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Ahead of its Time: The Sega Channel

Genesis/MegaDrive feature by James Dewitt on 11th January 2012

Some ideas catch on sooner than others and become mainstays of the videogame world. Others are so ahead of their time that, for whatever reason, they fail to get the widespread attention that they really deserve. Maybe it was because the world wasn’t ready, or maybe because there was a hiccup in its marketing campaign, or its failure could be blamed on rotten luck, but whatever the reason the idea didn’t catch on at the time. In today’s era of downloadable games, it’s easy to look back and see the seeds of that idea in the Sega Channel during the Super NES and Genesis era of the ’90s.

Growing up, I wasn’t a Sega gamer. My household was strictly Nintendo: NES, Super NES, and GameBoy. However, every so often I would visit family up in Pennsylvania and it would give me the opportunity to see what things were like on the other side of the fence. For a brief period I could play Sonic instead of Mario and become acquainted with the Genesis’ awkward usage of three buttons instead of six.

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Perhaps the biggest shocker was learning that Sega had beaten Xbox LIVE, PSN, and Steam to the punch in the mid ’90s with its Sega Channel. Back in 1994, Sega, Time Warner Cable, and TCI worked together to provide a monthly gaming service for paying gamers through cable. After spending a $25 activation fee–which included the necessary cable adapter–and a monthly subscription fee, gamers could enjoy up to 50 different Sega titles per month.

Think of it as the ‘on-demand’ videogame service of its day. Needless to say this blew my little mind. In fact, it still does. To think that Sega had such a feature to tout over its rival Nintendo and that it did not forever change the face of the industry is rather mind-boggling.

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As if that wasn’t enough, the Sega Channel provided demos, cheats, special promotions, and content not available in certain territories. In essence, all the things we take for granted in the modern gaming era. Having so many different games at your fingertips for so cheap was unbelievable. No going back and forth to Blockbuster to rent a game, all you had to do was wait for the game to finish downloading. You could play Mega Man: The Wily Wars followed by every Sonic title available, then move onto something completely different once the next month rolled around.

So what happened? The Sega Channel wasn’t really a failure—in fact, at its height it had 250,000 subscribers and yet it’s relegated to a footnote in gaming’s illustrious history. In 1998 the service was shut down permanently. The reasoning was since everyone had moved onto promoting their 32-bit console, it was time to pack it in for a service that exclusively delivered 16-bit games. And thus the Sega Channel finally signed off.

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To provide that amount of content today for that price would be unheard of. Xbox Live fees cover online play and a host of features nobody really wants, and $15 now would only buy you one downloadable game. Imagine paying that fee to play as many games as you wanted for as long as you wanted in today’s era. Sadly, such an idea will in all likelihood never be seen again, but for one brief period of time Sega truly had something innovative and pioneering in the Sega Channel.

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About the author

James Dewitt is a Staff Writer at Thunderbolt, having joined in March 2010.

Comments

  • Benny

    11th January 2012

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    Wow, never heard of this before. Perhaps even more amazing (that a wiki search showed up) is that Sega weren’t first to do it. CVC GameLine, PlayCable and Famicom Modem are other neat things along the same lines.

  • Guymar Dudikoff

    11th January 2012

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    I actually tried this, I’m ashamed to say at the time I wasn’t as forward thinking as I was now and took it for granted. But yeah, for $15 a month (I looked it up) the games downloaded pretty fast and you had access to pretty much the entire library. It was serious spoilage, I’d play a game for 2 hours, then switch to another game, I only had a weekend, so why not right?

    You would think something that had all the elements that became give ins would have earned Sega a few years more in the console wars, or at least recognition. I mean, even in 1998, online gaming had not really caught on yet

  • Guymar Dudikoff

    11th January 2012

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    And actually, forgot to chime in here, if you want to see some serious foresight, check out the things referenced by Benny, and the Teleplay Modem, which was the stateside iteration of the Famicom (more or less).

    They had DLC, as well as online gambling

  • Jason Rider

    12th January 2012

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    I remember this back in the day and truly you’re right- this whole ideal would become the basis on which the industry now functions proving the sad reality that being too far ahead of your time is just as dangerous as coming to the party too late.
    Nice report!

  • Dean

    12th January 2012

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    Wow, I had no idea about this. Was it ever released in the UK?

  • James Dewitt

    12th January 2012

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    In some parts of the UK, but mostly the US was where they made the biggest push from what I understand.

  • Cormac Murray

    18th January 2012

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    Nice feature. People talk about how the Dreamcast being first to the online party but the Sega Chanel concept is often overlooked.

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