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Sega To Launch New High-End Arcade System?

arcade_memories writes "GamesIndustry.biz reports that British tech company Imagination is building a new cutting edge arcade system for Sega, which will launch early next year. It's going to be based on the next generation of the PowerVR hardware, apparently - earlier versions (as well as being marginally popular PC graphics boards) powered the Dreamcast and the Naomi arcade board. This is interesting because Naomi was the last time Sega actually built its own arcade hardware, so this is a sure sign that they're bumping up the importance of the arcade market - just like new chairman Hajime Satomi (president of arcade and gambling machine company Sammy) wants, right?" Elsewhere, there are also new reports on Sega/AM2's new Chihiro-based CCG arcade game Quest Of D, featuring an interesting "touch-screen interface" concept, albeit on existing Xbox-based hardware.

31 comments

  1. Re:Games by phaze3000 · · Score: 5, Insightful
    Yeah, Sega games these days are all crap. Well, except for like Super Monkey Ball. And F-Zero AX. And Ferrari F355 Challenge. And Rez. And Cosmic Smash. And Phantasy Star Online. And Sega Rally. And Outrun 2. And plenty of others.

    But yeah, Sega has no rights to any desirable games.

    --
    Blaming GW Bush for the Iraq war is like blaming Ronald McDonald for the poor quality of food.
  2. Re:Games by Anonymous Coward · · Score: 0

    Yeah, looking at that list of games, I'd have to "agree". None of them really seem desirable to me.

  3. touch screen interface potentially cumbersome? by Xoo · · Score: 3, Insightful

    Rejuvinating the arcade business with its introduction of a new high-end board will go even further to help out Sega Sammy's revenues. As we know their first-party games have done very well in the past (Outrun 2, being one of the latest examples), but the real big bucks will come from licensing their technology to other developers, and the even bigger bucks may come in later on if Sammy Sega decides to take a 7th(?) chance with a console based on this existing arcade technology.

    --
    Karma police, arrest this man, he talks in maths....
    1. Re:touch screen interface potentially cumbersome? by Acidic_Diarrhea · · Score: 1, Insightful

      I think Sega making a return to the console business is a bad idea. They've burned a generation of gamers with the 32X-Saturn fiasco and the few people who bought the Dreamcast while it was a viable system are sure to have been put off by Sega's abandonment of the platform. So Sega would be left with jumping into a market where there are people jaded to the idea of Sega consoles, which would then leave them to target a younger demographic of gamers who, at that point, wouldn't remember the Dreamcast, 32X, Saturn, or...SegaCD. Nintendo has always had a fairly solid lock on this demographic. I'm not saying it's impossible but it would be a difficult way to get back into the market. Sony broke into the market by appealing to the teen gamer with the PS1. MS broke into the market by appealing to an even older audience, perhaps.

      --
      I hate liberals. If you are a liberal, do not reply.
    2. Re:touch screen interface potentially cumbersome? by hal2814 · · Score: 2, Insightful

      Now that Sammy owns them, they could slap the Sammy name on a console if they decided to put one out. Alternatively, they could either come up with a new company label or get another company (like Nintendo) to put out their hardware without a Sega label on it. I do agree that Sega shouldn't return to the console market, but they do have reentry options if this hardware platform really takes off.

    3. Re:touch screen interface potentially cumbersome? by 13Echo · · Score: 1
      As a Kyro II-owning Dreamcast fanatic, I'm happy to see this news. I read a press-release about a week ago, from PowerVR, discussing their 2004 roadmap. It detailed that PowerVR Series 5 technology would be used in the new SEGA/Sammy arcade hardware. This makes more sense now as Sammy previously chose to adopt AtomisWave as their preferred development platform for slot machines. AtomisWave is essentially Dreamcast/Naomi hardware with some slight changes. People thought that they were crazy at first, but it's an architecture that is easy to program and puts out a lot of good performance.

      http://www.imgtec.com/News/Release/index.asp?ID= 19 4
      http://www.imgtec.com/Investors/HTMLResults/Pre lim s04/index.asp

      In particular, this is interesting:


      We are close to delivering our very high-end next generation graphics technology that targets arcade, PC and console. We have already licensed this technology to SEGA for use in arcade systems and intend to explore relevant partnerships for other markets. Also, our very important R&D programme, which brings our latest know-how from this area into the next generation of our scalable MBX family, is also at an advanced stage. We continue to strengthen our video offering for the growing digital flat panel TV market and develop relevant technologies for the emerging mobile TV markets. Additionally we are developing video encoding and compression technologies so that we are able to service our customers' needs and market trends in mobile video communication and camera segments in due course. These solutions build heavily on our existing know-how and combine technologies from PowerVR and Metagence divisions delivering efficient and flexible multi-standard platforms.


      Though Series 5 seems to have been delayed a bit, I would not put it past PowerVR to release a very powerful architecture that can compete with even the likes of ATI and nVidia. If what this release says is true, we may likely see another PC adaptation of the hardware sometime this year. I loved my Hercules Kyro II board. Though it didn't have a hardware T&L unit, it was still up there with high-end GeForce 2 performance at a GeForce 2 MX's price. The Linux drivers, in my opinion, were pretty good as well (even if they were not perfect). I hope that I will eventually have the option of buying new PowerVR hardware for the PC.

      FYI: For those that don't know, Series 2 was the hardware used in the Dreamcast and Naomi/AtomisWave machines, Series 3 was the Kyro series, Series 4 was never released, and Series 5 is the up-coming technology. I must admit that I'm a bit surprised that they mention that it's geared for game consoles as well. With all of the 3 major contenders opting for PPC+ATI variants, I can't see that anyone would be interested in Series 5 for consoles (even though I have faith in its capabilities)... Unless, perhaps, someone is planning another console release. Should we put it past SEGA to do such a thing after their short-lived support of the Dreamcast in US and Europe (even though it still lives on in Japan)?
  4. sammy and innovation by Xoo · · Score: 4, Insightful

    While I don't know a thing about Sammy outside of pachinko machines, I do know that Sega has been a company of innovation for 20+ years.

    The touch screen interface sounds like a "gambling"-influenced innovation to me (from slot machines, perhaps pachinko machines). I am a bit skeptical on how well touch sensitivity could work in a relatively fast-paced (and network) multiplayer arcade game. You know there will always be some kids (or adults) that have unusually strong/dirty fingers and will break the sensitive touchscreen ;-)

    --
    Karma police, arrest this man, he talks in maths....
  5. Neo Geo by sporty · · Score: 1

    Can we also call it the neo geo? :)

    --

    -
    ping -f 255.255.255.255 # if only

  6. Naomi2? Hikaru? by DeadScreenSky · · Score: 4, Informative

    Lately I keep seeing claims that Sega's last custom arcade hardware was the Naomi1. But unless I am massively mistaken/insane, Sega has created at least a couple of new hardware platforms since then, the Naomi2 (Virtua Fighter 4) being the most prominent and profitable. Hikaru is another one.

    Is this just seeing some shoddy games journalism (oops, I repeat myself)? Or I am missing something?

    (Gamespot reported that this was "first new Sega hardware since Naomi1", too - of course, they suggested that a 'Super Dreamcast' could be made out of the new Sammy Atomiswave arcade hardware, not knowing that the Atomiswave is basically just a slightly tweaked Dreamcast, strictly sub-Naomi1 level, so what can you expect?)

    --
    There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  7. Arcades are done by superpulpsicle · · Score: 5, Interesting

    I am sorry but the last time I paid less than $1.25 for a sega game was probably 1999. Between their racing games and virtual-on like joysticks there is nothing in the arcade, sega or not, worth that kind of money.

    What the arcade needs is an 8 player golden axe with super moves, controls, graphics, dinosaurs with extreme brutality.

    1. Re:Arcades are done by chrismcdirty · · Score: 4, Interesting

      I agree. Whatever happened to $0.25/0.50 fun games? Nowadays, all the arcades I go to (only at the beach.. no arcades around my house) only have games with a steering wheel, a gun, or some other weird input device like a sword that has slow motion capture. And not one of them costs less than $1. I'm sorry, but I'll be spending my $2 on the motorized rock-climbing wall until more fun games appear in arcades.

      --
      It's like sex, except I'm having it!
    2. Re:Arcades are done by eamonman · · Score: 1

      Long gone. Sadly things aren't as cheap as they were even one decade ago. Game development costs are much higher, specialized video game boards are commonplace, and of course, everyone's expectations are higher. I miss the days from wayback when I could play Xevious or Tetris or even SFII for long periods of time. Of course, back then a whole day of games, a movie and beachgoing would cost under $8.00. So oh well. I suggest either go buy a phone with great rebates has support for free java games (so the initial cost is $0 with a minimum monthly payment) or buy a game system and umm... mod it ;) ($99+ initial, err, possibly $0 monthly ;) )

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      0- Eamonman Proud member of DNRC
    3. Re:Arcades are done by Anonymous Coward · · Score: 1, Interesting

      What I find annoying is how most games seem to be time-limited now. You have to shovel another dollar in about every 2 to 3 minutes to keep playing. That's why arcades are history. For that kind of money I can buy several games to play at home as much as I want. Screw the arcades. Maybe if they do something innovative someday and don't try to assrape us on the price I'll visit one again.

    4. Re:Arcades are done by scot4875 · · Score: 2, Interesting

      Well, my experience has been that these $1.00+ machines never get played. There are tons of newer machines at our local arcade, but nobody's willing to shell out to play them.

      When I go to an arcade, I'll stick with the older good games that still only cost a quarter instead of spending a buck on a game that might be good, that'll probably only give me 60-90 seconds of play (maybe as long as 180 seconds if I play really well).

      If these games were $.50 or $.25 instead, I'd give them a chance. Then they'd at least be making money, rather than sitting there idling for 95% of the day.

      And besides, developers make their money back by selling cabinets, not by taking quarters. It's the arcade owners that decide to charge rediculous prices to try to make back their investments. Unfortunately, many of them are pricing themselves out of the market.

      --Jeremy

      --
      Jesus was a liberal
  8. Re:Games by Anonymous Coward · · Score: 0

    "NintendoFanBoy"
    Son-ic with your say-ger makes it even gay-er!
    "/NintendoFanBoy"

    Come on guys where are the Sonic games!

  9. It's good to see somebody still out there. by hal2814 · · Score: 4, Informative

    I'm glad to see that Sega, Namco, and Stern (yes, i'm a fan of pinball) are still out there giving us new arcade hardware. I was sad to see Midway bow out back in 2000. It seems like there's quite a few more titles coming out now than there have been for a few years. They still need to work on prices ($2 games are now commonplace), but I'm glad that everyone isn't giving up just yet.

    1. Re:It's good to see somebody still out there. by Allison+Geode · · Score: 1

      They still need to work on prices ($2 games are now commonplace)
      prices are usually set by arcade operators, not the game manufacturer.

    2. Re:It's good to see somebody still out there. by hal2814 · · Score: 2, Informative

      Yes, but operators set prices based on the what the machine cost them and they might add a little extra if it's a popular game.

  10. a little help... by spyrral · · Score: 3, Interesting

    the post mentions a CCG arcade game. I remember hearing about an arcade game in Japan where you actually bought booster packs from a vending machine and then used those cards in the arcade game, swiping them to use them or something. Does anyone have any info or links to this?

  11. Re:Games by Pluvius · · Score: 1

    You can tell someone's a game developer fanboy when, when he's confronted with someone who doesn't like the developer's games, he lists a bunch of the developer's games like it's supposed to prove something. Protip: Listing a bunch of games that you like isn't going to convince anyone that they're good.

    Rob

  12. Re:Games by Gilesx · · Score: 1

    However, in this case, the games he listed were mostly all critically acclaimed.

    --
    Sunday you're Thinking Different, Monday you're a huge tool, paying too much and waiting to think like everyone else.
  13. What about the Atomiswave? by chrispyman · · Score: 1

    Why isn't Sega Sammy focusing on writing their new arcade games for the Atomiswave platform? It's a nice and reasonably priced arcade platform that may well become the next Neo Geo. I mean sure their Naomi hardware was good but it's not like most of their games require a supercomputer-ish arcade platform to render.

    1. Re:What about the Atomiswave? by 13Echo · · Score: 1

      That's because AtomisWave *is* Naomi. It's just Sammy's name for the hardware, before they became a SEGA company. In fact, Sammy decided that SEGA should start using AtomisWave/Naomi several months ago, probably because they had planned to move everything over to the next revision of their PowerVR Series-5-based hardware.

      It's stuff that both Sammy and SEGA were very familiar with from a design standpoint. If I am not mistaken, several of Sammy's arcade games (like ARC/Sammy's Guilty Gear X), were Naomi-based.

    2. Re:What about the Atomiswave? by 13Echo · · Score: 1

      I must correct something though. I referred to SEGA as a Sammy company, and really it is the other way around.

      Also, AtomisWave has less memory than Naomi, putting it more in-line with Dreamcast specs (16 MB instead of 32 MB). Regardless, they are practically the same. Naomi 2 had the benefit of added memory, dual PowerVR graphics processors, and the option of a hardware-based T&L unit.

  14. Innovate or die by Anonymous Coward · · Score: 0

    Arcades are almost dead. All of my old favorites places have closed shop. Part of it is the equalization of the home and arcade hardware market but the curve could be soon seperating hopefully. Arcades should first and foremost blow people away. Remember the old school days where you would walk into an arcade and just be staggered by the incredible visuals and sounds that stayed in your mind way after you left them. Arcades need to get back to that! So yes Sega, Namco etc invest the money, push the limits and makes arcades once again a memorable experience. Link them up to the internet, provide memory cards or the ability to save your info in your email account, stats high scores etc, provide special events where you premire certain new features or equipment (physical and software (Mechs, Jets etc) at the arcade first. Provide online tournaments where those at the arcade can join the console users in tournaments. Bring back the glory!
    R/
    rrivera

  15. Re:Games by Pluvius · · Score: 1

    "Critically acclaimed." Heh heh heh.

    Rob

  16. Re:Games by Anonymous Coward · · Score: 0

    Ok, so what evidence do you require to consider a game as being "good"?

  17. Re:Games by Anonymous Coward · · Score: 0

    If you play Sonic Heroes, you won't want to see another Sonic game for a long time. What a mess.

  18. Re:Games by Pluvius · · Score: 1

    If you like a game without feeling guilty about it, it's good. There's no such thing as objective "goodness" or "badness" unless you're talking about lacking things that are necessary for a game to even be a game (e.g. controllability, interactivity, stability). Even Pong could be considered a good game to some people (though I still can't comprehend how it beat River City Ransom in that GameFAQs poll).

    Rob

  19. Poor Gfx hardware choice hurt Dreamcast by oboylet · · Score: 1
    Sega's choice of the PowerVR (over rivaling 3dfx boards at the time) for the Dreamcast may have meant that the system shippped with one nail firmly driven in the coffin.

    I'm not trolling here. I have a DC and really love the little system. It was genuinely underappreciated.

    The industry rumor mill had it that the upcoming next-gen Sega console "Blackbelt" would use a Voodoo chipset. Sega and 3dfx never could come to terms on pricing, so Sega chose rivaling PowerVR hardware.

    Sega had the chance to capitalize strongly on the existing installed base of programmers familiar with 3dfx/Voodoo solutions at the time of the Dreamcast's launch. The PowerVR2 had some strenghs, but involved an unnecessarily steep learning curve for most developers. Coding well for it was harder than it should have been.

    As with any console, the launch titles were nowhere near as good as the later games in terms of utilizing the power of the hardware, but that was especially the case with the Dreamcast.

    Sega has shown with its arcade cabinets that they know how to make good machines using PowerVR hardware -- and in the arcade world, that's fine if you're the only one that needs to know how to make games for your system -- but it was no easy task to build a console that needed broad developer support.

    Of course, there were other factors that hurt the DC, but the gpu choice that Sega made was one of their biggest mistakes.