Arc 22Sega’s Next Frontiers

Nakayama Takuya drove Sega’s arcade successes into new ventures in film, television, online services, and its next console while rivals responded to Sega’s growing lead. The arc leaves him at Jupiter’s press conference, preparing to reveal what he considers the industry’s financial cornerstone.

  • Nakayama Takuya launched Virtua Fighter 2, whose striking visuals drew crowds and forced Namco, Sony, and Nintendo to study Sega’s rendering techniques.
  • Tetsuya Mizuguchi developed Fast & Furious using real-car data, and its arcade success led Nakayama Takuya to propose a film adaptation.
  • Nakayama Takuya guided Sunrise’s Gundam F91 production and Sega’s Gundam Battle Operation, while Yamashina Makoto approved a final budget for Bandai’s game division.
  • Nakayama Takuya helped bring Millionaire and Nintama Rantaro to wider audiences, then proposed Super Home Makeover King to TV Tokyo.
  • Universal Pictures approved the Fast & Furious film, while Silicon Valley Online’s ICQ Game Hall earned heavily from virtual goods and Nakayama Takuya pursued a safer browser partnership with Netscape.
  • Nakayama Takuya restored blockbuster marketing for Heir of Light and approved Sato Hideki’s glowing blue Jupiter prototype.
  • At Sega’s Imperial Hotel press conference, Nakayama Takuya announced Mega Drive and GamePocket sales milestones before preparing to reveal the industry’s financial cornerstone.
Chapters 526–550 Vol. 6 Read

Ch. 526Straight to Company-Owned Stores

Nakayama Takuya launched Virtua Fighter 2 in Sega’s company-owned arcades and opened orders for the Model 2 machine, relying on its unprecedented graphics to drive demand. As orders flooded in and production ramped up for Japan, America, and Europe, players and gaming magazines confirmed the game’s impact.

  • Nakayama Takuya sent the first tested Model 2 units to busy Sega stores and told the Sales Department to accept orders by fax without holding an ordering conference.
  • Players crowded around Virtua Fighter 2, and reports of packed stores prompted arcade operators and distributors to transfer money for the first ten thousand units.
  • Contract factory workers in Deep City assembled Model 2 boards for shipment to Japan while ten thousand cabinets waited in Yokohama for installation.
  • Sega prepared separate prototype units for Sega of America Headquarters and Ubisoft in France as Nakayama Takuya pursued a synchronized international rollout.
  • Tokyo players and gaming magazines rushed to see the game, and Famitsu’s reviewers awarded it a score of 33 and entry into the Golden Hall of Fame.

Ch. 527Each Had Their Own Helplessness

Virtua Fighter 2 drew overwhelming crowds, and Sega rushed new machines to arcades in Japan while shipping thousands more to the United States and Europe. Its expensive Model 2 hardware left Capcom and SNK questioning whether they could afford to compete in 3D.

  • Arcade owners struggled as players flocked to Sega stores to play Virtua Fighter 2, leaving rival machines nearly deserted.
  • Sega assembled and delivered a first batch of one thousand Virtua Fighter 2 machines to major arcades in Tokyo and Osaka.
  • Workers in Deep City prepared five thousand machines for the United States and two thousand for Europe.
  • Capcom engineers examined a disassembled Virtua Fighter 2 cabinet, and Tsujimoto Kenzo decided to focus on the CPS Series Board rather than pursue costly 3D hardware.
  • Takado Yoshihiko rejected SNK's proposal to develop 3D games because the company could not afford Sega's research and development costs.

Ch. 528Namco's Gap

Namco compared its Tekken prototype with Sega’s Virtua Fighter 2 and realized its character visuals fell far behind. Katsuhiro Harada pushed to overhaul Tekken and delay its release, leaving Sony’s PlayStation launch at risk of losing the game.

  • Namco engineers examined Virtua Fighter 2 and found that Sega used 2D backgrounds to devote more processing power to detailed character visuals.
  • Katsuhiro Harada ordered the Tekken team to redo its textures and rendering pipeline, cancel weekend leave, and delay the game until its visuals approached Virtua Fighter 2.
  • Katsuhiro Harada showed Nakamura Masaya photographs of Tekken and Virtua Fighter 2 and warned that matching Sega would raise the budget by at least 30% and delay release by more than three months.
  • Nakamura Masaya asked what would happen if Namco did not revise Tekken, and Katsuhiro Harada warned that arcade orders could fall below a thousand units and the PlayStation port would suffer.

Ch. 529Sony's Remedy

Nakamura Masaya showed Sony how Sega’s Virtua Fighter 2 achieved strikingly detailed visuals on hardware comparable to Namco’s System 11, prompting Namco to delay Tekken rather than release it looking inferior. Sony’s executives acknowledged that Sega’s software optimization and development tools had exposed weaknesses in their own approach, and they faced the need to learn from Sega before PlayStation launched.

  • Nakamura Masaya told Katsuhiro Harada to delay Tekken if its visuals could not match Sega’s, then summoned Ken Kutaragi and Nobuyuki Idei to Namco headquarters.
  • Nakamura Masaya and Katsuhiro Harada showed Ken Kutaragi and Nobuyuki Idei Virtua Fighter 2 running beside Tekken on System 11, and Kutaragi recognized Sega’s superior visual results.
  • Katsuhiro Harada explained how Sega used 2D backgrounds, sprites, and compression to reserve resources for detailed character graphics.
  • Nakamura Masaya said Tekken needed more development time, and Ken Kutaragi agreed to allow four months for Namco to catch up.
  • At Sony headquarters, Ken Kutaragi, Nobuyuki Idei, Norio Ohga, and Ryoji Chubachi discussed Sega’s optimization techniques and admitted Sony needed to improve its support for developers.

Ch. 530Nintendo's Inspiration

Sony mobilized engineers to improve PlayStation’s development tools and performance after Sega’s Virtua Fighter 2 exposed its weaknesses. At Nintendo, Yokoi Gunpei, Masayuki Uemura, and Shigeru Miyamoto examined Sega’s mixed 2D-and-3D rendering and considered how it could inform their upcoming 64-bit console.

  • Norio Ohga authorized Ken Kutaragi to recruit staff and spend whatever was needed to strengthen PlayStation.
  • Sony sent thirty architecture engineers to Namco to optimize PlayStation development with the System 11 board and began rebuilding its SDK.
  • Yokoi Gunpei, Masayuki Uemura, and Shigeru Miyamoto inspected the disassembled Virtua Fighter 2 cabinet at Nintendo headquarters.
  • Shigeru Miyamoto noticed the game used a static 2D background texture behind its 3D characters, and Yokoi praised the resource-saving approach.
  • Masayuki Uemura proposed that Nintendo consider Sega’s mixed-rendering approach for its SGI-based 64-bit console, while Miyamoto imagined a three-dimensional Mario.

Ch. 531Between Real and Virtual Light and Shadow

Shigeru Miyamoto saw how Sega’s Model 2 technology could support Nintendo’s next console, while Sega launched a major campaign for its new arcade racer, Fast & Furious. Tetsuya Mizuguchi pursued real-car data and industry partnerships to make the game a cultural phenomenon.

  • Shigeru Miyamoto asked Masayuki Uemura to lend him the machine and investigate whether SGI’s texture-compression technology could be used in Nintendo’s new architecture.
  • Sega promoted Fast & Furious with giant-screen footage that shifted between real cars and Model 2 game graphics, drawing crowds to its Akihabara arcade.
  • Tetsuya Mizuguchi told Nakayama Takuya he wanted Fast & Furious to become a cultural symbol and attract carmakers and Hollywood.
  • Nakayama Takuya renamed the project Fast & Furious and encouraged Mizuguchi to think beyond calling it a game.
  • Mizuguchi asked to borrow Nakayama Takuya’s RX-7 and sought access to other sports cars so the team could gather real-world physics data, offering to feature their license plates in the game.

Ch. 532A Simple and Brutal Order Fair

Sega’s realistic driving game Fast & Furious drew crowds with its powerful graphics and force-feedback controls, while arcade owners rushed to order cabinets. At Yokohama Port, Boss Sato tried a machine and encountered its strong steering resistance on his first turn.

  • Sega engineers used data and recordings from luxury cars to refine Fast & Furious’s driving feel on the Model 2 board.
  • A live-action-to-game demonstration in Akihabara amazed players, who rushed toward the racing cabinets.
  • Arcade owners flooded Sega’s Sales Department with calls and traveled to the warehouse to place orders.
  • Boss Sato tested a Fast & Furious cabinet at Sega Third Warehouse and felt the steering wheel push back as he took a turn.

Ch. 533Fast & Furious Goes on Sale

Sato and other distributors rushed to preorder Sega’s Fast & Furious arcade machines, and the game’s launch spread the racing craze across Japan and the United States. The chapter ended with Brian choosing a black Dodge Charger at a Los Angeles arcade.

  • Sato crashed during his first trial run, then signed for ten units after learning the initial stock was limited.
  • Nakayama Takuya learned that distributors had bought out all 3,000 units in two hours and ordered production and the United States rollout to expand.
  • Sega shipped Fast & Furious machines to Los Angeles, London, and Paris, drawing players away from Virtua Fighter 2 in arcades.
  • Japanese teenagers crowded around linked cabinets to race on the Shuto Expressway Wangan Line.
  • Brian ignored Dom's teasing, took his turn at the Los Angeles arcade, and chose a black Dodge Charger.

Ch. 534A New Thing for North America's Summer Vacation

Sega’s new racing game became a runaway hit in North America, drawing teenagers into arcades with its destructive pursuit mode and competitive two-player battles. Nakayama Takuya’s efforts to flood the market still failed to prevent the game from selling out.

  • Brian played the pursuit mode, crashed into police cars, and thrilled the arcade crowd with the game’s force feedback and realistic wrecks.
  • Teenagers filled Santa Monica Arcade to play two-player races, where Nakayama Takuya’s ban-and-pick system forced competitors to master different cars and tracks.
  • Brian finally got a machine to himself and used a modified Dodge to send police cars tumbling in pursuit mode.
  • The game’s replay rate soared, and Sega of America sent Nakayama Takuya urgent reports that North American stock had sold out despite shipments twice Japan’s supply.

Ch. 535The Idea for a Film of the Same Name

Nakayama Takuya redirected Sega’s production toward North America to meet the booming demand for Fast & Furious, then proposed turning the game into a film. He left Bernard with a concept built around outlaw racers, loyalty, family, and a conflicted undercover cop, along with instructions for casting and contracts.

  • Nakayama Takuya ordered Hisao Oguchi to run the Chinese assembly plants in three shifts and raise North American supply to five times Japan’s, prioritizing shipments to Los Angeles.
  • Tom Kalinske thanked Nakayama Takuya for the increased supply, and Nakayama proposed making a Fast & Furious movie.
  • Nakayama Takuya told Bernard to pitch street racers as modern urban cowboys who followed a code, valued family, and avoided harming innocents.
  • Nakayama Takuya proposed an undercover cop torn between the law and the racers’ loyalty, plus capable female characters who could attract more viewers.
  • Nakayama Takuya instructed Bernard to seek tough, relatively unknown actors and require the main cast to sign contracts for at least three films with their pay kept low.

Ch. 536Namco's Counterattack

Takuya arranged for Fast & Furious films to promote Sega’s arcade racing games as Namco rushed Ridge Racer to market. Ridge Racer attracted players in Japan, but Namco struggled to compete with Sega’s stronger North American distribution, while Takuya noted a 6.8% rating for a robot animation.

  • Takuya told Bernard to make supporting Fast & Furious actors replaceable by writing their characters out, and to preserve each film’s chase track for a matching game map.
  • Bernard left to pitch the film project to Universal Pictures, while Takuya and Tom joked about future crossovers.
  • Nakamura Masaya approved Ridge Racer’s release after Namco’s delayed System 11 development left Sega dominating Japanese arcades with Fast & Furious.
  • A player tried Ridge Racer while waiting for Sega’s crowded machine, enjoyed its easy drifting, and drew other players to Namco’s cabinet.
  • Ridge Racer gained a foothold in Japan, but Nakamura was dismayed by Namco’s weak North American channels and limited supply.
  • Takuya smiled at a 6.8% rating for a robot animation.

Ch. 537The Early Birth of "White Tomino"

Nakayama Takuya’s intervention gave Yoshiyuki Tomino time to turn Gundam F91 into a yearlong political and military epic, while Hajime Katoki’s production-friendly designs helped make its models a huge success. The chapter left Bandai’s factory struggling to keep up with demand and its executives recognizing how much Sega and Nakayama had shaped the franchise’s success.

  • Nakayama Takuya had earlier persuaded Sunrise to pause Yoshiyuki Tomino’s work and produce Mobile Fighter G, giving Tomino time to recover and develop Gundam F91 as a 52-episode series.
  • Yoshiyuki Tomino incorporated the Old Osmobi Army and the rise and fall of Cosmo Babylonia into Gundam F91, creating a tightly plotted war drama with fewer character deaths.
  • Hajime Katoki joined the production team early and refined the F91 and Crossbone Vanguard mobile suits into detailed designs suited to model manufacturing.
  • Bandai’s Shizuoka factory increased HG F91 production for a third time as demand from adult buyers overwhelmed its capacity.
  • Mitsui Chuta and the factory manager discussed how Nakayama Takuya’s multicolor molding and marketing strategy had driven model sales, leaving the manager feeling Bandai was working for Sega.

Ch. 538Mobile Suit Gundam: Battle Operation

Sega and Bandai promoted Mobile Suit Gundam: Battle Operation with an immersive arcade cabinet and collectible dog-tag memory cards, drawing Gundam fans into arcades. Players struggled with the demanding controls but eagerly logged in to show off their pilot ranks and customized machines.

  • Mitsui Chuta told the factory manager that Sega had funded Sunrise's OVA completion project, 08th MS Team, and the manager accepted that the factory would keep making money regardless of who owned it.
  • Gundam fans watched a cinematic Mobile Suit Gundam: Battle Operation advertisement featuring a Zaku I cockpit and a dog-tag login, then rushed to discuss the game and its collectible tag.
  • Bandai announced that arcade players who reached a certain rank could earn exclusive water-slide decals when buying HG Models with their dog tags.
  • Sega distributed only five thousand cabinets among major commercial districts, and a novice at Akihabara's Sega First Hall lost to a Jim while struggling with the twin-stick controls.
  • Tanaka Ichiro inserted his dog tag to display his Zeon rank and favorite Zaku, inspiring other fans to queue, log in, and show off their pilot identities and machine data.

Ch. 539Struggle

Bandai president Yamashina Makoto confronted the success of Sega’s Gundam Battle Operation and the weakness of Bandai’s game division. He proposed spinning off the division and folding it into Sega, but the meeting ended with the risk that Sega would value it as worthless baggage.

  • Arcades struggled to meet demand for Gundam Battle Operation, while its model-code promotion drove customers to buy Gundam kits.
  • Yamashina Makoto reviewed Bandai’s record profits and learned from Mitsui Chuta how Sega’s game was boosting model sales.
  • Yamashina Makoto hesitated to accept Nakayama Takuya’s merger proposal because he feared Bandai would lose its independence.
  • At a senior management meeting, Yamashina Makoto described how far Sega had outpaced Bandai and proposed transferring Bandai’s game division to Sega.
  • Yamashina Makoto warned that handing over the division in its current state could let Sega dismiss it as worthless and force its price down.

Ch. 540TBS's Millionaire

Yamashina Makoto secured one final budget for the game department, while TBS launched a high-stakes quiz show that captivated American viewers. The chapter ended with contestant John choosing A for the million-dollar question, just before the answer was revealed.

  • Yamashina Makoto persuaded executives to approve one last budget for the game department, and the proposal passed unanimously.
  • Bobby Batista presented truck driver John with his final question and warned that a wrong answer would cost him most of his winnings.
  • Bobby promised tax-planning support to help John keep more of a million-dollar prize, and he chose to continue.
  • TBS aired a ten-second commercial before the final question, prompting viewers across the country to anxiously debate John's answer.
  • Betty told Ted Turner that TBS's phone lines were overwhelmed by advertisers and people hoping to join the show.
  • John chose A, and Bobby asked whether it was his final answer.

Ch. 541Cartoon Network's Second Japanese Anime

Ted Turner capitalized on the success of Millionaire, while Nakayama Takuya persuaded Ajia-do and NHK to adapt Nintama Rantaro for American audiences. Cartoon Network agreed to license the series under a ratings-based deal, leaving its overseas launch set to test whether content could attract viewers without toy sponsorships.

  • John answered a Millionaire question incorrectly, and the surge of viewer interest led Ted Turner to raise the next GG slot auction's starting price and seek a contestant audiences would enjoy watching fail.
  • Tsutomu Shibayama and an NHK representative worried that Nintama Rantaro's Japanese humor and lack of transforming heroes would not appeal overseas, but Nakayama Takuya argued that its ninja setting and school-life comedy could connect with American children.
  • Nakayama proposed changing culturally specific backgrounds and jokes for the American version, and the NHK representative agreed the adjustments would fit the budget.
  • Cartoon Network vice president Betty initially rejected the series because it had little merchandising potential, but Nakayama argued that its broad appeal and long run could provide steady programming and reduce reliance on toy companies.
  • A week later, Cartoon Network and NHK signed a tiered licensing agreement that raised the copyright fee as ratings improved.

Ch. 542A Program About Houses

Nakayama Takuya’s success selling programs overseas boosted TV Tokyo’s prospects and brought him praise from his father-in-law, Nakagawa Jun. Their conversation about Japan’s looming construction downturn led Takuya to pitch a renovation show that could connect unemployed craftsmen with families living in aging homes.

  • NHK renewed Nintama Rantaro as a long-term project after its steady performance in the United States.
  • At dinner, Nakagawa Jun told Nakayama Takuya that broadcasters from the United Kingdom, Australia, and Hong Kong wanted to buy Who Wants to Be a Millionaire.
  • Nakagawa Jun said TV Tokyo planned to seek seasonal deals or revenue shares rather than accept another one-time buyout.
  • Nakagawa Jun worried that construction workers would lose jobs when government-funded rural projects ended.
  • Nakayama Takuya proposed a program in which a leading architect would renovate old homes on limited budgets.

Ch. 543Craftsmanship and Business

Nakayama Takuya pitched Nakagawa Jun a human-centered home-renovation variety show called Super Home Makeover King, explaining how it could comfort viewers while benefiting TV Tokyo, residents, sponsors, and the government. Nakagawa Jun embraced the concept and asked Takuya to continue developing it.

  • Nakayama Takuya described filming struggling families as their dilapidated homes were transformed by master craftsmen, and Nakagawa Jun recognized the show's potential.
  • Nakayama Takuya proposed the name Super Home Makeover King and called the designers who renovated the homes “master craftsmen,” impressing Nakagawa Jun.
  • Nakayama Takuya explained that residents would cover renovation costs while TV Tokyo could attract sponsors such as TOTO, Panasonic, and YKK.
  • Nakayama Takuya proposed collaborating with government agencies by featuring renovation lessons about local timber, insulation, and energy-efficient housing subsidies.
  • Nakayama Takuya insisted that the families' real hardships and emotional reactions had to remain the show's focus so that sponsorships and policy information would not feel forced.

Ch. 544Chess and Card Hall Goes Online

Nakayama Takuya helped Nakagawa Jun plan a renovation program and learned that Universal Pictures had approved the Fast & Furious project. Silicon Valley Online then launched ICQ Game Hall, where users could create rooms and play Hearts as a flashy VIP spectator joined Johnny’s game.

  • Nakayama Takuya proposed mixing major renovation projects with inexpensive, practical makeovers, and Nakagawa Jun approved moving the program toward research and production planning.
  • Universal Pictures approved the Fast & Furious project after Nakayama Takuya presented the promotional value of the arcade game, and Bernard began negotiating contracts with Universal.
  • Silicon Valley Online released ICQ 1.0 Game Hall to millions of American users on August 29, 1994.
  • Johnny installed Game Hall, created a Hearts room, and invited his old college group through a link.
  • Jennifer-L joined Johnny’s game, then VIP member Michael K. entered as a spectator and criticized Johnny’s play.

Ch. 545Data's Money-Sucking Power

ICQ Game Hall’s paid virtual items turned its online traffic into a major source of profit, prompting Goldman Sachs to raise its valuation and investors to urge a delayed IPO. Nakayama Takuya reviewed the two-week report and saw that cosmetic items were outselling Game Gear revenue.

  • Johnny tried to kick Michael from a card game after Michael taunted him and flirted with Jennifer, but VIP anti-kick privileges blocked him, so Johnny bought a membership outfit.
  • Players across America spent money on virtual clothing, badges, and taunt stickers, driving Silicon Valley Online’s value-added service revenue sharply upward.
  • Frank Marshall showed Tom Kalinske a report revealing that one week of virtual-item sales had exceeded Webdir’s Game Gear revenue for the previous month.
  • A Goldman Sachs partner said ICQ Game Hall’s stronger ARPU could raise its IPO offering price by 30% and suggested delaying the listing, but Frank chose to keep the original schedule on Nakayama Takuya’s instructions.
  • Nakayama Takuya read the two-week operations report and saw that the $4.99 Godfather suit and a money-scattering victory effect led the virtual-item sales rankings.

Ch. 546Operations Report

Nakayama Takuya guided Silicon Valley Online’s monetization strategy and warned Frank that its success depended on keeping paying users satisfied. When Frank’s intelligence report revealed Netscape’s new browser and encryption efforts, Takuya told him to watch the company closely.

  • Frank told Nakayama Takuya that Silicon Valley Online’s card-and-board-game lobby was earning heavily from virtual goods.
  • Nakayama Takuya advised Frank to prioritize paying VIP users’ feedback and create a dedicated customer service team for high spenders.
  • Nakayama Takuya asked Frank to review potential competitors, and Frank reported that some teams were building browser-based communities despite security risks.
  • Frank told Nakayama Takuya that Netscape had released a beta browser called Mosaic Netscape 0.9 and was promoting its encryption protocol.
  • Nakayama Takuya identified Netscape’s SSL 2.0 work as significant and told Frank to monitor the company closely.

Ch. 547Netscape

Nakayama Takuya discussed SSL security and Netscape with Frank, rejecting an acquisition because operating-system makers could undermine browser companies by bundling their own browsers. He explained that ICQ was protected by its social network, while Nebdir’s low user migration costs left it vulnerable to being displaced.

  • Frank reported that Silicon Valley Online’s security experts found serious vulnerabilities in SSL 2.0, and Nakayama Takuya proposed working with Netscape to develop a safer version.
  • Frank suggested investing in or acquiring Netscape, but Nakayama Takuya approved only a financial investment and warned that browsers faced competition from operating-system makers.
  • Nakayama Takuya explained that Microsoft or Apple could bundle a free browser into their operating systems, making it difficult for Netscape to compete.
  • Frank worried that Microsoft could similarly challenge ICQ, then realized users’ friend networks would make them reluctant to switch services.
  • Nakayama Takuya contrasted ICQ’s social network and BBS communities with Nebdir, whose low migration costs made it vulnerable to traffic being redirected by browsers or desktop shortcuts.

Ch. 548The Mega Drive Begins to Step Back from the Front Line

Nakayama Takuya told Frank to turn Webdir into a content-rich portal that could keep users returning, then ordered Sega to give The Story of Thor: Heir of the Light a blockbuster-level marketing budget despite the Mega Drive nearing retirement. He left Hisao Oguchi charged with treating the old console and its developers with respect as Sega shifted its focus to Jupiter.

  • Frank agreed to negotiate with Netscape and other browser makers to place Webdir prominently, then began planning a portal with news, email, forums, and other content.
  • Nakayama Takuya saw users celebrating Silicon Valley Online’s rumored billion-dollar IPO valuation and closed the browser to keep the market frenzy from disrupting Sega headquarters.
  • Nakayama Takuya asked Hisao Oguchi about Mega Drive releases, and Oguchi reported strong sales for Shining Force II: Ancient Seal and a late-September release plan for The Story of Thor: Heir of the Light.
  • Oguchi said Heir of the Light had received only sixty percent of its standard marketing budget because resources were being reserved for Jupiter’s launch titles.
  • Nakayama Takuya ordered the marketing budget restored and raised to the level of an S-tier blockbuster, explaining that Sega had to honor the Mega Drive and the developers still working on it.

Ch. 549Press Conference Preparations

Nakayama Takuya prepared Sega’s Jupiter press conference as a futuristic show of force aimed at Sony, while recalling how he had transformed the console’s plain gray prototype into a striking matte-black design. The improved V2 prototype impressed the Hardware Department, and Ken Kutaragi was set to watch the launch from the front row.

  • Nakayama Takuya approved a new promotion plan for Heir of Light to support Sega’s veterans and strengthen the company’s name.
  • Nakayama Takuya reviewed Hisao Oguchi’s plans for Jupiter’s press conference at the Imperial Hotel and insisted the event emphasize the future and Mega Drive’s history.
  • Hisao Oguchi confirmed that Ken Kutaragi had been invited and given a seat in the center of the front row.
  • Nakayama Takuya recalled rejecting Sato Hideki’s gray prototype and directing him to use a matte-black finish with a blue-lit acrylic panel and illuminated Sega Logo.
  • Sato Hideki delivered the improved V2 prototype a week later, and its glowing blue Logo left the Hardware Department silent.

Ch. 550Jupiter Press Conference

At Sega’s press conference, Nakayama Takuya showcased Jupiter’s polished design and unveiled Sega’s sales figures, putting Sony’s Ken Kutaragi under pressure. Nakayama began presenting the business case behind Sega’s hardware, leaving the audience waiting to see the industry’s financial foundation.

  • Nakayama Takuya admired Jupiter’s smooth acrylic panel and considered its lighting and design an advantage in the coming competition.
  • Reporters and industry leaders gathered at Tokyo’s Imperial Hotel for Sega’s press conference, where Ken Kutaragi sat under intense scrutiny.
  • Tsujimoto Kenzo and Kozuki Kagemasa questioned Ken Kutaragi about Sony’s preparations and development kits, and Ken Kutaragi promoted Sony’s terms to software makers.
  • Nakayama Takuya opened the conference by announcing that Mega Drive sales had exceeded fifty million and GamePocket sales had reached sixty-five million.
  • Nakayama Takuya argued that hardware sales alone did not explain the industry’s strength and prepared to reveal its financial cornerstone.
Arc 22 of 42
Arc 22 of 42