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Sega 3Dfx 'BlackBelt' console poster? picture inside

GigaDrive

Banned
Blackbelt.jpg


assuming this is real, this is the console designed by SoA, SegaSoft and 3Dfx that LOST to the Dural/Katana/Dreamcast.


circa 1997.


found it in this assembler thread

http://www.assemblergames.com/phpbb2/viewtopic.php?t=170
 

arter_2

Member
Looks cool I would have bought one it has a great design. man i really wish sega still made consoles. :(

ps.

it needs more controller ports it looks like the consoles asking for them.
 

neptunes

Member
The lawsuit was initially filed by 3Dfx, approximately one year ago against Sega America, Sega Enterprises and NEC seeking damages valued of roughly $155 million (EN, Sept. 8, 1997). The complaint originated when Sega terminated a contract with 3Dfx for the graphics company to build Sega's next generation gaming console (EN, July 28, 1997). NEC later said it was supplying Sega with the graphics engine, the PowerVR chip, for Sega's gaming console due out sometime next year.

In the lawsuit, 3Dfx said it believes that Sega has consciously attempted to deprive 3Dfx of its intellectual property and inhibit fair competition in the market for 3-D graphics chipsets. In addition, the company accused NEC and VideoLogic of "consciously and deliberately setting out to usurp the contract with Sega and force a breech of contract." 3Dfx alleges NEC officials were well aware of 3Dfx's contract with Sega and influenced Sega in some way to terminate the contract.

the court ordered Sega to return to 3Dfx all intellectual property, trade secrets and confidential information. The orders come as part of a lawsuit filed by 3Dfx after Sega terminated their development agreement without cause, according to 3Dfx, in July of last year (EN, July 28, 1997).


The doors of 3DFX close.


Questions are:

1.) As part of the settlement, all joint projects equipment to be destroyed. (9 out of 10)

2.) All material worked on by Sega with 3DFX returned to 3DFX.
(1 of 10)

3.) Sega has blackbelt material as part of settlement.
(1 of 10)

4.) Possibility "black belt" sits somewhere archived or
unnoticed. (1 of 10)

A. Technical documents must exist and should be sought out.
B. Seek out the remote possiblility of a pilfered unit. However, as a tech demo, it is sure to be large.
C. Demonstration to SOJ by SOA, die samples and proof of concept
must be validated.
 

DCX

DCX
Some people used to think that BlackBelt and Dural were the same system but changed codenames...i never seen a picture of it...i wonder of there are tech demos, videos or actual games out there done under Blackbelt.

DCX
 

GigaDrive

Banned
yeah, the BlackBelt was a totally seperate console from Dural.

Dural, Katana, Dreamcast are all the same console. BlackBelt was the competitor.
 

GigaDrive

Banned
the first ever info on Black Belt from the internet

Codename: Black Belt

Next Generation Online has received impressive first insights into
Sega's next game machine - codenamed Black Belt.

March 13, 1997 Developers are now hearing the first details of Sega's
next machine which is supposedly based upon two key technological elements.

The first element is the inexpensive Videologic/PowerVR PCX2 chipset which
is expected to cost manufacturers less than $30 in lots of 10,000 units.
NEC has previously confirmed that they have spoken with Sega about the use
of the PowerVR hardware in future systems. Such a system would provide
hardware support for anti-aliasing, mip-mapping, z-buffering (albeit not
a standard method), texture filtering and alpha-channeling.

The system is also expected to sport some as yet to be named 64-bit CPU
(rumored to be a PowerPC of some variety) as well as utilizing a CD format.
There is still no word on the polygon handling capacity of the unit.

The second major component of the system is said to be the Microsoft Arcade
Operating System. Yu Suzuki has been rumored to have been in Redmond, visiting
Microsoft a little less than a year ago investigating the OS. Such a system
allows for easier development with more standardized tools. Furthermore,
arcade games developed to use the OS could relatively easily be ported to the
new system.

Currrently Sega and SegaSoft are said to be working with the hardware in its
current form. Some developers should be receiving development kits as early
as this Christmas, with a system release possibly as early as Christmas '98.

While the developers that Next Generation Online spoke to were unaware of the
Black Belt's expected price point, all of them said that it should provide a
much needed boost in performance and ease of development.


*later it was discovered Black Belt was using a 3Dfx chipset. the PowerVR machine was then said to be Dural
 

novery

Member
The Blackbelt vs. Dural conflict between Sega of America and Sega of Japan is one of a few well-documented rifts between the two branches. In all the cases I've read, Sega of America got bitch-slapped by SOJ. (One of my faves is the mismanagement of Sonic Xtreme: http://www.lostlevels.org/200403/200403-xtreme.shtml)

I know NCL has a similar relationship with Nintendo of America, but it's not as severe. I believe this kind of internal bickering between SOJ and SOA was the #1 reason for the demise of Sega. Having a Japanese headquarters dictate what's good for the American market is usually not a good idea.


-rp
 

ourumov

Member
"A little known fact is that Sega of America had specified not just a 3DFX
but a Motorola 603e (both American designed chips) for their preliminary
spec of the next-generation console, versus Sega Japan's spec of
Japanese-only hardware. (Note that more powerful variations of the new
design would also be used in next-gen Sega Arcade hardware.)

Sega Japan, which controls all of Sega, immediately rejected the Motorola
CPU in favor for an unavailable, untested, and unproven Hitachi processor
design. Sega's primary reason for rejecting the much more powerful and
well-proven Motorola PPC chip was primarlily political; they wanted a full
license to be made in Japanese fab under Sega's control, something I doubt Motorola would grant.
So both the Sega America (specifying 3DFX for graphics processor) and the Sega Japan designs
(specifying a yet unchosen Japanese chip for a graphics processor) were in competition
for the next console design, and Sega America was forced to change their specification for this unproven
and as-yet-unavailable new Hitachi processor as well.

Note that there are other reasons they'd want to go with a proprietary
processor; they didn't want to lose their tight control over developer
releases either; if the 603e and 3DFX combo was used, then it would be a
fairly simple matter to emulate the nextgen console on a PPC equipped with a 3DFX Voodoo card...
it would also open the door for developers to easily port the next-gen Sega console games to a powermac equipped with a 3DFX card;
and if there's one thing Japanese corporations will not tolerate, it's an open specification and the intense competition that comes with it. They *want* the system to stay proprietary and closed;
that's how they do business as a rule (name any Japanese computer system that follows an open spec;
even their laptops use proprietary RAM modules, CDROM modules, docking stations....). If someone wanted to clone the console, you can bet they'd have a very difficult time getting the processor chips from Hitachi.

So it comes as no surprise whatsoever that Sega Japan would overrule Sega America's design
and go with a Japanese graphics
processor as well. Since the only Japanese processor that currently
approachs the 3DFX's power was the NEC chip (which of course is a major player in corporate
Japan), it seemed *invitable* that they would go with this. Indeed I had been quite surprised when I first heard that they were considering the 3DFX at all.

"When Sega and 3Dfx signed that deal, Sega had at least two other
chipsets under development, and that there was no guarentee that
Sega would choose 3Dfx's chipset(In fact, the other two, PowerVR
Highlander and Real3D, were more favored). It was simply a contest of
who would provide Sega with most bang for its buck, and Highlander
won that contest, fair and square. I doubt Sega would not have
included an exit clause in the contracts it signed with all three
parties. At least I don't see Lockheed threatening to sue Sega, even
though their chipset was the fastest(and most expensive) of three."

http://tinyurl.com/jy4h
 

novery

Member
Just wanted to share this with you guys. I wrote this up when I was a sophomore in university. This was part of a case study I did in cooperation with my business professor. It chronicles the early history of Dreamcast.

-------

As Sony’s Playstation console continued to widen the gap between it and Sega’s competing Saturn console, rumors began to emerge as early as January 1997 concerning Sega’s next move. Would the company bow to pressure and leave the hardware industry to focus solely on software? Or was Sega preparing yet another video game console? The first bit of evidence emerged nearly two and a half years before Sega’s next console, the Dreamcast, would ever ship in the United States. On April 17, 1997, as a requirement to file for an Intent of Public Offering (IPO) with the Securities and Exchange Commission in Washington, graphic chip manufacturer 3Dfx Interactive disclosed all of it’s work-in-progress. One of the items listed was an agreement between 3Dfx and Sega of Japan dated February 28, 1997 that which revealed the chipmaker was to “…develop for Sega a semiconductor 3-D graphics accelerator…for use…in Sega’s forthcoming video game console…”. With Sega’s reputation for releasing an excessive amount of console hardware, this announcement came as little surprise to the game industry, however the timing was ambiguous. Obviously the Saturn was in much worse shape then Sega led the public to believe as their forth-generation console was already well into development.

Sega of America’s next-generation console went under the code name “Black Belt”. First hinted through 3Dfx Interactive’s IPO, Black Belt the product of U.S. engineers at SegaSoft (a subsidiary of Sega of America), Microsoft, and 3Dfx. What wouldn’t be revealed until October 1997, however, was that Sega of Japan was simultaneously developing a next-generation console – named after the metallic character of Sega’s fighting game series Virtua Fighter – the system went under the alias “Dural”.

The U.S. developed Black Belt console was designed to be everything the Saturn wasn’t. Originally conceived as a 64-Bit system to compete directly with the newly released Nintendo 64, the Voodoo chipset that 3Dfx offered was chosen for its raw horsepower, simple hardware architecture, and a quick load up time for software – critical features the Saturn lacked. For the console’s internal software, the U.S. team again looked outside for help. With Sega of Japan’s history of implementing lousy OS (operating system) code, the Black Belt team looked to software-giant Microsoft to develop a Windows-based OS. With an emphasis on raw hardware power and programmer-friendly OS software, the Black Belt was poised to be the streamlined console that the Saturn never was.

While the gaming press was led to believe that the 3Dfx-based Black Belt system was to become Sega’s next console, Sega of Japan was hard at work on its own Dural system. Taking a queue from the Black Belt, Sega of Japan also turned to Microsoft to develop the OS for its Dural system, however the hardware was substantially different. With the Black Belt centered on the U.S.-based 3Dfx’s graphics processor, Sega of Japan looked home as well, turning to huge Japanese electronic firms NEC, Hitachi, and Yamaha. NEC supplied the graphical innards with a chipset developed by U.K.-based VideoLogic. The chipset known as the PowerVR 2 was the big brother of the popular PowerVR chip commonly used for high-end PC games. Yamaha supplied its AICA 32-Bit sound chip and Hitachi provided the system’s backbone with its 200MHz SH4 CPU. Clearly the Japanese team also developed its console with raw power and a Windows-based OS in mind.

With speed and efficiency as key factors, the Black Belt and Dural prototypes were put head-to-head* to see which would become Sega’s forth-generation video game console. Emphasizing quick loading times over raw horsepower, early reports indicated that the U.S. engineered Black Belt prototype chosen over Dural. However, on the heels of this announcement came news that after serious negotiations with NEC, Sega decided to go with the Japanese-built Dural prototype instead. Hardly surprising when considering Sega of Japan’s history of bullying its U.S. division. The news of Dural victory sent a ripple through the Black Belt development teams and prompted 3Dfx to file suit against Sega. 3Dfx Interactive’s stock was sent tumbling upon news that NEC was chosen as the graphic chip provider for Sega’s new machine. President and CEO of 3Dfx Interactive, Greg Ballard, was quick to belittle the importance of its failed partnership with Sega, but failed to reassure shareholders. Claiming 3Dfx’s involvement with Sega’s Black Belt console would only account for 10 percent of its projected 1998 revenue, Ballard overlooked his company’s IPO statement from April 17, 1997 stating otherwise; “the timely development of the Sega/3Dfx Chipset and the successful introduction and sale of the new Sega game console by Sega will be critical factors affecting the company’s future business.” As further prove that the collapse of the partnership between Sega and 3Dfx was more substantial than Ballard led on, 3Dfx filed a “class-action law suit” against Sega, sending the entire Sega of America hardware development team to the front office with resignations in hand.

In October 1997, Sega was happy to announce that its forthcoming console, still code-named Dural, would be backed by Hitachi’s 200Mhz SH4 CPU, NEC/VideoLogic’s PowerVR 2 graphics chipset, and could possibly ship with an internal modem. Technically speaking, Sega’s next machine was off to a great start, but the firm’s financial outlook was much grimmer. With the Dural scheduled for release in late 1998 in Japan and a year after in North America, Sega’s only source of revenue would be its ill-fated Saturn console. Despite Sega’s reducing the price of the Saturn by $100 in May and cutting software prices drastically, sales continued to lag behind Playstation’s dominance in Japan, North America, and Europe. The Nintendo 64 was also making waves.

Sega’s next console spent much of 1997 amidst a plethora of news and rumors as the company scrambled to piece together its counterattack to Sony. 1998 began with Shoichiro Irimajiri’s promotion as president of Sega Enterprises, replacing Hayao Nakayama who was promoted to vice chairman of the board of directors. Following a 30-year career at Honda, Irimajiri began his employment at Sega as the chairman and CEO at Sega of America in charge of repairing Sega’s U.S. operations. Along with the promotion of Irimajiri, Sega announced a 30 percent layoff of its North American workforce which included marketing, public relations, and product development staff. In an attempt to muffle the woes of the company, further details were announced concerning its next-generation system – now with its final code name “Katana”. Sega was quick to point out that the company had learned from its mistakes with the Saturn and “…will do whatever it takes to make sure Katana launches at $199,” half the price the Saturn launched at. Sega also revealed additional details regarding Microsoft’s role in the Katana’s development. The console’s OS, code-named Dragon, was essentially a modified version of Microsoft’s Windows CE 2 operating system, commonly found in hand-held Pocket PCs. Sega also provided a smaller, less user-friendly OS code-named Atlas which allowed developers to directly manipulate the system’s hardware, or “get closer to the metal.” Keeping with the tradition of code-naming, the graphics library went under the alias Ninja. As details concerning Katana’s hardware solidified, it became clear that the system’s architecture would be very much akin PC hardware, allowing for PC games to be ported to Sega’s new machine with relative ease.

The prospects for the future looked bright at Sega, however they could not avoid their current financial state. Posting its second consecutive year-ending loss, Sega Enterprise’s suffered a parent net loss of 39 billion yen ($302 million), compared to a 15 billion yen profit forecasted earlier. Although its Saturn console was quickly losing ground in the Japanese market, no one expected the Saturn to exit the North American market so quickly. Sega also posted its losses from its non-Japanese operations which totaled 47 billion yen ($363.7 million) for the year – 40 billion, ($309.6 million) solely from Sega of America. The bad news continued. Japanese financial newspaper Nihon Keizai Shinbun reported that Sega would stop shipping Saturn hardware to U.S. retailers by the end of March 1998. As the Saturn console entered its third year on the market, traditionally this was the time when hardware producers like Nintendo and Sega begin to see profits as costs come down. The introduction of new hardware marks the most expensive time in a console’s lifespan, and with the Saturn failing to turn a profit and development continuing on Katana, fiscal experts soon realized Sega’s loses would continue to worsen for at least another two years.

As Sega’s morale and financial troubles worsened, Sega of America found much-needed confidence in their newly appointed president and COO Bernie Stolar. Hired to aid Sega through the transaction from the Saturn to its new machine, Stolar quickly moved up the ranks, becoming head of the company’s U.S. operations in a few short months. Formally the head of third-party relations at Sony’s Playstation division, Stolar was instrumental in bringing third-party publishers over to the Playstation camp. Perhaps his most renowned accomplishment at Sony was signing Williams Manufacturing – publisher of the highly anticipated Mortal Kombat 3 – to a six-month exclusive deal with the Playstation . Mortal Kombat 3 launched on Playstation in October 1995 with excellent sales, and by the time an updated version of the title was released for the Saturn the hype had diminished with Mortal Kombat 4 on the horizon.

Trade magazine BrandWeek interviewed the Bernie Stolar as the newly appointed president of Sega of America. Stolar revealed Sega’s plans to back Katana’s North American launch with a $100 million marketing campaign – a record for the industry. He also touted, “We will recapture the 50 percent market share [versus 5 percent at the time] because we will have the third-party community back, along with competitive pricing, [and] full retail distribution.” He went on to confirm that Katana would launch with 10-15 game titles and total 30-40 by year’s end. Lack of third-party support was accredited to the Saturn’s failure, and few could doubt Stolar’s ambition to regain market share through third-party publishers. Stolar assured the press that he had brought his contact list over from his days at Sony.

With Stolar brought on to help Sega enter a new era, his first move was to put the Saturn to rest in North America. With a user base of only 2 million and 12 percent market share by August 1997, Stolar terminated the Saturn’s television campaign and announced on March 14, 1998 that Sega would release three final Saturn games in the U.S. – Burning Rangers, The House of the Dead, and Shining Force III. Production was rumored to be a mere 4,000 copies per game.

On May 21, 1998 in a Tokyo convention hall Sega Enterprise’s president Shoichiro Irimajiri officially announced the company’s forth-generation game console to a small crowd of invited guests and members of the press. Behind Plexiglas casing sat Sega’s new hope – the Dreamcast. A hybrid of the words “dream” and “broadcast”, the unorthodox name was coupled with an even more ambiguous logo, later deemed the “Sega Swirl”. Although most of the console’s hardware specs were known prior to the Dreamcast’s unveiling, Sega offered several surprises – namely the confirmation of the console’s rumored internal 33.6Kbps modem and the Visual Memory System, or VMU, that coupled a simple memory card peripheral with a 48x32 LCD screen. Irimajiri went on to demonstrate the Dreamcast’s graphical capabilities with a tech demo in truly Japanese fashion. Irimajiri’s polygonal head was the star of the demo, not unlike the first Nintendo 64 tech demo which featured Super Mario’s three-dimensional head. This “Virtual Irimajiri” sported the Dreamcast’s ability to generate real-time detailed textures and dynamic light-sourcing effects. As a hint of things to come, Sega’s famed mascot Sonic The Hedgehog made a cameo as he raced around Irimajiri’s head. The demo concluded with Irimajiri playing the part of Godzilla – floating above skyscrapers and breathing fire from his mouth. By means of a pre-recorded videotape, Microsoft CEO Bill Gates expressed his excitement over Microsoft’s partnership with Sega and emphasized how its Windows CE-based OS will ensure easy programming for game developers. He went on to praise Sega, stating that the Dreamcast would set a “new standard” and would become as a “huge success”. Sega of America followed Japan’s announcement with their own press conference on the morning of the May 21 where president Bernie Stolar announced that the Dreamcast would launch in fall of 1999 in North America and, to the surprise of some members of the press, the strange “Dreamcast” name would not be changed for Western markets.

After thirteen months of rumors and news leaks, Sega’s next entry into the console industry was finally made official. The gaming press’s reaction to the Dreamcast was surprisingly upbeat considering the recent fallout of the Saturn. In reaction to the Dreamcast’s official unveiling, respected monthly publication Next Generation expressed laudation for Sega’s next console, “The Dreamcast hardware clearly lives up to the claims Sega has made and is well-positioned to dominate the next generation.” Not all reactions were positive, however. In ordnance with the industry trend of labeling game consoles with a recognizable logo, Sega’s spiral design for the Dreamcast swirl looked nothing like the Playstation and Nintendo 64 logos and game magazine editors joked that the Dreamcast’s logo fit better with Cinnabon’s. Questions were also raised about the Dreamcast’s name (for the record, Sony’s Playstation brand name was also badgered when first announced). Although failing to entice the press with frivolous things such as the system’s name and logo, Sega’s dedication to its latest console pleasantly surprised the gaming world. As the arcade market continued to soften, Sega shifted focus to the consumer level for the first time in company history. Sega could no longer rely on ports of popular arcade titles to support its consoles, and with the company’s greatest strengths found in software development, the new dedication to the consumer department left few skeptical.


-rp
 

akascream

Banned
I dunno what spec 3dfx chip they were looking at.. but the DC is a nice piece of kit. I think Sega made the right choice. I mean (assuming that pic is legit), the DC case alone just looks so superior to that. And while I was into 3dfx cards back in the day, the DC's powerVR chip output some pretty graphics.
 

GigaDrive

Banned
novery - geeez, that's a really outstanding piece on dreamast. A+



akascream - the 3Dfx chip in BlackBelt was likely a Banshee derivative or Banshee2/Voodoo3 based chip.
 

novery

Member
GigaDrive said:
novery - geeez, that's a really outstanding piece on dreamast. A+

Thanks man. Unfortunately, my university gave it a C-, or the equivalent. They didn't sponsored my case study and instead gave $3000 to a guy who proposed to live as a bum in Japan. He spent it all on girls and booze.


-rp
 

GigaDrive

Banned
btw, does anyone remember the BlackBeltHQ website? more of a bulletin board actually. I remember having many of my first internet discussions there, way back in March-May 1997
 
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