Thursday, April 14, 2016

Sega United.com officially revealed. First Look Preview.



As of April 14,2016, I am pleased and honored to announce that on Next Tuesday, SegaUnited.com will officially launch Next Tuesday(The Trailer will be uploaded Tomorrow), The full site will be up and running by late Tuesday Afternoon/

Here's the First Official Preview of Sega United, basically the "Our Objective":




About Sega United,


SEGA United.com is both a NEW SEGA Video Game Site and Community that’s both 100% Pro SEGA(100% Pro Hardware) and 100% Pro Gamer. Sega United and its incoming Parent Company G***** Enterprises,LLC is also a Grass Roots Movement to bring complete, comprehensive change to the game industry designed to expose and end the corruption and despicable practices encouraged and influenced by the Entertainment Software Association, that is our main objective.


So your probably wondering how exactly do we plan accomplishing that? We have 5 MAIN objectives:

Objective#1: Support the Operation Razor Indie Game Proposal. 1 Million. ONE MILLION Signatures and Backers is all it will take for both the Razor console to happen for SEGA to be revived, stronger,bigger,better and SMARTER. SEGA is the last great White hope of real video gaming. And the only Former Home Console maker that is STILL alive and kicking. Atari is DEAD. Mattel Electronics is long defunct, so is Coleco and NEC abandoned video gaming over 20 years ago. Sega Dreamcast wasn’t just a cliffhanger in a Video Gaming saga, it was TRULY the last Video Game Console that had HEART and SOUL. No other console has left such an emotional impact more then the Dreamcast has.

With 1 Million supporters and Sega United, YOU can be among those who shapes and MOLDS The Razor into the console both you want and Gamers want by supporting both SEGA and Operation Razor and it's parent company  A******* Games,LLC Proposal. You not only will have a voice, YOU will also help make history and submit your ideas, envisions,ambitions and imagination. Instead of SEGA marketing,strategizing and pushing The Razor console by themselves and being faced with such a large mountain of skepticism,hate, hyperbole and blatant prejudice, you can help them and they will stand with you.


Objective #2: Help campaign and push for more SEGA games and IPs to get PC and Steam ports. We know PC fans. We know how much you love and respect SEGA and really want to support them. On Sega United, you’ll have the freedom to port beg and ask for as many Sega games old and new to be brought to the PC. In the community, your voice will be heard, not overlooked in a sea of Sony infested shill Pond Scum on a so called “Major Game Message Board”.


Objective# 3: Help push the Nintendo NX as a REAL Nintendo console and GAMER’s console. Even though we are called Sega United, We support Nintendo to. But we don’t support the “Wii Nintendo, the Satoru Iwata+Reggie Fils Aim” Nintendo. We support the REAL Nintendo. The Nintendo that loved its gamers and had competitive hardware talent always consistently having the upper hand with technology over SEGA time and time again. The Nintendo that made GREAT,powerful hardware, not underpowered, gimmicky unappealing junk. The Nintendo who had a knack for GREATNESS in 1st party Game talent and passion for game art. And for Nintendo to have BETTER 3rd party relations this time around.

We at SU, are giving REAL Nintendo fans(, TRUE Nintendo fans who grew up on the NES,SNES,N64) the chance to shape the NX by shutting off all the propaganda and overcompensated rumors. You will have an opportunity to influence and knock sense into Nintendo to being smart,wise and competitive. We sincerely believe Nintendo CANNOT stay afloat without SEGA as their contender(as the Wii U has proved, and the Wii novelty running thin after just 3 years) a Console Market with just Nintendo without SEGA is like a “Ying without a Yang”.

Nintendo was a game company with lots of GREATNESS. Not Sony. That GREATEST was lost with Sega’s departure in 2001. Everything Nintendo had hoped GameCube would become was marred by the lost of its one,true opponent. Because of that, GameCube floundered in mediocrity, TRUE Nintendo fans should remember that the GC was not designed to play Sega games. It was designed as Nintendo’s answer to Dreamcast. Nintendo had hoped GC would be to Dreamcast, what Super Famicom was to Mega Drive. With snakes like Isao Okawa pulling the plug after taking over Sega, and soreheaded people like Satoru Iwata coming in and trying to make Nintendo more of a game brand he preferred “Kid and Family Friendly only and Anti Hardcore Gamer”, Nintendo was forced to appeal to the lowest common denominator with Wii, an underpowered, primitive redesigned and repackaged GameCube, and although you can argue it was successful, its success was very short lived, fizzling out after only just 3 years.

We believe that there is nothing Nintendo should be proud of regarding the “Wii” brand. Our hope is that Wii U’s dismal failure has taught them a valuable lesson. We are very optimistic about NX and that Nintendo will return to Greatness.

GREATNESS AWAITS with NX. But only if YOU clamor for Nintendo to show it.


Objective #4: Bring Back Japanese Game Dominance to the Forefront.

Back in the mid 80s and ALL of the 90s. Japanese Game Publishers ruled the Roster. Legendary Japanese publishers like Capcom,Konami,Sqaure,Atlus, Irem,SNK, Techos Corp, Husdon Soft, Taito, just to name a few. These publishers and developers put out memorable, NOTEWORTHY titles that are STILL talked about to this day. They weren’t Generic First Person Shooters recycled every year. They WEREN’T shovelware open world games with little ingenuity and poor replay value, they were overhyped,overmarketed, Cinematic shallow titles. They were GAME titles. Developed with PASSION, DEDICATION. TALENT and EFFORT. Not this cheaply executed,over-budgeted, overblown,over-marketed HALF-ASSED junk.

REAL Games. They made REAL Games for Gamers. Today, we are utterly crestfallen to see how far they’ve fallen and feel utter pity and shame for them. Publishers like CAPCOM and Konami are condemmed and reduced to irrelevancy and have soured consumers. While greedy, corrupt publishers like ActivisionBlizzard get a free pass. Althewhile, the Japanese console business continues to falter as PS4 sells utterly poorly each week with an abysmal attach rate.

We WANT these struggling publishers to return to being the LEGENDS again. This is why the ESA must be STOPPED.


Objective #5: BOYCOTT GameStop Incorporated completely. GameStop,Inc is one of the most, shady, crooked, morally bankrupt companies in existence. They abuse their low level employees with underpay, bullying, intimidation, nepotism and EXPLOIT Consumers and Customers with Deceptive Business Practices, Profiteering,Pestering Marketing Tactics, Illegal Sales by refusing refunds, and permitting STOLEN games to be traded in. Stereotypical Sales Tactics of thinly veiled racism and sexism(by hiring Mostly Women who dress up and wear makeup and People of Color) Intentionally hire people with little to no knowledge about games to insure a Game sale even if said game has poor quality, Treats all of its customers like Disposable Commodities, Opens, Plays and Reseals NEW games then turns around and sells them like NEW ,Damages Games and Accessories, Shills ALL games through Game Informer regardless of Game Quality, and last but not least: Uses Illegible Ink for ALL receipts so that Customer can get swindled and assure that ALL SALES ARE FINAL.

These horrible, ungodly and EVIL business practices are what goes on everyday at GameStop. We encourage, advise ALL SU members and all gamers to never, EVER do business with GameStop, period. Buy Games at Best Buy or Walmart or online. If you want to buy in person, Google a Retro Game Store in your County. There is one in your Area, I guarantee it.

GameStop and ESA both conspired together to put down EB Games and GameCrazy out of business and they succeeded. Don’t let them win.


Understand this, back in the 16 bit days, both Nintendo AND SEGA had a “Seal of Quality” on their games. Those Seals weren’t just labels, they actually MEANT SOMETHING.


Join US. United We Stand, As Gamers.
















Monday, April 11, 2016

SU update, Trailer delayed until April 15th.




Just wanted to give everyone an Update on the upcoming trailer for SU.com.


Originally, We were going to upload a Sneak Peak Teaser Trailer on Thursday April 14th, but one of my staff caught the bug this past weekend, and is recovering from the CC, so as a result the Trailer won't be uploaded until April 15th, Friday.

Sorry about that. Rest Assured, SU.com will be up and running next Tuesday.

Wednesday, April 6, 2016

SU.com teaser trailer coming on April 15th, 4 Day PR warm up blitz to follow!


Grand News my followers!

SU.com will not only be fully up and running in just 13 days, but I am pleased to announce, I will be launching a full fledged aggressive PR blitz for it and for the Movement beginning Next Thursday. We will be gathering and asking people to get all aboard the  Freight Train of Hype!

First, on April 15th, on YT, we will be uploading a NEW Teaser trailer detailing the new site and revealing for the first time the full name of the site as well as the link to its Message Board! When you view and share the trailer, you finally get full access into the NEW message board which I promise you 100% will be fully ready on Thursday April 14,2016.

Remember to share the Video and share the
Operation Razor Proposal  listed at the bottom!

http://www.ipetitions.com/petition/operationrazor

https://www.twitch.tv/operationrazor/v/75569879

https://www.patreon.com/OperationRazor


Second, I am seriously considering chatting and messaging several select YT Channels with at least 400k subscribers each which because these channels are 100% Pro SEGA hardware, I am completely confident that they will ALL sign Operation Razor's proposal, which when factor in 2 other Channels on YT that want change(predicting another crash) and are rooting for NX, that's MORE than enough to get  officially moving!

Third and final, There's plenty of Groundbreaking and Revolutionary Features that my site and community will have. It not only gives  REAL GAMERS a voice, it will also allow YOU to be a marketing director and businessman/businesswoman. Giving YOU the power to change the industry.


This is the Hastag: #ReviveThe4thGen.


Let's Do all together and Look out for the Trailer on April 14th!!!!

Saturday, April 2, 2016

MAJOR Trademark NEWS, SEGA Interactive,Co.Ltd Enters US Trademark Office via Madrid.




There's some MAJOR development in the US Trademark Office regarding SEGA.

2 Months after SEGA Live Creation,Inc entered the Madrid, SEGA Interactive,Co,Ltd(Filed last November in the WIPO) has finally entered the US Trademark Office via Madrid as of April 1,2016:

https://trademarks.justia.com/791/85/sega-79185141.html



SEGA INTERACTIVE
Goods and ServicesIC 009. US 021 023 026 036 038. G & S: Game programs for home video game machines; electronic circuits, magnetic tapes and disks, optical disks, ROM cartridges and other recording media containing programs for use with home video game machines; memory cards for video game machines; electronic circuits, magnetic tapes and disks, optical disks, ROM cartridges and other recording media containing programs for use with hand-held games with liquid crystal displays; game software for home video game machines; telecommunication machines and apparatus; straps for mobile phones; headphones; loudspeakers; cell phone covers; cases adapted for mobile phones; computers; computer game programs; electronic circuits, magnetic tapes and disks, optical disks, ROM cartridges containing computer game programs; computer software; game programs for mobile phones; computer game software; game programs for arcade video game machines; electronic circuits, magnetic tapes and disks, optical disks, ROM cartridges and other recording media containing programs for use with arcade video game machines; game software for arcade video game machines; video game program; video game software; phonograph records; downloadable music files; downloadable music files for mobile terminals; recorded compact discs; downloadable image files; animated cartoons; videotapes and video disks with recorded movies, cartoons or computer programs for video games; downloadable image files and moving image files for mobile terminals; electronic publications; protective helmets for sportsIC 028. US 022 023 038 050. G & S: Amusement machines and apparatus for use in amusement parks; amusement machines, automatic and coin-operated; coin-operated games for use in amusement parks; coin-operated amusement machines, amusement park rides; coin, card or counter operated arcade games; amusement game machines; arcade crane game machine; pinball game machines; arcade video game machines; arcade video game machines other than for use with television receivers; coin, card or counter operated electronic arcade video game machines; amusement machines and apparatus for use in amusement parks (coin, card or counter operated); video game machines; stand alone video output game machines; cabinets for arcade video game machines; apparatus for games; controllers for game consoles; arcade medal redemption game machines; arcade ticket redemption game machines; arcade game machines other than for use with television receivers; fairground ride apparatus; amusement park rides; home video game machines; hand-held games with liquid crystal displays; toys, namely, rubber toys, plastic toys, wooden toys, electronic toys, educational toys, small toys, squeeze toys; controllers for toys; kaleidoscopes; dolls; stuffed toys; action figures; puzzles; jigsaw puzzles; dolls with key chains; dolls with straps; cards for use with apparatus for games including arcade games; trading card games; go games; Japanese playing cards, namely, utagaruta; Japanese chess (shogi games); dice; Japanese dice games (sugoroku); dice cups; Chinese checkers (games); chess games; checkers, checker sets; conjuring apparatus; dominoes; playing cards; Japanese playing cards (hanafuda); mah-jong; chips for casino games; game machines and apparatus; coin-operated games; billiard equipment; darts equipment; electronic dart games; slot machines. slot machines (gaming machines); parlour games; pachinkos; horizontal pinball machine (korinto-game machines); sports equipment; sports equipment, namely, baseball bats, gloves for games, soccer balls, basketballs, hockey skates, skis
IC 041. US 100 101 107. G & S: Providing electronic publications; services of reference libraries for literature and documentary records; book rental; providing on-line electronic publications via Internet or database including websites; arranging and planning of movies, shows, plays or musical performances; arranging and conducting of concerts; organization of shows impresario services; arranging and conducting movie, music and video game events, entertainment in the nature of an amusement park attraction, namely, a themed area; providing information regarding arranging or planning of movies, shows, plays or musical performances; movie showing, movie film production, or movie film distribution; cinema presentations; film production, other than advertising films; movie theatre presentations; providing on-line images, movies, moving images and graphics; providing on-line electronic publications, not downloadable; providing on-line videos, not downloadable; providing information relating to providing on-line images, movies, moving images and graphics; providing on-line images, movies, moving images and graphics by computer terminals or mobile phones; providing on-line images, movies, moving images and graphics by home video game machines or arcade game machines; providing information relating to providing on-line images, movies, moving images and graphics by computer terminals and mobile phones; providing entertainment in the form of non-downloadable images relating to fictional characters from books, animation, toys and games; presentation of live show performances; entertainer services; presentation of live performances; production of shows; theatre productions; direction or presentation of plays; presentation of musical performances; presentation of movies, shows, plays or musical performances via on-line networks and the internet; providing on-line music, not downloadable. providing information relating to presentation of live show performances, plays and music provided on-line; providing on-line live show performances, plays and music by computer terminals or mobile phones; providing information relating to providing on-line live show performances, plays and music by computer terminals or mobile phones; organization, management or arrangement of game tournaments; organization, management or arrangement of entertainment in the nature of amusement park rides and attractions excluding movies, live show performances, plays, musical performances, sports, horse races, bicycle races, boat races and auto races; party planning entertainment; providing amusement facilities; discotheque services; game services provided on-line from a computer network; providing karaoke services; providing amusement arcade services; providing information relating to amusement facilities; providing amusement parks; providing theme park services; amusement park and funfair services; amusement park services with a theme of films; amusement park services with a theme of television productions; amusement park services with a theme of radio productions; providing information relating to providing amusement parks; providing information relating to providing theme park services; providing on-line games services on computer networks; providing information relating to providing on-line games; providing on-line games by computer terminals or mobile phones; providing information relating to providing on-line games by computer terminals or mobile phones; providing information relating to scores of on-line game users; game services provided on-line from a mobile phone network; providing casino facilities; providing information about casinos; rental of toys; rental of amusement machines and apparatus; rental of arcade video game machines. rental of game machines and apparatus
IC 042. US 100 101. G & S: Providing meteorological information; design of machines, apparatus, instruments, parts and fittings thereof in the field of video games; graphic design; design, development and maintenance of computer program; design, development and maintenance of computer software; design, development and maintenance of web sites; development and maintenance of social networking web sites; design, development and maintenance of game programs for arcade medal redemption game machines and home video game machines; providing search engines for homepages on the Internet; providing speech-based Internet search engines for homepages on the Internet; providing information relating to providing search engines for homepages on the Internet; providing search engines for homepages on the Internet by using telecommunication via the computer terminal; technological advice relating to computers, automobiles and industrial machines; rental of computers; providing electronic computer programs; rental of storage space on a server used for speech-based social networking among users on the Internet; rental of storage space on a server used for social networking among users on the Internet and providing the information thereof; rental of storage space on a server used for social networking among users on the Internet; rental of storage space on a server used for social networking; software as a service
Standard Characters Claimed
Mark Drawing Code(4) STANDARD CHARACTER MARK
Serial Number79185141
Filing DateAugust 20, 2015
Current Basis66A
Original Filing Basis66A
International Registration Number1293554
Owner(APPLICANT) SEGA Games Co., Ltd. CORPORATION JAPAN 1-2-12, Haneda, Ota-ku; Tokyo JAPAN
Priority DateFebruary 20, 2015
Type of MarkTRADEMARK. SERVICE MARK
RegisterPRINCIPAL
Live/Dead IndicatorLIVE





Under the WIPO MM6 "Limitations of Goods and Services" The designation of SEGA Interactive in The United States will be restricted only to the IC 028 which pertains entirely to HARDWARE:
http://www.wipo.int/edocs/mdocs/madrid/en/mm_ld_wg_11_rt/mm_ld_wg_11_rt_ref_limitations.pdf

LIMITATION DETAILS
DESIGNATED CONTRACTING PARTY CODEUnited States of America
GOODS AND SERVICES LIMITED TO28
GOODS AND SERVICES LIMITED TOAmusement machines and apparatus for use in amusement parks; amusement machines, automatic and coin-operated; coin-operated games for use in amusement parks; coin-operated amusement machines, amusement park rides; coin, card or counter operated arcade games; amusement game machines; arcade crane game machine; pinball game machines; arcade video game machines; arcade video game machines other than for use with television receivers; coin, card or counter operated electronic arcade video game machines; amusement machines and apparatus for use in amusement parks [coin, card or counter operated]; video game machines; stand alone video output game machines; cabinets for arcade video game machines; apparatus for games; controllers for game consoles; arcade medal redemption game machines; arcade ticket redemption game machines; arcade game machines other than for use with television receivers; fairground ride apparatus; amusement park rides; home video game machines; hand-held games with liquid crystal displays; toys, namely, rubber toys, plastic toys, wooden toys, electronic toys, educational toys, small toys, squeeze toys; controllers for toys; kaleidoscopes; dolls; stuffed toys; action figures; puzzles; jigsaw puzzles; dolls with key chains; dolls with straps; cards for use with apparatus for games including arcade games; trading card games; go games; Japanese playing cards, namely, utagaruta; Japanese chess (shogi games); dice; Japanese dice games (sugoroku); dice cups; Chinese checkers [games]; chess games; checkers, checker sets; conjuring apparatus; dominoes; playing cards; Japanese playing cards (hanafuda); mah-jong; chips for casino games; game machines and apparatus; coin-operated games; billiard equipment; darts equipment; electronic dart games; slot machines; slot machines [gaming machines]; parlour games; pachinkos; horizontal pinball machine (korinto-game machines); sports equipment; sports equipment, namely, baseball bats, gloves for games, soccer balls, basketballs, hockey skates, skis.
GOODS AND SERVICES (FOOTER)Classes 9, 41 and 42 remain unchanged.
BASIC GOODS AND SERVICES
VERSION OF NICE CLASSIFICATION USED10-2015





So what does this mean? It means SEGA Interactive will handle all licensing,sales,marketing,manufacturing of all SEGA hardware in the form of Arcade Machines and Home Consumer Products globally and domestically. While in Japan, ALL R&D for Sega Hardware will be handled.



Which certainly explains why there's so many open job applications posted frequently on Sega Interactive's Japanese site:

http://sega-interactive.co.jp/recruit/

Thursday, March 24, 2016

SU.com, Time to Build.



My New Website and Community has started construction and I am pleased to let everyone know it'll launch April 19,2016.


I still rather not disclose its name or url domain(as I'm trying to avoid haters and anti Sega and anti hardware people finding out and attempting to stop the campaign and movement). But you'll be happy to know, its name will be registered within the few days so be on the lookout for it.


Also, good news. The Forum will be up and running by Monday March 28th so here's your chance to sign up and become a community member. I've got 700 Google Plus followers, so right there, we already have a nice sized community. There's 3 FB groups I'm part of that have pledged to join my community once its up.

So how do you sign up before April 19th? Simple, email me at my Admin account:  segarenaissance@outlook.com


Just ask me for access to the Forum(you must be either a pro hardware Sega fan or Nintendo fan who loves the older Nintendo and must be unbiased in regards to SEGA)


Once I read your email(I'll respond within 1 day) and once I vet and clear you, I'll send you the link to the new Message Board to register.

And to anyone playing the "Any Sega pro hardware site or blog is run by Zach Morris" card, my site has a .com PAID for and personally owned domain that's currently parked.


I'm also using GoDaddy  as a host which will cost me over $150 a year to run. So you lose right there  baseless allegations of any Sega site being run by  Zach Morris' is debunked since he uses nothing but standard Wordpress Blog accounts without templates or substance: http://gennyrt.wordpress.com

So, let's do it together everyone!!


Thursday, March 17, 2016

Op-Ed: Bernie Stolar and Isao Okawa, DUMB & DUMBER.




"The Saturn is NOT our Future", "Video Gaming should be Secondary to our company", "RPGs are a fluke", "Dreamcast was a misguided idea", "Software is our future".

These are infamous Quotes from the two stupidest, most blissfully ignorant businessmen in Video Gaming and from two Blackhearted Villains who are responsible for singlehandedly destroying SEGA in the 1990s: Bernie Stolar, the Secret Sony Spy hired and appointed to ruin Sega of America and erode away all of the marketshare,good fortune and consumer trust that SOA had build with Genesis. And Isao Okawa: The Dormant Virus deep down at SEGA's parent company, the Absentmindedly run CSK Enterprises/Holdings who was responsible for most of the poor business decisions and misguided investments at SEGA and who ended up pulling the plug on Dreamcast in 2001 just because the console was faring much better in American markets than it was in Japan.

Now with Okawa, there's lots of biased misinformation floating around about him, often praising him, calling him a hero, or "the man who saved SEGA from doom" or false,inaccurate information claiming he played a crucial role in the development of all of SEGA's consoles.(Including the lie that he helped fund Dreamcast's development with $40 million of his own money,) All of this will be debunked here as I explain that Okawa had NOTHING to do with any of the development of SEGA consoles. His company CSK were the mere parent company and financial holder of SEGA Enterprises. They played no part in console development of any kind. If anything, all they did was fund, and it was their moronic shareholders, NOT Sega who nearly ran the company into the ground. Basically, Isao "Baka" Okawa pulled the plug because the Executives responsible for SEGA's consoles and Hardware "Hayao Nakayama" and "Soichiro Irimajiri" left the company(Nakayama after Dreamcast's lackluster Japanese sales, and Irimajiri after Okawa muscled his way in as President with the sole agenda of destroying the gaming brand).




But first I'm simply going to get a brief synopsis on Bernie "Asstard" Stolar, the former  Sega of America COO who was hired by Sega in 1996 from Sony Computer Entertainment America as well as list 10 facts(10 STUPID business decisions he made).


Bernard Stolar was Sega of America's Chief Operating Officer from 1996-1999. He was formerly the lead Marketing Director of Sony Computer Entertainment. He joined in June 1996 after Tom Kalinske was booted from SEGA for rushing the Saturn out in the US, he had been picked by then Global Company Division Officer Shinobu Toyoda in the hopes that the success of the PlayStation would rub off on SEGA,  instead Toyoda had sealed the fate of the whole company without realizing Stolar's hidden agenda: To DESTROY all of Sega of America, its good will and marketshare it had built with Sega Genesis, and run the Saturn all the way into the ground by secretly cutting off its access to Sleeper hit RPGs and AA Japanese titles so that they could go to PlayStation exclusively outside of Japan.


There's not much I'd like to say about this Asshole and Retard. Except that its well known how MUCH damage he inflicted on the company. Although Nakayama's good close friend, Soichiro Irimajiri was Sega West's CEO(Both SEGA of America and SEGA of Europe), he was powerless to stop Stolar's frequent sabotage. Stolar personally HATED Saturn, and saw to it is complete and total failure. He WANTED Saturn to crash and burn at the expense of the entire company suffering and Sega of America being tormented. Why? "Because The Sega Saturn is a nightmare and confusing mess of video gaming hardware, its too difficult to program and is technically inferior to PlayStation and Nintendo 64" these were his own words at GDC 1998. All total B.S. corporate speak.

Stolar is also why EA skipped Dreamcast. It was well know how ABYSMAL his relations with 3rd party partners were. Lobotomy Software is Qouted to have said "It blows our mind that Bernie Stolar is employed at the Executive Level at Sega. He's a bad fit that clearly doesn't belong there. He also personally expresses dislike and disdain for the Saturn because everytime we tried to obtain an American SDK, he would tell us, Sega of Japan won't sent them out, so we had to order them from Japan.".

Stolar also ruined Working Designs. A development studio that personally believed in the Saturn, for more on what he did to WD, read here:http://www.gaijinworks.com/interact/showthread.php?56-WD-Trivia-Storytime-Thread


The reason why EA skipped Dreamcast is because after its announcement in May of 1998, EA approached Sega of America about licensing PS1 ports over to Dreamcast hardware, but according to Stolar "Sega doesn't need PS1 ports, we need from-the-ground-up development titles for the new Dreamcast". EA was  burned by Stolar because he LIED to them claiming Sega had no interest in PS1 ports. EA instead followed the money and waited for the PlayStation 2 to be unveiled. Thanks Asstard. Thanks for letting Madden,NBA Streetz, SSX remain PlayStation exclusives.

Stolar's decision to kill Saturn in America in April 1998 despite the fact that it was improving and selling better resulted in a $340 million loss for SEGA of America, 200 layoffs, and added an additional $40 million operating loss to SEGA Enterprises 1998 Fiscal as well as cut off all needed revenue and potential profit that could have been made.

Throughout 1998, Stolar nearly ALIENATED 3rd party relations for Dreamcast, Capcom and Namco almost skipped support after Stolar holtly told them to give up on Saturn and stop supporting it.(X-MEN VS Street Fighter didn't get localized on Saturn because of this) Soichiro Irimajiri decided to finally take action and stop Stolar's destruction by demoting him and promoting Sega Marketing Director Naoya Tsurumi(Who's also both the Lead Architect of Dreamcast and currently SEGA Holdings,Co,Ltd's Vice President and COO) to Sega of America's CEO, Irimajiri instead appointed himself COO of SEGA Enterprises.

Stolar claims he helped craft the successful launch and marketing campaign of Dreamcast, ALL of this is a bald face LIE.

Stolar was secretly dismissed from his Job as COO by Irimajiri in March 1999. Instead, it was Tsurumi that took the reigns and hired the late Charles Bellfield of Sega Europe as the VP of Marketing and Sale. Stolar didn't have shit to do with Dreamcast's successful run in the US or its launch,marketing and 3rd party relations. That was all Naoya Tsurumi,Charles Bellfield and Neal Robinson Lead Marketing and Sales Manager.

Stolar was FINALLY officially terminated from SEGA at E3 1999 in June. 2 Years to the day he proclaimed "The Saturn is not our future". He was replaced by Reebok Marketing Director Peter Moore. Go Riddance.




And now 10 facts about Bernie Stolar:

1. He was formerly Sony Computer Entertainment's Marketing Director in America and was responsible for the horrid "Polygon Man" mascot who was dropped in 1996 for the successful "Crash Bandicoot.

2. He claimed responsibility for Sony's successful US launch of PlayStation in 1995 and boasted it as being the most successful console launch in US history. This claim is exaggerated, PS1's Saturday September 9,1995 launch sold 100,000 units its first 5 days. The Dreamcast sold twice that amount 4 years later in a single day. PS1's launch was moderately successful.

3. He immediately KILLED Sega CD and Sega Channel after joining Sega of America in June 1996. Stolar cut off resources for both and quote claimed "The 16-bit market is dying".

4. Stolar CANNED Both Sonic Xtreme AND Sonic Pool/Stadium for Saturn. Stolar may not have made the call to cancel the doomed,ill fated 32X to Saturn project "Sonic Xtreme"(Mike Wallis of Sega Technical Institute did), but the Asshole DID cancel another little known project that was being developed on the ground up for Saturn called "Sonic Pool/Sonic Stadium" at STI, all because it was developed from the ground up on Saturn hardware. Instead, he ported 3DBlast to the Saturn from Genesis.

5. He DESPISED the Saturn and had a personal vendetta against it. Even in 2003 he stated on G4 "In my opinion, the Saturn was a game system that should have never been released. It was too hard to program. Too convoluted to work with. And had too many shoddy games. I'm personally glad it failed in America". This hyperbolic bull is from his own mouth.

6. He almost single handedly killed all software support for Dreamcast. Alienating EA and nearly causing ALL 3rd party partners to skip the Dreamcast by telling them, they have to use the Black Belt prototype(at the time, most console game developers knew little about PC development) and would not be given SDKs until January 1999. This is why SOJ stepped in, they sent out SDKs in September 1998 using the NAOMI/Katana design. SEGA of Japan chose this design and chipset because they were determined to provide partners with a userfriendly,easy to program and develop for piece of architecture. This is the reason why I think Katana was a fine pick. Naoya Tsurumi knew what he was doing and what he was thinking. It's no surprise he's currently Haijime Satomi's Right Hand Man.

7. Stolar intentionally sabotaged the Saturn in the US through various methods: Refusing to offer and license US NTSC development kits to developers and publishers(who were forced to order Japanese ones); Limiting and forcing developers to use underpowered kits which made it difficult for most developers to use both Saturn's SH-2 Aurora processors; Using shoddy,delicate long CD jewel cases for Saturn CD games instead of standard CD cases like PlayStation and Japanese Saturn; UNDERMARKETING Saturn as a niche game console instead of a hardcore game console; REFUSED to license various Saturn expansion technology like the 1MB RAM and 4 MB RAM carts to the US; Encouraging  US developers and publishers to skip Saturn for PlayStation calling the Saturn, "too difficult, and too hard to program"; delaying,delaying and delaying Saturn title release dates time after time to piss of Saturn owners and consumers; Boldly declaring at E3 1997 in Atlanta,GA "The Sega Saturn is NOT our future" and doubling down on that statement by decreeing that Saturn would be discontinued in US markets by Spring 1998. KILLING Saturn in America BEHIND the backs of Nakayama and Irimajiri; Hotly telling collectors of its final game releases to "Save your breath".

8. Encouraged game magazines to ignore Saturn and reviewing Saturn games by refusing to let Sega of America send Saturn games to magazines like EGM,GamePro and Ultra Gameplayers.

9. Was the reason why Dreamcast press in America was SO NEGATIVE. You need to understand that the tide changed for Dreamcast in America after he was officially fired from SEGA in June 1999. Stolar was mostly lying to the press claiming "It's Thinking" the Internet ads, Assault Mobile Trailers with Dreamcast and TV Teasers were all his idea. NONE of it was. Only the idea to launch Dreamcast on September 9th was. Again, Naoya Tsurumi,Charles Bellfield(R.I.P.) and Neal Robinson were behind the immense success of Dreamcast in America. When Stolar was officially let go, The industry celebrated his firing. They saw him as an enemy and threat to gaming.

10. Stolar singlehandedly destroyed and desecrated all of the HARD work and good fortune of Sega of America in just 2 years time. Everything Kalinske had worked hard and built during 1992-1995 was wrecked by Stolar in just 24 months(1996-1998).


We should be glad he left gaming. Hell, he's toxic waste to anyone.




Isao "Baka" Okawa.

So much misinformation. So much fallacies, so many biased lies and myths about this man. Why do people credit this man when he did absolutely NOTHING for SEGA and instead is the man who single handily KILLED the Dreamcast and tore out the hearts of gamers around the world and 22 million SEGA fans across the world while tainting the legacy of Hayao Nakayama and forced Peter Moore, the "Dreamcast Man" who dearly and deeply loves the console with all of his heart who was on his way to fixing and repairing Sega of America by RIGHTING all the wrongs done by Stolar to pull the plug on a system emotionally he knew had a chance?

Okawa was a Blackhearted Villain. A "Wolf and Sheep's Clothing" Everything you hear so great about this man is a lie. He contributed nothing to SEGA and didn't do shit for them. If anything, had he not passed away on March 16,2001, Okawa would have certainly drove SEGA into the ground. I highly doubt SEGA would have been in business by 2006. Considering the fact that when Okawa took over Nakayama's post in June 2000 he "Wanted Sega Corporation,Inc to become like NEC, by making gaming secondary and non gaming a main business priority". Okawa was Anti gamer and was willing to restructure Sega into a company that had little if nothing to do with gaming.


There's another myth that Okawa played crucial roles in console development and partly funded Dreamcast. WRONG. Okawa was the CEO of CSK Enterprises/CSK Holdings, the parent company of SEGA Enterprises,Ltd. All they did was FUND and Finance SEGA. They also were fully responsible for all investments on SEGA as well. So mishaps like GameWorks, rushing out Dreamcast in Japan for Holiday 1998 for Okawa's idea and fault. Not Nakayama's.

Okawa was a personal friend of David Rosen, but what's clear is that he didn't know video or Arcade gaming, so in 1983 Rosen appointed Hayao Nakayama as the new Chief Executive Officer of SEGA Enterprises,Ltd in Japan. Instead he placed Okawa in charge of financing the Holdings Group CSK.

Okawa, again was not a gamer guy. In fact after the North America Market Crash of 1984, he expressed extreme skepticism investing in the West. He's the reason why SG-1000 never made it Stateside(Rosen and Nakayama were considering launching SG-1000 overseas in '84) Okawa also disliked the idea of SEGA handling distribution of Arcade games and Machines in North America, he also refused to invest in opening up an American division of SEGA. But Rosen begged to differ.(So all those calling this prick a hero, He DIDN'T even WANT Sega to have presence here in America).

Okawa is also the reason SEGA had little to no 3rd party software support even in Japan during the 80s. CSK did not want to fund SDKs(Mark III was the first and only Sega console that did not have a licensed Software Development Kit) so SEGA instead would license 3rd party titles themselves and recode them


Okawa also prevented growth of SEGA Enterprises,Ltd. Alot of why the reason the company stayed small is because CSK often blocked joint venture deals and certain investments. Most of the reason why certain Arcade machines weren't exported to the States is because of Okawa.


In 1994,1997 and 2000. There were Three attempts  from Pioneer,JVC and Toshiba to become SEGA's new Parent Company via M&A(Merger and Acquisition)and each time, Isao Okawa blocked it. In March '94, Pioneer Corporation and Company President Seiya Matsumoto, offered 44 Billion Yen($4 billion) to Acquire SEGA Enterprises from CSK, Okawa hotly refused the offer.

In March 1997, Victor Company of Japan and its Parent Matsushita Electronics offered CSK 50 Billion Yen($5 billion) to buy the now declining Sega from them, Okawa once again, refused.

And in March of 2000, Soichiro Irimajiri was secretly in talks with both Toshiba Corporation(willing to plunk down large bids to acquire SEGA) and Mircosoft,(Bill Gates wanted to help and offered SEGA a $5 billion dollar loan to keep Dreamcast funded and alive) to figure out a way to keep Dreamcast and SEGA financed, but as soon as he took over,Isao Okawa killed all of these plans,cancelled these talks, BLOCKED Toshiba and then shuttered all of SEGA Video gaming hardware divisions including its R&D Dept Sega Away 27

Okawa and CSK were also the ones solely responsible for the disastrous GameWorks investment in 1996.

Okawa forced Dreamcast to be rushed out to the Japanese market in November 1998. Nakayama and Irimajiri targeted at Q1 1999 release, but Okawa told them that CSK needed to meet its March 1999 target and that Q1 was "too late and would result in a massive operating loss"

Okawa was ALREADY thinking away from Video Gaming and wanted SEGA to scrap Saturn and go software only  as early as 1994! When Sony PlayStation was unveiled and announced in February 1994, Okawa told everyone on the SEGA chair that "You cannot compete against a large corporation, They simply have too much influence and money, You might as well just pack it up, Sega. Saturn is going to lose soundly to this new PS-X. There's other more profitable markets". So to all those claiming he funded the Dreamcast and donated money to save the company, Isao Okawa was ready to just give up and Quit before the Saturn was even out and during the SAME damn time, that Sega of America was commercially successful with Genesis.



Okawa killed the Dreamcast. NOT Peter Moore. Never let Moore blame himself. He didn't pull the plug, Okawa did. Okawa had already ordered SEGA to pack it up as a hardware company during the Summer of 2000. He not only killed the plan to release the DVD add on and Zip Drive add ons as well as the Dreamcast Camera(Sony stole the PlayStation Eye Camera directly from SEGA) he gave orders to Moore to "Sega of America, you guys handle Dreamcast globally yourselfs. We're done here in Japan(basically lying because Dreamcast was still sold in Japan until 2004) if you can't make Dreamcast a massive seller even more than PlayStation 2, we'll pull the plug." Basically Okawa gave Moore an unrealistic projection. Moore states that around February 2001, they were selling 100,000 Dreamcasts a week in America. Basically, Dreamcast was selling 500k a month. Selling impressively. But Okawa didn't like that since DC's Japanese sales were lackluster 50k a week(WAY higher than PS4 in Japan right now). Odd because Okawa died 6 weeks after announcing he was pulling the plug. He had only been in charge for 7 months. CSK finally let go of SEGA in June 2003, selling its assets off to Sammy Corporation and its President Haijime Satomi, who merged SEGA Corporation,Inc and Sammy Together in March 2004. Satomi vowed to pull the company out of the mire and revitalize it, Satomi also promised to help climb them out of the $3 billion debt Okawa left them(Which he did, and in August 2010, Satomi sold off all of Sammy's shares to SEGA, basically absorbing them into SEGA,)




Ten Facts about Isao Okawa.

1. He was NOT CEO of SEGA until 2000. And was only CEO for 7 months in which he dissolved SEGA's home consumer division and had attempted to sell off its Amusement Machines Business when he died from a Heart Attack in March 2001.

2. Isao Okawa HATED video gaming like Jack Tremiel. In 1983, CSK was extremely interested in entering the Semi Conductor market and Okawa tried to argue against the SG-1000, but lost to SEGA Founder David Rosen and NEW CEO Hayao Nakayama. Okawa also hated Americans, and was even more Xenophobic than even Nakayama.

3.Okawa hated Tom Kalinske. He was actually the one that almost got the Chairboard to vote down the idea of Sonic The Hedgehog being bundled with the Genesis/Mega Drive, Nakayama was the one who broke the tie vote and allowed history to be made. Okawa was also the main reason Nakayama and Kalinske never got along and is also one of the reason why SEGA of Japan and SEGA of America never saw eye to eye with each other.

4. Okawa wanted SEGA to pull out of the hardware business before Saturn. By  late 1993, Okawa was extremely interested in Sega becoming more of a Parlor vendor and Arcade giant than consoles. He told people in the Chairboard to can Saturn and pack it up as a home consumer brand. He also expressed his disdain for "Our company's success being credited to America". Okawa also was extremely reluctant to fund Aurora and also wanted SEGA to put the plug on its 16-bit lines overseas.

5. Okawa secretly attempted to license Sega titles to M2 behind everyone's backs. He also attempted to start development on several projects for Sony PlayStation. CSI attempted to obtain licensing rights to Sega IPs.

6. Hayao Nakayama and SEGA had to beg Okawa to allow them to fund and start Joypolis. Okawa told them he feared the investment would be too expensive and problematic. The reason why Joypolis didn't operate outside of Yokohama,Japan until the late 1990s is because of Okawa.

7. During the 80s, Okawa and CSK assisted SEGA in R&D and funding, but frequently tried to find alternative non gaming markets and business for them to invest in.

8. Okawa invested in GameWorks chain in 1996 by secretly striking deals with Planet Hollywood,DreamWorks and Universal. Okawa was so determined to find a large market that was more profitable than gaming so that he could convince Sega to move away from it, he would often make misguided investments. Most of the budget and funding that was originally intended for Project Dural, a new 6th Generation home console project that was being managed at Sega Away by Naoya Tsurumi, was wasted on GameWorks. $2 billion dollars thrown all away on a failed Chain.

9. OKAWA ordered Dreamcast to be launched in Christmas 1998. Not Irimajiri. He threatened to force SEGA to post a Quarterly Operating Loss if Irimajiri and Nakayama did not comply with the group's orders. Both men knew DC would be much more viable missing Christmas and hitting retailers during First Quarter 1999. DC's lackluster Japanese performance is solely Okawa's fault.

10. Again, Isao Okawa pulled the plug on Dreamcast. NOT Peter Moore. It was his first order of business when he took over as CEO in June 2000. It's clear that Okawa had been waiting for the day for Nakayama and Irimajiri to leave SEGA. He told the Chairboard that "If you keep going, you'll fail. We've tried over and over and can't succeed. We must just call it a day. Sometimes you got to leave well enough alone". Now I'd like to let everyone know is that EVERYBODY at Sega was against killing Dreamcast. When Irimajiri left, everyone prayed and kept their fingers crossed Okawa wouldn't do what they suspected he was going to do. But Alas, Okawa wanted his way even STUPIDLY turning down an offer from Bill Gates to give SEGA a $5 billion loan out of Microsoft's OWN pocket to keep Dreamcast alive in which SEGA was to pay off by 2010.


Okawa pulling the plug on Dreamcast was NOT to save the company, and was not because of the financial rut Sega was in. It was ALL for his own selfish reasons. Okawa's future of Sega was "Video Gaming Should be Secondary to our Company" he liked NEC's approach and wanted Sega to go that route. There was even an opportunity for SEGA to become a niche hardware company like SNK for a few years, but Okawa said no. Okawa killed DC and SEGA's hardware division because he hated Video Games and was jealous of Sega of America. And that "$600 million debt forgiven" is peanuts. Okawa died leaving Sega with $3 billion dollars worth of debt(In which he piled on by liquidating Dreamcast in Japan).

I have no respect for this man. He wasn't just a "Quitter" he was a selfish,xenophobic,megalomaniac who wanted SEGA to be what HE wanted and nobody else. I'm almost certain Okawa would have certainly killed SEGA turning them into a completely non gaming company had he lived. In looking at the Scenario of had Pioneer brought SEGA from CSK in 1994, I'm certain that Saturn would have succeeded and SEGA probably would have been able to ride out the Arcade Hurricane Collapse of the mid 90s since Pioneer would have helped expand SEGA's presence in Theme Parks and Hotel Resorts keeping Arcade Operating sales afloat. Pioneer also would have keep Tom Kalinske behaving and prevented him from overriding SEGA of Japan's authority. Thus, 32X would have likely been scrapped. I also believe, Pioneer's Anime brand would have stayed strong as well.


Had JVC brought SEGA in 1997 from CSK? DVD would have gone to JVC, Dreamcast would have been stronger,mass produced,had 2nd party SKUs from JVC,Hitachi and Toshiba, and Sony would have LOST DVD Video licensing, which would have crippled the PS2. JVC also would have given Dreamcast more leway into the Entertainment field market.


Had Toshiba brought SEGA in 2000?Dreamcast would have lived. SEGA would have had ALL 3rd party support and developers and publishers on their side would have moved away from PS2 because of its extemely difficult and complex programming. HD-DVD would have beaten Blu Ray. Anime's North American market boom of the early/mid 2000s would have been 3X times bigger. GameCube/Stargate would have been in 3rd place. Sony would have failed with PS2. By forcing SEGA out of the hardware business, Isao Okawa handed Sony the 6th Generation on a Platter. Stupid Ass(Kuso No Baka.)






Bernie Stolar & Isao Okawa. Dumb and Dumber. And may they be forever known as such.

Sunday, March 13, 2016

"SU" Message Preview, The message.




The following is an excerpt from the upcoming Sega game site and community that will begin construction on March 22nd and launch April 19,2016.


"The Message: If your a Dreamcast fan, Hardcore SEGA fan, Retro Gamer, and Old School Nintendo fan, this site is for you. *********.org is both a NEW Sega Hardcore game site, community and grass roots movement designed to bring SEGA fans together around the globe to support "Operation Razor" the Indie Game managed and assembled  Proposal for a NEW SEGA console so that not only will SEGA get on board with the idea officially, but also take the reigns and take control of the proposal the way they should. Also for Retro Gamers, who are pinning for the good old days regarding gaming, we a forming a grass roots movement to help bring the glory days back of both Japanese gaming dominance and Quality Control and Noteworthy titles. Something completely absent now in days.


For Old Nintendo fans, we all share the belief that Nintendo needs SEGA as a competitor and not as a publishing partner. For as you see, after Gamecube, Nintendo lost their way. The Gamecube was not designed for Sega games, but as a contender to the Sega Dreamcast. After Gamecube, Nintendo stopped designing high powered game consoles, and instead when Satoru Iwata took over, opted for underpowered hardware, gimmicks and ungamer principles. The reason why is because Nintendo and SEGA were small companies and not Corporations, without SEGA, Nintendo could not compete against large Corporations like Sony and Microsoft and thus were forced to appeal to the lowest common denominator with the Wii and attempted the same with Wii U. These are consoles, we feel do not represent who Nintendo is and what they are capable of from a console architecture, we know that from Super NES/Super Famicom, Nintendo 64 and GameCube, that Nintendo is truly capable of designing great, decent powered hardware that’s primary purpose is to compete against SEGA. Not Sony or MS.

We wish for NX is to be a REAL Nintendo console, and would like to see real Nintendo fans(not fanboys and anti Sega noob gamers) stand up and say, we want Nintendo to both be GREAT again, Strong again and have a competitor on their level.


For Retro Gamers, we Veterans(who today’s young gamers call us hipsters) want to see the practices and principles of the 16-bit years back. We are tired of unorginality, Call of Duty, DRM, Mircotransactions, Overpriced DLC and biased, shilled Game Journalism, and Japanese publishers struggling. We want Game consoles, not glorified, overpriced PCs and want Games with Quality, Originality. Lower Priced, Affordability, Licensed NOT Moneyhatted games, and Console manufacturers Regulating DRM, not the Servers or Publishers abusing it.

If 1 Million people pledge support for "Sega Razor’s"  Indie Gamer assembled and managed Proposal, SEGA can not only get on board, license, manufacture, and aggressively market it, they can make it stronger than ever before and return as bigger, badder, more powerful game console competitor because they’re fans will be fully unified in rebuilding the SEGA brand while sharing ambitious ideas for what they like to see in and what type of games they like made for it and want to make NX a gamer’s console.


 WE STAND AS ONE, REAL SEGA fans, REAL Nintendo fans. Let’s bring back the 16-bit years. #Bringbackthe4thgen"





This is a Taste of what's to come. Get Ready, its coming soon!



Wanna join before April 19th? Wanna a SNEAK PEAK? Shoot me an email at:

segarenaissance@outlook.com

Give me at least 1 day to respond.

Sunday, February 28, 2016

SEGA hardcore fan Website should be ready by April.



Just updating to let everyone know that the website domain name "*.org" is in the process of registration and should be registered in the next 3 weeks.

I have also found a 3rd co-Admin who will help build and will take part in help paying for the AMI.

We are working earnestly to design the new site and forum community. I am confident that by Mid/Late April it will be up and running.

Thursday, February 18, 2016

SEGA Cyclone Development Kit officially entered into the US Trademark database.





"Sega Cyclone Development Kit" the Japanese Trademark filed by SEGA last Fall, and the Trademark that entered the WIPO has finally and officially entered the US Trademark Office for full viewing.


https://trademarks.justia.com/791/82/sega-cyclone-development-79182282.html


The IP Mark,who's logo can be seen above , was falsely assumed to be an update of an Arcade simulator that was sold and played only in Europe several years ago called "Typhoon" which by the way is NOT a Sega property or IP, nor it is licensed by SEGA. So those assumptions were not only incredulous, they were grossly over-compensated.

The Application description reads as shown here:


Word Mark
SEGA CYCLONE DEVELOPMENT KIT
Goods and ServicesIC 009. US 021 023 026 036 038. G & S: Computer game programs; computer game software; video game software; video game programs; video game discs and cartridges; computer game software for use on mobile and cellular phones; computer software for software design, development and testing and related computer-aided software testing tools; game engine software for video game development and operation; computer software development tools
Mark Drawing Code(3) DESIGN PLUS WORDS, LETTERS, AND/OR NUMBERS
Design Search Code15.07.01 - Cog wheels; Gears
26.01.26 - Coils; Spirals; Swirls
Serial Number79182282
Filing DateNovember 12, 2015
Current Basis66A
Original Filing Basis66A
International Registration Number1287117
Owner(APPLICANT) SEGA Games Co., Ltd. CORPORATION JAPAN 1-2-12, Haneda, Ota-ku; Tokyo JAPAN
Priority DateNovember 9, 2015
Description of MarkColor is not claimed as a feature of the mark.
Type of MarkTRADEMARK
RegisterPRINCIPAL
Live/Dead IndicatorLIVE





Notice the words "SEGA CYCLONE" are in bold letters. This is because of 2 things: 1. This printing method used by the US Trademark Office database bolds Mark logos to help them be distinguishable and 2, Highlighting words in a US Trademark Application, usually indicates that the application has another brand Trademark associated with it that will also eventually enter the Trademark database.

This means, its highly VERY possible, that Sega Cyclone is a separate product, and that much like this application states, this is for its Development Kit.


Another interesting thing to note is the logo design and theme. The Sprockets and Cogs are both references to the Jetsons, now keep in mind, NVIDIA has a Mobile Motherboard CPU called Jetson, so this could certainly be a coincidence: http://www.nvidia.com/object/embedded-systems.html

Also, the "Swirl". Get it? They're using a "Swirl".


So the remaining question, what exactly is "Sega Cyclone"? Is it an "Arcade" or "Console".

I'm inclined to believe, possibly both. After all, its not out of the ordinary for SEGA to Trademark a prototype for a product that they will eventually use(Saturn had a different prototype trademark filed back in 1993: https://trademarks.justia.com/744/69/segasaturn-74469937.html



If you are wondering if its possible that this will remain a prototype and likely never get used much like "Sega Drive, "Sega Jupiter" and "Sega Neptune", the answer is simply, No.


That's because, this Mark was filed under the Madrid in the WIPO. And thus has been sent to the US Trademark office for fill final review, prior to Full International Registration. "Sega Drive" was filed under 44b(Bonafide Intent To Use), which is normally used for Trademark IPs that are considered, but often never used because the applicant simply forgets about them.



Again, Sega Cyclone Development Kit, is under the Madrid Protocol. It's GOING to be used, regardless.



Monday, February 15, 2016

The Misunderstood Mega CD/Sega CD.



Today's Op-Ed is about the underrated,unappreciated, often misunderstood Mega CD/Sega CD. I feel compelled to write this because I everytime I see or read an article or comment on SEGA's past, the Sega CD/Mega CD is often referenced in a negative, if not often misunderstood, one dimensional manner.


Often, I notice articles or resource sites saying things like: "Sega CD was a flop" or "that it had way too much shovelware" or that "Sega CD was just too ahead of its time" and even often, the Sega CD is unfairly lumped with the atrocious 32X as an "unwated add on for Genesis" all of these are just mere incredulous talking points with no actual facts to back it up. And I'd like to point out the real facts regarding Sega CD/Mega CD. Not only in the op-ed, will I point out how false all those talking points were as well reveal secret facts regarding Mega CD's development. Which secretly took place during 1989-1990.



It all started  in August 1988, SEGA's System 16, 16-bit Arcade line was a rousing success both in Japan and Globally, it was clear by then that the company needed to include a new up-gradable board for the new decade codenamed "Project Moon" or System 24. The new Arcade board,would have 3 revolutionary features, the first, System 24 would be the first Arcade board in history to support CD-ROM as a proprietary format, the second, the whopping 1300 KBs of Memory and Data which in the late 80s was considered cutting edge and finally, "Mode 7" sprite technology.

System 24 would also be capable of producing up to a max of over 4.000 colors, and 2,048 sprites.(NES/Famicom was only capable of 16, Master System/Mark III only capable of 64, PC Engine/Turbo Graphix only capable of 128) and used 2 16-bit Motorola 68000 CPUs(Twice the power of  the new Mega Drive). It was also clear to SEGA, that was certainly an initiative to attempt home Arcade ports from System 24, but the problem was obvious, The Mega Drive was way inferior and incapable of handing such power with its 256 sprite limitation and lack of scaling,rotation and Mode 7 scrolling(in which Nintendo begin to incorporate in Famicom 2 a.k,a the Super Famicom which had just started development).


The solution was obvious: Instead of developing another console or SKU, all they had to do is design a special accessory for the new ready to be launched Mega Drive. There were 2 options: A Floppy Disk Drive ala Famicom Disk Drive which had launched in 1986, the second, a Laser Disc add on that powered System 24 chips codenamed  "Project Earth" or Mega Laser Disc. Which was inspired by the failed 1985 LD multi player the "RDI Halcyon".


And so, in November 1988, SEGA signed on a joint venture deal with Pioneer to design and develop a LD add on machine for Mega Drive, since SEGA and Pioneer had worked together on SEGA's 1984 cutting edge LD Arcade motherboard. Pioneer was very ambitious. They wanted to build a full fledged LD multi media machine that doubled as an add on for Sega Mega Drive. This was around the same time in the Netherlands, Philips was developing "CD Interactive" or "CD-i" which was a horribly executed,gimmicky,over budgeted multi media CD player which didn't get introduced until early 1991.

Also around the same time, Hasbro and Radio Shack were also working on a 16-bit VHS based console NEMO. These two failed machines would play a crucial role in  Sega "Project Earth" later on.


The development process of Sega "Project Earth" Mega LD finally begin in the Summer of 1989 around the time Mega Drive newly nicknamed "Sega Genesis" for the Western Hemisphere, (referencing the first book of the Holy Bible in the hopes this would be the "beginning" of success as a home video game console brand) In the middle of R&D headed and managed by Masami Ishikawa,Hideki Okamura, and Tomio Takumi, Sega Away 27 and Pioneer ran into several set backs: the first was the overall cost and supply shortage for System 24 silicon(BOM prices for the Motherboard alone were a whopping $400). The second was the illogical thought process regarding the design of both Mega LD and its pin attachment to MD's large motherboard. Too many chips simply risked overheating,over-inflation,over-performing and overpricing; The 3rd and final: The overall unreliability on Laser Disc itself. It was too bulky,too pricey and too niche. Although SEGA was approaching Sega Earth/Mega LD from a niche perspective, LD just didn't have an audience or market who would be willing to pay mad dollars for such a hybrid.

Also, Ishikawa wanted to keep his 8 bit line alive despite SEGA by 1989 already abandoning it, so he suggested, it be recycled for a full colored portable handheld codenamed "Project Mercury" that would be designed to take on Nintendo's new B&W "Gameboy" and Atari's new "LYNX". This became the Sega Game Gear.

And so, in March 1990, SEGA and Pioneer's plans for Sega Earth/Mega Laser Disc were scrapped. The project needed a retool and was headed back to the drawing board. As part of the brokerage deal, Pioneer took the patents for the concept, and SEGA agreed to allow ROM compatibility of Mega Drive to be used for it, later, when Project Earth finally became "Mega CD", SEGA allowed ROM compatibility with Pioneer's newly retooled stand alone Laser Disc multimedia player "LaserActive".

After the failed deal with Pioneer, SEGA sought a solution for Project Earth, and they saw one so simple an obvious: CD-ROM! It was clear from NEC's PC Engine CD add on, Compact Disc ROM had serious potential, and would eventually replace Cartridges for game ROM storage(Sega was far from correct on this matter) also CD offered larger storage,better, STEREO sound and could push better quality via MPEG. SEGA finally signed JVC "Japan Victor Company" on board as their 2nd party partner, since JVC was the dominate home video media giant and creator of VHS.


But there was a problem, System 24 was still very expensive and SEGA wanted to price its new hybrid just fair enough for niche consumers. it was basically next to impossible for System 24 to make it to the home consumers. The newly official christened, finalized hybrid of Sega Earth: The "Mega CD" could simply DOUBLE the power of Mega Drive. Adding more sprites,more colors, REAL Stereo sound,larger capacity, and double its RAM from 512KBs to 768KBs for these purposes, SEGA simply powered Mega CD with an addition 68000 CPU with twice the clockspeed of Mega Drive's.

SEGA also came up with a new solution regarding game data memory: Cartridges being used for back  up memory!Later reused for Sega Saturn, the Mega CD allowed a storage program to copy certain game data on the disc and also backup data on a separate Cartridge running through Mega Drive's motherboard.

The Mega CD finally completed development in November 1990. JVC was tasked to provide its motherboard,CD lens,tray,drive,motor and extra Motorola 68000 and  with SEGA's final BOM price: $175 and a set retail price for Japan at 40,000 Yen($400), the new Mega CD was ready for Japan.


SEGA of Japan had also just launched its new Handheld the Game Gear and was finding it to be modestly successful, fearing breaches and mishandling of PR, SOJ kept Mega CD secret from SOA, intrusting it to Sega of Europe.


The Mega CD was finally unveiled to the public for the first time at the Tokyo Toy Fair in April 1991 the same day as CES 1991 in which Philips unveiled its CD-i . Also that same time, SEGA's new Mascot "Sonic The Hedgehog" was also unveiled to the world for the very first time. Reaction was very positive at first, and pre-orders and demand was very high for Mega CD, but that ultimately became a curse instead of a blessing for it. Due to the high demand, the Mega CD was hit by massive shortages and silicon supply problems forcing SOJ to delay its planned Early Fall 1991 rollout until early December.

The Mega CD finally hit Japan on December 6,1991 for 38,900 Yen($390) despite the ten dollar difference, and despite the shortage issues, MCD was a solid hit selling about 100,000 units its first 2 months of availability. For a niche device especially one competing against NEC PC Engine CD and SNK Neo Geo, 100K is very good.

The Mega CD and Sonic The Hedgehog also helped turn the tide for Mega Drive in Japan, by 1992, MD was outselling PC Engine by 3 to 1. Although sales remained modest for Mega CD, developer support was limited. Many developers were simply too overwhelmed by CD ROM itself and CD+G. Although SEGA sent out SDKs and CD masters, most 3rd party developers were inexperienced in burning and programming games on CDs. The Mega CD soon begin to become barren on game releases, and SEGA was unable to convince many to fully support Mega CD despite how easy it was to program, by then SOJ was more focused on their 5th gen plans with the new projects: The System 32 based "MARS" and System 32 with Model 1 3D Technology 2D powerhouse "JUPITER".

Sega of Japan finally sent out SDKs for Mega CD as well as patents to Sega of America in February 1992. SOJ instructed SOA to find a way to successfully market it in the West. Tom Kalinske really felt that the nicknamed "Sega CD" could find an audience with Full Motion Video, so after meeting with NEMO creator Tom Zito who had formed a new game development studio "Digital Pictures", Kalinske was convinced FMV could work and was easily marketable, so he decided that Sega CD would be marketed as an Interactive, Next Level new hybrid for Genesis, while agreeing to allow Zito to port all of NEMO's unreleased FMVs like "Sewer Shark" "Prize Fighter" and the infamous "Night Trap" to Sega CD.

Sega of America also signed an OEM deal with Sony without realizing that JVC was in charge or completely unaware that Sony was planning a strategy secretly to get into the console business. Sony not only agreed to develop plenty of FMV titles for Sega CD, they also claimed full patent and OEM rights on Sega CD and got wind of SEGA of Japan's Jupiter project. SEGA had no idea that Sony would use info regarding Jupiter to design its PlayStation hybrid and planned on double crossing Nintendo's Super CD project to get it made.

The Sega CD was displayed at Summer CES 1992 alongside the anticipated "Sonic The Hedgehog 2" game. The stunning  surprise success of Sonic The Hedgehog the previous year which completely turned the tables on Nintendo regarding NES and cast doubts on the  new Super Nintendo while injecting NEW life into the Genesis, meant Sonic was a force to be reckoned with. He was marketable,he had mass appeal, he was a money making machine for SEGA, so his sequel was the talk of the town. Everyone was focused on Sonic 2. But the second place focus was certainly on the new Sega CD. This new add on was supposed to enhance the Genesis and was supposed to be BETTER priced and better executed than the failed CD-i. SOA was confident its steep $399 price point was economical and also figured they'd win over TurboGraphix consumers.

Because of the hit positive reception of Sega CD at  Summer CES, demand for it was pretty high. Alas, the same problems it had in Japan, also carried over to the states and Sony claiming OEM rights, drastically affected supply.

The Sega CD hit the US on November 24,1992, the same day as Sonic 2, Sega of America's new marketing campaign called "Welcome To The Next Level" is said to be what helped put the Genesis on the map in America and what launched Sonic into the Stratosphere.

The Sega CD launched with 12 titles. The most popular being Sewer Shark. About 50,000 units were sold through the Holiday of 1992. It was early 1993, when sales improved even more thanks to increase in 3rd party support. SEGA then decided not to port Sonic 2 to Sega CD, and instead design and develop its original planned Sonic 1 sequel, the newly christened "Sonic The Hedgehog CD".

The Mega CD finally made its way to Europe on March 26,1993 and in Australia on April 16,1993. In those territories,MCD caught on much better and was more successful.

In Early 1993, after a consultation with SEGA of Japan and after receiving prototypes for "Sega Mars/Giga Drive" now scrapped by SOJ, Sega of America learned that they had been lied to and deceived by Sony regarding OEM rights. That JVC was the OEM holder and stated they were and thus owned all licensing for Sega CD. Sony denied this claim and instead threatened to take JVC to court in which they did. But it backfired instead for Sony, as JVC was able to prove they were the OEM holders and owned the patent to Sega CD's motherboard and CD technology alongside SEGA. Sony's court battle against JVC was lost. In return, JVC,SEGA and Sony agreed to stop manufacturing the CD tray loader design of Mega CD/Sega CD. The Sega CD/Mega CD was getting a redesign with a top loader instead of a tray. Sony then learned, SEGA had no interest in getting them involved with Jupiter(unbeknownst to them and SOA, Sega of Japan had a top secret alternative to Jupiter codenamed "Aurora") so Sony moved forward with its secret plans for "PlayStation" after also learning Nintendo was no longer interested in partnerships with them.

By the summer of 1993, lack of software support was slowing Mega CD down in Japan. So SEGA rolled out Sonic CD in the hopes of sparking continued interest in it. the game was an instant success(thus far the only commercially successful Sonic release in Japan) but majority of the 3rd party developers were stuck on Super Famicom and instead were also flocking to the new 3DO console. SOJ finally felt the time was right to move on from Mega CD with the hopes that the other region divisions would keep it alive while they focused energy on the newly designed Aurora System 32 with Model 2 3D technology design "Saturn". Unbeknownst to them however, Sega of America had already ditched plans to upgrade Sega CD with Sega CD32/CDX and instead was designing a new Genesis add on hybrid to upgrade its successful Genesis line from Mars' "Genesis 32 or 32X".

Sega CD continued to fare well, but for SEGA, their clear belief was that it was running on empty. That even by 1994, its technology would be dated, and again SOA despite considering the idea of upgrading it with System 32 chips for the Mars project, was more concerned about the Genesis.


By 1994, the Sega CD/Mega CD was dying, internally. It was still selling very well overall globally(even in Japan, where within just 2 years it had reached 500,000). Alas the poor Sega CD was bogged down with frequent supply constraints,too many gimmicky FMV games(which weren't bad per say, they just had limited shelf life and replay-ability) and a frustrating lack of Japanese 3rd party support from developers just too squeamish about CD-ROM. Though Sega of Japan supported Mega CD until 1995 and SEGA overall until 1996, Sega CD was finally retired in March 1996 with just 200 games in its 4 year lifespan.


The tragic thing about it, is that it was a good system. It was just too overpriced early on and lacked great games. memorable games like Snatcher,Popful Mail,Sonic CD,Lethal Enforces,Sunset Riders,Final Final CD,Shining Force CD, and Ecco The Dolphin CD didn't come into later in its life and were weighed down by the FMV games. Many people who bash it fail to realize that the FMV titles for it were great for their time and well executed. That the CD-i had FAR worse FMV titles and 3X times more, that were all overall, very poorly executed and overpriced. Sega CD itself did what PC Engine CD and Neo Geo both failed to do and especially what 32X UTTERLY FAILED at doing: Become a console accessory that stood out as its own unique product.



Sega CD/Mega CD is a beloved,short lived product with an interesting history and good,small library to boot. Despite claims of it being a flop, Sega CD overall  sold 6 million units worldwide by the end of 1995. Ignore all the hate, its a good investment with PLENTY of collectible games to choose from.



Here's its basic spec sheet:


CPU: 16-bit Motorolla 68000 (12.5MHz) The MCD used an additional M68000 processor, this allowed it to run a double the speed and also increase its performance.
RAM: 768kb(Mega Drive/Genesis was only capable of max 512KBs, Mega CD doubled available memory.)
Colors: 512 (64 on screen) Mega Drive/Genesis' max color was 256. At the time Mega CD was released in 1991, MD games only displayed 64-128 colors.
Resolution: 320x224 pixels
Sound: 10-channel PCM sound(No console at the time could do Stereo sound, and most PCs were incapable of doing so.)
CD Speed: 150kb/s (1x)
Sprites: 80(Mega CD may have come a year after Super Famicom, but being capable of micropolygons was a techinical feat for it prior to Star Fox)



Here's a more detailed spec sheet of Sega CD/Mega CD, this is for 1991 people:

http://www.videogameconsolelibrary.com/pg90-sega_cd.htm#page=specs


In early 1995, in both a last ditch effort to give Sega CD one last hurrah and in a DESPERATE attempt to save the catastrophe called 32X, Sega of America combined Sega CD's technology with 32X's and released a few FMV games that required both add ons called: 32X CD This was basically what was left of the CD32/CDX idea of upgrading  Sega CD. This feature simply enhanced Sega CD with 32X's System 32 chips. But by then, it was too little too late.




Wednesday, February 10, 2016

SEGA teases new Arcade IP and perhaps NEW Arcade board at JAEPO/AOU 2016, recent interview with President suggests SEGA possibly getting on board with the Dreamcast 2 proposal.

A follower of mine on Google Plus, shared this teaser SEGA posted on their site: http://am-show.sega.jp/jaepo16/countdown/



Keep in mind, JAEPO/AOU is a Japanese Amusement Tradeshow in Tokyo and is the biggest in all of Asia. So with it being AOU related, its certainly not only a teaser for a new Arcade game(likely a card game) it certainly also indicates SEGA could be finally upgrading its Ring series line for the first time in 4 years.

Also, there was an interview with Sega Holdings' CEO Haijime Satomi:

http://www.theworldfolio.com/interviews/segas-new-era-in-entertainment/3891/


Sega Sammy Holdings is SEGA Holdings,Co,Ltd, because SH is not yet open for public trading, SS is still referred to as the investment group.

This line in the translated interview jumped straight out at me:

 "Question: How are you going to rebuild the Sega brand and how long do you think that is going to take?

 Satomi: As I said before, the Sega brand first became famous as an arcade machine and then with the home video game consoles. The Sonic character was largely popular with those machines and consoles. Unfortunately, we eventually withdrew from the home video game console business. However, our name and brand is still out there because of the famous characters from people’s childhood. We would like to change, adjust or shift our product, brand and business with the current era to be a leader again in the future."

Translation: We want to get back into the hardware business and are willing to change our business structure to do so.


Now to be fair, this interview likely is a few weeks old. But even so, if it isn't(and if Satomi is actually aware of the Dreamcast 2 proposal) then this is a subtle "Yes" to the idea. If this interview is a few weeks old, then this line reiterates what Satomi stated in Famitsu last summer: "Sega in the 90s was known for its "brand", but after that, we've lost trust and we left with nothing but a 'reputation" we'd like to win back the customer's trust and become a "brand" once again."

SEGA hasn't forgotten us, they knows its REAL,TRUE fans are still out there.





Sunday, February 7, 2016

Stop the Presses!SEGA Live Creation,Inc Officially enters the Madrid US Trademark Database!!!







That's right folks, SEGA Live Creation which first entered the WIPO database in September 2015, has finally made it into the US Trademark Office under the Madrid or International Bureau!




https://trademarks.justia.com/791/81/sega-live-79181299.html





Before you dismiss it by claiming its "Broad" or "It can be anything" or even the "Trademarks get filed all the time and they usually don't mean nothing" SEGA has requested a special filing method regarding the IB/Madrid Protocol call "Request for Limitations of the Goods and Services".



LIMITATION DETAILS
DESIGNATED CONTRACTING PARTY CODEUnited States of America
GOODS AND SERVICES LIMITED TO28
GOODS AND SERVICES LIMITED TOAmusement machines and apparatus for use in amusement parks; amusement machines, automatic and coin-operated; coin-operated games for use in amusement parks; coin-operated amusement machines, amusement park rides; coin, card or counter operated arcade games; amusement game machines; arcade crane game machine; pinball game machines; arcade video game machines; arcade video game machines other than for use with television receivers; coin, card or counter operated electronic arcade video game machines; amusement machines and apparatus for use in amusement parks [coin, card or counter operated]; video game machines; stand alone video output game machines; cabinets for arcade video game machines; apparatus for games; controllers for game consoles; arcade medal redemption game machines; arcade ticket redemption game machines; arcade game machines other than for use with television receivers; fairground ride apparatus; amusement park rides; home video game machines; hand-held games with liquid crystal displays; toys, namely, rubber toys, plastic toys, wooden toys, electronic toys, educational toys, small toys, squeeze toys; controllers for toys; kaleidoscopes; dolls; stuffed toys; action figures; puzzles; jigsaw puzzles; dolls with key chains; dolls with straps; trading card games; go games; japanese playing cards, namely, utagaruta; Japanese chess (shogi games); dice; Japanese dice games (sugoroku); dice cups; Chinese checkers [games]; chess games; checkers, checker sets; conjuring apparatus; dominoes; playing cards; Japanese playing cards (hanafuda); mah-jong; chips for casino games; game machines and apparatus; coin-operated games; billiard equipment; darts equipment; digital darts equipment; slot machines; slot machines [gaming machines]; parlour games; pachinkos; horizontal pinball machine (korinto-game machines); sports equipment; sports equipment, namely, baseball bats, gloves and soccer balls, basketballs, hockey skates, skis.
GOODS AND SERVICES (FOOTER)The other classes remain unchanged.


So, what does this mean? It means that SEGA has requested that under the Madrid, the IB restrict the International Class of 028(Games & Playthings, Parlor Establishments and Hardware) for use only in the United States. In the WIPO, applicants can request that one IC be used in a selected designated territory. This means that the other Classes won't apply here in America.



With it being restricted to only IC 028, it means one thing, SEGA Live Creation,Inc will handle Amusement Machines,Redemption Game Machines,Prize Machines, Video Game Hardware and Accessories R&D.

Basically, in the US, SEGA Live Creation,Inc is the official successor of Sega Amusements USA who designed and developed the Sega 32X,Pico,Nomad and who also developed the Dreamcast prototype the Black Belt.

Whereas in Japan, SEGA Live Creation will license, license out Theme Parks and Amusement Centers like Orbi Earth,Joypolis, PLUS handle R&D in the same league as Sega Away/Sega Russo did in the 1990s.


Here's the full description of SEGA Live Creation,Inc if you don't want to read the link:


SEGA LIVE CREATION
Goods and ServicesIC 009. US 021 023 026 036 038. G & S: Game programs for home video game machines; electronic circuits, magnetic tapes and disks, optical disks, ROM cartridges and other recording media containing programs for use with home video game machines; memory cards for video game machine; electronic circuits, magnetic tapes and disks, optical disks, rom cartridges and other recording media containing programs for use with hand-held games with liquid crystal displays; game software for home video game machines; telecommunication machines and apparatus; straps for mobile phones; headphones; loudspeakers; cell phone covers; cases adapted for mobile phones; computers; computer game programs; electronic circuits, magnetic tapes and disks, optical disks, rom cartridges containing computer game programs; computer software; game programs for mobile phones; computer game software; game programs for arcade video game machines; electronic circuits, magnetic tapes and disks, optical disks, ROM cartridges and other recording media containing programs for use with arcade video game machines; game software for arcade video game machines; video game program; video game software; phonograph records; downloadable music files; downloadable music files for mobile terminals; recorded compact discs; downloadable image files; animated cartoons; recorded video discs and video tapes featuring movies, cartoons, video games; downloadable image files and moving image files for mobile terminals; electronic publications; memory cards for use with apparatus for games including arcade gamesIC 028. US 022 023 038 050. G & S: Amusement machines and apparatus for use in amusement parks; amusement machines, automatic and coin-operated; coin-operated games for use in amusement parks; coin-operated amusement machines, amusement park rides; coin, card or counter operated arcade games; amusement game machines; arcade crane game machine; pinball game machines; arcade video game machines; arcade video game machines other than for use with television receivers; coin, card or counter operated electronic arcade video game machines; amusement machines and apparatus for use in amusement parks (coin, card or counter operated); video game machines; stand alone video output game machines; cabinets for arcade video game machines; apparatus for games; controllers for game consoles; arcade medal redemption game machines; arcade ticket redemption game machines; arcade game machines other than for use with television receivers; fairground ride apparatus; amusement park rides; home video game machines; hand-held games with liquid crystal displays; toys, namely, rubber toys, plastic toys, wooden toys, electronic toys, educational toys, small toys, squeeze toys; controllers for toys; kaleidoscopes; dolls; stuffed toys; action figures; puzzles; jigsaw puzzles; dolls with key chains; dolls with straps; trading card games; go games; japanese playing cards, namely, utagaruta; Japanese chess (shogi games); dice; Japanese dice games (sugoroku); dice cups; Chinese checkers (games); chess games; checkers, checker sets; conjuring apparatus; dominoes; playing cards; Japanese playing cards (hanafuda); mah-jong; chips for casino games; game machines and apparatus; coin-operated games; billiard equipment; darts equipment; digital darts equipment; slot machines; slot machines (gaming machines); parlour games; pachinkos; horizontal pinball machine (korinto-game machines). sports equipment; sports equipment, namely, baseball bats, gloves and soccer balls, basketballs, hockey skates, skis
IC 041. US 100 101 107. G & S: Providing electronic publications; services of reference libraries for literature and documentary records; book rental; providing on line electronic publications via Internet or database including websites; arranging and planning of movies, shows, plays or musical performances; arranging and conducting of concerts; organization of shows (impresario services); arranging and conducting movie, music and video game events, entertainment in the nature of an amusement park attraction, namely, a themed area; providing information regarding arranging and planning of movies, shows, plays or musical performances, plays or musical performances; movie showing, movie film production, or movie film distribution; cinema presentations; film production, other than advertising films; movie theatre presentations; providing on-line images, movies, moving images and graphics; providing on-line electronic publications, not downloadable; providing on-line videos, not downloadable; providing information relating to providing on-line images, movies, moving images and graphics; providing on-line images, movies, moving images and graphics by computer terminals or mobile phones; providing on line images, movies, moving images and graphics by home video game machines or arcade game machines; providing information relating to providing on-line images, movies, moving images and graphics by computer terminals and mobile phones; providing entertainment in the form of non-downloadable images relating to fictional characters from books, animation, toys and games; presentation of live show performances; entertainer services; presentation of live performances; production of shows; theatre productions; direction or presentation of plays; presentation of musical performances; presentation of live show performances, plays and musical performances provided on-line; providing on-line music, not downloadable. providing information relating to presentation of live show performances, plays and music provided on-line; providing on-line live show performances, plays and music by computer terminals or mobile phones; providing information relating to providing on-line live show performances, plays and music by computer terminals or mobile phones; organization or arrangement of game tournaments; organization or arrangement of entertainment in the nature of amusement park rides and attractions excluding movies, live show performances, plays, musical performances, sports, horse races, bicycle races, boat races and auto races; party planning (entertainment); providing amusement facilities; discotheque services; game services provided on-line from a computer network; providing karaoke services; providing amusement arcade services; providing information relating to amusement facilities; providing amusement parks; providing theme park services; amusement park and funfair services; amusement park services with a theme of films; amusement park services with a theme of television productions; amusement park services with a theme of radio productions; providing information relating to providing amusement parks; providing information relating to providing theme park services; providing on line games; providing information relating to providing on-line games; providing on-line games by computer terminals or mobile phones; providing information relating to providing on-line games by computer terminals or mobile phones; providing information relating to scores of on-line game users; game services provided on-line from a mobile phone network; providing casino facilities; providing information about casinos; rental of toys; rental of amusement machines and apparatus; rental of arcade video game machines; rental of game machines and apparatus
IC 043. US 100 101. G & S: Providing temporary accommodation; accommodation bureaux (hotels, boarding houses); hotels; reservation of temporary accommodation in hotels and boarding houses; hotel reservations; temporary accommodation reservations; providing information about temporary accommodation services; providing foods and beverages; restaurants; snack-bars; restaurant information services; providing food and beverages in amusement facilities; cafeterias; providing conference rooms; providing facilities for exhibitions; rental of cooking equipment for industrial purposes; rental of curtains; rental of furniture; rental of wall hangings; rental of floor coverings; rental of wet wipes; rental of towels
Mark Drawing Code(3) DESIGN PLUS WORDS, LETTERS, AND/OR NUMBERS
Design Search Code26.15.13 - More than one polygon
26.15.16 - Polygons touching or intersecting
26.15.21 - Polygons that are completely or partially shaded
26.17.06 - Bands, diagonal; Bars, diagonal; Diagonal line(s), band(s) or bar(s); Lines, diagonal
Serial Number79181299
Filing DateJuly 24, 2015
Current Basis66A
Original Filing Basis66A
International Registration Number1285061
Owner(APPLICANT) KABUSHIKI KAISHA SEGA Games d/b/a SEGA Games Co., Ltd. Corporation JAPAN 1-2-12, Haneda, Ohta-ku; Tokyo 144-8531 JAPAN
Priority DateMarch 31, 2015
Description of MarkColor is not claimed as a feature of the mark.
Type of MarkTRADEMARK. SERVICE MARK
RegisterPRINCIPAL
Live/Dead IndicatorLIVE