Service Games: The Rise and Fall of SEGA by Sam Pettus, David Munoz

Fan-made video game history book

Service games: the rise and fall of sega

Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.

Genre: GAMES / General

Secondary Genre: HISTORY / General

Language: English

Keywords: Sega, Video Games , 1990's, Nintendo

Word Count: 165830

Sales info:

Print and digital sales are 3000+


Sample text:

Sega of America officially announced the release of Mega CD to the highly profitable North America market in September of 1991 – just three months before the Japanese rollout, and nearly a full year before Americans would see the system. Why so soon? Nintendo had just released the SNES to eager American fans – a system specifically geared to do everything that Genesis could not. Regardless of which system was actually superior, there’s no arguing the fact that Nintendo's reputation for excellence and large, dedicated customer base spelled serious trouble for Sega. After all, it was then in the process of surpassing Nintendo to become the #1 video game company in the States, and knew it needed to do everything it could to stay ahead of former #1 Nintendo. The only thing that Sega had ready to combat the SNES was Mega CD, so Sega of America played what they saw as their trump card for all it was worth. Their attitude that Mega CD was worthy of being treated as a console in its own right was met with bemusement by its Japanese creators. "It wasn't a new system, and that was always the confusion internally," Latham would later say. "The internal people believed it to be a completely new system with new abilities." Of course he and a few others who had actually dealt with Sega of Japan knew the real story, but few of their Western colleagues ever caught on to their little scheme. Mega CD had yet to launch stateside, but already Sega of America was beginning to believe its own PR. They began making plans to launch Mega CD in the U.S. the following year, and arrangements were made with a new software house called Digital Pictures to begin producing FMV titles for the new system.


Book translation status:

The book is available for translation into any language except those listed below:

LanguageStatus
French
Already translated. Translated by Camille SCHENCK
German
Already translated. Translated by John Wannecke
Portuguese
Already translated. Translated by Eduardo
Spanish
Unavailable for translation. Translated by Cristian Mancilla

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