For gamers old enough to remember the turn of the century, the console landscape looked very different from how it does today. Everyone was excited for the PlayStation 2 and Nintendo was getting the GameCube ready to succeed the Nintendo 64. Microsoft's Xbox was also in development but much of the focus was on Sega and its continuing demise following poor sales of the Dreamcast after its famous launch on 9/9/99. It seemed the game was up when, in January 2001, Sega announced it would be abandoning the console market to concentrate on third-party software development.
Many predicted that Sega would collapse under the financial pressures and be consigned to gaming history. However, something remarkable happened and the once giant of console gaming quickly reinvented itself to become a successful third-party software developer.
Sega would go on to make games for all its former rival's consoles and build lasting relationships that continue to this day. One of the most successful partnerships was with Nintendo and Sega found a new lease of life with a succession of quality titles for the GameCube.
Getting the monkey off Sega’s back
In May 2001 Sega put out a press release confirming that seven games were in development for the GameCube and the first three of these would be Super Monkey Ball, Virtua Striker 3 Ver. 2002 and Phantasy Star Online. Super Monkey Ball had started life as a popular arcade game in Japan with a console port ready in time for the launch of the GameCube. It was a big hit and gamers, who just six months prior were writing Sega off, were excitedly buying copies of the party game along with their sparkly new 'Cubes in late 2001.
With its interesting mix of physics-based gameplay and manic multiplayer action, Sega had found a new audience almost overnight. Super Monkey Ball fits neatly into the family-friendly, loveable characters, and accessible gameplay that Nintendo is known for. Super Monkey Ball was received well by gamers and critics and put Sega and Nintendo’s partnership in the spotlight. The series would stay a Nintendo exclusive until 2005 and is now up there with Sega’s most fondly-remembered franchises. Had Super Monkey Ball failed, it may have meant the end of Sega but heading into 2002 there was a lot more to come.
The company would also look to traditional action-adventure titles to bring its software style to GameCube. One example, Spartan: Total Warrior, took classic melee combat and added a dose of strategy to deepen the gameplay. Others, such as the excellent Samurai Jack: The Shadow of Acu, fitted neatly into the console’s range of cartoon-inspired family games.
While Sega would still develop arcade games during GameCube’s life, these releases show how quickly it was evolving to develop deeper, story-driven titles that gamers were starting to look for at the time.
Sonic Team flies the flagship
When considering the success Sega had on GameCube, Sonic Team was certainly the main catalyst. After the Dreamcast was discontinued, the flagship studio quickly regrouped and started to develop ports of major Sonic games.
The first of these was 2001’s Sonic Adventure 2: Battle which added multiplayer modes, upgraded textures and several new gameplay features. It was an instant success and sold 1.7 million copies worldwide. It was followed up in 2003 by a reworking of the original Sonic Adventure that again added many new features.
Sonic Team continued the trend of using older Sonic games and released two compilations featuring classic '90s titles. Sonic Mega Collection included all the Mega Drive games while Sonic Gems Collection featured three more obscure titles as well as the complete Game Gear series.
Two new games, Sonic Heroes and Shadow the Hedgehog, had some success on GameCube but were not received as well as Sega might have hoped. Sonic Heroes was criticised for poor camera control while Shadow’s game was a huge departure from the classic Sonic formula of fast-paced platforming, with the titular hedgehog famously toting guns in the game.
While we must acknowledge the impact of Sonic, other Sega properties developed by Sonic Team are just as important to the story of the company's successful transition onto other platforms. Games such as Billy Hatcher suited Nintendo's cute-character, family-friendly image. And although it only sold 250,000 copies, its excellent graphics and tight gameplay garnered a nomination for a British Academy Gaming Award. The puzzle game Puyo Pop Fever further diversified Sonic Team’s offerings as it blazed a trail for Sega on GameCube.
The team also developed Phantasy Star Online, an online RPG that originated on Dreamcast. It’s notable for being the first MMO title for consoles and was only one of three games that took advantage of GameCube’s online capabilities. There were three episodes released across two games and Sega ran the servers until 2007. But what makes this even more special is you can still play all three episodes today through fan-made servers. The community remains thousands strong and GameCubes around the world are still connected to the internet, all thanks to Phantasy Star Online.
An interesting, oft-forgotten part of Sonic Team’s GameCube history is how it embraced the console's connectivity with Game Boy Advance. The Game Boy Advance Cable connects the handheld directly to the GameCube, enabling data and downloadable minigames to be sent through to the portable and back to the 'Cube. Sonic Team linked many games from its GC/GBA lineup, with perhaps the most famous example being the Chao Garden from Sonic Adventure.
Sega Sports score some hits
Sega was once a big player in the sports genre with many arcade-style releases and this continued during GameCube’s first few years.
Sega’s popular 2K series used official licenses from MLB, NBA, NHL, and NFL in fast-paced, arcade-style sports games. These titles were positioned as alternatives to the simulations from publisher EA Sports with a focus on fun over realism. Fans of Sega’s football games were not left out either as a GameCube port of the arcade game Virtua Striker 3 added features and gameplay modes.
Although most of Sega’s sports titles at this time were on all consoles, there was room for a GameCube exclusive, too. Beach Spikers: Virtua Beach Volleyball launched in 2002 and was ported from, you guessed it, the original arcade game. This two-on-two volleyball game received positive reviews on release and arguably deserved to be more of a hit. The GameCube port added an RPG system that allowed players to accumulate points as they progressed, which were used to upgrade team performance or purchase items that customise the team's appearance.
These arcade games show how Sega hadn’t fully broken from its arcade roots. It needed to develop sports games that would appeal to the console market to stand any chance of success as a third-party publisher. Sega Soccer Slam was an arcade-style football game that threw all the rules out in favour of party-style antics. It featured wacky gameplay mechanics similar to Super Mario Strikers, with special moves and smaller pitches. The over-the-top cartoon graphics and outlandish characters felt right at home on Nintendo's console and Sega was finally finding ways to appeal to Nintendo fans.
Back in the driver's seat
Arcade racing games were synonymous with Sega during the '80s and '90s. Classics such as Out Run and Daytona will live long in the memory of those that love cruising under blue skies and competing for the fastest times.
Sega continued to release driving games into the GameCube era, with mixed results. One success was 18 Wheeler American Pro Trucker which replaced fast cars with trucks. The aim to reach the depot before the timer runs out and avoid the oncoming traffic created frantic gameplay. While fun, it was a short arcade game and Sega would need to diversify again to keep pace.
One racing title that dared to be different but was ultimately left in first gear was Sonic Riders. It mixed futuristic racing with snowboarding while adding a typical Sonic story. It was fast-paced and had that classic Sega audio-visual aesthetic that many gamers pine for.
Although it sold well, likely because it had Sonic on the box, critics were less than impressed with the sloppy controls, blurriness of those bright visuals, and its confusing gameplay. However, for all its faults, Sonic Riders showed that Sega was using its properties in new ways and developing different stories and console games with more longevity.
Crazy Taxi, one of Sega’s most popular franchises at the time, was released for GameCube in 2001. Well-known for its punk rock soundtrack featuring The Offspring, its appropriately crazy gameplay sees you dash around a city picking up fares as fast as possible. The GameCube version is a direct port from the Dreamcast and only offers a few extras above the standard arcade mode. However, this was one of Sega’s first releases as a third-party publisher, and an early GameCube title. It runs well and is an indication of just how quickly Sega’s development teams adapted to porting to other platform holders' systems.
We have, of course, left one of the best Sega games on GameCube until the very final straight. F-Zero GX started out as an arcade game called F-Zero AX developed by Sega, Namco, and Nintendo using the Triforce arcade board. The game was then ported in 2003 and brought all of Sega’s arcade racing know-how to one of Nintendo’s most beloved franchises.
F-Zero GX is brutally tough and features excellent track design and lightning-fast gameplay from the previous entries in the series. This was the first developmental collaboration between Sega and Nintendo and the start of a great partnership.
Considering they were bitter console war rivals just a few years earlier, Sega's pragmatic approach and sheer success so early on in its transition away from its own hardware is all the more impressive. Sega did the impossible by crashing out of the console market and rebuilding as a third-party developer almost overnight. It was rocky in the early years, its arcade roots ran deep, and the company had to work hard to develop games that were suited to the modern gaming landscape.
Sonic was, of course, a big driver of its initial success but new IPs like Super Monkey Ball and Billy Hatcher have built up their own cult followings. These cute characters and family-friendly games helped Nintendo fans quickly fall in love with Sega.
And just look now. Mario and Sonic meet up in the same games these days! It's a funny old world.
Comments 56
Sega was always trying new things. That's what drove me to buy Sega Consoles all the way to the Dreamcast. The original Xbox still has some great Sega exclusives. Panzer Dragoon Orta, Jet Set Radio Future and Gun Valkyrie to name a few. Orta is avaliable on my series S but not the other two sadly.
Sega being onboard with the GameCube was amazing for me it seemed like the Dreamcast continued in many ways these were the type of games I had become accustomed to and to have the added benefit of Nintendo’s awesome output made the GameCube one of my favourite consoles
Still wish I had spice orange GameCube to this day
GameCube was a Sega console as far as I'm concerned.
It wasn’t just the GameCube: they also put out classics like JSRF and Panzer Dragoon Orta on the Xbox.
Games like those, Monkey Ball and Billy Hatcher were all likely planned Dreamcast titles that got changed once Sega changed direction. It’s nice to know that even though the original DC titles weren’t commercially successful Sega had sequels and further more artistic titles on the books.
@Franklin Not much but a bit close, Sega's other IPs were also on Xbox and PS2. Sega is the only company that support online play on GameCube. I'm sure had Nintendo wasn't in charge, F-Zero GX would had gotten online play as well.
The Sonic Adventure games were an essential part of my early gaming experience, even if I was too young to actually beat them at the time. I've been waiting on a proper follow-up ever since. I was also really impressed by Super Monkey Ball, though I never got around to getting it myself.
When I was young I didn't even Sega was ever a console competitor.
But I was always a fan of them because as a kid I owned on the Gamecube Billy Hatcher, Shadow the Hedgehog, Sonic Heroes, Sonic Adventure 2 Battle, Phantasy Star Online Episode 1 & 2 and Super Monkey Ball and loved all of them.
Phantasy Star Online and Sonic Adventure 2 Battle are even to this day in my top 5 fav games ever.
Sonic Heroes longplays are great. Especially the atmosphere. There are still a lot of Sega games I have to play. Jet Set Radio and Skies of Arcadia for example. One day I will buy a Dreamcast and play some classics.
The early 2000s era of Sega is hands down my favorite of the company, between the Dreamcast and their rebound with the Gamecube. The amazing and creative game lineup, the constant willingness to push boundaries (the VMU, for example) even if it didn't turn out the best, the incredibly effective way they introduced Sonic to a new audience through rereleases and new games alike, and the way they'd take advantage of console capabilities all made for an incredibly impressive run.
I remember the whole Sega vs Nintendo and when it was first announced Sonic was coming to a Nintendo Console I thought it would be a one off thing or something along that line, now I couldn't imagine Sonic not being on a Nintendo Console. What a funny world we live in.
Sega Soccer Slam was developed by Next Level Games, right?
Sega's creativity through the Dreamcast/Gamecube generations was top notch. Shame they're not the same now.
@AstraeaV Gun Valkyrie is available on the Series S/X just FYI
That Nintendo/Sega era was the best, pure gaming companies, before the corporate era of Sony and Microsoft muscled their way in throwing money around like beg friends and turned it into what we have now.
My favorite era for SEGA, they somehow would bring out these huge, content-heavy Sonic games and still deliver new titles like, SMB, Billy Hatcher, PSO, and Virtua Quest.
And I like how even during the Wii era, there were a bunch of "Dreamcast 2" sequels, like NiGHTS, Samba de Amigo, a quite different SMB, and they even came out with arcade-y style Sonic (Secret Rings), plus all those SEGA All-Stars games.
While everyone remembers the Genesis era for being Sega's high water mark (they were arguably at the top of the entire industry in terms of sheer quality, variety, prolificness, and innovation. But my favorite retro console happens to be the Saturn because it too had an absolute treasure trove of incredible games, from RPGs and SRPGs like Shining Force III (whose three-part, interlocking storyline, 3D battlefields, and sheer scale obliterated the Genesis iterations that are still so popular), Dragon Force, Albert Odyssey, and Panzer Dragoon Saga (a whopping 4 discs!) to their vast and unparalleled Arcade selection (Daytona USA, Virtua Fighter 1 and 2, Sega Rally Championship, etc.) to some quirky but still great original titles like Dark Savior, Bug!, Clockwork Knight 1 and 2, Three Dirty Dwarves, and Iron Storm. Sadly, most Western gamers never got to experience these games, or if they had a Saturn they missed out on most of these because Sega, at best, relegated many of the RPGs in particular to localization companies like Working Designs, while at worst they treated the Western market like crap (they only published Scenario 1...meaning one-third of the story with a never-resolved cliffhanger, of Shining Force III, and Panzer Dragoon Saga got only 3000 copies for the entire North American market...all placed in cheap plain paper sleeves inside the outer jewel case as opposed to the fancy foam padding they afforded their other first-party titles).
The Dreamcast was likewise an excellent system with some amazing games; their Arcade titles like Daytona USA and Crazy Taxi were even closer to Arcade-perfect in terms of visual fidelity, and Skies of Arcadia is still one of the all-time greatest RPGs ever made. While overly expensive, the dedicated peripherals for Sega Bass Fishing and Samba De Amigo made those games a real hoot to play.
When Sega announced they were leaving from making consoles, a lot of gamers (myself included) thought it would actually be a positive thing; surely we'd be getting all those great Sega franchises on our other platforms of choice. And yes, those thoughts were reinforced early on by Sega's great work on the GameCube, with the likes of Super Monkey Ball, F-Zero GX, PSO 1 & 2, and Skies of Arcadia Legends. But aside from a VERY few examples of their former selves like Valkyria Chronicles, Sega instead circled the wagons around Sonic, pumping out games and rehashes of varying quality. Most of their immense staple of IPs, particularly those beloved and incredible RPGs, have not seen a new entry or remake in more than two decades now. By this point they're a bleached and dried-out shell of the company that once was such a force in the industry and the hobby.
Regarding the article's headline, I would say that Sega didn't suffer "defeat" in the console wars by their competitors nearly so much as their own internal dysfunction and meddling from their corporate higher-ups caused their downfall. It also bears mentioning that Sega was a Japan market-first corporation that frankly wasn't truly invested in the global market that its brand had created, as evidenced by their numerous spats with SoA's Bernie Stolar, their falling-out with their most prolific and critical third-party publisher Working Designs, and their treatment of Western localizations in general. It's all very well-documented and is to this day one of the most tragic losses for gamers in the history of the hobby. And the real fault lies at the feet of the same people running the company today.
F-Zero GX (GCN)
Phantasy Star Online: Episode I & II (GCN)
Super Monkey Ball (GCN)
These 3 games are the only ones worth playing IMHO. The rest are all grade A trash. SMB was pure genius and I played the heck out of that and an embarrassing amount of PSO 1 and 2 ONLINE which I wound up having a friendship to this very day because of it!! Some great times. GCN is a killer console with some of the absolute best exclusives ever!!
@RadioHedgeFund
PS2 also got some exclusive SEGA games like Virtua Fighter, Shinobi and of course, Yakuza.
SEGA oddly spread their releases across all 3 consoles that generation. Made for some fun games exclusives for each console, but I don’t think it was especially successful business wise.
I miss Amusement Vision. Super Monkey Ball and F-Zero GX are 2 of the finest games ever made. Everything else SEGA did was...fine. (I didn't play PSO on GC, but the Dreamcast game was fab!)
Seeing F-Zero GX in any article always brings a tear to my eyes …. I wish Nintendo tried again but in a more successful console… I dont know … like the Switch?
I also remember finishing Sonic Adventure 2 to perfect full completion, unlocking Green Hills. I was such a sucker for the Chao Garden. Such a good game during its time…. Right now? Not so much 😅
Speaking of F-Zero …Nintendo leaker SyluxHunter tweeted this tease:
"00110010 00110101 00100000 00110111 00100000 00110010 00100000 00110001 00110110 00100000."
Which translated means “You got boost power!”
So… it was great waking up to these news
An actual article... with no retweets or sponsored links or embedded social media crap anywhere? Love it.
Just like the good old days. Great work!
It's even more surprising considering how close Sega was to becoming like Atari; a name being passed around like a old fur coat at a Goodwill. Sega was surprisingly lucky, even in it's many, MANY missteps from the mid 90's to the merger with Sammy in 2004.
On a Sega Dreamcast-related note, I hope Capcom remasters Resident Evil: Code Veronica for the Switch. That and the original PSX RE2 were my faves from the franchise.
Also, Jet Grind Radio too please, Sega.
@Inc
For real. That time period from 1999-2004 was Sega’s high water mark.
Every Sega development studio churned out inventive crazy fun games. Stuff like Crazy Taxi, Seaman, Typing of the Dead (which helped me learn how to type properly since I was a Dreamcast guy until it died), Panzer Dragoon Orta, Jet Grind and Jet Set Radio, Phantasy Star Online… just so many great titles that bucked trends.
It’s like after it was clear the Saturn was a dud and Sega corporate was in free fall they just told their studios to make anything they wanted and they’d publish it no questions asked.
It’s a shame that version of Sega mostly died with the launch of the Xbox 360. They got new leadership and they took back control of their studios. It’s been hit or miss ever since then. They’ll release something fantastic and then the next game will be a complete disaster.
Did I miss the paragraph about Skies of Arcadia Legends? NLife readers have it currently listed as the #11 GCN game ever.
I put a lot of hours into Sega Soccer Slam! Loved that game back in the day. I used to have a huge affinity for games like that. Especially in those days being really into NFL Blitz (2000 was probably my favorite) and Wayne Gretzky's 3D Hockey
⚠️Imagine this;
It's 1992 and your friend turns to you in the school playground and says 'One day, Sonic will be on a Nintendo Console'...
Monkey Ball on Gamecube was, and is, absolutely brilliant. Being ultra picky though, Beach Spikers gets boring very quickly and Billy Hatcher is awful. Meanwhile the OG Xbox got some brilliant games like Gun Valkyrie, Jet Set Radio Future and Panzer Dragoon aorta
it was sega of America that created the bitter rivalry not sega Japan. So Nintendo and sega working together isn’t that big of a deal really because the two Japanese companies had respect for each other.
Sega is an underrated, under-appreciated, great developer. I really like how a lot of their games are unapologetically Japanese and they have a certain style & creativity to them that’s their own, which I cherish and adore.
Nintendo should really lend them some more IPs for them to develop games for (with some oversight) like they did with F-Zero GX. Also Nintendo instead of (or in addition to) the Genesis should add the Sega DreamCast, Saturn & Game Gear to their Nintendo Switch Online Apps.
Btw Sega, it’s long overdue and time for a new:
etc. please & thank you.
… Wun can only hope!
And now, we're at the point where Nintendo is in charge of a subscription service and manufacturing controllers for the Genesis, not to mention funding Bayonetta 3. The only sore thumb was Atlus, who Sega didn't really do anything with other than rake in cash.
I have heard people over the years say that Nintendo should follow Sega and only make games. I heard it about the GC, the Wii, and especially the Wii U. Good thing Nintendo stuck it out and we have the Switch!
The one area where Sega seems to squander their place as a game publisher is in bringing much of their library to current systems. Even compared to Nintendo’s online libraries or VC when that was a thing. I know old games take an amount of time and effort to port, but it still seems like Sega lets a lot of properties stay in the past.
Of course we’ve gotten Sonic a number of times, and the Genesis/Mega minis trot out a roster that also seems full of repeats. But many haven’t been seen since they debuted on whatever short-lived Sega system they were made for.
Where’s Nights, Astal, Bug!, Clockwork Knight, Billy Hatcher, Knuckles Chaotix, Tempo, and of course, Jet Set Radio? It’s fairly well proven that re-releases for newer systems shake some more profits out of old titles, but they seem happy enough to let quite a few of their own games remain on the shelf, even though many of them didn’t get a chance to sell to a user base any larger than the one Sega system they were on, and since absolutely everyone had a 32x, maybe they feel that was enough?
@zidane4028 Can't believe I missed that. Thank you!
No problem, enjoy!
Ah! The GameCube Nintendo/Sega era! While people were hauling around TV's and LAN ports to play Halo together, Nintendo had a neat, overlooked hardware advantage. They had 4 controller ports (PS2 only had 2) and, they made the first wireless controllers! Four wireless controllers plus (timed) exclusives: Sega Soccer Slam, Super Monkey Ball, F-Zero, and Mario Kart Double Dash. You had a great party system right there.
well i love sega and alot of their games. sonic adventure 2 battle was a killer game because it featured two player splitscreen and everytime i rent it i would play in the chao garden to play mini games with my brother. they brought their pso game in one disc phantasy star online ep 1 and 2. these games were very fun.
Imagine growing up team Sega. You had the master system, the game gear, the Sega Genesis of course, then Sega cd. You grow up, Sega rushes out a half baked console (Saturn) it fails then releases a too little too late system, the Dreamcast ultimately drops out of the console business and starts a partnership with the enemy Nintendo. That period was a slap in the face to all the true Sega fans that's why I glady jumped on the Sony playstation ship and never looked back...
Funny how the article notes that Sega Soccer Slam is a lot like Super Mario Strikers, considering many of the developers of the former broke off from Black Box soon after to form Next Level Games, and Nintendo approached them after the fact to make a Mario soccer game after liking what they saw in Slam
Great read!! Now I really want GameCube on my switch. And yes I’ll pay even more for a switch expansion PLUS subscription!
I could go for a new Beach Strikers game.
I loved the Mega Drive but it seemed the 32x, Mega CD, Saturn, Dreamcast were not supported properly. I suppose Mega Drive must have been much cheaper to develop for.
Kind of weird this article links to a complete lack of information on Billy Hatcher.
Like, when I hadn't done my homework, I didn't put up posters about it around the school.
@WiltonRoots totally agree mate 👍
Sega and Nintendo will always be the best!! Wish they would design a console together.
Little known aspect -
The game, The Key of Avalon, was released on the Triforce arcade architecture, same as F-Zero GX.
Key of Avalon was the first of many gacha based arcade games (unrelated to sports, auch as horse and football games) where you have 1. save your progress on a card 2. collect trading cards. 3. the game gets frequent updates Still a huge focus for Sega and other companies to this day.
Sega hasn't really rebounded, they have a few successful properties but then others like Sonic are a lead weight tied around their ankle dragging them to the deepest part of the ocean.
Then are worth about $3.6 billion USD, but they have had years recently where they recorded net losses, and even last year they did have profits but they were down from the year prior by a lot
@steventonysmith
Last I checked there was YoY increase on profits and sales
https://www.segasammy.co.jp/english/pdf/release/20220513_presentation_eng_final.pdf
@Dop88
2020 had sales at 366.5 billion yen
2021 had sales at 277.7 billion yen
I'm not a mathematician but that seems like a bad dip
https://www.gamesindustry.biz/2021-11-08sega-sammy-lowers-sales-forecast-slightly-despite-gains-in-first-half
@steventonysmith
Doesn't your link account for the first half of their last business year?
@Dop88
My info was from two sources, the first was just from this yearly postings the other was just a link talking about how in 2021 Sega had to lower their own forecasts
Gamecube era might still be my favourite... minus the lack of Nintendo's own online games on Gamecube. F-Zero GX is still my favourite racing game and it came out almost 20 years ago. F-Zero GX controls so well too: you go at insane speeds and do sharp turns without the use of brakes.
In a better world, F-Zero GX outsold any Mario Kart.
@Baler Thank you, I'm glad someone pointed that out.
@AtlanteanMan You mentioned Sega's failure when it comes to localization, but I don't think there's any worse offender than the Sakura Wars series. It's what let the Saturn keep its launch momentum (resulting in it outselling the N64 in Japan) and managed to shift at least 100k units on the Dreamcast (in Japan only) in 2002, 2 years after the PS2 came out, and yet Sega either couldn't or wouldn't localize the series at all until NISA took a shot in 2010, to localize a game made in 2005. And this is even worse since the PS2 era for the series was Built Around getting an international presence.
I was not a fan of Sega splitting their games across all the other platforms and I suspect many others felt the same. That was an expensive proposition to get all those consoles.
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