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Old Times

The console war was an American story. Japan barely noticed it

The Genesis does what Nintendon't campaign was run by Sega of America under Tom Kalinske. In Japan the Mega Drive lost not only to Nintendo but to NEC's PC Engine, and not by a little.

Photo: Evan-Amos · Public domain · Wikimedia Commons

The sixteen-bit war is usually retold as a duel: Sega Mega Drive against Super Nintendo, Sonic against Mario, blast processing against Mode 7. The duel was real. It simply took place on one continent, and its script was written by an advertising department.

The Japanese numbers

The Super Famicom sold around 17.2 million units in Japan. The PC Engine, from NEC and Hudson Soft, sold close to six million. The Mega Drive sold 3.58 million. On its home market Sega was not the challenger to the leader but the third machine, trailing the second by almost half.

The PC Engine, poorly remembered outside Japan, launched on 30 October 1987: a box the size of a couple of CD cases, games on HuCards as thick as a credit card, and in 1988 the CD-ROM² attachment, the first compact disc shipped as a game medium. It held second place while Sega was fighting in America.

What Sega of America actually did

In 1990 Sega of America was taken over by Tom Kalinske, who came from Mattel, where he had worked on Barbie and He-Man. He brought a four-point plan to Tokyo: cut the Mega Drive to 149 dollars, put Sonic the Hedgehog in the box instead of Altered Beast, build an American library aimed at teenagers and adults rather than children, and run direct comparative advertising against Nintendo.

Sega's board rejected all four points. The plan survived on a personal decision by Hayao Nakayama, who told Kalinske he had hired him precisely to make decisions about the American market. Everything else grew from there: the Genesis does what Nintendon't line, the screaming logo, the store shelf comparison staged on air. By the mid-nineties Sega held more than half the American sixteen-bit market, having started from a few per cent.

The console war is not a description of the industry. It is the name of a campaign we mistook for a description of the industry.

Why the gap looks like that

The reason is not that Japanese players disliked Sega. It is how the market was built. By the late eighties Nintendo had the Famicom install base in Japan, a distribution network with a pre-order system, and practical control over who received how many cartridges. For a developer choosing a platform, that was not ideology but print-run arithmetic. In America the console was sold through toy and electronics chains, where the shelf price and the face on the box decided things — which is exactly the discipline Kalinske had practised for twenty years.

The Mega Drive ended up selling around 30.7 million units worldwide against roughly 49 million for the SNES. A defeat, but a respectable one. In Japan the same machine could not even reach NEC. One box, two outcomes, because a market is not an audience but a delivery system.

The practical conclusion is simple. We still describe the industry in the vocabulary invented by the winning ad campaign, and then wonder why the numbers do not add up. A good slogan is not history.

Source: en.wikipedia.org