Pour One Out for the Dreamcast, Sega’s Awesome, Quirky, Gone-Too-Soon Console


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On September 9, 1999, Sega launched the Dreamcast in North America — it’s last, best hope for relevance in the console market. The console, which was intended to put Sega on a more even footing against competitors like Sony, wound up being the company’s hardware swan song. Sega never launched another console — the company’s Genesis Mini, which releases on September 19, is the first Sega-branded hardware to ship in 20 years (not counting the products Tectoy produces in the Brazilian market).

The Dreamcast is a rare example of a platform that failed despite having relatively few weaknesses or flaws relative to other consoles at the time. The N64 wasn’t as popular as Nintendo hoped because the cartridges of the day had limited storage capacity and therefore limited space for detailed textures. Despite these limits, they were also quite expensive compared with CD-based media. The previous Sega console, the Sega Saturn, was difficult to program and had been rushed out the door in an attempt to beat Sony’s PlayStation to market. The original Xbox One was less powerful than the PlayStation 4SEEAMAZON_ET_135 See Amazon ET commerce and debuted with a confused, half-baked marketing strategy that saw Microsoft attempt to launch a new game console by focusing on everything it could do besides gaming, and pour substantial resources into a camera add-on rather than the actual machine.

The Dreamcast, in contrast, was a solid piece of kit. It used a 32-bit two-way superscalar RISC CPU designed by Hitachi, the SH-4, rated for 360 MIPS and clocked at 200MHz. The CPU offered an 8KB instruction cache and 16KB data cache and interfaced with a GPU designed by NEC, the PowerVR2. While reportedly not as powerful as the 3dfx hardware that Sega had originally planned to use for the Dreamcast, the PowerVR solution was an affordable option and an effective one. The Dreamcast was designed to use off-the-shelf components to make it an easier target for developers, but the platform was ahead of its time in several respects.

Dreamcast Controller

The Dreamcast controller, with Video Memory Unit (VMU)

The Dreamcast shipped with a modem at a time when 80 percent of the US population was still using dial-up to get online. It used a GD-ROM format that could hold up to 1GB of data — not as large as DVDs, but more capacity than a typical CD-ROM offered. It offered a memory card that doubled as a miniature gaming device, the Visual Memory Unit. Sega’s overall goal with the Dreamcast was to build excitement around its products in the months before the PlayStation 2 would debut, to give it a leg up on the next-generation competition.

From the beginning, however, the console faced an uphill battle. Retailers who had been burned by short-lived Sega products like the Sega CD or 32X (not to mention the Sega Saturn) were unhappy with the company. Sega had initially intended to use hardware from 3Dfx, but when 3Dfx filed for its own IPO it revealed the Dreamcast before Sega had been prepared to make the announcement. Meanwhile, EA decided not to support the Dreamcast, despite having been a major partner on previous Saturn systems. According to a retrospective on the console, this decision was driven by a host of factors, including the specific component choices Sega made, the company’s indecision over whether to make a modem standard on the entire console range, and Sega’s hardball tactics during licensing may have killed EA’s interest in the platform. A different source in the same article, however, claims that EA walked away from Dreamcast because Sega wouldn’t give it a guaranteed exclusive on all sports’ titles for the console, given that Sega had just purchased a development studio, Visual Concepts, to build these titles.

Sony’s PS2 Marketing Blitz

The other factor that has to be factored into the Dreamcast’s demise is the absolute torrent of marketing Sony unleashed. In September 1999, all eyes were on Sony’s PlayStation 2, still over a year away. In theory, this should have opened a window for the Dreamcast to establish itself. In practice, that didn’t happen. Sony put an all-out marketing blitz behind the PlayStation 2, with its “Emotion Engine.” Sony’s reputation, by this point, was also better. The company had shipped one massive hit, the original PlayStation. Sega, in contrast, had shipped a number of half-baked, expensive flops. The Sega Saturn debacle was only part of the problem. The Sega CD and Sega 32X — both Genesis / Mega Drive add-ons — had failed to impress the market. Handheld products like the Sega Nomad had flopped.

If you were on the fence between Sega and Sony in the late 1990s, Sony looked like the safer bet. Sega’s Dreamcast enjoyed a very strong North American launch, but sales dropped off as the PS2’s launch date approached. Sony had the deep pockets to dramatically outspend Sega in terms of marketing dollars, while Sega was losing money despite brisk hardware sales. It cut Dreamcast prices to boost demand, but that meant taking a loss on the platform. While the attach rate for games was reportedly high, the install base wasn’t large enough for the company to achieve profitability this way. By the time the PS2 actually launched, Sega was hemorrhaging cash. Unable to compete with the PS2, Sega threw in the towel on hardware manufacturing altogether.

Image credit: TheDreamcastJunkyard, which has additional screenshots of comparisons between PS2 and Dreamcast visuals in Ferrari F355 Challenge, for the curious.

Compare Dreamcast and PlayStation 2 games today, and it’s clear that the gap between them wasn’t as large as Sony wanted it to seem. Sega Retro notes:

Compared to the rival PlayStation 2, the Dreamcast is more effective at textures, anti-aliasing, and image quality, while the PS2 is more effective at polygon geometry, physics, particles, and lighting. The PS2 has a more powerful CPU geometry engine, higher translucent fillrate, and more main RAM (32 MB, compared to Dreamcast’s 16 MB), while the DC has more VRAM (8 MB, compared to PS2’s 4 MB), higher opaque fillrate, and more GPU hardware features, with CLX2 capabilities like tiled rendering, super-sample anti-aliasing, Dot3 normal mapping, order-independent transparency, and texture compression, which the PS2’s GPU lacks.

Today, the Dreamcast is remembered for the uniqueness of its game library. In addition to absolutely stunning arcade ports like Soul Calibur, the Dreamcast had Phantasy Star Online, which was the first online console MMORPG. Games like Shenmue are considered to be progenitors of the open-world approach favored by long-running series like Grand Theft Auto (which itself began life as a top-down game, not a 3D, open-world, third-person title). Games like the cel-shaded Jet Set Radio and Crazy Taxi established the Dreamcast at a platform willing to take chances with game design. Titles like Skies of Arcadia offered players the chance to be sky pirates. Games like Seaman were… really weird.

Really, really weird.

Sometimes, the issues that sink a console are technical. Sometimes, the hardware is fine and it’s everything else that goes wrong. Here’s to one of the short-lived champions of a bygone age — and a more daring era in gaming, when developers and AAA publishers took more chances with quirky titles than they do today.

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How Dropbox, Nike, Salesforce, MailChimp, Google and Pepsi welcome their new hires – gpgmail


The first day of work at a new job can be very stressful. The unfamiliar surroundings and onslaught of new material can cause new hires some degree of discomfort. But sometimes the atmosphere at the new company can be welcoming and can help counteract the stress.

Different companies have their own traditions to help make this transition period more comfortable and memorable for new hires. Some of these traditions include:

  • Team-building day trips for new hires
  • Breakfast with the CEO
  • Tours of the best cafes, parks, and other spots in the neighborhood
  • Office “quests” (or some other gamification of onboarding)
  • Personalized onboarding programs or interactive company academies

Usually, only employees can experience these traditions. But there’s one new-hire tradition that has become extremely popular and often highly publicized: the “welcome kit”.

Welcome kits usually contain a hodgepodge of items that employees will need on the job (pens, notebooks, books, etc.) and things to make employees feel welcome (clothing, stickers, water bottles, or more unusual items — often with the company name or logo on them).

To get a sense of how different companies handle their kits, we talked to four successful startups about their welcome kits in the article below, followed by our look at a dozen more:

Table of Contents:

This article is based on the personal welcome kit collection of Vladimir Polo, founder of AcademyOcean. AcademyOcean is a tool for interactive onboarding and training (and Vladimir Polo is a fan of welcome kits).

Dropbox




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It Looks Like Sega Nailed the Genesis Mini


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Nintendo hit on a winning formula when it launched the NES Classic in 2016. Gamers clamored to get their hands on this plug-and-play gateway to gaming history. The SNES Classic followed, and then Sony tried its hand at mini consoles with the disappointing Playstation Classic. Sega’s effort has taken longer, but it’s almost ready for release, and it’s shaping up better than the PlayStation. Early reviews are universally positive — perhaps even more so than they were for the NES Classic.SEEAMAZON_ET_135 See Amazon ET commerce

The Genesis Mini, known as the Mega Drive Mini outside the US, uses the familiar mini console formula. It looks like a shrunken-down version of the 90s hardware. Instead of plugging game cartridges into the Genesis Mini, it has 42 classic games preloaded on the internal storage. That’s twice as many included games as other miniature game consoles. It also comes with two retro-style Sega controllers (the three-button version), so you can do multiplayer without any additional purchases. 

This is not the first retro Sega console. In fact, there have been many attempts to capitalize on the Genesis game library over the years, probably because Sega dropped out of the console market nearly 20 years ago. These devices usually suffered from a mediocre game selection, poor emulation performance, or both. The Genesis Mini software comes from a developer called M2, which specializes in emulation. The results, by all accounts, are superb. Playing on the Genesis Mini feels like playing games on the original hardware. It connects to your TV via HDMI, and you can choose between original 4:3 and 16:9 ratios. There’s even the option to add in CRT-style scanlines. 

Sega didn’t skimp on the game selection for the Genesis Mini. It’s got all the hits, as well as some lesser-known classics. There’s Sonic the Hedgehog, of course, but also Golden Axe, Castlevania: Bloodlines, Altered Beast, Ghouls ‘n Ghosts, Streets of Rage 2, Earthworm Jim, and many more. It even includes Darius and Tetris, two games that never launched on the Genesis in the US. That’s not as cool as the unreleased Star Fox 2 debuting on the SNES Classic, but it’s still a nice bonus. 

The Sega Genesis Mini is available for pre-order via Amazon, Best Buy, and more. It launches on September 19th. It’ll run you $79.99, the same price as the NES Classic at launch. There’s an officially licensed 6-button version of the controller also available for another $20.

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Analogue’s Mega Sg is the Sega Genesis Mini alternative for the discerning retro gaming fan – gpgmail


The official Sega Genesis Mini is coming in September and hopes to capitalize on some of the retro gaming hype that turned the Super Nintendo and NES Mini Classic editions into best-sellers. But there’s already a modern piece of hardware out there capable of playing Sega Genesis games on your HDTV — plus Mega Drive, Master System and Sega CD, too.

The Analogue Mega Sg is the third in a series of reference-quality, FPGA-based retro consoles from Analogue, a company that prides itself on accuracy in old-school gaming. It provides unparalleled, non-emulated gameplay with zero lag and full 1080p output to work with your HD or even 4K TV in a way no other old-school gaming hardware can.

For $189.99 (which is just about double the asking price of the Sega Genesis Mini), you get the console itself, an included Master System cartridge adapter, an HDMI cable and a USB cable for power supply (plus a USB plug, though, depending on your TV, you might be able to power it directly). The package also includes a silicon pad should you want to use it with original Sega CD hardware, which plugs into the bottom of the SG hardware just like it did with the original Genesis. It includes two ports that support original wired Genesis controllers, or you can also opt to pick up an 8bitdo M30 wireless Genesis controller and adapter, which retails for $24.99.

Like the Nt mini did for NES, and the Super Nt did for SNES before it, the Mega Sg really delivers when it comes to performance. Games look amazing on my 4K LG OLED television, and I can choose from a variety of video output settings to tune it to my liking, including adding simulated retro scaliness and more to make it look more like your memory of playing on an old CRT television.

Sound is likewise excellent — those opening notes of Ecco the Dolphin sounded fantastic rendered in 48KHz 16-bit stereo coming out of my Sonos sound system. Likewise, Sonic’s weird buzzsaw razor whine came through exactly as remembered, but definitely in higher definition than anything that actually played out of my old TV speakers as a kid.

Even if you don’t have a pile of original Sega cartridges sitting around ready to play (though I bet you do if you’re interested in this piece of kit), the Mega Sg has something to offer: On board, you get a digital copy of the unreleased Sega Genesis game “Hardcore,” which was nearly complete in 1994 but which went unreleased. It’s been finished and renamed “Ultracore,” and you can run it from the console’s main menu as soon as you plug it in and fire it up.

Analogue plans to add more capabilities to the Mega Sg in the future, with cartridge adapters that will allow it to run Mark III, Game Gear, Sega MyCard, SG-1000 and SC-3000 games, too. These will all be supported by the FPGA Analogue designed for the Mega Sg, too, so they’ll also be running natively, not emulated, for a true recreation of the original gaming experience.

If you’re really into classic games, and care a lot about accuracy, this is definitely the best way to play Sega games on modern TVs — and it’s also just super fun.


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