Crash was kind of Sony's mascot now owned by Microsoft being published by Sega for a Nintendo Console! Wow! would we have believed it back in the 90s!?
Some Sega's staff were mentioned in SoR 4 credits. Almost all Yakuza/Binary Domain/Judgment developers like Daisuke Sato, Sumito Nakai and Daiki Tsuchimoto. Sega is directly involved in this game
Sega had nothing to do with it on the development side - You can tell by the Euro-cheese fan project vibe of it. Seemed to go down well with most people though, so was a win / win for both DotEmu and Sega.
Speaking of Crash Bandicoot, here's another interesting trivia, as someone from Asia who grew up with an MSX I feel this piece of information isn't well known in the west, but the penguin character who appears often in Crash games called Penta Penguin is actually Konami's mascot from the 1980s, much like Alex Kidd for Sega, he had his own series of games and one of Kojima's first games he worked on and what a game it was, it's actually the game that made me a gamer. Now the reason is because in Japan Crash games were being published by Konami, that's right, Crash Bandicoot went from a Playstation and Naughty Dog mascot to a Konami mascot and now to a Activision and Xbox mascot.
Also, I've been debating if The Rumble Fish and Bakugan are Sega IPs. Sammy started publishing games from the former before Sega acquired Sammy in the mid-2000s. Like Demolish Fist, The Rumble Fish is from Sammy and Dimps. As for Bakugan, Sega used to distribute the cards and toys of the franchise in Japan, but the rights were transferred to Takara Tomy by 2018 when Bakugan Battle Planet happened. Otherwise, Spin Master handled international distribution of Bakugan toys and cards since the series' inception by around 2006, even during the Battle Planet and Battle Clan eras.
The Rumblefish rights got transferred to SEGA after the merger along with all of Sammy's video games IPs. Fist of the north star arcade was made under sammy but was released and published by SEGA and SEGA amusemnts USA. Guilty Gear for example was transferred to SEGA but because of the corporate culture of SEGA at the time, it wasn't a guarantee that the games would continue the way ArcSystem works aka competing for funding. Eventually SEGA sold all rights to Arc system works who now owns it. The Rumblefish was also briefly under SEGA which lead to the publishing of the ps2 port. However when Dimps left SEGA's subsidiary status, The Rumblefish IP was sold to them. As for Bakugan, its more complicated. SEGA themselves weren't involved directly, but SEGA Toys and TMS were and they are both owned by SEGA. Bakugan is owned by spinmaster but its co owned by SEGAtoys and TMS anime wise. They recently returned to it with one of the recent Bakugan anime. But now that SEGA toys has been replaced by SEGA FAVE.its all changed. Anyway the SEGA logo is present in the end credits to Bakugan and all over the DVDs.
Even though Sports Interactive makes Football Manager, its was weird seeing SEGA on the cover box. Fine by me! Easy money for them, there is no competition for FM at the moment. And I really would love a new Virtua Tennis.
I liked that Panzer Dragoon remake well enough but it didn't have the same vibe as the original. I'm torn between wanting Zwei and Saga getting re-released and knowing it'll just be lacking the magic.
There are several games that are not published by SEGA themselves despite it being the games of their IPs. The subsequent Bayonetta games are under the publishing rights of Nintendo when SEGA licensed it to them. Shenmue 3 isn't published by them either. Nor are Space Channel 5: Kinda Funky New Flash, The House of the Dead Remake, The Wonder Boy remakes, and Resonance of Fate 4K Remaster. However, all of them are apparently still under SEGA's copyright. ToeJam & Earl: Back in the Groove! isn't even under their copyright, meaning it's not really a SEGA game at all.
When mentioning series composer Yuzo Koshiro's return to Streets of Rage, you forgot his partner from the second game onwards, Motohiro Kawashima. Also, Alex Kidd in Miracle World was never released on NSO but rather on the eShop under the SEGA AGES series.
It's another in a long string of decisions that makes me shake my head at Sega, Dan. It feels like the company has such disdain for their own IPs (especially if they are from the Saturn days) yet will jump on board to publish highly questionable projects or things that do nothing for the brand. They'll send cease and desist orders on fan remakes and join Nintendo in attacking romsites, yet refuse to make their backlog available themselves. They might be more financially stable since the Sammy merger but I'll never understand their business mentality. Anyway, good video as always!
Probably because SEGA has too many IPs to make sequels of that they can't possibly bring them all back. Many of whom were second party games and the rights with those type of games arent straightforward compared to first party games. And the mentality of SEGA was always about striving on creating the new game and not look back, which one of the old SEGA producers said was part of the culture in a recent interview. ROM sites are being shut down because of the new subscription service and SEGA's preservation project. So there is no competition for the subscription service and no excuses about claiming its for game preservation when SEGA are doing it themselves. The fan stuff, depends on the game, and if the producer or whoever it is within SEGA isnt bothered by it. SEGA doesnt blindly shut down fan projects, it costs money to activate lawyers. What usually happens is a producer who either has control of a SEGA franchise or worked on that game will complain to management and ask them to do something. Thats when they will decide to spend money on legal to do whats requested. Depending what game is being shut off, usually indicates that its a game they planning to bring back. Or use to. As thats all changed now with Atlus being a part of SEGA and SEGA's own plans for their IPs.
@ROJM-cc1gp I'll believe in a preservation project when I see it. Up until present time, most gaming companies have done a poor job of keeping their archives accessible and preserved, or even paying lip service to caring about such. Until they prove otherwise, it's up to the community. What's more, I don't support yet another corporate subscription service entering the market, making us beholden to yet another series of licenses and unreasonable terms of service that will always favor corpo over consumer legally speaking. It can absolutely be done in a better way but that isn't the way of the modern game company. The thing is, you can clearly see how Sega's lack of iterating and continually revitalizing their trademark franchises helped lead to their demise as we knew them. Much has been made of Saturn not getting a proper flagship Sonic game, but the Saturn library did also in many other ways fail to build on the Mega Drive catalog, and it in turn the same with Master System. How many decades have Sega fans been asking for and waiting on their arcade back catalog to be made accessible, especially when Sega's schtick for the longest time was "bring the arcade home?" If all a company is going to do with intellectual properties is horde them and not only not iterate and evolve them like Nintendo has, but ignore them, I'd rather they be sold off. Yes, it's fantastic to go back and see the incredible slew of creativity that blew up in Sega's prime, particularly when the Dreamcast was a hot seller. But we see that it bit then in the rear. If you have more IPs than you can even manage yourself, that's a problem and maybe time to let some go. How long has Ed Annunziata been on board to make a new Ecco for fans but Sega for years has been like "nah?" I won't defend the company's obstinance just because of my fondness for their legacy and the artists in their employ.
It doesn't matter on what you believe, Its whats happening and the reality is any future attempts to use emulation as preservation will get shut down. That's the reality. They literally had a games preservation conference in japan with Square, SEGA and a few others showing and talking about their individual projects on this matter. Two months ago. Before people can get away with that emulation excuse because SEGA management tolerated it but now with the new COO there, its going to be shut down especially arcade emulation. You can play the angry SEGA fan all you want, its not going to change whats happening. And SEGA practically invented the idea of a subscription online service with the mega modem, Sega Channel, Heatnet, SEGAnet and the mobile SEGA Forever service. It was a matter of time that they were going into that field again. This is what the supergames and the NFTs thing is all about. But you will see. Were in a digital age now as physical prints are going to die out which is why they going towards this hub in the first place. They not chasing old SEGA fans anymore, they trying to reach a boarder audience to create new fans for the brand. The time of the SEGA CSK fan is over. Been over for a while but now its time has come. Much like the time of the SEGA Gremlin fan and the SEGA electromagnetic arcade fan. None of them liked what SEGA did when they transitioned from one technology to the other. And fans of the SEGA brand are few, all SEGA has are fans of particular franchises they happen to publish or own. But they don't buy other SEGA games outside of the game they into. Unlike Atlus or their peers. Thats what this new era is all about ultimately. Whether it will work is anyones guess. But they not relying on 40yearoldplus gamers as a fan base anymore.
The issue is which franchise is their trademark? SEGA has way too many franchises to count, thats the reality of it. You talk about ECCO but ECCO was never a major game sales wise to SEGA anyway. Eternal Champions was SEGA of america's biggest individual series, after SEGA Sports, sales wise but SEGA japan never saw the value in them which ultimately saw them killing off EC and several SEGA of america titles being planned for saturn and selling off the team behind the last iteration of SEGA sports. The company lives for the moment and whats good at the time. Thats been their strengths but also their weaknesses. Which isnt a surprise. SEGA's arcade mentality is at fault here because they transferred it to the home market where it didnt necessarily apply.The mentality of creating the next best thing that gets the most attention and coins. That worked in the arcade which is why they dominated for so long. But not on console and by the time they had the franchises to compete, they ended most of them before the saturn era. Every fan of SEGA has their gripe over which series SEGA abandoned. For some its Mushi King and Love and Berry. For others its Shining Force, another group its Shenmue, another group its this or that. There isnt going to be a universal agreement on what is their trademark games with fans because it differs on a regional basis AND a generational one. Anyway they bringing back a lot of the old games and some newer ones outside of the ones they already announced, so you will probably see one game you like.
As for Toe Jam and Earl the game i'd say is SEGA adjacent because SEGA did actually own the ip but sold it to JCP productions after it became clear according to Greg Johnson that the management didnt want or liked the game for it to continue. So they sold the ip to his company back in 95, the same year SEGA sold the ip Frogger to konami, after the Frogger fiasco. Despite revisionist history, Frogger was never licensed to SEGA, both ips were second party games and fully owned by SEGA. Unlike Frogger, SEGA still owns the publishing for Toe Jam and Earl's genesis/megadrive rights, they just dont own the ip anymore or rights to future games. But they can and still do publish the first two games. With Frogger, SEGA sold publishing AND IP rights to konami who now fully controls it. So because the first two games are still linked to SEGA and the fact that the recent film rights for TJ&E are held by a producer and film production company that are involved with the sonic movies and the upcoming altered beast, HOTD and Shinobi movies, I would say its SEGA adjacent as the series still benefits from SEGA association.
So you're saying SEGA published their rival and competition Crash Team Racing in Japan at the same time they were selling their own kart racing game Team Sonic Racing? Good job, SEGA!
There's plenty more that would count, Wonder Boy the Dragons Trap remake too, but didn't want to overload it. Maybe there can be a part 2. Thanks for watching! - Dan
Hogwarts and other western games comes under SEGA partners program. SEGA will either distribute the game or publish it themselves. If its under distribution, it just means the publisher will use SEGA's shipping network to get the games in stores in japan and the rest of asia. If its published aka localized by SEGA, it means SEGA gets a cut of the game's profits in the region and will fund promoting the game themselves. That game, and a game called Farming Simulator 25 sold big in japan for SEGA. Since SEGA has gone third party three more tiers have popped up. The original tiers was first party, SEGA inhouse developed games. Second party, Contract developers making games exclusively for SEGA like Bayonetta and Shining Force, Third tier was SEGA western division games which are games made by sega of america or sega europe in a first or second party capacity. Forth tier are SEGA published games which are games made by other companies that SEGA publishes like Worms and Condemned but SEGA doesn't own the ip to. The new tiers that are recent and became prominent since 2001 is the fifth tier which is SEGA partners which is distribution and localization which i already explained. Sixth tier is SEGA licensed, what you referred to in your video with Alex Kidd and SOR4 but this also includes Bayonetta's nintendo exclusive games. The last tier is SEGA out sourcing which are games made by SEGA inhouse teams or subsidiaries but are published by another company. Examples of this are Vampire Night, Macross PS2 and the recent One Piece game for mobile.
Not sure where this is coming from RE SOR 4 and Alex Kidd. Sega gave them to other developers to make games, yes. But those developers would of pitched to Sega and Sega would of offered guidance so no damage would of been done to the franchise or brand. So , yeah. Obviously Sega games. Crash is local publishing. Worms possibly the same at the time. With Killzone the Japanese don't normally get on with FPS. Sony probably sensed a flop. Sega does have an edgy rep though so probably just took a risk
Crash was kind of Sony's mascot now owned by Microsoft being published by Sega for a Nintendo Console! Wow! would we have believed it back in the 90s!?
Insane, right?! XD
Listening to that Panzer Dragoon music really gets me in the feels 🥹
Oh my childhood.
Some Sega's staff were mentioned in SoR 4 credits. Almost all Yakuza/Binary Domain/Judgment developers like Daisuke Sato, Sumito Nakai and Daiki Tsuchimoto. Sega is directly involved in this game
Sega had nothing to do with it on the development side - You can tell by the Euro-cheese fan project vibe of it. Seemed to go down well with most people though, so was a win / win for both DotEmu and Sega.
Speaking of Crash Bandicoot, here's another interesting trivia, as someone from Asia who grew up with an MSX I feel this piece of information isn't well known in the west, but the penguin character who appears often in Crash games called Penta Penguin is actually Konami's mascot from the 1980s, much like Alex Kidd for Sega, he had his own series of games and one of Kojima's first games he worked on and what a game it was, it's actually the game that made me a gamer.
Now the reason is because in Japan Crash games were being published by Konami, that's right, Crash Bandicoot went from a Playstation and Naughty Dog mascot to a Konami mascot and now to a Activision and Xbox mascot.
Also, I've been debating if The Rumble Fish and Bakugan are Sega IPs. Sammy started publishing games from the former before Sega acquired Sammy in the mid-2000s. Like Demolish Fist, The Rumble Fish is from Sammy and Dimps. As for Bakugan, Sega used to distribute the cards and toys of the franchise in Japan, but the rights were transferred to Takara Tomy by 2018 when Bakugan Battle Planet happened. Otherwise, Spin Master handled international distribution of Bakugan toys and cards since the series' inception by around 2006, even during the Battle Planet and Battle Clan eras.
The Rumblefish rights got transferred to SEGA after the merger along with all of Sammy's video games IPs. Fist of the north star arcade was made under sammy but was released and published by SEGA and SEGA amusemnts USA. Guilty Gear for example was transferred to SEGA but because of the corporate culture of SEGA at the time, it wasn't a guarantee that the games would continue the way ArcSystem works aka competing for funding. Eventually SEGA sold all rights to Arc system works who now owns it. The Rumblefish was also briefly under SEGA which lead to the publishing of the ps2 port. However when Dimps left SEGA's subsidiary status, The Rumblefish IP was sold to them. As for Bakugan, its more complicated. SEGA themselves weren't involved directly, but SEGA Toys and TMS were and they are both owned by SEGA. Bakugan is owned by spinmaster but its co owned by SEGAtoys and TMS anime wise. They recently returned to it with one of the recent Bakugan anime. But now that SEGA toys has been replaced by SEGA FAVE.its all changed. Anyway the SEGA logo is present in the end credits to Bakugan and all over the DVDs.
Fun fact: Macaulay Culkin was the executive producer of Toejam & Earl: Back in the Groove.
Even though Sports Interactive makes Football Manager, its was weird seeing SEGA on the cover box. Fine by me! Easy money for them, there is no competition for FM at the moment.
And I really would love a new Virtua Tennis.
I liked that Panzer Dragoon remake well enough but it didn't have the same vibe as the original. I'm torn between wanting Zwei and Saga getting re-released and knowing it'll just be lacking the magic.
Yeah... they should've at least given the option to switch between modern and original graphics. Also, they messed with the difficulty.
There are several games that are not published by SEGA themselves despite it being the games of their IPs. The subsequent Bayonetta games are under the publishing rights of Nintendo when SEGA licensed it to them. Shenmue 3 isn't published by them either. Nor are Space Channel 5: Kinda Funky New Flash, The House of the Dead Remake, The Wonder Boy remakes, and Resonance of Fate 4K Remaster. However, all of them are apparently still under SEGA's copyright. ToeJam & Earl: Back in the Groove! isn't even under their copyright, meaning it's not really a SEGA game at all.
When mentioning series composer Yuzo Koshiro's return to Streets of Rage, you forgot his partner from the second game onwards, Motohiro Kawashima. Also, Alex Kidd in Miracle World was never released on NSO but rather on the eShop under the SEGA AGES series.
The Panzer Dragoon Remake on the PS4 is currently £1.99 until 17/01/25
It's another in a long string of decisions that makes me shake my head at Sega, Dan. It feels like the company has such disdain for their own IPs (especially if they are from the Saturn days) yet will jump on board to publish highly questionable projects or things that do nothing for the brand. They'll send cease and desist orders on fan remakes and join Nintendo in attacking romsites, yet refuse to make their backlog available themselves. They might be more financially stable since the Sammy merger but I'll never understand their business mentality.
Anyway, good video as always!
Probably because SEGA has too many IPs to make sequels of that they can't possibly bring them all back. Many of whom were second party games and the rights with those type of games arent straightforward compared to first party games. And the mentality of SEGA was always about striving on creating the new game and not look back, which one of the old SEGA producers said was part of the culture in a recent interview. ROM sites are being shut down because of the new subscription service and SEGA's preservation project. So there is no competition for the subscription service and no excuses about claiming its for game preservation when SEGA are doing it themselves. The fan stuff, depends on the game, and if the producer or whoever it is within SEGA isnt bothered by it. SEGA doesnt blindly shut down fan projects, it costs money to activate lawyers. What usually happens is a producer who either has control of a SEGA franchise or worked on that game will complain to management and ask them to do something. Thats when they will decide to spend money on legal to do whats requested. Depending what game is being shut off, usually indicates that its a game they planning to bring back. Or use to. As thats all changed now with Atlus being a part of SEGA and SEGA's own plans for their IPs.
@ROJM-cc1gp I'll believe in a preservation project when I see it. Up until present time, most gaming companies have done a poor job of keeping their archives accessible and preserved, or even paying lip service to caring about such. Until they prove otherwise, it's up to the community. What's more, I don't support yet another corporate subscription service entering the market, making us beholden to yet another series of licenses and unreasonable terms of service that will always favor corpo over consumer legally speaking. It can absolutely be done in a better way but that isn't the way of the modern game company.
The thing is, you can clearly see how Sega's lack of iterating and continually revitalizing their trademark franchises helped lead to their demise as we knew them. Much has been made of Saturn not getting a proper flagship Sonic game, but the Saturn library did also in many other ways fail to build on the Mega Drive catalog, and it in turn the same with Master System. How many decades have Sega fans been asking for and waiting on their arcade back catalog to be made accessible, especially when Sega's schtick for the longest time was "bring the arcade home?" If all a company is going to do with intellectual properties is horde them and not only not iterate and evolve them like Nintendo has, but ignore them, I'd rather they be sold off. Yes, it's fantastic to go back and see the incredible slew of creativity that blew up in Sega's prime, particularly when the Dreamcast was a hot seller. But we see that it bit then in the rear. If you have more IPs than you can even manage yourself, that's a problem and maybe time to let some go. How long has Ed Annunziata been on board to make a new Ecco for fans but Sega for years has been like "nah?" I won't defend the company's obstinance just because of my fondness for their legacy and the artists in their employ.
It doesn't matter on what you believe, Its whats happening and the reality is any future attempts to use emulation as preservation will get shut down. That's the reality. They literally had a games preservation conference in japan with Square, SEGA and a few others showing and talking about their individual projects on this matter. Two months ago. Before people can get away with that emulation excuse because SEGA management tolerated it but now with the new COO there, its going to be shut down especially arcade emulation. You can play the angry SEGA fan all you want, its not going to change whats happening. And SEGA practically invented the idea of a subscription online service with the mega modem, Sega Channel, Heatnet, SEGAnet and the mobile SEGA Forever service. It was a matter of time that they were going into that field again. This is what the supergames and the NFTs thing is all about. But you will see. Were in a digital age now as physical prints are going to die out which is why they going towards this hub in the first place. They not chasing old SEGA fans anymore, they trying to reach a boarder audience to create new fans for the brand. The time of the SEGA CSK fan is over. Been over for a while but now its time has come. Much like the time of the SEGA Gremlin fan and the SEGA electromagnetic arcade fan. None of them liked what SEGA did when they transitioned from one technology to the other. And fans of the SEGA brand are few, all SEGA has are fans of particular franchises they happen to publish or own. But they don't buy other SEGA games outside of the game they into. Unlike Atlus or their peers. Thats what this new era is all about ultimately. Whether it will work is anyones guess. But they not relying on 40yearoldplus gamers as a fan base anymore.
The issue is which franchise is their trademark? SEGA has way too many franchises to count, thats the reality of it. You talk about ECCO but ECCO was never a major game sales wise to SEGA anyway. Eternal Champions was SEGA of america's biggest individual series, after SEGA Sports, sales wise but SEGA japan never saw the value in them which ultimately saw them killing off EC and several SEGA of america titles being planned for saturn and selling off the team behind the last iteration of SEGA sports. The company lives for the moment and whats good at the time. Thats been their strengths but also their weaknesses. Which isnt a surprise. SEGA's arcade mentality is at fault here because they transferred it to the home market where it didnt necessarily apply.The mentality of creating the next best thing that gets the most attention and coins. That worked in the arcade which is why they dominated for so long. But not on console and by the time they had the franchises to compete, they ended most of them before the saturn era. Every fan of SEGA has their gripe over which series SEGA abandoned. For some its Mushi King and Love and Berry. For others its Shining Force, another group its Shenmue, another group its this or that. There isnt going to be a universal agreement on what is their trademark games with fans because it differs on a regional basis AND a generational one. Anyway they bringing back a lot of the old games and some newer ones outside of the ones they already announced, so you will probably see one game you like.
As for Toe Jam and Earl the game i'd say is SEGA adjacent because SEGA did actually own the ip but sold it to JCP productions after it became clear according to Greg Johnson that the management didnt want or liked the game for it to continue. So they sold the ip to his company back in 95, the same year SEGA sold the ip Frogger to konami, after the Frogger fiasco. Despite revisionist history, Frogger was never licensed to SEGA, both ips were second party games and fully owned by SEGA. Unlike Frogger, SEGA still owns the publishing for Toe Jam and Earl's genesis/megadrive rights, they just dont own the ip anymore or rights to future games. But they can and still do publish the first two games. With Frogger, SEGA sold publishing AND IP rights to konami who now fully controls it. So because the first two games are still linked to SEGA and the fact that the recent film rights for TJ&E are held by a producer and film production company that are involved with the sonic movies and the upcoming altered beast, HOTD and Shinobi movies, I would say its SEGA adjacent as the series still benefits from SEGA association.
So you're saying SEGA published their rival and competition Crash Team Racing in Japan at the same time they were selling their own kart racing game Team Sonic Racing? Good job, SEGA!
Shenmue 3, Bayonetta and House of the Dead Remake should've been included.
There's plenty more that would count, Wonder Boy the Dragons Trap remake too, but didn't want to overload it. Maybe there can be a part 2. Thanks for watching! - Dan
Hogwarts and other western games comes under SEGA partners program. SEGA will either distribute the game or publish it themselves. If its under distribution, it just means the publisher will use SEGA's shipping network to get the games in stores in japan and the rest of asia. If its published aka localized by SEGA, it means SEGA gets a cut of the game's profits in the region and will fund promoting the game themselves. That game, and a game called Farming Simulator 25 sold big in japan for SEGA. Since SEGA has gone third party three more tiers have popped up. The original tiers was first party, SEGA inhouse developed games. Second party, Contract developers making games exclusively for SEGA like Bayonetta and Shining Force, Third tier was SEGA western division games which are games made by sega of america or sega europe in a first or second party capacity. Forth tier are SEGA published games which are games made by other companies that SEGA publishes like Worms and Condemned but SEGA doesn't own the ip to. The new tiers that are recent and became prominent since 2001 is the fifth tier which is SEGA partners which is distribution and localization which i already explained. Sixth tier is SEGA licensed, what you referred to in your video with Alex Kidd and SOR4 but this also includes Bayonetta's nintendo exclusive games. The last tier is SEGA out sourcing which are games made by SEGA inhouse teams or subsidiaries but are published by another company. Examples of this are Vampire Night, Macross PS2 and the recent One Piece game for mobile.
STALKER 2 is a "non-SEGA, SEGA game" in Japan.
Not sure where this is coming from RE SOR 4 and Alex Kidd. Sega gave them to other developers to make games, yes. But those developers would of pitched to Sega and Sega would of offered guidance so no damage would of been done to the franchise or brand. So , yeah. Obviously Sega games. Crash is local publishing. Worms possibly the same at the time. With Killzone the Japanese don't normally get on with FPS. Sony probably sensed a flop. Sega does have an edgy rep though so probably just took a risk
Well this is not new, How Nintendo is Dockey Kong Country?
Second 👍 video mate
FIRST