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Dreamcast online functionality

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136-536: The Dreamcast is a home video game console by Sega , the first one introduced in the sixth generation of video game consoles . With the release of the Dreamcast in 1998 amid the dot-com bubble and mounting losses from the development and introduction of its new home console, Sega made a major gamble in attempting to take advantage of the growing public interest in the Internet by including online capabilities in

272-486: A $ 60 to 80 million 24-hour period. What has ever sold $ 60 to 80 million in the first 24 hours? —Peter Moore, speaking to Electronic Gaming Monthly about the upcoming launch of the Dreamcast. Working closely with Midway Games (which developed four North American launch games for the system) and taking advantage of the ten months following the Dreamcast's release in Japan, Sega of America worked to ensure

408-514: A Motorola PowerPC 603e central processing unit (CPU), but Sega management later asked them to also use the SH-4 chip. Both processors have been described as " off-the-shelf " components. According to Charles Bellfield, the former Sega of America vice president of communications and former NEC brand manager, presentations of games using the NEC solution showcased the performance and low cost delivered by

544-511: A Pentium II 200 in mind would run on the console. According to Damien McFerran, "the motherboard was a masterpiece of clean, uncluttered design and compatibility". The Chinese economist and future Sega.com CEO Brad Huang convinced the Sega chairman, Isao Okawa , to include a modem with every Dreamcast under opposition from Okawa's staff over the additional US$ 15 cost per unit. To account for rapid changes in home data delivery, Sega designed

680-425: A TCP offload engine to offload processing of the entire TCP/IP stack to the network controller. It is primarily used with high-speed network interfaces, such as Gigabit Ethernet and 10 Gigabit Ethernet, for which the processing overhead of the network stack becomes significant. Some NICs offer integrated field-programmable gate arrays (FPGAs) for user-programmable processing of network traffic before it reaches

816-532: A branding agency called Interbrand created the logo for the console, with Kenji Eno volunteering to name the console. Eno was paid for his involvement and signed a NDA to prevent his involvement from going public. The Dreamcast's startup sound was composed by the Japanese musician Ryuichi Sakamoto . Because the Saturn had tarnished its reputation, Sega planned to remove its name from the console and establish

952-466: A reply paid card shipped with the console. To gain access to the network, Australian Dreamcast users were forced to use Telstra's Big Pond service; the Internet access disc, which had Dreamkey software similar to the European version, was bundled with a voucher for 150 hours of free Internet access that users were required to use within three months of activation. Upon connecting, the browser went to

1088-855: A 32-bit ARM7 RISC CPU core, can generate 64 voices with PCM or ADPCM , providing ten times the performance of the Saturn's sound system. The Dreamcast has 16 MB main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound. It reads media using a 12× speed Yamaha GD-ROM drive. In addition to Windows CE, the Dreamcast supports several Sega and middleware application programming interfaces . The Dreamcast can supply video through several accessories including A/V cables , RF modulator connectors S-Video cables and SCART . A VGA adapter allows Dreamcast to connect on computer displays or enhanced-definition television sets in 480p . Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. The R7,

1224-456: A 56 kbit/s modem. However, with no region lock present, it is possible for models bundled with the 33.6 kbit/s modem to use the 56 kbit/s one instead for faster Internet access. To produce the modem, Sega partnered with Rockwell International through its semiconductor division, which was spun off as Conexant on January 4, 1999. There are two models of the modem adapter, 670-14140A and 670-14140B. The "A" model can use power from

1360-609: A PS2, while the PSone , a remodeled version of the original PlayStation, became the bestselling console in the US at the start of the 2000 holiday season. According to Moore, "The PlayStation 2 effect that we were relying upon did not work for us... People will hang on for as long as possible... What effectively happened is the PlayStation 2 lack of availability froze the marketplace." Eventually, Sony and Nintendo held 50 and 35 percent of

1496-579: A competent hardware company". Gordon also said that Sega could not afford to give them the "kind of license that EA has had over the last five years". According to Stolar, president of EA at the time, Larry Probst, wanted exclusive rights as the only sports brand on Dreamcast, which Stolar could not accept due to Sega's recent US$ 10 million purchase of the sports game developer Visual Concepts . While EA's Madden NFL series had established brand power, Stolar regarded Visual Concepts' NFL 2K as superior and would provide "a breakthrough experience" to launch

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1632-468: A competition organized by GamePro . Okawa, who had previously loaned Sega $ 500 million in 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his $ 695 million worth of Sega and CSK stock, helping Sega survive the transition to third-party development. As part of this restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001. 9.13 million Dreamcast units were sold worldwide. Despite

1768-477: A custom version of the Windows CE operating system on game discs to make porting PC games easy, and Sega's NAOMI arcade system board allowed nearly identical conversions of arcade games . The Dreamcast was the first console to include a built-in modular modem for internet access and online play . Though its Japanese release was beset by supply problems, the Dreamcast had a successful US launch backed by

1904-408: A different approach with the Dreamcast. Like previous Sega consoles, the Dreamcast was designed around intelligent subsystems working in parallel, but the selections of hardware were closer to personal computers than video game consoles, reducing cost. It also enabled software development to begin before any development kits had been completed, as Sega informed developers that any game developed with

2040-527: A dramatic increase in game piracy towards the end of the console's North American lifespan. CSI announced that it would discontinue production of the adapter on April 24, 2002, citing Sega's discontinuation of Dreamcast production and transition to third-party development. It is a common misconception that the Broadband Adapter was released with two model numbers (HIT-0400 for the US, and HIT-0401 for Japan); in actuality, both Japan and US models have

2176-416: A fan of the attitude previously associated with Sega's brand, worked with Foote, Cone & Belding and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power. According to Moore: "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke [ sic ] all

2312-460: A few features such as e-mail available; the feature set expanded in the weeks preceding the Dreamcast's launch in Japan on November 27, 1998. Much of its infrastructure was developed by ISAO Corporation, which was spun-off from Sega on November 26, 1999. Its accompanying web browser, Dream Passport, provided the ability to connect via dial-up, browse the Internet, receive and send e-mail, chat with other users, and so on. The Dreameye accessory, which

2448-408: A few hundred thousand units of the Broadband Adapter were produced as worldwide broadband adoption was still poor at the time. While it was solely mass produced in white to match the console's default model color, a black model was produced on a limited build to order basis; orders were accepted throughout much of December 2001, with a minimum of 2,000 units produced from February to March 2002. Due to

2584-535: A filled-out reply paid card included with the console. The poor launch, combined with a lack of advertising and a high price point, produced lackluster sales in Australia; two large retail chains reported a combined total of 13 console sales over the first few days after launch. Though the Dreamcast launch was successful, Sony held 60 percent of the overall video game market share in North America with

2720-411: A full network protocol stack , allowing communication among computers on the same local area network (LAN) and large-scale network communications through routable protocols, such as Internet Protocol (IP). The NIC allows computers to communicate over a computer network, either by using cables or wirelessly. The NIC is both a physical layer and data link layer device, as it provides physical access to

2856-601: A large marketing campaign. However, sales steadily declined as Sony built anticipation for the PlayStation 2. Dreamcast sales did not meet Sega's expectations, and attempts to renew interest through price cuts caused significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrew from the console business, and restructured itself as a third-party developer . A total of 9.13 million Dreamcast units were sold worldwide and over 600 games were produced. Its bestselling game, Sonic Adventure (1998)—the first 3D game in Sega's Sonic

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2992-503: A microphone, enabling voice control and player communication. Various third-party cards provide storage, and some contain the LCD screen addition. Iomega announced a Dreamcast-compatible zip drive storing up to 100 MB on removable discs, but it was never released. Network adapter A network interface controller ( NIC , also known as a network interface card , network adapter , LAN adapter and physical network interface )

3128-408: A more successful US launch with a minimum of 15 launch games. With lingering bitterness over the Saturn's early release, Stolar repaired relations with major US retailers, with whom Sega presold 300,000 Dreamcast units. In addition, a pre-launch promotion enabled consumers to rent Dreamcasts from Hollywood Video starting on July 14. Sega of America's senior vice president of marketing Peter Moore ,

3264-472: A networking medium and, for IEEE 802 and similar networks, provides a low-level addressing system through the use of MAC addresses that are uniquely assigned to network interfaces. Network controllers were originally implemented as expansion cards that plugged into a computer bus. The low cost and ubiquity of the Ethernet standard means that most new computers have a network interface controller built into

3400-598: A new advertising campaign to promote SegaNet, including advertising on the MTV Video Music Awards that day, which Sega sponsored for the second consecutive year. Sega employed aggressive pricing strategies around online gaming; in Japan, every Dreamcast sold included a free year of internet access, which Okawa personally paid for. Prior to the launch of SegaNet, Sega had already offered a $ 200 rebate to any Dreamcast owner who purchased two years of internet access from Sega.com. To increase SegaNet's appeal in

3536-542: A new console. In 1997, he enlisted IBM 's Tatsuo Yamamoto to lead an eleven-person team to work on a secret project in the United States with the codename Blackbelt. Accounts vary on how an internal team led by Hideki Sato also began development on Dreamcast hardware; one account specifies that Sega tasked both teams, and another suggests that Sato was bothered by Irimajiri's choice to begin development externally and had his team start work. Sato and his group chose

3672-448: A new gaming brand similar to Sony's PlayStation , but Irimajiri's management team decided to retain it. Sega spent US$ 50–80 million on hardware development, $ 150–200 million on software development, and US$ 300 million on worldwide promotion—a sum which Irimajiri, a former Honda executive, humorously likened to the investments required to design new automobiles. Despite a 75 percent drop in half-year profits just before

3808-563: A number of game developers. The Dreamcast was finally revealed on May 21, 1998 in Tokyo. Sega held a public competition to name its new system and considered over 5,000 different entries before choosing "Dreamcast"—a portmanteau of "dream" and "broadcast". According to Katsutoshi Eguchi, Japanese game developer Kenji Eno submitted the name and created the Dreamcast's spiral logo, but this has not been officially confirmed by Sega. Former Sega executive Kunihisa Ueno confirmed in his biography that

3944-562: A one-channel PWM sound source, non-volatile memory , a D-pad and four buttons. The VMU can present game information, be used as a minimal handheld gaming device, and connect to certain Sega arcade machines. For example, players use the VMU to call plays in NFL 2K or raise virtual pets in Sonic Adventure . Sega officials noted that the VMU could be used "as a private viewing area,

4080-461: A partnership with AT&T on August 4, 1999, making the AT&;T WorldNet service the preferred ISP to connect the Dreamcast online in the United States. Sega additionally announced an agreement to have Excite@Home as the exclusive portal partner for SegaNet on December 14, 1999, bringing Excite 's services and content to the online platform. Microsoft participated somewhat in the development of

4216-427: A perfect position to start a new life as a developer/publisher." Former Working Designs president Victor Ireland wrote, "It's actually a good thing ... because now Sega will survive, doing what they do best: software." The staff of Newsweek wrote that "from Sonic to Shenmue , Sega's programmers have produced some of the most engaging experiences in the history of interactive media ... Unshackled by

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4352-465: A price reduction to $ 99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001. After a further reduction to $ 79, the Dreamcast was cleared out of stores at $ 49.95 . The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega's internal game development studios, plus the heads of Visual Concepts and Sega's sound studio Wave Master, and given away with all 55 first-party Dreamcast games through

4488-491: A problem. Losses on the Saturn contributed to financial problems for Sega, whose revenue had declined between 1992 and 1995 as part of an industry-wide slowdown. Sega announced that Shoichiro Irimajiri would replace Tom Kalinske as chairman and CEO of Sega of America, while Bernie Stolar , a former executive at Sony Computer Entertainment of America, became Sega of America's executive vice president in charge of product development and third-party relations. After

4624-493: A refurbished Dreamcast, was originally used as a network console in Japanese pachinko parlors. Another model, the Divers 2000 CX-1, is shaped similarly to Sonic's head and includes a television and software for teleconferencing. A Hello Kitty version, limited to 2000 units, was targeted at female gamers in Japan. Special editions were created for Seaman and Resident Evil – Code: Veronica . Color variations were sold through

4760-409: A standard receptacle for media-dependent transceivers, so users can easily adapt the network interface to their needs. LEDs adjacent to or integrated into the network connector inform the user of whether the network is connected, and when data activity occurs. The NIC may include ROM to store its factory-assigned MAC address . The NIC may use one or more of the following techniques to indicate

4896-608: A struggling console platform, this platoon of world-class software developers can do what they do best for any machine on the market." Game Informer , commenting on Sega's tendency to produce under-appreciated cult classics , wrote: "Let us rejoice in the fact that Sega is making games equally among the current console crop, so that history will not repeat itself." The Dreamcast measures 190 mm × 195.8 mm × 75.5 mm (7.48 in × 7.71 in × 2.97 in) and weighs 1.5 kg (3.3 lb). Its main CPU

5032-559: Is a computer hardware component that connects a computer to a computer network . Early network interface controllers were commonly implemented on expansion cards that plugged into a computer bus . The low cost and ubiquity of the Ethernet standard means that most newer computers have a network interface built into the motherboard , or is contained into a USB -connected dongle . Modern network interface controllers offer advanced features such as interrupt and DMA interfaces to

5168-488: Is a dial-up modem that was included with most Dreamcast consoles sold worldwide, excluding Brazil and regions of Asia outside Japan. In Brazil, where the adapter was excluded due to the high price of the console there, it was sold separately for R$ 49.99 as the Dreamcast Link . European, Australian, and early Japanese models came with a 33.6 kbit/s modem, while North American and later Japanese models included

5304-460: Is a two-way 360 MIPS superscalar Hitachi SH-4 32-bit RISC , clocked at 200 MHz with an 8 kB instruction cache and 16 kB data cache and a 128-bit graphics-oriented floating-point unit delivering 1.4 GFLOPS . Its 100 MHz NEC PowerVR2 rendering engine, integrated with the ASIC , can draw more than 3 million polygons per second and use deferred shading . Sega estimated

5440-499: Is based on the Saturn 3D controller and includes an analog stick, a D-pad , four action buttons, start button and two analog triggers. It received mostly negative reviews from critics; Edge described it as "an ugly evolution of Saturn's 3D controller", and was called "[not] that great" by 1Up.com ' s Sam Kennedy and "lame" by Game Informer ' s Andy McNamara. IGN wrote that "unlike most controllers, Sega's pad forces

5576-492: Is leaving hardware. We were selling 50,000 units a day, then 60,000, then 100,000, but it was just not going to be enough to get the critical mass to take on the launch of PS2. It was a big stakes game. Sega had the option of pouring in more money and going bankrupt and they decided they wanted to live to fight another day. —Peter Moore, on the Dreamcast's discontinuation On May 22, 2000, Okawa replaced Irimajiri as president of Sega. Okawa had long advocated that Sega abandon

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5712-429: Is modular for future upgrades. In Brazil, due to the high price of the console, the modem was sold separately. The original Japanese model and all PAL models have a transfer rate of 33.6 kbit/s, and consoles sold in the US and in Japan after September 9, 1999, feature a 56 kbit/s dial-up modem. Broadband service was enabled through the later release of a broadband accessory in 2000 in Japan, and early 2001 in

5848-802: Is towards integrating the various components of systems on a chip , and this is also applied to network interface cards. An Ethernet network controller typically has an 8P8C socket where the network cable is connected. Older NICs also supplied BNC , or AUI connections. Ethernet network controllers typically support 10  Mbit/s Ethernet, 100 Mbit/s Ethernet , and 1000 Mbit/s Ethernet varieties. Such controllers are designated as 10/100/1000 , meaning that they can support data rates of 10, 100 or 1000 Mbit/s. 10 Gigabit Ethernet NICs are also available, and, as of November 2014 , are beginning to be available on computer motherboards . Modular designs like SFP and SFP+ are highly popular, especially for fiber-optic communication . These define

5984-401: Is usually referred to as transmit packet steering (XPS). Some products feature NIC partitioning ( NPAR , also known as port partitioning ) that uses SR-IOV virtualization to divide a single 10 Gigabit Ethernet NIC into multiple discrete virtual NICs with dedicated bandwidth, which are presented to the firmware and operating system as separate PCI device functions . Some NICs provide

6120-613: The BBC 's Watchdog programme and the Independent Television Commission (ITC) in the United Kingdom, accusing Sega of misleading advertising . The ITC subsequently forced Sega to remove references to online gaming in Dreamcast advertisements, with Sega deciding to switch European advertising agencies from WCRS to Bartle Bogle Hegarty as a result of the controversy. The first game to support online play

6256-488: The Dreamcast game console in the United States. The service was created by Sega in collaboration with GTE through its GTE Internetworking division, which was spun-off from GTE and renamed Genuity in the midst of development as GTE merged with Bell Atlantic to form Verizon Communications on June 30, 2000. As such, it was Genuity that ended up providing the dial-up service and network infrastructure. Sega also announced

6392-517: The GameCube , would meet or exceed anything on the market, and Microsoft began development of its own console, the Xbox . US Dreamcast sales—which exceeded 1.5 million by the end of 1999 —began to decline as early as January 2000. Poor Japanese sales contributed to Sega's ¥42.88 billion ($ 404 million) consolidated net loss in the fiscal year ending March 2000, which followed a loss of ¥42.881 billion

6528-534: The Hitachi SH-4 processor architecture and the VideoLogic PowerVR2 graphics processor, manufactured by NEC , in the production of the mainboard . Initially known as Whitebelt, the project was later codenamed Dural, after the metallic female fighter from Sega's Virtua Fighter series. Yamamoto's group opted to use 3dfx Voodoo 2 and Voodoo Banshee graphics processors alongside

6664-543: The Tokyo Stock Exchange , reporting a consolidated net loss of ¥ 35.6 billion ( US$ 269.8 million ). Shortly before announcing its financial losses, Sega announced the discontinuation of the Saturn in North America to prepare for the launch of its successor. This effectively left the Western market without Sega games for more than a year. Rumors about the upcoming Dreamcast—spread mainly by Sega—leaked to

6800-533: The VMU . Despite the foresight Sega had in the emergence of broadband Internet access by making the modem modular and upgradeable with a broadband adapter , the services mainly supported dial-up Internet access throughout their lifetimes; only in Japan did broadband service arrive for the Dreamcast before Sega discontinued it in 2001, abandoning the console business altogether with its transition to third-party publishing. The services were gradually discontinued by Sega in

6936-546: The Wii Remote . The Japanese Dreamcast port of Sega's Cyber Troopers Virtual-On Oratorio Tangram supported a "Twin Sticks" peripheral, but its American publisher, Activision , opted not to release it in the US. The Dreamcast can connect to SNK 's Neo Geo Pocket Color , predating Nintendo's GameCube – Game Boy Advance link cable . In most regions, the Dreamcast includes a removable modem for online connectivity, which

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7072-493: The Xbox several times to Microsoft chairman Bill Gates as Sega explored a sale to Microsoft after the launch of the PlayStation 2 , though negotiations ultimately failed due in part to the latter balking at the former's insistence on including online gaming with supported Dreamcast titles. Dricas was an Internet service intended for Dreamcast consoles in Japan. The service launched the week of October 28, 1998, with only

7208-532: The Xbox Live service launched by Microsoft in 2002, Sega never had a unified worldwide service for the Dreamcast. Instead, Sega created separate regional services that were developed independently of each other, with different companies from different regions participating in the development of the services in their respective regions. Former Microsoft executive Sam Furukawa recalled in 2010 that Sega chairman Isao Okawa proposed adding Dreamcast compatibility into

7344-456: The 1996 launch of the Nintendo 64 , sales of the Saturn and its software fell sharply. As of August 1997, Sony controlled 47 percent of the console market, Nintendo controlled 40 percent, and Sega controlled only 12 percent; neither price cuts nor high-profile games helped the Saturn. I thought the Saturn was a mistake as far as hardware was concerned. The games were obviously terrific, but

7480-413: The Broadband Adapter through server modifications. Dricas persisted until March 7, 2000, when the service was consolidated into ISAO's multi-platform online service, isao.net. Broadband support arrived for the service a few months later on July 15 of that year, launching with the debut of the Broadband Adapter in Japan. Isao.net maintained online services and game servers for the Dreamcast until Sega ceased

7616-539: The Dreamarena closure had to use a PC to visit Sega of Europe's website and order it there with their service credentials; European Dreamcast customers that failed to register for the service by its closure were completely unable to go online with the console. Online functions for the Dreamcast continued to run for another year until they were shut down on February 28, 2003. On November 2, 1999, Sega announced its partnership with Telstra to develop an online service for

7752-467: The Dreamcast Direct service in Japan. Toyota also offered special Dreamcast units at 160 of its dealers in Japan. In North America, a limited edition black Dreamcast was released with a Sega Sports logo on the lid, which included matching Sega Sports-branded black controllers and two games. The Dreamcast has four ports for controller inputs, and was sold with one controller. The controller

7888-517: The Dreamcast after the arrival of competition from other manufacturers. There were reports of disappointed Japanese consumers returning their Dreamcasts and using the refund to purchase additional PlayStation software. Seaman , released in July 1999, became the Dreamcast's first major hit in Japan. Prior to the Western launch, Sega reduced the price of the Dreamcast to ¥19,900 , effectively making it unprofitable but increasing sales. The reduction and

8024-399: The Dreamcast game console to allow it to operate without the need of power from the telephone line. The "B" model does not use power from the Dreamcast; thus, it is dependent on the power from the telephone line or a modem that runs power through the telephone line. There are multiple ways to create a server between a Dreamcast and a personal computer (PC) using the standard modem which allows

8160-463: The Dreamcast in Australia through regional distributor Ozisoft . This was just weeks before the Dreamcast was supposed to launch there on November 30; the online service was ultimately unavailable at launch due in part to the signing of the ISP contract only occurring the previous day. However, it was an ironic inconvenience as the consoles initially did not ship with Internet access discs; they were detained

8296-506: The Dreamcast in Europe on October 14, 1999, at a price of £200. By November 24, 400,000 consoles had been sold in Europe. By Christmas of 1999, Sega of Europe had sold 500,000 units, six months ahead of schedule. The price was dropped to £149.99 from September 8, 2000, with sales at around 800,000 in Europe at this point. Announcing the drop, Jean-François Cecillon, CEO of Sega Europe, commented: "There are 'X' amount of core gamers in Europe;

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8432-450: The Dreamcast in the United States. Dreamarena was a free dial-up -based online gaming service provided for all Dreamcast consoles in Europe, launching with the debut of the Dreamcast in Europe on October 14, 1999. The service was created and operated for Sega Europe by a partnership between ICL , BT and various ISPs ; ICL developed the web sites and software, with BT providing the dial-up capabilities and network infrastructure, and

8568-479: The Dreamcast launched in Japan at a price of ¥ 29,000 , and the stock sold out by the end of the day. However, of the four games available at launch, only one—a port of Virtua Fighter 3 , the most successful arcade game Sega ever released in Japan—sold well. Sega estimated that an additional 200,000–300,000 Dreamcast units could have been sold with sufficient supply. Sega had announced that Sonic Adventure ,

8704-526: The Dreamcast to share the PC's network connection. The Broadband Adapter is a network adapter that was released as a separate accessory for the Dreamcast in Japan on July 15, 2000, retailing at ¥ 8,800; the United States followed suit on January 9, 2001, with a retail price of $ 59.95. CSI Co., Ltd. manufactured the adapter in Japan. The adapter was never bundled with any console; it was sold in Japan through CSI's website and cable Internet access providers, while

8840-535: The Dreamcast's internet gaming service, at a subscription price of $ 21.95 per month. Although Sega had previously released only one Dreamcast game in the US that featured online multiplayer, ChuChu Rocket! , the launch of SegaNet combined with the release of NFL 2K1 , with a robust online component, was intended to increase demand for the Dreamcast in the US market. The service later supported games including Bomberman Online , Quake III Arena , and Unreal Tournament . The September 7 launch coincided with

8976-424: The Dreamcast's high demand in other markets had reduced the number of peripherals allotted to the region. Further complicating matters was the lack of an internet disc due to localization problems, and delays in securing an ISP contract, which was done through Telstra the day before launch. The online component was not ready until March 2000, at which point Ozisoft sent the necessary software to users who had sent in

9112-418: The Dreamcast's online capabilities, Sega went beyond the scope of their prior online ventures and invested heavily in the development of unified online services for it, a concept that predated former partner Microsoft 's Xbox Live service by a few years. Sega also predated Microsoft in pioneering the concept of downloadable content for games released on a console, though it was hampered by the small memory of

9248-603: The Dreamcast's theoretical rendering capability at 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance". Graphical hardware effects include trilinear filtering , gouraud shading , z-buffering , spatial anti-aliasing , per-pixel translucency sorting and bump mapping . The Dreamcast can output approximately 16.77 million colors simultaneously and displays interlaced or progressive scan video at 640 × 480 video resolution . Its 67 MHz Yamaha AICA sound processor, with

9384-464: The Dreamcast, and discussed with Motorola the development of an internet-enabled cell phone that would use technology from the console to enable quick downloads of games and other data. In contrast to the Sega CD and Sega Saturn, which included internal backup memory, the Dreamcast uses a 128 kbyte memory card , the VMU , for data storage. The VMU features a small LCD screen, audio output from

9520-573: The Dreamcast. The PS2 would also use the DVD-ROM format, which could hold substantially more data than the Dreamcast's GD-ROM, and would be backwards-compatible with hundreds of popular PlayStation games. Sony's specifications appeared to render the Dreamcast obsolete months before its US launch, although reports later emerged that the PS2 was not as powerful as expected and difficult to develop on. The same year, Nintendo announced that its next console,

9656-519: The Dreamcast. While the Dreamcast would have none of EA's popular sports games, "Sega Sports" games developed mainly by Visual Concepts helped to fill that void. Let's take the conservative estimate of 250,000 Dreamcast units at presage—that's a quarter of a million units at $ 200 . We'll have a ratio of 1.5 or two games for every Dreamcast unit sold. That's half a million units of software. We think we'll be .5 to one on VMUs and peripheral items such as extra controllers and what have you. This could be

9792-753: The Hedgehog series—sold 2.5 million copies. The Dreamcast's commercial failure has been attributed to several factors, including competition from the PlayStation 2, limited third-party support, and the earlier failures of the 32X and Saturn having tarnished Sega's reputation. In retrospect, reviewers have celebrated the Dreamcast as one of the greatest consoles. It is considered ahead of its time for pioneering concepts such as online play and downloadable content . Many Dreamcast games are regarded as innovative, including Sonic Adventure , Crazy Taxi (1999), Shenmue (1999), Jet Set Radio (2000), and Phantasy Star Online (2000). The Dreamcast remains popular in

9928-669: The ISPs (one for each country) providing the Internet dial-up connection and telephone service. The service was initially available in France, Germany, Italy, Spain, and the United Kingdom; it was expanded in December 2000 to include Belgium, Finland, the Netherlands, Sweden, and Switzerland. Although the service was free to access in the United Kingdom, ISPs in other European countries placed different requirements and prices for accessing it;

10064-454: The ISPs that partnered with Sega; this resulted in Dreamarena being an expensive affair for many of the users. After the discontinuation of the Dreamcast and its transition away from console hardware, Sega closed Dreamarena on February 28, 2002; subsequent online access required version 3.0 of DreamKey, which was released on February 1 and provided users the ability to access the Internet via an ISP of their choice. Users ordering DreamKey 3.0 after

10200-484: The Japanese launch, Sega was confident about the Dreamcast. It drew significant interest and many pre-orders. However, Sega could not achieve its shipping goals for the Japanese Dreamcast launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process. As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998,

10336-465: The North American video game market share. Significant launch games included Sonic Adventure , the arcade fighting game Soulcalibur , and Visual Concepts ' football simulation NFL 2K . On November 4, Sega announced it had sold over one million Dreamcast units. The launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs. Sega released

10472-424: The PlayStation at the end of 1999. On March 2, 1999, Sony revealed the first details of the PlayStation 2 (PS2), which Ken Kutaragi said would allow video games to convey unprecedented emotions. Sony estimated the PS2 could render 7.5 million to 16 million polygons per second, whereas independent estimates ranged from 3 million to 20 million, compared to Sega's estimates of more than 3 million to 6 million for

10608-651: The Rose Bowl , NFL 2K1 , NFL 2K2 , NBA 2K1 , NBA 2K2 , Internet Game Pack and Mobile Suit Gundam: Federation vs. Zeon DX , with more games upcoming. Dreamcast The Dreamcast is the final home video game console manufactured by Sega . It was released on November 27, 1998, in Japan; September 9, 1999, in North America; and October 14, 1999, in Europe. It was the first sixth-generation video game console , preceding Sony 's PlayStation 2 , Nintendo 's GameCube , and Microsoft 's Xbox . The Dreamcast's 2001 discontinuation ended Sega's 18 years in

10744-467: The SH-4 and PowerVR architecture. He said that Sega's relationship with NEC, a Japanese company, likely also influenced the decision to use its hardware rather than the architecture developed in America. Stolar felt the US 3dfx version should have been used, but that "Japan wanted the Japanese version, and Japan won". As a result, 3dfx filed a lawsuit against Sega and NEC claiming breach of contract, which

10880-521: The SH-4 was chosen while still in development, following lengthy deliberation, as the only processor that "could adapt to deliver the 3D geometry calculation performance necessary". By February 1998, Sega had renamed the project Katana, after the Japanese sword , although certain hardware specifications such as random access memory (RAM) were not finalized. Knowing the Saturn had been set back by its high production costs and complex hardware, Sega took

11016-401: The US video game market, while Sega held only 15 percent. According to Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but the small install base meant this did not produce enough revenue to keep it viable. During the course of 2000, the PlayStation had sold five times more than Dreamcast despite being five year old hardware. We had a tremendous 18 months. Dreamcast

11152-406: The US, but some third party light guns were available. The Dreamcast supports a Sega fishing "reel and rod" motion controller and a keyboard for text entry. Although it was designed for fishing games such as Sega Bass Fishing , Soulcalibur is playable with the fishing controller, which translates vertical and horizontal movements into on-screen swordplay; IGN cited it as a predecessor to

11288-606: The US, Sega dropped the price of the Dreamcast to $ 149 (compared to the PS2's US launch price of $ 299 ) and offered a rebate for the full $ 149 price of a Dreamcast, and a free Dreamcast keyboard, with every 18-month SegaNet subscription. Moore said that the Dreamcast would need to sell 5 million units in the US by the end of 2000 to remain a viable platform; Sega fell short of this goal, with some 3 million units sold. Moreover, Sega's attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses. Instead of an expected profit, for

11424-465: The US. Sega also produced the Dreameye, a digital camera that could be connected to the Dreamcast and used to exchange pictures and participate in video chat over the internet. Sega hoped developers would use the Dreameye for future software, as some later did with Sony's similar EyeToy peripheral. In addition, Sega investigated systems that would have allowed users to make telephone calls with

11560-410: The absence of which has prevented effective implementation of many types of games in the past". After a VMU slot was incorporated into the controller's design, Sega's engineers found many additional uses for it, so a second slot was added. It is generally for vibration packs providing force feedback , such as Sega's "Jump Pack" and Performance's "Tremor Pack"; it can be used for peripherals including

11696-428: The adapter was sold in the United States exclusively through Sega's online store from launch until March 2001, when it started appearing in retail stores. A European release for the adapter was planned for early 2001, but it ultimately did not materialize with the Dreamcast's discontinuation; despite that, use of an American (or Japanese) adapter on a PAL system is possible since the adapter is not region locked . Only

11832-404: The adapter's launch late in the lifespan of the Dreamcast, only a handful of games supported the adapter as developers had to explicitly include support for the adapter in their games; the games that did support it were able to take advantage of the 10 and 100 Mbit speeds provided by the adapter. However, it also had an unintended consequence of much faster Dreamcast GD-ROM copying, leading to

11968-403: The adapter, this has resulted in highly inflated prices for it; as early as 2004, third-party retailers such as eBay sold the adapter alone for around $ 100 to $ 150, and it still regularly sells for more than the Dreamcast itself. Some games are still playable online via the Broadband Adapter through private servers, such as Phantasy Star Online , Toy Racer , and Quake III Arena . Unlike

12104-555: The availability of packets to transfer: NICs may use one or more of the following techniques to transfer packet data: Multiqueue NICs provide multiple transmit and receive queues , allowing packets received by the NIC to be assigned to one of its receive queues. The NIC may distribute incoming traffic between the receive queues using a hash function . Each receive queue is assigned to a separate interrupt ; by routing each of those interrupts to different CPUs or CPU cores , processing of

12240-471: The beginning of August 2002 with the intention of shutting down the servers by the end of that year; however, they decided to extend the service by six months, officially ending online support for most Dreamcast games effective June 2003. Sega continued to provide online support for Phantasy Star Online and Phantasy Star Online Ver. 2 until September 30, 2003; the online servers for both games were shut down at that point, officially ceasing online gaming on

12376-414: The browser, Sega delayed it to May 30, then delayed it again for two days due to "final testing"; the service went live at 18:00 JST on June 1 with 17 Mega Drive and 13 PC Engine titles available. Five Mega Drive titles were added to the service the same month along with 15 PC Engine titles. The service was temporarily suspended from January 27, 2001, to March 2001 due to Sega implementing compatibility with

12512-467: The code HIT-0400 and use a Realtek 8139 chip. The code HIT-0401 refers to the Japanese model's packaging and documentation, while the code HIT-0400 refers to the adapter hardware. Besides the Broadband Adapter, Sega also released the LAN Adapter in 1999 for sale in Japan only. The LAN Adapter is technically inferior compared to the Broadband Adapter as it supports only the low 10 Mbit speed with

12648-414: The console as a selling point. As such, the Dreamcast was the first console to include a built-in modem for Internet support and online play. Sega would end up leaning heavily into the online capabilities to sell the Dreamcast as hype grew for Sony 's then-upcoming competitor, the PlayStation 2 , which also promised online gaming in addition to its DVD capabilities. To create further incentive for use of

12784-499: The console business. His sentiments were not unique; Sega co-founder David Rosen had "always felt it was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had suggested Sega should have sold their company to Microsoft. In September 2000, in a meeting with Sega's Japanese executives and the heads of the company's major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software, prompting

12920-466: The console market. A team led by Hideki Sato began developing the Dreamcast in 1997. In contrast to the expensive hardware of the unsuccessful Saturn , the Dreamcast was designed to reduce costs with off-the-shelf components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU . Sega used the GD-ROM media format to avoid the expenses of DVD-ROM technology. Developers were able to include

13056-481: The consoles and servers along with standard Internet access via the included PlanetWeb browser. SegaNet originally offered a rebate for a free Dreamcast with a two-year contract along with a free keyboard to encourage sales of the console. However, with pressure mounting from Sony 's PlayStation 2 and the announcements of Microsoft 's Xbox and Nintendo 's GameCube , sales of the Dreamcast continued to drop and, on July 20, 2001, Sega announced they would discontinue

13192-705: The consoles, only six of the thirty planned launch games were available for purchase on day one with no first-party software included, and additional peripherals were not available in stores. The Ozisoft representative Steve O'Leary, in a statement released the day of launch, explained that the Australian Customs Service had impounded virtually all the supplied launch software, including demo discs, due to insufficient labeling of their country of origin ; Ozisoft had received them only two days before launch, resulting in few games that were catalogued and prepared for shipment in time. O'Leary also said that

13328-482: The default Comma web portal , which Sega hoped would develop similarly to Yahoo! as an all-encompassing destination for users' Internet needs; LookSmart powered the portal's search engine . Despite the emphasis of online gaming by Sega, no games supported online play at launch despite a handful of games offering free downloadable content (DLC) to store on a VMU , including Sonic Adventure . This caused much ire among consumers such that complaints were filed to

13464-552: The discontinuation of Dreamcast hardware, Sega continued to support the system and had stated that more than 30 new titles were confirmed for release for the remainder of 2001. In the United States, official game releases continued until the end of the first half of 2002. Sega continued to repair Dreamcast units until 2007. Many hardware developers that worked on the Dreamcast also joined pachinko and pachislot company Sammy Corporation , who soon merged with Sega. Hideki Sato pushed for leftover Dreamcast parts being used as displays in

13600-513: The early adopters. We have reached 80 or 90 per cent of them now and the market is screaming for a price reduction. We have to acknowledge these things and go with the market". Sales did not continue at this pace, and by October 2000, Sega had sold only about one million units in Europe. As part of Sega's promotions of the Dreamcast in Europe, it sponsored four European football clubs: Arsenal (England), Saint-Étienne (France), Sampdoria (Italy), and Deportivo de La Coruña (Spain). Through

13736-538: The following games: Phantasy Star Online Ver. 1 and Phantasy Star Online Ver. 2 , Sega Swirl , 4x4 Evolution , Quake III Arena , Maximum Pool , Planet Ring , Toy Racer , Starlancer , ChuChu Rocket! , The Next Tetris On-line Edition , PBA Tour Bowling 2001 , Sonic Adventure , Alien Front Online , Worms World Party , Racing Simulation 2 On-line: Monaco Grand Prix , POD: Speedzone , Ooga Booga , World Series Baseball 2K2 , Jet Set Radio , NCAA College Football 2K2: Road to

13872-423: The game servers hosted within the service were not accessible elsewhere on the Internet. Dreamarena Ltd was formed as a subsidiary of Sega Europe with around 20 staff to focus on development of the service. Some games released in Europe after the Dreamcast was discontinued did not include the online functionality present in other regions, infuriating some consumers who anticipated using the online features. The service

14008-556: The hardware just wasn't there. —Bernie Stolar, former president of Sega of America, in 2009 As a result of Sega's deteriorating financial situation, Hayao Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri, and Stolar acceded to become CEO and president of Sega of America. Following five years of generally declining profits, in the fiscal year ending March 31, 1998, Sega suffered its first parent and consolidated financial losses since its 1988 listing on

14144-432: The host computer, allowing for significantly reduced latencies in time-sensitive workloads. Moreover, some NICs offer complete low-latency TCP/IP stacks running on integrated FPGAs in combination with userspace libraries that intercept networking operations usually performed by the operating system kernel ; Solarflare's open-source OpenOnload network stack that runs on Linux is an example. This kind of functionality

14280-451: The host processors, support for multiple receive and transmit queues, partitioning into multiple logical interfaces, and on-controller network traffic processing such as the TCP offload engine . The network controller implements the electronic circuitry required to communicate using a specific physical layer and data link layer standard such as Ethernet or Wi-Fi . This provides a base for

14416-719: The interrupt requests to the CPUs or cores executing the applications that are the ultimate destinations for network packets that generated the interrupts. This technique improves locality of reference and results in higher overall performance, reduced latency and better hardware utilization because of the higher utilization of CPU caches and fewer required context switches . With multi-queue NICs, additional performance improvements can be achieved by distributing outgoing traffic among different transmit queues. By assigning different transmit queues to different CPUs or CPU cores, internal operating system contentions can be avoided. This approach

14552-459: The interrupt requests triggered by the network traffic received by a single NIC can be distributed improving performance. The hardware-based distribution of the interrupts, described above, is referred to as receive-side scaling (RSS). Purely software implementations also exist, such as the receive packet steering (RPS), receive flow steering (RFS), and Intel Flow Director . Further performance improvements can be achieved by routing

14688-531: The machines that Sammy develops, including the very successful Fist of the North Star pachinko machines. After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003. The announcement of Sega's exit from hardware was met with enthusiasm. According to IGN ' s Travis Fahs, "Sega was a creatively fertile company with a rapidly expanding stable of properties to draw from. It seemed like they were in

14824-456: The modem to be modular . Sega selected the GD-ROM media format. Jointly developed by Sega and Yamaha , the GD-ROM could be mass-produced at a similar price to a normal CD-ROM, avoiding the greater expense of newer DVD-ROM technology. Microsoft developed a custom Dreamcast version of Windows CE with DirectX API and dynamic-link libraries , making it easy to port PC games to

14960-427: The motherboard. Newer server motherboards may have multiple network interfaces built-in. The Ethernet capabilities are either integrated into the motherboard chipset or implemented via a low-cost dedicated Ethernet chip. A separate network card is typically no longer required unless additional independent network connections are needed or some non-Ethernet type of network is used. A general trend in computer hardware

15096-596: The next game starring its mascot, Sonic the Hedgehog , would launch with the Dreamcast and promoted it with a large-scale public demonstration at the Tokyo Kokusai Forum Hall , but it and Sega Rally Championship 2 were delayed. They arrived within the following weeks, but sales continued to be slower than expected. Irimajiri hoped to sell over one million Dreamcast units in Japan by February 1999, but sold fewer than 900,000, undermining Sega's attempts to build an installed base sufficient to protect

15232-515: The online servers for the last remaining Dreamcast game, Phantasy Star Online , along with its GameCube port on March 31, 2007. Sega ultimately terminated the Dreamcast-dedicated portion of the isao.net service on September 28, 2007, officially eliminating the last remaining vestige of its ambitious plan for online gaming with the Dreamcast. SegaNet was a short-lived Internet service geared for dial-up -based online gaming on

15368-655: The platform, although programmers would ultimately favor Sega's development tools over those from Microsoft. A member of the Project Katana team speaking anonymously predicted this would be the case, speculating developers would prefer the greater performance possibilities offered by the Sega OS to the more user-friendly interface of the Microsoft OS. In late 1997, there were reports about the rumored system, then codenamed Dural, and that it had been demonstrated to

15504-527: The previous week along with much of the other supplied launch software by customs officers for lack of information about the country of origin on the packaging. Ozisoft claimed that the delay in the network launch was due to the time required for developing and testing the network on the Dreamcast hardware, which was compounded by the Dreamcast's use of a proprietary web browser . The network finally went live in mid-March 2000, with Internet access discs sent to registered Australian Dreamcast users that filled out

15640-427: The previous year and marked Sega's third consecutive annual loss. Although Sega's overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded expectations, this coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan. At the same time, increasingly poor market conditions reduced

15776-445: The profitability of Sega's Japanese arcade business, prompting Sega to close 246 locations. Moore became the president and chief operating officer of Sega of America on May 8, 2000. He and Sega's developers focused on the US market to prepare for the upcoming launch of the PS2. To that end, Sega of America launched its own internet service provider, Sega.com, led by CEO Brad Huang. On September 7, 2000, Sega.com launched SegaNet ,

15912-508: The public before the last Saturn games were released. As early as 1995, reports surfaced that Sega would collaborate with Lockheed Martin , The 3DO Company , Matsushita or Alliance Semiconductor to create a new graphics processing unit , which conflicting accounts said would be used for a 64-bit "Saturn 2" or an add-on peripheral. Dreamcast development was unrelated. Considering the Saturn's poor performance, Irimajiri looked beyond Sega's internal hardware development division to create

16048-413: The regional distributor Ozisoft , the Dreamcast went on sale in Australia and New Zealand on November 30, 1999, at a price of A$ 499 . The launch was planned for September, but was delayed due to problems with Internet compatibility and launch game availability, then delayed again from the revised date of October 25 for various reasons. There were severe problems at launch; besides a severe shortage of

16184-456: The release of Namco 's Soulcalibur helped Sega gain 17 percent on its shares. Before the Dreamcast's release, Sega was dealt a blow when Electronic Arts , the largest third-party video game publisher at the time, announced it would not develop games for it. EA's chief creative officer Bing Gordon said that Sega had "flip-flopped" on the hardware configuration, that EA developers did not want to work on it, and that Sega "was not acting like

16320-399: The service just less than 11 months after launch. At this point, all subscribers were given the option to transfer their accounts to EarthLink . Sega continued to operate the online game servers, initially removing the subscription fee for accessing them before reinstating it, albeit reduced to $ 9.95 per month, on November 1 of that year. They permanently eliminated the required subscription at

16456-494: The service, but they terminated their relationship with Sega just a few months before its launch over differences in its direction. As a replacement for Sega's original PC -only online gaming service, Heat.net , SegaNet was initially quite popular when it launched on September 7, 2000. Just over a month after launch, by October 27, 2000, SegaNet had 1.55 million Dreamcast consoles registered online, including 750,000 in Japan, 400,000 in North America, and 400,000 in Europe. This

16592-501: The six months ending September 2000, Sega posted a ¥17.98 billion ( $ 163.11 million ) loss, with a projected year-end loss of ¥23.6 billion . This estimate more than doubled to ¥58.3 billion , and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ( $ 417.5 million ). While the PS2's October 26 US launch was marred by shortages, this did not benefit the Dreamcast as much as expected; many consumers continued to wait for

16728-425: The studio heads to walk out. Amid speculation and rumors, Sega executives denied to the media that it would leave the console hardware business. Nevertheless, on January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a "platform-agnostic" third-party developer, although with continued Dreamcast software support for some time. Sega also announced

16864-458: The subsequent years; the last remaining service lingered on in Japan before it was shut down in 2007. In response, hobbyists have revived parts of the online services by creating private servers for a handful of games that had their official servers shut down. Sega produced two networking accessories for the Dreamcast worldwide, one for dial-up connections and one for broadband connections. A third accessory, also intended for broadband connections,

17000-754: The things we loved about Sega, primarily from the Genesis days." On August 11, Sega of America confirmed that Stolar had been fired, leaving Moore to direct the launch. The Dreamcast launched in North America on September 9, 1999, at a price of $ 199 , which Sega's marketing dubbed "9/9/99 for $ 199 ". Eighteen launch games were available in the US Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning $ 98.4 million in what Moore called "the biggest 24 hours in entertainment retail history". Within two weeks, US Dreamcast sales exceeded 500,000. By Christmas, Sega held 31 percent of

17136-411: The use of a Fujitsu MB86967 chip; it is practically inferior as well since it is not compatible with any online Dreamcast games and works only with the included Japanese browser disk. Due to the decline of dial-up networking and the rise of the more modernized, faster LAN connection, the Broadband Adapter has reached very high demand over the pre-packaged Modem Adapter. Combined with the scarcity of

17272-590: The user's hands into an uncomfortable parallel position". Both the analog joystick and triggers uniquely used Hall effect sensors, which requires less calibration and leads to fewer issues with joystick drift . Various third-party controllers, from companies such as Mad Catz , include additional buttons and other features; third parties also manufactured arcade-style joysticks for fighting games, such as Agetech's Arcade Stick and Interact's Alloy Arcade Stick. Mad Catz and Agetec created racing wheels for racing games. Sega did not release its official light guns in

17408-523: The video game homebrew community, which has developed private servers to preserve its online functions and unofficial Dreamcast software . In 1988, Sega released the Genesis (known as the Mega Drive in most countries outside North America), in the fourth generation of video game consoles . It became the most successful Sega console ever, at 30.75 million units sold. Its successor, the Saturn ,

17544-460: Was ChuChu Rocket! , which first released in Japan on November 11, 1999. Online games on the Dreamcast initially allowed free access to their game servers with expectations of cost offsetting through SegaNet subscriptions and game sales. Phantasy Star Online Ver. 2 was one of the exceptions to the free access, charging a monthly fee throughout the existence of its official servers. There are some private servers still online that are playable with

17680-458: Was accessed via the DreamKey browser, which was also built into some games such as Sonic Adventure 2 . As of September 2000 Sega had passed 300,000 registrations in Europe on Dreamarena, with "more than half" deemed "active or very active users". The first three versions of DreamKey (1.0, 1.5, and 2.0) did not allow users to enter their own ISP phone number and login details, locking them with

17816-410: Was on fire - we really thought that we could do it. But then we had a target from Japan that said we had to make x hundreds of millions of dollars by the holiday season and shift x millions of units of hardware, otherwise, we just couldn't sustain the business. Somehow I got to make that call, not the Japanese. I had to fire a lot of people; it was not a pleasant day. So on January 31st 2001 we said Sega

17952-425: Was only available in Japan. All adapters are visually similar to each other; however, the first accessory includes a telephone jack while the latter two accessories include an RJ45 jack for Ethernet instead. The adapters attach flush to an expansion port on the side of the Dreamcast. Sega also produced a keyboard and a computer mouse for easier navigation of the Internet on the Dreamcast. The Modem Adapter

18088-447: Was only sold in Japan, added the ability to send images and videos through e-mail and video chat. On March 30, 2000, Sega announced that Dream Passport 3, which was due for release on April 29, would include an online rental service called Dream Library, where users could download and play emulated Mega Drive and PC Engine games; a small fee was charged daily throughout the rental period of each title. Initially scheduled to launch with

18224-483: Was released in Japan in 1994. The Saturn is CD-ROM -based and has 2D and 3D graphics, but its complex dual- CPU architecture was more difficult to program than its chief competitor, the Sony PlayStation . Although the Saturn debuted before the PlayStation in Japan and the United States, its surprise US launch, four months earlier than scheduled, was marred by a lack of distribution, which remained

18360-466: Was settled out of court. The choice to use the PowerVR architecture concerned Electronic Arts (EA), a longtime developer for Sega consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful. According to Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of the Sega subsidiary Cross Products),

18496-465: Was somewhat surprising given that Sega initially set a monthly subscription fee of $ 21.95, relatively expensive compared to other Internet service providers (ISPs) of the time. However, it was unavailable outside of the contiguous United States ; support for Canada, Alaska , and Hawaii was planned, but never realized. Unlike a standard ISP, game servers were connected directly into SegaNet's internal network, providing very low connection latency between

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