Vous êtes sur la page 1sur 12

Menacer

From Wikipedia, the free encyclopedia

Menacer

Developer Mac Senour

Manufacturer Sega

Type Light gun

Release date 1992

Introductory price US$59.99 (equivalent to $102.38 in 2016)[1][2]

Power Six AAA batteries[3]

Platform Sega Genesis

The Menacer is a light gun peripheral released by Sega in 1992 for its Sega
Genesis and Sega CD video game consoles. It was created in response to Nintendo's Super
Scope and as Sega's successor to the Master System Light Phaser. The gun is built from three
detachable parts (pistol, shoulder stock, sights), and communicates with the television via
an infrared sensor. The Menacer was announced at the May 1992 Consumer Electronics
Show in Chicago and was released later that year. The gun was bundled with a pack-in six-
game cartridge of mostly shooting gallery games. Sega also released a Menacer bundle
with Terminator 2: The Arcade Game.
Sega producer Mac Senour was responsible for the Menacer project and designed the six-
game pack. He originally proposed non-shooting minigames based on existing Sega licenses
like Joe Montana, David Robinson, and ToeJam & Earl, but most of the prototypes were
abandoned due to high cost in favor of more shooting-type games. Sega did not plan
another first-party release for the Menacer apart from the included multicart. Compatible
games were published through 1995.
The Menacer is remembered as a critical and commercial flop. Critics found the six-game pack
subpar and repetitive, and criticized the peripheral's lack of games. The ToeJam & Earl spinoff
game was held in the highest regard, and reviewers recommended the Menacer-
compatible Terminator 2 game. A direct-to-TV light gun that includes the six-game Menacer
pack was released in 2005.

Contents
[hide]

1Description

2History

3Games

4Reception

5Notes and references

6External links

Description[edit]

Sega Genesis

The gray, white, and red[4] Menacer is a light gun peripheral for the Sega Genesis.[5] The
Menacer is built of three separable parts: a pistol, twin sights, and shoulder stock.[5] (In the
peripheral's branding, these parts were called the Master Module, Binocular Module, and
Stabilizer Module, respectively.[3]) The pistol has a double grip[6] and fires the infrared
beam[5] with a trigger on the back grip.[7] There are three buttons on the pistol's front grip: one
pauses the game and the other two provide game-specific functions.[7] Unlike the Super Scope,
the Menacer has two infrared transmitters.[8] The optional skeletal shoulder stock and
binocular[6] twin sights were designed to improve the aim. Digital Spy reported that the twin
sights never worked as intended,[5] and Sega Force wrote that the gun must be recalibrated
when adding or removing the sights.[3] Calibration is performed by aiming at a bullseye target to
adjust the gun's sensitivity.[7] The gun was designed to be reassembled to suit the player.[9]
The light gun's shots are controlled by its aim towards the television. [7] It operates on batteries
and works in conjunction with a sensor plugged into the second controller port and placed atop
the television display.[3] The sensor counts CRT television scan lines to detect the player's
shots.[5] Sega Force noticed that the controller acts erratically when used under fluorescent
lighting.[3] Sega recommended eight feet[convert: needs a number] of distance from the receiver,[6] though the
peripheral works between four and 12 feet[convert: needs a number] from the television.[4] Sega
Force reported that the controller lasts about 18 hours on new batteries,[3] though Will Smith
of The Hawk Eye estimated fewer ("a matter of hours").[10] The Toronto Star wrote that the
Menacer lasts 20 hours as opposed to the Super Scope's 50 to 140 hours. The Menacer has
no power switch: it automatically activates when aimed at the television[8] and turns off after 30
seconds without input.[3] The Super Scope fully drains its batteries when left on. [8] Menacer's
Accu-Sight option puts crosshairs on the screen to eliminate the need to aim manually through
the sights.[9] The gun does not have a "turbo" mode for continuous fire, unlike the Super Scope.
[8]

History[edit]

Nintendo Super Scope, the peripheral that prompted the Menacer

The Menacer was produced in response to the Nintendo Super Scope[5] released several
months earlier,[7] though Sega intended to support the peripheral as more than a clone. [11] These
two peripherals brought arcade light gun game ports to home consoles.[5] The Menacer is the
successor to the Master System's Light Phaser.[7]
Mac Senour, a producer at Sega,[12] was responsible for the peripheral and its six-game
cartridge as the company's "hardware boy".[11] He designed the six minigames based on Sega's
previous intellectual property and licensessuch as ToeJam & Earl[note 1]under the instruction
to avoid shooting games. His prototypes included games based on Joe Montana (Joe Montana
Wide Receiver Training Camp) and David Robinson, but when presented, the company asked
for more shooting games and scrapped all license-based games (besides ToeJam & Earl,
whose license was free) due to their added cost. His "reverse Blockout game" prototype was
the only other title carried to the final cartridge. Senour recalled that upon his cubicle
presentation to Sega Japan's president, the executive did not say anything besides "very good"
before leaving. Sega did not plan any other first-party releases for the MenacerSenour
recollected that "they laughed when I proposed more." [11]
Sega announced the Menacer alongside the Sega CD at the May 1992 Consumer Electronics
Show in Chicago[14] and the peripheral was released towards the end of that year.[4][7][15][note 2] By
December 1992, the Menacer began shipping with Terminator 2: The Arcade Game as a
bundle.[16] Goodby, Silverstein & Partners produced Menacer television advertisements directed
by Danny Boyle.[17] Playthings reported that Chicago toy retailers promoted Sega electronics
including the Menacer over Nintendo's during their 1992 Thanksgiving promotions. [18] Sega's
sales exceeded Nintendo's during the 1992 Christmas season, and gained cultural cachet for
the Menacer among other peripherals.[19] Electronic Gaming Monthly reported in March 1993
that the Menacer would not have a new game for six months.[20] Compatible games were
published through 1995.[21]
Mac Senour left Sega in 1993[22] for Atari, where he received an increase in pay and status.
[11]
He later worked at Konami and Electronic Arts.[12] In his first days at Atari, Senour was sent to
Paris, where he remembered an excess of unsold Menacers in a Virgin Megastore display. His
translators told the clerk that Senour was responsible for the Menacer, and when Senour
offered to autograph their stock, the clerk replied in slow English that Senour could autograph
the items he purchased.[11]
In 2005, Radica created a Menacer-based direct-to-TV dedicated console with the original six-
game cartridge built into a light gun controller[23] as part of their Play TV Legends line of Sega
Genesis dedicated consoles.[24] Retro Gamer wrote that Radica's gun is based on the Sega
Saturn light gun's design and not the Menacer's.[25]
Games[edit]

Screenshots from the Menacer 6-game cartridge (clockwise from top left): Pest Control, Space Station
Defender, Whack Ball, Rockman's Zone, Front Line, Ready, Aim, Tomatoes!

Games include the pack-in single-player[4] Menacer 6-game cartridge,[note 3] which consists of
mostly shooting gallery games:[5]

Ready, Aim, Tomatoes! is a spin-off of the original ToeJam & Earl where the player (as
ToeJam[6]) fires tomatoes at ToeJam & Earl series enemies for points as the screen scrolls.
The scroll speed increases with game duration.[9] The enemiesdentists, devils, and
cupidsreturn fire throughout the ten levels.[3] The game also features power-
ups and lock-on targeting, to aid in player accuracy.[9]

In Rockman's Zone, the screen scrolls through streets of houses as the player shoots
criminals and refrains from shooting innocent bystanders, for which the player loses a life.
[9]
In later levels, the criminals return fire faster.[6]

Space Station Defender is similar to Tomatoes! with added memory aspects. In each
level, players shoot enemy-filled pods as up to eight drop in a memorizable sequence.
[9]
There are 999 levels, a Power Zone to charge shots, and power-ups including extra
shields.[3]

Whack Ball is comparable to Breakout: the player controls a large ball with the
Menacer to push a smaller on-screen ball into color-changing bricks that line the wall. One
all of the bricks change color, the player moves to the next level.[9] Some bricks are power-
ups that change the larger ball's size or add extra small balls into play.[6] Players who hit
flashing bricks are punished. Inadvertently guiding the ball through a hole in the wall ends
the game.[9]
In Front Line, the player defends against tanks and airplanes with a machine gun and
missiles[9] with unlimited ammo.[3]

In Pest Control, the player's vision is limited to a small area of the screen around the
Accu-Sight crosshairs while looking for cockroaches that attempt to eat an on-screen
pizza.[9] Two different power-ups briefly illuminate the screen and clear all bugs onscreen.
[3]
Later levels feature larger insects that contain bombs and small, fast bugs. [6]
Digital Spy mentioned Body Count, Terminator 2: The Arcade Game, and Mad Dog McCree as
Menacer's other notable games.[5] Terminator 2 was the first external game to work with the
Menacer,[9][27] the only one confirmed as of December 1992.[4] Terminator's programmers, Probe
Software, later began work on another Menacer-compatible game.[9] Terminator 2 has a two-
player mode that uses one Menacer light gun and one controller.[27][28] Sega Force reported that
Menacer gameplay registered faster than the Genesis controller.[27] Mad Dog McCree, a live
action Wild West shoot 'em up for the Sega CD, used either a controller or a choice of several
light guns: the Menacer, the Konami Justifier, or the game developer's own compatible light
gun.[29] In the 1994 Body Count, the player defends Earth from an alien invasion. The Irish
Times wrote that the game is "ideally suited for the ... Menacer" and is "to be avoided"
otherwise.[30] The Menacer is also compatible with Corpse Killer and American Laser Games'
other titles, such as Who Shot Johnny Rock?[31] The light gun does not work with
Konami's Lethal Enforcers games or Snatcher,[31] which use the Konami Justifier.[32]

List of Menacer-compatible games by release date

[hide]Title Release date (console)

Menacer 6-game cartridge[5] June 1, 1992[33] (Genesis)

Terminator 2: The Arcade Game[9] June 6, 1992[34] (Genesis)

Mad Dog McCree[29] April 22, 1993[35] (Sega CD)

Body Count[30] 1994[34] (Mega Drive, Sega Channel[36])

Who Shot Johnny Rock?[37] September 21, 1994[35] (Sega CD)

Mad Dog II: The Lost Gold[38] September 27, 1994[35] (Sega CD)

Corpse Killer[21] November 7, 1994[39] (Sega CD, Sega 32X[21])


Crime Patrol[40] December 16, 1994[35] (Sega CD)

Reception[edit]
Matthew Reynolds of Digital Spy wrote that the Menacer was a poorly executed "flop" that is
much less likely to be remembered than its Super Scope competitor, even though the latter did
not fare much better. Reynolds added that the Menacer was hurt by the poor quality of the
pack-in six-game cartridge and a lack of titles in support of the peripheral. [5]Will Smith of The
Hawk Eye concurred, calling the peripheral "a commercial and critical flop". [10] The Menacer's
original reviewers pinned the device's success on the strength of its developer support, [3][7][8] and
multiple reviewers cited the Menacer's lack of good games as the cause for its decline. [5][31][41]
Writing for the Chicago Tribune on the 1992 Consumer Electronics Show, Dennis Lynch saw
the Super Scope and Menacer as a continuation of a NintendoSega arms race and wrote that
the peripheral's "Uzi attachment" was "just what every kid needs".[42] The Atlanta Journal-
Constitution's Andy Pargh said the Menacer was "definitely a winner" in comparison to the
Super Scope.[43] Toronto Star's William Burrill wrote that the "Great Zapper War"[44] would be
decided by the strength of the light guns' supporting games.[8][44]Multiple reviewers ultimately
recommended that players wait for more games to be released before purchasing the
Menacer.[3][7][8][9] William Burrill of the Toronto Star said not to bother unless the player "absolutely
love[s] target shooter games".[8] Mean Machines called the Menacer "an expensive novelty"
until it had more games.[7] The Herald Sun wrote in August 1993 that the Menacer looked to be
"an expensive, limited-use fad".[45]
GamePro considered the gun "well-designed" and "fairly good-looking", though they wrote that
the gun's options buttons were inconvenient and that the Menacer's lengthy recalibrations
before play sessions without Accu-Sight were tedious.[4] Mean Machines wrote that the gun's
shades of gray clashed with the glossy black console. [7] Several reviewers called the binocular
scope addition unhelpful.[5][7] Paul Mellerick of Mega found the manual sights an eyestrain and
the gun "deadly accurate" as long as players used the Accu-Sight mode. [9] Still, as of January
1993, Mega felt that the Menacer's future success was doubtless.[9] Jaz of Mean Machines had
low expectations for the Menacer, which he compared to the shortcomings of previous light
guns: high price, short-lived novelty, and dearth of games. Gus of Mean Machines wrote that
"Sega hasn't learned the lessons" from the Super Scope's "fairly naff" release in the
magazine's January 1993 Menacer review, calling the light gun a "samey-looking, samey-
playing piece of hardware, with some redundant add-ons" with mediocre launch titles. He
added that the Menacer was less tiring to use than the Super Scope, praised the Menacer's
infrared, and criticized the gun's lack of available software.[7]
Multiple reviewers found the pack-in six-game cartridge games subpar [7][9][31][46] and repetitive.[3][7]
[9]
Mean Machines's Gus wrote that the games were all too simple and easy.[7]Of the pack,
reviewers held Ready, Aim, Tomatoes! in the highest regard.[3][4][6][9][46] Ray Barnholt
of 1UP.com wrote that the Menacer's games were "duller" than its competitor Super Scope's
already dull games, but Tomatoes! gave Sega's cartridge "some pittance of value".
[46]
Mega rated the ToeJam & Earl spin-off at 62%, calling it "fun and strange" though "rather
repetitive".[9] Sega Force thought the game's graphics were the pack's best, and its audio to be
of high quality, though the magazine also considered the game repetitive. [3] GamePro thought
the game's colors were oversaturated.[4]
As for the other six-pack titles, Mega called Rockman's Zone "not a very inspiring game" for its
slow pacing and "bland" graphics.[9] Reviewers compared the game to Hogan's Alley[4][7][8]
[47]
and Empire City: 1931.[7] Mega called Space Station Defender's concept "incredibly daft".
[9]
GamePro criticized Space Station Defender's "washed-out and ugly" graphics and
"obnoxious" audio. The magazine thought poorly of most of the cartridge's audio.
[4]
Mega found Whack Ball easy and did not expect players to maintain interest in it for longer
than an hour.[9] Sega Visions compared Whack Ball to Arkanoid.[6] Mega wrote that Front
Line was programmed poorly with "the appearance of having never met up with a
gamestester", calling it "truly awful".[9] Electronic Gaming Monthly[47] and GamePro compared
the game to Operation Wolf.[15] Sega Force rated Front Line lowest within the six-pack, with a
score of 22%. The magazine wrote that the bug game, Pest Control, would make players bored
after ten minutes,[3] and Mega said the game was not worth loading even once, giving it their
lowest rating of the bunch: 12%.[9] Sega Force wrote in February that the games were only fun
for an hour and that the peripheral's success would depend on its future games, adding,
"Without that [developer] support, it will die as surely as all other attempts at light guns have
done."[3] The magazine ultimately recommended against purchase until more games were
released.[3]
Sega Force's Paul Wooding considered Terminator 2 a "must" for Menacer owners, adding that
it far surpassed the quality of the six-pack games.[27] The magazine added that the gun
registered shots faster than the controller, was more accurate, and worked well from a
distance.[27] Neil West of Mega wrote the Menacer works well with Terminator 2 in his review of
the game.[48] The Hawk Eye's Will Smith wrote in 2010 that the six-game pack and Terminator
2 were the only Menacer games readily accessible. [10] Ken Horowitz of Sega-16 wrote that none
of the Menacer-compatible titles were exceptional, though Terminator and Body Count were
standouts. He added that the Menacer's small library made collecting easier.[31] Edward Fox
of The Centre for Computing History has said that the museum's Menacer is his favorite piece
in the collection when used with the Aura Interactor haptic suit.[49]

Notes and references[edit]


Notes

1. Jump up^ The ToeJam & Earl minigame was designed by the series's creators, Greg
Johnson and Mark Voorsanger.[13]

2. Jump up^ GamePro reported its release to be in late October,[4][15] but Mean
Machines wrote that the Menacer was released in December.[7]

3. Jump up^ The 6-game cartridge was developed by Western Technologies. [26]
References

1. Jump up^ "OPEN-DOOR ELECTRONICS". Post-Tribune. June 4, 1992.


Retrieved January 10, 2014 via HighBeam. (Subscription required.)

2. Jump up^ Snider, Mike (December 8, 1992). "Buying a video game system without
getting zapped". USA Today: 4D via LexisNexis. (Subscription required.)

3. ^ Jump up to:a b c d e f g h i j k l m n o p q r s "The Menacer". Sega Force (14): 1821. February


1993.

4. ^ Jump up to:a b c d e f g h i j k "Genesis Pro Review: The Menacer". GamePro (41): 4446.
December 1992.

5. ^ Jump up to:a b c d e f g h i j k l m Reynolds, Matthew (March 16, 2013). "Menacer


retrospective: The Mega Drive's light-gun flop". Digital Spy. Archived from the original on
January 9, 2014. Retrieved January 8, 2014.
6. ^ Jump up to:a b c d e f g h i "Heavy Equipment: The Sega Menacer". Sega Visions. Sega of
America: 4244. NovemberDecember 1992.

7. ^ Jump up to:a b c d e f g h i j k l m n o p q r s "Menacer". Mean Machines (4): 8284. January


1993.

8. ^ Jump up to:a b c d e f g h i Burrill, William (March 20, 1993). "Weapons for the zap-
happy". Toronto Star. p. J4 via LexisNexis. (Subscription required.)

9. ^ Jump up to:a b c d e f g h i j k l m n o p q r s t u v w x y Mellerick, Paul (January 1993). "The


Menacer Is Here". Mega (4): 1819.

10. ^ Jump up to:a b c Smith, Will (October 10, 2010). "The Hawk Eye, Burlington, Iowa, Will
Smith column". McClatchy - Tribune Business News via LexisNexis. (Subscription required.)

11. ^ Jump up to:a b c d e Horowitz, Ken (October 23, 2013). "Interview: Mac Senour". Sega-
16. Archived from the original on January 18, 2014. Retrieved January 18, 2014.

12. ^ Jump up to:a b Campbell, Colin (October 25, 2013). "How Sega almost rejected
Genesis classic Gunstar Heroes". Polygon. Archived from the original on January 18, 2014.
Retrieved January 18, 2014.

13. Jump up^ Fahs, Travis (January 15, 2009). "Funkotronics 101". IGN.
p. 2. Archived from the original on March 30, 2014. Retrieved March 29, 2014.

14. Jump up^ Van Buskirk, Ellen Beth (May 28, 1992). "Sega Announces New $99.99 (a)
Packages for Genesis and Game Gear". Business Wire via ProQuest. (Subscription required.)

15. ^ Jump up to:a b c "Hardware Preview: The Menacer". GamePro (38): 58. September
1992.

16. Jump up^ "Video game accessories". Dealerscope Merchandising. 35 (1). January
1993. p. 111. ISSN 0888-4501 via ProQuest. (Subscription required.)

17. Jump up^ Clark, Michael (December 9, 1994). "The San Francisco treat. (Goodby,
Siverstein and Partners) (Special Report: Agency of the Year)". SHOOT. 35 (49). p. 48
via Factiva. (Subscription required.)

18. Jump up^ Rakstis, Ted (January 1, 1993). "Chicago: holiday toyland trade takes off.
(What's Selling)". Playthings. Retrieved January 10, 2014 via HighBeam. (Subscription
required.)

19. Jump up^ Battelle, John (December 1993). "The Next Level: Sega's Plans for World
Domination". Wired. Archived from the original on January 18, 2014. Retrieved January
18, 2014.

20. Jump up^ "Insert Coin". Electronic Gaming Monthly (44): 4. March 1993.

21. ^ Jump up to:a b c Baker, Christopher Michael. "Corpse Killer -


Overview". AllGame. Archived from the original on January 19, 2014. Retrieved January
18, 2014.

22. Jump up^ Sheffield, Brandon (August 18, 2011). "Getting into Sega QA in the Genesis
era". Insert Credit. Archived from the original on January 24, 2013. Retrieved January 18, 2014.
23. Jump up^ Harris, Craig (February 22, 2005). "Sega's Menacer
Returns". IGN. Archived from the original on January 9, 2014. Retrieved January 8, 2014.

24. Jump up^ "Radica Games Limited". Thomson Reuters Knowledge Direct. Thomson
Financial. January 15, 2014 via LexisNexis. (Subscription required.)

25. Jump up^ Carrol, Martyn, ed. (March 2005). "Radica gets menacing". Retro
Gamer (14): 8. ISSN 1742-3155.

26. Jump up^ "Menacer 6-Game Cartridge - Overview". AllGame. Archived from the
original on March 30, 2014. Retrieved March 29, 2014.

27. ^ Jump up to:a b c d e "Terminator 2: The Arcade Game". Sega Force (14): 3840.
February 1993.

28. Jump up^ "T2: The Arcade Game". Sega Visions. Sega of America: 46. November
December 1992.

29. ^ Jump up to:a b Carter, Jonathan (February 21, 1994). "Mad Dog McCree: Old West
Was Never This Much Fun". The Washington Post. Retrieved January 10, 2014
via HighBeam. (Subscription required.)

30. ^ Jump up to:a b Rowe, Garrett (August 27, 1994). "GAMEZONE: Pitching for a World
Series". The Irish Times. p. 11 via LexisNexis. (Subscription required.)

31. ^ Jump up to:a b c d e Horowitz, Ken (October 23, 2013). "Sega Gear: Menacer Light
Gun". Sega-16. Archived from the original on January 19, 2014. Retrieved January 19, 2014.

32. Jump up^ Chen, David (December 14, 2005). "Retro/Active: Metal Gear". 1UP.com.
Archived from the original on January 19, 2014. Retrieved January 19, 2014.

33. Jump up^ "Sega Games". IGN. Archived from the original on January 19, 2014.
Retrieved January 18, 2014.

34. ^ Jump up to:a b "Probe Games". IGN. Archived from the original on January 19, 2014.
Retrieved January 18, 2014.

35. ^ Jump up to:a b c d "American Laser Games Games". IGN. Archived from the original on
January 19, 2014. Retrieved January 18, 2014.

36. Jump up^ "Good Game Stories - Retro Game Reveal and Goodbye". Good Game.
September 13, 2011. Archived from the original on January 18, 2014. Retrieved January
18, 2014.

37. Jump up^ Who Shot Johnny Rock? manual. American Laser Games. 1994. p. 7. The
FRONT bottom button can be used to pause the game with the Menacer TM.

38. Jump up^ Mad Dog II: The Lost Gold manual. American Laser Games. 1994. p. 8. The
FRONT bottom button can be used to pause the game with the Menacer TM.

39. Jump up^ "Digital Pictures Games". IGN. Archived from the original on January 19,
2014. Retrieved January 18, 2014.
40. Jump up^ Crime Patrol manual. American Laser Games. 1994. p. 6. Reload by
shooting off screen (the MenacerTM box that sits above your TV must detect that the menacer
has fired, so point in its direction).

41. Jump up^ McFerran, Damien (March 9, 2013). "Hardware Classics: Sega Mega
Drive". Nintendo Life. Archived from the original on January 18, 2014. Retrieved January
18, 2014.

42. Jump up^ Lynch, Dennis (June 26, 1992). "The Best and Worst of CES". Chicago
Tribune. Archived from the original on January 10, 2014. Retrieved January 10, 2014.

43. Jump up^ Pargh, Andy (December 11, 1992). "WHAT'S NEW Video games will be hot
sellers again this year". The Atlanta Journal-Constitution via LexisNexis. (Subscription
required.)

44. ^ Jump up to:a b Burrill, William (March 27, 1993). "Evil robots are taking control in new
Scope-compatible game". Toronto Star. p. J4 via LexisNexis. (Subscription required.)

45. Jump up^ Calegari, D. (August 25, 1993). "Menacing, but it just might become a
fad". Herald Sun via LexisNexis. (Subscription required.)

46. ^ Jump up to:a b c Barnholt, Ray. "Neat Add-On, Bad First Game". 1UP.com. Archived
from the original on January 9, 2014. Retrieved January 9, 2014.

47. ^ Jump up to:a b "Sega Takes Aim at Nintendo!". Electronic Gaming Monthly (39): 56.
October 1992.

48. Jump up^ West, Neill (January 1993). "Terminator 2: The Arcade Game". Mega (4):
55.

49. Jump up^ Calvert, Darren (September 7, 2013). "Interview: Exploring The Centre for
Computing History - Cambridge". Nintendo Life. Archived from the original on January 18,
2014. Retrieved January 17, 2014.

External links[edit]
Media related to Sega Menacer at Wikimedia Commons

[hide]

Sega

Arcade games

Pinball

R-360

VR-1
Aurora

SG-1000

Master System

Genesis/Mega Drive

CD

32X

Saturn

Dreamcast

Game Gear

Nomad

Vision

Pico

Beena

LaserActive

TeraDrive

Amstrad Mega PC

Sega Zone

Sega Meganet

Sega Channel

SegaNet

ALL.Net

DC Broadband and Modem Adapter

Dreamcast Gun

Dreamcast VGA
Dreameye

GD-ROM

Lock-On

Master Gear

Menacer

Sega Card

Sega VR

VMU

List of games

Video game franchises


Development studios

Sega Sammy Holdings

CSK Holdings Corporation

Sega v. Accolade

Sega-Vision (television set)

SegaWorld

Book:Sega

Category:Sega

Portal:Sega

Commons:Sega

1990s portal

Electronics portal

Sega portal

Video games portal

Vous aimerez peut-être aussi