SEGA's Virtual Reality - A Brief History Of Hardware and Software
SEGA has been around for almost 65 years, with it’s video game history dating back to the 1980’s with the SG-1000. Alongside their extended experience within the hardware business, they’ve attempted to push the limits of technology with add-ons that tested concepts years before they would catch on by the rest of the industry. From the SEGA Modem allowing online gaming on the SEGA Mega Drive in 1990, to SEGA Channel which allowed players to download exclusive titles for a monthly fee back in 1994.
However, some of these concepts never made it to market, the
most interesting being an accessory for the Mega Drive, which tried to bring a
piece of technology to consumers well before the mainstream book of the early
2010’s. One that still struggles to find wide-scale success today: VR. From
hardware in the home and arcades, to revivals and original titles, I’ll be
exploring (briefly) the history of SEGA and VR.
SEGA VR (1991 – 1994)
SEGA’s history with VR starts in 1991 with SEGA Of America
riding a new high with the Mega Drive, SOA began development on a low-cost
peripheral for the system to launch in October of that year. It didn’t take
long to figure out the direction, the direction being Virtual Reality; with the
rapid growth in computer graphics, computers were able to display large numbers
of polygons in real-time; and due to the detail improving each year, there was
a desire to directly interact with the worlds developers and designers were
creating. SEGA was keen to address this urge to outdo their rival, Nintendo,
and capture the attention of players and casuals alike.
IDEO, a design company, was brought onto the project to help
create the initial concepts of the headset, with one design featuring a black
and silver style heavily influenced by Sci-Fi media. Further developed concepts
resulted in a black and red headset, featuring a strap over the head, a X-Men
Cyclops inspired front, and over the ear headphones. SEGA would choose American
screen manufacturer, Koplin Corp. to supply the headset with dual LCD screens.
A start-up company, Ono-Sendai, caught wind of SOA’s search
for an affordable headset provider, and wanting to gain a high-value
partnership, developed prototype sensors which could be produced at a good
enough cost for consumer markets. October 1992 rolls around, and SEGA and Ono
secure a demonstration on the first version of the hardware and upon its
conclusion the response was overwhelmingly positive, so SEGA agreed to fund
development towards a more updated version of the hardware. In an interview with
SEGA-16 on 25th July 2006, Ono-Sendai engineer “Bandit” recalled –
"Sega
had been talking to a couple of other groups for this project. It seems we were
the only ones who could do what they needed (at the price point?) and even
though we left the box with Sega, they could not figure out how we did
it."
After some
time, Ono would leave a second-generation prototype at SOA to provide an
example of what could be expected of the final product. Eventually, Ono’s
sensors provided reliable tracking functions at a low unit price of just $1,
leading to an offered and signed a contract by SEGA, and the project being
awarded $250,000. While the headset was said to “never crash during any demo”,
complications arrived due to a lack of software, leaving multiple tests of the
hardware without the appropriate software. SEGA had commissioned the
development of 4 VR titles at the launch of the system, however rumours
circulated about 2 extra titles.
Nuclear
Rush
Nuclear
Rush was the first title to be produced, planned to be the pack-in title for
the hardware. The gameplay was like Atari’s Battlezone and Stellar-Fire. The
player took control of a vehicle shooting enemies in an open environment and
would use the headset to allow the user to look around their surroundings,
which would be necessary to shootdown targets either above or below the
player’s usual line of sight. It’s the only SEGA VR title preserved and as of
November 2020, you can play it, and yes, with a VR headset.
Iron
Hammer
Iron Hammer
was a tank combat game developed by NovaLogic, a team who would later create a
similar title as part of the SEGA Away Team on Saturn. The game used the VR
headset like Nuclear Rush but had a smoother performance and scaling sprites like
Space Harrier. The game would include 30 levels through several terrains, like
grass, ice, rock and water. The game also featured a digitized speaker acting
as a co-pilot, assisting the player through their travels.
Matrix
Runner
Matrix Runner was a 3D polygon title where the player hacked
the “Matrix” and zip across cyberspace to solve a murder. Only one screenshot
exists from SOA’s 1993 Trade Catalog, with gameplay lost, but was described as
inspired by Hideo Kojima’s Snatcher. The project reached two-thirds completion
before SEGA killed it, and because of KCT’s contract, all code, video, test
data and whatever else was relevant was destroyed. The only thing we have left
is the plot.
“Play an
elite super hacker in this unique cyberspace voyage. You have to explore the
dark, winding databanks of the Matrix to solve the mysterious disappearance of
your colleagues, knowing that you might be the next victim. In your travels,
you will collide with strange semi-humans and vulture-like beings."
Outlaw
Racing
The last
publicly announced title was Outlaw Racing by Artech Digital. The game was a
racing title where with the VR headset, you could look around your cockpit to
see other racers driving past you, but due to limitations, the title struggled
to keep a stable framerate, as the engine used could only run at 7 fps, and
drawing the ground in 3D would drop it to nearly half, which led to
cancellation. A 32X port was planned, but never got into development. Alexander
G.M. Smith, the game’s lead and developer said in a interview –
“The
idea was to see if the Genesis could do 3D fast enough to make a game which
could use a 3D headset. That's why you can look all the way around the car's
cockpit, and look up and down too. The end result wasn't fast enough to be a
good game, so that's why the project was ended.”
All that’s
left was some screenshots and title screens.
Two other
titles were reported. The first was Chameleon, a potential follow-up to Nuclear
Rush, starting preliminary work on the project in late 1993 upon the near
completion of the first title. However, due to the looming concerns surrounding
SEGA VR, it was cancelled. With only models revealed by Artist Rick Lucey being
shown. The other title was a first-party SEGA title. Virtua Racing.
The headset would be revealed to the public at Summer CES
1993 with a price tag of $200. A working title of Virtual VR was announced, and
region launches too. North America would see a release in December 1993, and
the UK would follow in 1994. The event only had prop systems, highlighting the
comfortability of the hardware, and if journalists wanted to play games on the
system, they’d have the opportunity, privately. Upon screenings, a SEGA
Spokeswoman described them as “ropey”. European outlets, apart from a few Mean
Machine SEGA writers, weren’t allowed entry, with SOA claiming it was due to
the system not being scheduled until 1994, basically saying that it wasn’t
important to cover at the time but behind the scenes, it was because the
headset was having issues converting to PAL systems.
Outside of
the CES reveal, SEGA VR had some advertisements, with concept art used in the
background on a September 1993 episode of Mighty Morphin Power Rangers, and a
more prominent cameo in Spike Lee’s Clockers film from Sept 1995.
Despite
early buzz, the looming issues mounted up, with health concerns taking hold, to
the point an article by The Independent on Sunday, a British newspaper, claimed
that the headset could cause eye damage for young players, a claim so damaging
that SEGA lawyers were informed of the article and later got the paper to
publish an apology, but damage was already done. Alongside the infamous
congressional hearing on violent video games, which SEGA was already on heat
for, a headset that gave players motion sickness would have given them worse
press, and with a delay till August of 1994, it seemed the hardware looked less
and less appealing. Eventually, the project was cancelled, with possible health
concerns over motion sickness in children being the main point towards the
death of the SEGA VR headset.
Even with
the project going under, SEGA Of Japan was also exploring potential ways to
profit of the VR craze, and unlike SOA, SOJ managed to bring their efforts to
market.
Mega
Visor Display (1993 – 1995)
Virtuality,
a UK company established in 1985, had been very keen to explore the commercial
use of VR, and had success within their 1000CS and 1000SD systems in the early
1990’s. In 1993, while SOA worked on their SEGA VR hardware, SOJ were also
interested in implementing VR hardware and software into their business, and
after some searching up until August, Virtuality won a £3.5 million contract to
collaborate with the company. SEGA would begin development on one title, later
to be called Dennou Senki Net Merc, which was developed at SEGA AM3, however
SEGA AM4 and AM5 also got involved, with AM4 handling the creation of the
headset, and AM5 would plan the use of the technology for an attraction for
SEGA’s indoor theme park’s.
Development
on software and hardware went smoothly, enough so that by July 1994, the Mega
Visor Display was publicly available to the public with the VR-1 system and
it’s first title, Space Mission.
Space
Mission
Space
Mission was a rail shooter developed by SEGA’s AM3 team which would have you
sitting in a large unit with 3 other players, where you’d watch FMV cutscenes
leading to gameplay. The game ran on SEGA’s Model 1 technology, meaning the
environments and enemies reached the visual quality of titles like Virtua
Racing. The game was very well received and led to the development of another
title.
Dennou Senki Net Merc
Developed
In collaboration between AM3 and Virtuality, DSNM was a shoot-‘em-up, with the
player using a large un controller to eliminate enemies. The game featured 4
stages, based on a desert, CPU, City and Space Station, with you fighting
robots big and small. Due to the nature of the cabinet, a staff member would
have to help players with putting on the headset, and for onlookers, included a
monitor showing the player’s view.
Upon it’s
showing at AOU Show 1995, it received negative reception, but despite delays,
released in May of that year, as a successful location test at Ikebukuro GiGO
had been the reason no worries were made according to main programmer, Andy
Reece. However, due to a shortage of parts for the Model 1, it limited the
production of units, leading to SEGA only shipping 2,000 VR units. The main
places the unit were installed were SEGA’s own amusement centres, like O2 Park
SEGA World and Osaka ATC Galbo, however managed to reach out to the UK, Korea
and New Zealand.
Planet
Adventure
Planet
Adventure was another VR title developed by AM3, which came from a new update
to the first unit at Yokohama Joypolis in September 1995. The game is said to
have been another on-rail shooter, like Space Mission, however the only thing
we have of the title is a screenshot showing off a robot in front of a
recreation of the seating the players would be resting in.
Even with the
positive reception, issues arose when SEGA tried to attempt to bring VR-1
worldwide, due to issues within SEGA by the early 2000’s. Majority of Joypolis
and two SEGA World parks were closed, and as a result, no VR-1 units are in
operation nowadays. SEGA, currently, still have one Mega Visor Display in their
office, as well as a promotional booklet.
VR Agent
& VR Distribution
Despite
SEGA falling back to third-party development in 2001, SEGA Amusements continued
SEGA’s work within the arcades. SEGA Amusements distributed their first VR
title, Ubisoft’s Virtual Rabbits in 2019, and in 2024, would also distribute
Asphalt 9 Legends. However, the first title to be published by SEGA, was VR
Agent.
VR Agent is
a single and multiplayer first-person shooter, powered by Unreal Engine and
developed by 3 Mindwave. The game had you killing terrorists in 5 levels, with
the VR headset built into a gun plastic meld. You had a choice between three
weapons, a pistol, shotgun and machine gun. The arcade machine could be linked
to other cabinets for multiplayer, and a family friendly mode was included
where the humans were replaced by robots.
While not
much is known about the game’s development, the game received positive
reception at several Expos and was released in November 2021.
Rise In
Mainstream VR
2013 saw
the release of the Oculus Rift, which finally got VR into the home at a
somewhat reasonable price, but it wouldn’t be until 2016 with the release of
Sony’s answer to consumer VR, the PlayStation VR would we finally see major
companies release software for that platform. From Doom VFR to Resident Evil 7,
it seemed that virtual reality would be a priority for companies to cater too,
and SEGA was one of them. This started a new wave of VR projects by developers,
either internally or through a license.
Hatsune
Miku: VR Future Live (2016)
In 2016,
SEGA announced what would be their first ever published VR title for consumers
in the home, with Hatsune Miku: VR Future Live. A rhythm game where the player
would be a member in an audience, using your glowsticks to wave in time with
the rest of the crowd, cheering Miku on during her performance, and if your
performance was good enough, you’d get a one-on-one encounter with Miku.
The game
was aimed for Sony’s yet to be released PlayStation VR on PS4, and was arriving
in October, with a playable demo at Gamescom. This came around the time that
Project Diva X got a VR patch added too.
Upon release the game featured Stage 1 for £14.99, with two
extra stages added in the future. Reviews were mixed, with a 61 Metacritic
score and a 7.1 user score. Reviews brought up the lack of song choice and the
lack of audience interaction from Miku, however the atmosphere of the concert
setting was received positively.
Rez
Infinite (2016)
During PlayStation
Experience 2015, Enhance Experience announced Rez Infinite, a remaster of the
original SEGA Dreamcast title, including brand new content. Due to SEGA
licensing out their legacy IP for developers to toy with, Enhance, with key
staff from the original Rez had an opportunity to revive the IP. One major
addition was a VR mode utilizing PlayStationVR. The game features on-rail
shooter gameplay, with a synergy between how the player interacts with the
level and it’s soundtrack.
Rez
Infinite would later be released for PC, allowing VR support with headsets like
Valve Index, HTC Vive and more, and eventually Meta Quest. With the release of
the PSVR2, support was added too, making it the most available to play. Reviews
were very positive, with the VR mode being a highlight for critics, with an 89
Metacritic score and 7.4 user score.
Sonic
Forces VR (Cancelled)
Okay, so
this is more speculation rather than fact, but it’s something overlooked, and I
want to bring this to attention. In 2017, Sonic Team released Sonic Forces,
which was the first 3D Sonic game to be released on PS4 and Xbox One, and
simultaneously on PC. Fans investigated the game for datamining and modding,
and this was found. A title card for Sonic 2017: VR Demo Version, with a stamp
exclaiming “2nd Rom Confidential”.
It's unsure
if this was a proper VR demo or related to the Virtual Reality concepts seen
within the game, but if this was a full attempt to make a VR Sonic game, you must
wonder what it would have looked like. I doubt the gameplay would have been the
conventional Sonic style, maybe you would play an OC character shooting
badnicks with Sonic characters fighting around you in a scripted sequence? If
this is what is to be believed, this would have been the first ever Sonic VR
experience, and most likely be exclusive to PSVR and SteamVR, however, whatever
this demo was, it was later scrapped, and the only remnant is the title screen.
SEGA
Mega Drive Classics (2018)
By 2016,
SEGA had been releasing several roms of previous titles from under a brand of
“SEGA Mega Drive Classics Hub”, featured in a big bundle for people to
purchase, however SEGA decided to repackage the titles into a proper
collection, and would bring it to other platforms, like PS4, Xbox One and
Nintendo Switch later. D3T was brought on to take on this task, to not only
port these titles, but provide new features, including achievements, Steam
Workshop support, online multiplayer, and VR Support.
VR Support
reached across PlayStation VR, Oculus and Vive, and took advantage of the 3D
menu that allows you to reach settings, titles etc. The 3D menu is based on an
old 90’s bedroom, featuring posters and comics based on SEGA titles, a CRT TV,
a model of the Mega Drive and games, and the addition of changing the time of
day. VR allowed you to look around and tried to emulate the experience of
playing on the mega drive faithfully, with the games playing properly on the
TV. It’s a neat edition, and reminds me of what would later be done with EmuVR,
a emulator featuring the same features of the Classics Collection releasing
last year in July.
Panzer
Dragoon Voyage Record (TBA)
Panzer
Dragoon Voyage Record is a VR remake of several chapters of the SEGA Saturn
Panzer Dragoon games, including the first two titles and the RPG, Saga. Being
developed by Wildman, Inc, it was revealed on the 25th Anniversary
of the original title on 10th March 2020. While the game was
scheduled for a 2020 Japanese Fiscal Year, but was delayed for crowdfunding
until 2021, with a final date unknown.
While
making appearances at some VR Gaming shows, not much was revealed, with concept
art and 3D models being shown. The last major development was back in October
2021. The Panzer Dragoon Voyage Records twitter account was hijacked, and the
hijacker falsely stated the game was cancelled, and that Wildman, the lead
developer, had passed away. The situation was solved, and contact with the
Metropolitan Police for an investigation was requested. It’s been a long time
since the game’s been mentioned, and while Wildman is active on his personal
account, the dedicated Panzer Dragoon VR account hasn’t, being last active in
April 2021.
This is as
far as I’ll go, as It’s a topic I want to talk about in the future if the
opportunity arises, but for now, that’s where the story rests.
Space
Channel 5 VR Kinda Funky News Flash! (2020)
Just like
Panzer Dragoon Voyage Records and Rez Infinite, another team at Grounding Inc
came to SEGA to acquire the license to create a title based in VR from a legacy
IP, this time, being Space Channel 5. Space Channel 5 Part 3 was a constant
desire for the development team, and plans for a entry on either Nintendo Wii
or Xbox Kinect were considered, as they didn’t want to make the exact same
title as before, but something involving a new gameplay feature, and VR was the
answer.
Announced
for PSVR on 15th March 2019, the game featured two player co-op,
with you dancing alongside protagonist Ulala in remade environments from the
original Dreamcast game. The game was released on 10th February 2020
for PSVR, and ports to Steam, Oculars and Vive followed. Limited Run Games also
launched a physical release and collector’s edition, and later, a Miku DLC pack
was released. For reception, it was mixed, as the game was criticized for it’s
short length and price, with other critics praising the music, visuals and use
of the controls for the PSVR version, which utilized the PlayStation Move
controllers.
C-Smash
VRS (2023)
Announced
on the 13th of February 2023, published by RapidEyeMovers and
developed by Wolf & Wood, it was revealed that Cosmic Smash, a cult classic
sports game developed by SEGA for arcade and Dreamcast was coming back in a VR
revival for PlayStationVR2. The game has players playing a game of squash,
where you hit a ball onto target tiles, clearing the room to progress. C-Smash
VRS would continue to be supported with updates, and would migrate to new
platforms like Meta Quest 2, 3, Pro and Pico 4. A Flatscreen version will be
available on 26th September for PS5 but keeps it’s VR roots with VR
and flatscreen multiplayer, and a physical version by Limited Run is available
for pre-order.
The game
received positive reception, with scores mainly ranging between 70 – 80 on
Metacritic, and even gained some nominations for best VR game for 2023.
Samba De
Amigo: Virtual Party (2023)
Revealed at
Meta Quest Gaming Showcase in June, SEGA made the surprise announcement of
Samba De Amigo VR for Meta Quest. Being built from Party Central which was
revealed at a Nintendo Direct earlier that year for Nintendo Switch, this was a
fully developed VR title published by SEGA and developed internally by SEGA
CS2, aka, Sonic Team.
Shun
Nakamura, the Producer, explained why they wanted to jump to VR:
“Samba de
Amigo was the first work I directed, and one that I wanted to make again if I
had the chance. I was also very interested in VR hardware and wanted to
challenge myself as a creator. There is a big trend in the gaming industry to
revive past IPs, and I thought this might be a good opportunity, so I proposed
the revival of Samba and was able to take up the challenge.”
Nakamura
has mentioned the issues faced when adapting Samba to VR. How do you get the
timing right for the rhythm balls flying towards you? How far forward should
the ball be displayed when you're posing? How far away should the screen be
displayed even when pausing? It’s things that needed to be tackled to make sure
the experience in VR was positive for players. Critics agreed, and in one
interview by Upload VR, said that it “greatly benefited from an impressive VR
transition.”
Future
Of SEGA VR
Despite
major pushes into VR from many companies, with the crown jewel being Half-Life:
Alyx, the technology has taken longer to reach mass success, and while some
have or are coming close, like PlayStation VR or Meta Quest, it’s created a
vacuum of compelling software. SEGA’s main successes in VR have come from
providing the license of legacy IP to passionate developers, like Rez Infinite
or C-Smash VRS, however these titles, while solid, don’t reach a larger
audience that it desperately needs, and SEGA themselves have been slow to
adapt, with only two titles being produced directly from the company since the
introduction of consumer affordable hardware hit the market.
SEGA are
aware of the challenges that come with VR development, and that it’s these
hurdles that are stopping a consistent growth of support by major publishers.
In a 24th April 2023 interview by The Worldfolio, SEGA Sammy CEO, Haruki
Satomi, was asked about VR as a future market, and if he believed In VR
personally. He said:
“VR
headsets are still too heavy for a lot of people, and currently, the most
suitable platform for them is arcades and not home use. VR still makes people
nauseous or tired after playing for an hour, so I believe that advances in
technology will help us solve those issues sooner than later. The new Google
Glass is quite light, but the best VR headgear is still a bit heavy. Hopefully,
the devices will get lighter, like sunglasses. That would make it easy to
switch from VR to AR, or mixed reality. I think then everybody will want to
play VR games. However, it is still too soon for most. It is mainly early
adopters or innovators that are enthusiastic about VR, but it is not yet
popular in mass markets.”
Speculation.
SEGA does
believe in VR. It’s very clear. But the risk of releasing high-profile software
on a platform that many are physically unable to cope with is a tough sell.
Valve only managed to make a title like HL:A due to them being a private
company and their immense revenue streams, the cost doesn’t matter much, but to
other typical companies, it absolutely would, and what we see are VR modes for
titles that are made for flatscreen displayers, rather than exclusive, built
for VR experiences. Indie games have supported that market and ran with it,
getting the most out of VR players with games like Gorilla Tag and Beat Saber.
Is it
possible for the hurdles to be jumped over? Can VR really become mainstream?
Motion Sickness, one of two main obstacles to VR does have remedies, from
medication, gum chewing and extra devices to mitigate symptoms, however for a
normal consumer who expects it to work, in-game settings need to be improved to
accommodate for more players. Movement options are a must, from teleporting, to
analogue control and camera tracking movement, options help the player customize
and tailor the gameplay to their liking. Built-in warnings or improved hardware
compatibility would also aid in combating motion sickness.
Another
hurdle is price. When PlayStation VR was released, it cost a total of £349.
While for many enthusiasts and hardcore gamers it’s a normal, satisfactory
price, for many casual consumers though, might not be cheap enough to dip into
their pockets. Especially with rising costs on important necessities, current
prices for not just VR but for high-end gaming seems less and less feasible,
especially when trying to capture an audience to an even still infant market.
Despite
this, I do believe SEGA will continue with VR development. Even with current
lingering issues, VR still has a large enough userbase to chase. Meta Quest 2
as of March 2023 sold 20 million units, and especially for a niche that Is VR,
it’s healthy.
Currently
we don’t know what the future of SEGA and VR development will lead to, but hopefully,
with VR becoming cheaper and more available, the future, while unknown, looks
to be as bright as it can be.
-------------------------------- BUT --------------------------------
All this was written months ago, and in the recent weeks, SEGA Amusements have announced a brand new VR arcade title.
Developed by Kaizen Entertainment called Alpha Ops VR Strike, a on-rails first person shooter fighting lizard robots being built in Unreal Engine 5. Here's the fill description.
"Introducing Alpha Ops VR Strike, SEGA Amusement’s brand-new attendant-free, coin-operated motion VR game that takes the arcade shooting experience to a whole new level.
Players are placed right in the action as they ride ‘shotgun’ in an armoured vehicle with their fellow ‘Alpha Ops squad’. Using different weapons to attack the enemy, players must break through the pursuit circle and eliminate the powerful boss, all while driving through high-intensity locations. Three visually stunning environments are brought to life in exquisite detail using the power of Unreal Engine 5, immersing players in the action. The cabinet captures attention with its unique ‘armoured vehicle’ design, motion base, and captivating LED lighting. Featuring two massive 86” 4K displays, it not only creates an unparalleled experience for players but also encourages spectators to watch the action unfold as players enjoy the immersive VR experience."

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One small thing - the new Alpha Ops VR Strike is actually being developed by 3MindWave for Sega Amusements, as VR Agent was. Sega still have a hand in development support and supervision of it all as well, through their people like the AM3 shooting game veteran Shinichi Ogasawara (Gunblade NY, Jurassic Park Lost World, Let's Go Jungle!) and the inhouse head of UK R&D Patrick Michael :)
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