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=== Development === As early as 1995, reports surfaced that Sega would collaborate with [[Lockheed Martin]], [[The 3DO Company]], [[Panasonic|Matsushita]] or [[Alliance Semiconductor]] to create a new [[graphics processing unit]], which conflicting accounts said would be used for a 64-bit "Saturn 2" or an add-on peripheral.<ref>{{cite magazine |date=November 1995 |title=US Defense Corp Holds Key to Sega Plans |url=https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n13 |url-status=live |magazine=[[Next Generation (magazine)|Next Generation]] |publisher= |volume=1 |issue=11 |pages=12–14 |archive-url=https://web.archive.org/web/20181206005849/https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n13 |archive-date=December 6, 2018 |access-date=July 22, 2018}}</ref><ref name="Peep Show">{{cite web |date=May 1, 1997 |title=Peep Show: Sega's New Console Creeps Out of the Shadows |url=http://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/ |url-status=live |archive-url=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/ |archive-date=July 5, 2017 |access-date=December 9, 2014 |website=[[GameSpot]]}}</ref><ref>* {{cite web |date=April 29, 1997 |title=Black Belt from a Lockheed Perspective |url=http://www.next-generation.com/news/042997b.chtml |url-status=dead |archive-url=https://web.archive.org/web/19970605161903/http://www.next-generation.com/news/042997b.chtml |archive-date=June 5, 1997 |access-date=January 20, 2015 |work=[[Next Generation (magazine)|Next Generation]]}} * {{cite web |date=February 22, 2008 |title=Interview: Toshiyasu Morita |url=http://www.sega-16.com/2008/02/interview-toshiyasu-morita/ |url-status=live |archive-url=https://web.archive.org/web/20141129014052/http://www.sega-16.com/2008/02/interview-toshiyasu-morita/ |archive-date=November 29, 2014 |access-date=January 20, 2015 |website=Sega-16 |publisher= |quote=}}</ref> Dreamcast development was unrelated.<ref name="Peep Show"/><ref name="RetroinspectionD"/> Considering the Saturn's poor performance, Irimajiri looked beyond Sega's internal hardware development division to create a new console.<ref name="RetroinspectionD"/> In 1997, he enlisted [[IBM]]'s Tatsuo Yamamoto to lead an eleven-person team to work on a secret project in the United States with the codename Blackbelt. Accounts vary on how an internal team led by [[Hideki Sato]] also began development on Dreamcast hardware; one account specifies that Sega tasked both teams,<ref name="gamasutra1"/> and another suggests that Sato was bothered by Irimajiri's choice to begin development externally and had his team start work. <ref name="RetroinspectionD"/><ref name="EdgeHistory">{{cite magazine|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/ |title=A history of videogame hardware: Sega Dreamcast |author=Parkin, Simon |date=June 24, 2014 |access-date=March 5, 2015 |magazine=[[Edge (magazine)|Edge]] |url-status=dead |archive-url=https://web.archive.org/web/20141121024302/http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/ |archive-date=November 21, 2014}}</ref> Sato and his group chose the [[Hitachi]] [[SuperH|SH-4]] processor architecture and the [[Imagination Technologies|VideoLogic]] [[PowerVR#Series2 (NEC)|PowerVR2]] graphics processor, manufactured by [[NEC]], in the production of the [[mainboard]]. Initially known as Whitebelt,<ref name="RetroinspectionD">{{cite magazine |last=McFerran |first=Damien |date=May 2008 |title=Retroinspection: Dreamcast |url=http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |url-status=live |magazine=[[Retro Gamer]] |publisher= |issue=50 |pages=66–72 |archive-url=https://web.archive.org/web/20160304110322/http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast |archive-date=March 4, 2016}}</ref> the project was later codenamed Dural, after the [[Dural (Virtua Fighter)|metallic female fighter]] from Sega's ''[[Virtua Fighter]]'' series.{{sfn|Kent|2001|page=559}}<ref name="gamasutra1">{{cite web |last=Perry |first=Douglass |date=September 9, 2009 |title=Features - The Rise And Fall Of The Dreamcast |url=https://www.gamedeveloper.com/business/the-rise-and-fall-of-the-dreamcast |url-status=live |archive-url=https://web.archive.org/web/20141027132503/http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1 |archive-date=October 27, 2014 |access-date=October 29, 2014 |website=[[Game Developer (website)|Gamasutra]]}}</ref> Yamamoto's group opted to use [[3dfx]] [[Voodoo 2]] and [[Voodoo Banshee]] graphics processors alongside a [[PowerPC 600|Motorola PowerPC 603e]] [[central processing unit]] (CPU),<ref name="RetroinspectionD"/> but Sega management later asked them to also use the SH-4 chip.<ref name="gamasutra1"/> Both processors have been described as "[[Commercial off-the-shelf|off-the-shelf]]" components.<ref name="RetroinspectionD"/> According to Charles Bellfield, the former Sega of America vice president of communications and former NEC brand manager, presentations of games using the NEC solution showcased the performance and low cost delivered by the SH-4 and PowerVR architecture. He said that Sega's relationship with NEC, a Japanese company, likely also influenced the decision to use its hardware rather than the architecture developed in America.<ref name="gamasutra1"/> Stolar felt the US 3dfx version should have been used, but that "Japan wanted the Japanese version, and Japan won".<ref name="gamasutra1"/> As a result, 3dfx filed a lawsuit against Sega and NEC claiming breach of contract, which was settled out of court.<ref name="RetroinspectionD"/> The choice to use the PowerVR architecture concerned [[Electronic Arts]] (EA), a longtime developer for Sega consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful.<ref name="gamasutra1" /> According to Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of the Sega subsidiary Cross Products), the SH-4 was chosen while still in development, following lengthy deliberation, as the only processor that "could adapt to deliver the 3D geometry calculation performance necessary".<ref name="Unified" /> By February 1998, Sega had renamed the project Katana, after the [[Katana|Japanese sword]],{{sfn|Kent|2001|page=559}} although certain hardware specifications such as [[random access memory]] (RAM) were not finalized.<ref name="NG38">{{cite magazine|title=Good-bye Dural, hello Katana|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Future plc|Imagine Media]]|date=February 1998|issue=38|page=24}}</ref> Knowing the Saturn had been set back by its high production costs and complex hardware, Sega took a different approach with the Dreamcast. Like previous Sega consoles, the Dreamcast was designed around intelligent [[System|subsystems]] working in parallel,<ref name="Unified">{{cite journal |last1=Hagiwara |first1=Shiro |last2=Oliver |first2=Ian |date=November–December 1999 |title=Sega Dreamcast: Creating a Unified Entertainment World |journal=[[IEEE Micro]] |volume=19 |pages=29–35 |doi=10.1109/40.809375 |number=6}}</ref> but the selections of hardware were closer to personal computers than video game consoles, reducing cost.<ref name="RetroinspectionD"/> It also enabled software development to begin before any development kits had been completed, as Sega informed developers that any game developed with a [[Pentium II]] 200 in mind would run on the console.<ref>{{cite magazine |date=December 1997 |title=Dural Team Gets to Work |magazine=[[Next Generation (magazine)|Next Generation]] |publisher= |issue=36 |page=22}}</ref> According to Damien McFerran, "the [[motherboard]] was a masterpiece of clean, uncluttered design and compatibility".<ref name="RetroinspectionD"/> The Chinese economist and future Sega.com CEO Brad Huang convinced the Sega chairman, [[Isao Okawa]], to include a [[modem]] with every Dreamcast under opposition from Okawa's staff over the additional {{US$|15}} cost per unit.{{sfn|Kent|2001|page=577}}<ref name="Superhero">{{cite web |last=Burrows |first=Peter |date=May 21, 2000 |title=Sega's Superhero Vs. The Big Guys |url=http://www.businessweek.com/stories/2000-05-21/segas-superhero-vs-dot-the-big-guys |archive-url=https://archive.today/20141029005403/http://www.businessweek.com/stories/2000-05-21/segas-superhero-vs-dot-the-big-guys |url-status=dead |archive-date=October 29, 2014 |access-date=October 29, 2014 |work=[[Bloomberg Businessweek|BusinessWeek]] }}</ref><ref>{{cite web |last=Stepanek |first=Marcia |date=June 5, 2000 |title=How to Jump-Start Your E-Strategy |url=https://www.bloomberg.com/news/articles/2000-06-04/how-to-jump-start-your-e-strategy |url-status=live |archive-url=https://web.archive.org/web/20180728101113/https://www.bloomberg.com/news/articles/2000-06-04/how-to-jump-start-your-e-strategy |archive-date=July 28, 2018 |access-date=October 29, 2014 |work=[[Bloomberg Businessweek|BusinessWeek]] |quote=}}</ref> To account for rapid changes in home data delivery, Sega designed the modem to be [[Modularity|modular]].<ref name="Unified"/> Sega selected the [[GD-ROM]] media format.<ref name="EGM115">{{cite magazine |author=Johnston, Chris |date=February 1999 |title=Hands On: Dreamcast |magazine=[[Electronic Gaming Monthly]] |publisher= |issue=115 |pages=26–27}}</ref> Jointly developed by Sega and [[Yamaha Corporation|Yamaha]], the GD-ROM could be mass-produced at a similar price to a normal CD-ROM,<ref name="Unified"/> avoiding the greater expense of newer [[DVD-ROM]] technology.<ref name="RetroinspectionD"/><ref name="Hackers">{{cite web |last=Borland |first=John |date=June 30, 2000 |title=Hackers break Dreamcast safeguards, distribute games online |url=http://news.cnet.com/2100-1023-242686.html |url-status=live |archive-url=https://web.archive.org/web/20141029093337/http://news.cnet.com/2100-1023-242686.html |archive-date=October 29, 2014 |access-date=October 28, 2014 |website=[[CNET|CNET News]] |publisher=}}</ref><ref name="IGNGreat"/> [[File:Sega-Dreamcast-Console-FL (cropped) Windows CE logo.png|thumb|Logo on the Dreamcast: "Compatible with Windows CE"]] [[Microsoft]] developed a custom Dreamcast version of [[Windows CE]] with [[DirectX]] [[Application programming interface|API]] and [[Dynamic-link library|dynamic-link libraries]], making it easy to [[Porting|port]] PC games to the platform,<ref name="Unified"/> although programmers would ultimately favor Sega's development tools over those from Microsoft.<ref name="RetroinspectionD"/> A member of the Project Katana team speaking anonymously predicted this would be the case, speculating developers would prefer the greater performance possibilities offered by the Sega OS to the more user-friendly interface of the Microsoft OS.<ref name=NG38/> In late 1997, there were reports about the rumored system, then codenamed Dural, and that it had been demonstrated to a number of game developers.<ref>{{Cite web |title=CNN - CYBERPLAY: Sega readies for battle - November 13, 1997 |url=http://edition.cnn.com/SHOWBIZ/9711/13/cyberplay.lat/ |access-date=2023-05-20 |website=CNN |archive-date=May 20, 2023 |archive-url=https://web.archive.org/web/20230520155658/http://edition.cnn.com/SHOWBIZ/9711/13/cyberplay.lat/ |url-status=dead }}</ref> The Dreamcast was finally revealed on May 21, 1998 in Tokyo.<ref>{{Cite web |title=CNN - Sega unveils new Dreamcast game console - May. 21, 1998 |url=http://edition.cnn.com/TECH/computing/9805/21/sega_dreamcast/index.html |access-date=2023-05-20 |website=CNN |archive-date=May 20, 2023 |archive-url=https://web.archive.org/web/20230520155656/http://edition.cnn.com/TECH/computing/9805/21/sega_dreamcast/index.html |url-status=dead }}</ref> Sega held a public competition to name its new system and considered over 5,000 different entries before choosing "Dreamcast"—a portmanteau of "dream" and "broadcast".<ref name="RetroinspectionD"/> According to Katsutoshi Eguchi, Japanese game developer [[Kenji Eno]] submitted the name and created the Dreamcast's spiral logo, but this has not been officially confirmed by Sega.<ref>{{cite book |last=Szczepaniak |first=John |title=The Untold History of Japanese Game Developers: Volume 1 |publisher=SMG Szczepaniak |year=2014 |isbn=978-0992926007 |page=35}}</ref> Former Sega executive Kunihisa Ueno confirmed in his biography that a [[branding agency]] called Interbrand created the logo for the console, with Kenji Eno volunteering to name the console. Eno was paid for his involvement and signed a [[Non-disclosure agreement|NDA]] to prevent his involvement from going public.<ref>{{Cite web |last=Extension |first=Time |date=2024-01-15 |title=Who Created Dreamcast's Logo? We Spent A Year Trying To Find Out |url=https://www.timeextension.com/features/who-created-dreamcasts-logo-we-spent-a-year-trying-to-find-out |url-status=live |archive-url=https://web.archive.org/web/20240115161948/https://www.timeextension.com/features/who-created-dreamcasts-logo-we-spent-a-year-trying-to-find-out |archive-date=15 January 2024 |access-date=2024-01-17 |website=Time Extension |language=en-GB}}</ref><ref>{{Cite web |date=2015-03-09 |title=プジョーの社長、セガを語る(3) |url=https://kaisendon.seesaa.net/article/415303951.html |url-status=live |archive-url=https://web.archive.org/web/20240116001713/https://kaisendon.seesaa.net/article/415303951.html |archive-date=16 January 2024 |access-date=2024-01-17 |website=あなたの知らない方が良かった世界 |language=ja}}</ref> The Dreamcast's startup sound was composed by the Japanese musician [[Ryuichi Sakamoto]].<ref>{{cite web |last1=Sato |first1=Yukiyoshi Ike |last2=Kennedy |first2=Sam |date=January 6, 2000 |title=Interview with Kenji Eno |url=http://uk.gamespot.com/news/interview-with-kenji-eno-2446022 |url-status=dead |archive-url=https://web.archive.org/web/20121018192858/http://uk.gamespot.com/news/interview-with-kenji-eno-2446022 |archive-date=October 18, 2012 |access-date=March 4, 2015 |work=[[GameSpot]]}}</ref> Because the Saturn had tarnished its reputation, Sega planned to remove its name from the console and establish a new gaming brand similar to Sony's [[PlayStation]], but Irimajiri's management team decided to retain it.<ref name="RetroinspectionD" /> Sega spent {{val|p={{US$}}|50|–|80 |u=million}} on hardware development, {{val|p=$|150|–|200 |u=million}} on software development, and {{US$|300 million}} on worldwide promotion—a sum which Irimajiri, a former [[Honda]] executive, humorously likened to the investments required to design new automobiles.<ref name="RetroinspectionD" /><ref>{{cite web |date=August 26, 1998 |title=Interview with Sega's Boss: Shoichiro Irimajiri |url=https://ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri |url-status=live |archive-url=https://web.archive.org/web/20141024121907/http://www.ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri |archive-date=October 24, 2014 |access-date=October 24, 2014 |website=[[IGN]]}}</ref>
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