a Laser Disc based Mega Drive in 1990 and being allowed to use the code for Mega Drive hardware in its LaserActive in 1992. Pioneer has stayed away from the gaming hardware silicon world for years. Would they be willing to return for Sega Orbi's sake.


NEC used to be both a rival and nuisance to SEGA back in the day. But they packed their 1st party and video gaming bags up 15 years ago. They've abandoned gaming eons ago. During Dreamcast they were fairly secondary as Imagination Tech were the mainsayers of DC's capabilities, with SEGA a hardware company again, NEC would only be happy to oblige. NEC since the late 1990s has become a household name in Japan's PC market. This time around they would be an even bigger help to SEGA.

JVC, the Greatest Electronic Company in the world. A serious partner of SEGA's back in the early 1990s during SEGA CD/Mega CD's heyday and briefly during Saturn. Since the 2000s, they've become niche, unable to develop a new cutting edge media format, in 2007 they sunk their assets into developing a new optical format(There were numerous patents filed during that time regarding it) but sense then, investors are reported to have retooled it into a flash media card format codenamed "Melink Video Media". JVC Kenwood who merged in 2008, is more of a at-your-convienace OEM manufacturer. They would have to be approached by SEGA Orbi to provide Bill Of Materials.


Things are getting very interesting. SEGA Orbi's public formation can't come sooner.

Possible Middleware partnerships for Sega Orbi.

There new reports as well as fairly solid evidence that SEGA is in the process of licensing Middleware software GUI,GNU and OS patches for the first time since NAOMI/Dreamcast.

On the ORBI trademarkia link, several photos popped up that lead to Middleware companies being involved with SEGA. As you all know, Dreamcast used GLBasic for GUI and Middleware basic coding with C Language. Inside of the Orbi trademarkia (http://www.trademarkia.com/orbi-85517210.html), the links and images to these lead to these Middleware companies:


"Orbit Software" http://orbitsw.com/ 

Which is a Austin,TX based group that develops Anti-Piracy GUI's and Binary IIRC Codes.

"Gnome, Inc" http://www.gnome.org/ 

A Mexico City GNU development company.

When I looked at the Mysterious ORBIT logo, this popped up:

http://orbit-resource.sourceforge.net/

So in that thesis, I discovered that ORBIT is actually a C Language Patch for coding games and media on "Home Consumer" I said Home Consumer Only electronics! I also discovered that "Gnome's" GNU is owned by Novell Software Inc, which could explain the patent SEGA-TUDE found!

Also remember everyone, C Language is only used by SEGA for home console hardware, not arcade, Why the hell would Sega Orbi be looking to license C Language software again for the first time in 15 years?!

The indications of the console being called "SEGA Orbit" is still there. The logo can BE used, since the name is untrademarked and obscure. The name is probably both a reference to Saturn and a tip of a hat to Gnome's C Language design.