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Sega

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Sega
Information
Type Subsidiary
Industry Video games
Founded June 3, 1960
Founder Martin Bromley, Richard Stewart
Headquarters Shinagawa, Tokyo, Japan
Notable Personnel Tom Kalinske (former Sega of America president and CEO)
Products Sega Genesis, Sega Saturn, Dreamcast, Sonic the Hedgehog, Sega VR, Sega VR-1
Parent Sega Sammy Holdings
Website https://www.sega.com


Sega is a Japanese video game company founded on June 3, 1960. It was an early developer of consumer and arcade Virtual Reality hardware in the 1990s, most notably the unreleased Sega VR headset for the Sega Genesis and the Sega VR-1, a head-tracked arcade attraction. Sega exited the console hardware business in 2001 and now develops games for third-party platforms as a subsidiary of Sega Sammy Holdings.[1]

The company was founded by Martin Bromley and Richard Stewart as Nihon Goraku Bussan and traces its origins to coin-operated amusement businesses that operated in Japan from the 1950s. It became known as Sega Enterprises in 1965 and built a long arcade and home-console history that includes the Genesis (Mega Drive), Sega Saturn, and Dreamcast, along with the Sonic the Hedgehog franchise.[1] Within the history of VR, Sega is cited for two distinct early-1990s efforts: a planned home headset that was shown publicly but never sold, and a large arcade installation that did reach Japanese and overseas venues.[2][3]

Company background

Sega was founded on June 3, 1960 as Nihon Goraku Bussan, and the following year it acquired the assets of a predecessor coin-operated games business. It was renamed Sega Enterprises, Ltd. in 1965 after acquiring Rosen Enterprises, an importer of coin-operated machines.[1] Over the following decades it produced arcade systems and a series of home consoles, including the Sega Genesis (released in Japan as the Mega Drive), the Sega Saturn, and the Dreamcast.[1]

On January 31, 2001, Sega announced that it would discontinue the Dreamcast and restructure itself as a platform-agnostic third-party software developer, ending its run as a console hardware maker.[1] Sega merged with Sammy Corporation in 2004 and became a subsidiary of Sega Sammy Holdings. As of 2026 it remains part of that group, developing games across multiple platforms through studios such as Sonic Team, Ryu Ga Gotoku Studio, Atlus, and Creative Assembly, and it is headquartered in the Shinagawa ward of Tokyo.[1]

Sega VR headset

The Sega VR was a head-mounted display developed as an add-on peripheral for the Sega Genesis. Sega of America announced it in 1991, and it was demonstrated to journalists and retailers at the Consumer Electronics Show (CES) in Chicago in 1993, where observers described it as close to a finished product.[2][4] Sega announced a price of 200 US dollars and planned a launch in late 1993, later pushed to early 1994.[2][5]

Design and hardware

The headset's industrial design was based on a head-mounted display concept from the design firm IDEO, and it placed two LCD screens in a visor together with integrated stereo headphones.[2][5] Reported figures put the display at roughly 320 by 240 pixels with an update rate of about 30 Hz per eye, which limited the visual fidelity achievable on Genesis hardware.[3][2]

Head tracking came from technology licensed from a startup called Ono-Sendai. The tracking solution covered two axes of head motion (yaw and pitch, without roll) and was described as inexpensive to manufacture, on the order of one US dollar per unit. Contemporary descriptions of the method cite a magnetometer for measuring azimuth relative to the Earth's magnetic field and an optical sensor for detecting tilt.[2][5]

Planned games

Several titles were in development for the headset before its cancellation. Documented examples include Nuclear Rush, a first-person hovercraft action game; Iron Hammer, a helicopter or gunship game; Matrix Runner, a cyberpunk adventure; and Outlaw Racing, a vehicular combat game.[2][5] Iron Hammer was later distributed without VR support through the Sega Channel service in 1996.[5]

Cancellation

Sega cancelled the headset around 1994, before any retail release. The company's public explanation at the time framed the cancellation around the experience being so immersive that players risked injury by moving while wearing it.[2][5] The widely repeated explanation that the device caused motion sickness is attributed to people involved with the project and to outside research rather than stated as the company's official reason. Tom Kalinske, then president and CEO of Sega of America, said the system was not released due to reports that it induced motion sickness and severe headaches in users.[2][5] Project contributors and later accounts also point to a warning from SRI International, then known as the Stanford Research Institute, which cautioned that prolonged use could cause headaches, dizziness, and sickness, particularly in younger users and children.[2][3]

Later recovery

In 2016 the Video Game History Foundation documented and partially recovered the project. Its digital conservation lead, Rich Whitehouse, obtained source code for Nuclear Rush from developer Kenneth Hurley and built an emulator that supports the original Sega VR head tracking and adds OpenVR output, allowing the unreleased software to run on modern VR headsets.[2]

Sega VR-1

The Sega VR-1 was a motion-simulator arcade attraction that used head-tracked VR headsets. Unlike the cancelled home headset, it reached the public: it debuted on July 20, 1994 at the Yokohama Joypolis indoor theme park in Japan, and later examples were installed at SegaWorld London (1996) and Sega World Sydney (1997).[6]

The VR-1 used a head-mounted display called the Mega Visor Display (MVD), which weighed about 640 grams and was noted at the time for being lighter and slimmer than many contemporary headsets. The attraction tracked head movement and presented flat-shaded 3D polygon graphics in stereoscopic 3D. A single installation seated 32 players across four eight-seat motion-base pods, each player wearing an MVD, and ran a roughly three-minute first-person rail-shooter experience titled Space Mission; an updated program, Planet Adventure, followed in 1995.[6][3]

The motion bases were derived from the four-axis hydraulic platforms Sega had used in its earlier AS-1 motion simulator, and the VR-1 is grouped with the AS-1 and the rotating R360 cabinet among Sega's 1990s high-technology arcade attractions.[6] The VR portion was developed in collaboration with the British firm W Industries (the Virtuality Group), which won a contract reported at 3.5 million pounds in July 1993; Virtuality staff relocated to Sega's AM3 division in Japan to work on the project.[6] Reception was mixed: the MVD hardware drew praise for its size and weight, but the flat-shaded graphics compared unfavorably with the textured visuals of Sega's Model 2 arcade board, and overseas units were reported to break down frequently.[6]

Legacy

Sega's two early-1990s projects are frequently cited in histories of virtual reality as examples of consumer-oriented VR that arrived before display, tracking, and processing technology could support it affordably. The Sega VR is grouped with other failed or limited 1990s headset efforts such as Nintendo's Virtual Boy and products from Atari and Hasbro, while the VR-1 is noted as one of the earlier large-scale head-tracked arcade installations.[3][2] The recovery of Nuclear Rush by the Video Game History Foundation made one of the headset's previously unreleased games playable for the first time.[2]

References