Sega Genesis NomadThe
technology behind the Sega Genesis Nomad (a.k.a. "Project Venus")
traces back to the Mega Jet, a semi-portable Mega Drive (the name of
the Genesis console in Japan and Europe) that was used on flights by
Japan Airlines (JAL). The device did not feature its own screen, nor
could it run on batteries, but the condensed unit played Mega Drive
cartridges when linked to a small monitor (used by JAL) or a regular
television. Besides having a slot to insert cartridges, the black
unit featured a directional pad on the left side and six buttons on
the right, similar to the layout of a game controller.
After earning its wings on JAL, the Mega Jet was released by Sega of
Japan on March 10, 1994 at the cost of 15,000 Yen ($123 U.S.). The
system came with a mono DIN plug cord as well as an AC adapter, but
no other additions or improvements. Those in the media were thinking
if the system had only included a screen and battery support, Sega
could once again compete in the handheld market. Little did they
know the company was already working on such a system...
Released in the United States in October 1995, the Sega Genesis
Nomad featured a 3.25 inch color LCD screen and received power via
six AA batteries, making it the most advanced portable game machine
at the time. Not only was the Nomad the first true 16-bit handheld,
but it offered several features that set it apart from previous
color portables. For starters, an A/V Out plug was located at the
top of the black rectangular unit, letting owners play games on a
television screen with a separate A/V cable.
Linking the handheld to a television did not mean owners lost the
ability to play games using the Nomad's screen, however. Thus one
player could witness the action from a TV while the other watched
from the Nomad. The directional pad on the unit controlled all
one-player games, and a port on the bottom allowed a second pad to
be plugged in for two-player contests.
The unit itself looked similar to the Game Gear, only it was
slightly heavier and "boxier" due to differences in cartridge size
and technology. The Nomad measured 7.25 inches across, four inches
in height and nearly two inches in thickness. The unit featured a
cartridge slot, red power switch, A/V Out plug and a DC In plug at
the top, while a headphone jack, volume dial, controller input and
brightness dial appeared on the bottom. The screen was centered in
between a directional pad on the left and six buttons on the right.
A low-battery indicator, mode button (used to select three- or
six-button games) and start button were also located on the Nomad's
face.
While the machine was praised for its screen resolution and
features, there were some problems worth noting. First, the Sega
Genesis 32X and Sega CD were not compatible with the unit. In
addition, Sega's Power Base Converter used to play Sega Master
System games was also incompatible with the device, although the
peripheral had long been retired from the company's lineup. Players
were also warned not to use the AC adapter from either the Sega CD
or the original Genesis (Model MK-1610), meaning an additional
purchase was necessary for owners of these two units.
The six batteries were not a serious option for most users, since
the manual not-so-subtly stated: "When using alkaline batteries, you
should have about two hours of continuous gameplay." As owners of
the most power-hungry handheld released thus far, players had one of
two options: purchase the rechargeable Genesis Nomad PowerBack
(MK-6102, 6103) for $59.99 or go with the cheaper AC adapter
(MK-2103, MK-1619) at $29.99. Of course, using the AC adapter meant
the system lost its portability, although the $19.99 car adapter
(MK-2104, MK-2115) meant gamers could plug the unit into a vehicle's
cigarette lighter.
The system also supported both stereo and mono audio/visual cables
as well as an RF adapter for televisions without input jacks. While
none of these cables were included with the system, players who
already owned one or more for their current Genesis could readily
use them on the Nomad. Other peripherals supported included the Mega
Mouse, Activator (a floor device that used body motions to control
games), Team Player Adaptor and the 6 Button Arcade Stick. Those who
enjoyed multi-player gaming with Electronic Arts' 4 Way Play adapter
were out of luck, however.
On paper, it would seem the Sega Genesis Nomad would be the perfect
color portable, addressing all of the faults from previous handhelds
to make it a serious threat to the Game Boy's future dominance.
Didn't like the original Game Boy's screen? The Nomad had a
full-color, backlit display. Upset by the lack of software for the
Lynx or the TurboExpress? The Nomad supported an estimated 600
titles already on the shelves. The two things it didn't have going
for it were the lack of a TV tuner accessory and the original price
of $179.99 without a pack-in.
Still, the cost shouldn't have been too prohibitive considering the
technology involved. Unlike the TurboExpress, gamers could play
their portable on any television, and the game library covered all
major genres. The unit also supported two players by including a
port on its base. Factor in the color screen and you have what
should have been an instant hit. Yet sales weren't as brisk as many
had hoped, and the system began dropping in price within a year of
its release.
Despite the price falling to $99.99 and then $79.99, the handheld
did not garner enough support to make it anything more than a
footnote in Sega's growing lineup of failures. Ironically, the name
given to the handheld became a self-fulfilling prophecy; the Nomad
couldn't find a home. Part of the problem may have been the
alienation gamers felt with the lack of support given to the Sega
CD, CDX, Menacer (Sega's light gun), 32X and Activator.
And then there was the 32-bit Saturn that was thrust upon gamers
without even a warning on May 11, 1995. Sega wanted to surprise
consumers and get a leg up on the PlayStation, but what they did was
send mixed signals to loyal, trusting Genesis owners. After all, the
Nomad was released at the tail end of the last great year for the
Genesis. How much longer would Sega support the system? If the 32X
was any indication of things to come, it wouldn't be long. The
reason for the Nomad's failure may have very well been a combination
of poor timing, company mistrust and the relatively high cost of the
machine (without a pack-in). Genesis owners were too skittish to
invest in another 16-bit system.
If nothing more, the Nomad served as the final ring in the wakeup
call to Sega. Their next system would be approached in a different
manner, and steps would be taken to ensure the same mistakes weren't
repeated with the Dreamcast.
— Scott Alan Marriott
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