Difference between revisions of "Interview: Al Nilsen (2008-03-11) by Sega-16"

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<pre>The following interview was conducted by Webber and Rudo, back when LunarNET was first getting started (well before it was known as RPGFan). The interviewee is none other than Victor Ireland, CEO of Working Designs. Working Designs is a North American localization company that is responcible for bringing over our beloved LUNAR series. The interview happened at E3 of 1998, which was the last E3 held in Atlanta.
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<pre>
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If there was one thing synonymous with Sega during the Genesis era, it was the cool marketing that it used to promote its little black box. More so than any company before it, Sega took advertising to a whole new level and pushed the boundaries of what was acceptable at a time when competitors were seldom mentioned by name. Through a series of bold maneuvers and big risks, the House of Sonic went on to conquer the 16-bit market and topple a plumber’s empire.
  
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Since before the Genesis even launched, Al Nilsen had a front seat for every marketing battle.
Webber: You don't like to have your picture up anwyhere, we've never seen it?
 
  
Victor Ireland: I don't like pictures of the actors, I don't like pictures of me, because it takes the focus away from the game. Its not an ego thing, a lot of these people are in it for the prestige.
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He had cut his teeth buying video games for the JC Penney stores and catalogs in the late ’70s and early ’80s, and by 1989 he found himself heading Sega of America’s marketing division. From this position, Nilsen had a hand in selecting the final name for the console, and he oversaw the implementation of some of Sega’s most memorable advertising, including the classic Genesis Does… and Sega Scream promotions. Along with Bob Harris, he also spearheaded the launch of Sega Visions magazine.
  
Rudo: Like the Bernie Stolar Superman Picture!
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Sega-16 was fortunate enough to spend almost an hour chatting with Mr. Nilsen by phone.
  
Webber: He looked like an idiot in that picture!
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Sega-16: You’ve been involved in the promotion and sales of video games since the Atari 2600 days. The console crash of 1983 shook many retailers’ confidence in gaming as a viable industry. The NES went far to restore that confidence, and by 1989 it owned the market. What major changes did you notice in the way retailers approached Sega with the Genesis? How open were they to stocking the product of Nintendo’s chief competitor?
  
Vic: The majority of SOJ was mad about that picture, they didn't want their CEO portrayed like that. Phil Harrison, for Sony, and he looks like you expect a CEO to look in his picture, in the same issue(Next Gen). He(Phil Harrison) looked really in command and really great, and you've got Bernie leaping off a desk with this crazy look on his face. Thats the whole thing with pictures....
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Al Nilsen: Well, retailers were really looking for an alternative to Nintendo, because of Nintendo’s tremendous market strength. They had about 95% market share, and the Sega Master System was probably at less than 5% – Nintendo was the big monolith in the industry. They were telling the retailers what they had to do in terms of promoting their product, such as building those giant “World of Nintendo” displays, and how to advertise it. Retailers were very, very open to having a competitor that could help level the playing field. So, we really had great… hope, I guess, from the retailers that we could be a strong and viable competitor. As a result we got their support in prominently displaying, advertising and promoting Genesis. While they didn’t necessarily think that anyone could go and unseat Nintendo, or really go and give them a true run for their money, they really wanted to support us to see what would happen.
  
Webber: How is Magic Knight Rayearth Coming?
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And it wasn’t just the retailers; it was also the gaming magazines and the press, who really wanted another competitor to come into the business. So it was exciting and very beneficial to have the strong support of both the retailers and the press.
  
Vic: It was supposed to be right here(E3), but our Saturn got left back at the office. It will be here tomorrow(friday), thats where I was this afternoon, frantically driving all over Atlanta trying to buy a Saturn, and there are none to be had in this whole city.
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Sega-16: Shortly before the Genesis was released, you were approached at a prelaunch sales meeting in California by a retailer who told you that you would be blown out by NEC’s release of the TurboGrafx-16, and that the entire unsold inventory would be returned to Sega the day after Christmas.
  
Vic:The text is 100% done fourth draft, we really only have about one more draft to go with the text part.
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Al Nilsen: Even though the retailers were supportive of Sega, they had a business to run. If you remember, when we launched Genesis, the TurboGrafx-16 launched at the same time, which is a story that most people forget about. The first company that we really went and defeated in the industry was NEC with their TurboGrafx-16. They came out, and we literally shipped within a week of each another – we shipped on August 14th and they shipped on about August 20th – so there were two companies trying to go up against Nintendo, and Sega really was the underdog because NEC was this major electronics giant, and they had told the retailers that they were going to put a lot of money behind their launch.
  
Vic: Did you read about the Diaries(Audio) which are all spoken in the US one?
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I still vividly remember something that happened in April of ’89 as David Rhoads, Sega’s VP of sales, and I were presenting our plans to retailers. After the presentation we asked one major retailer if he was going to buy Genesis for his stores. And he said “absolutely. I’m happy to go and sell your product and promote it, but I just want you to know that on December 26th I’m going to go and return them all to you because NEC is going to eat your lunch!”
  
We made a trade, the Japanese one talked a lot in the game, but you couldn't skip it(Audio). I know people are gonna be mad that we took a lot of the audio out in the middle. The thing that pissed me off was once you talked to the people(NPCs) If you were going around town cleaning up trying to talk to everyone again to make sure you didn't miss somebody, every person you talked to, you got the same speech over again and you couldn't speed it up. So, we just dumped all the audio in the middle. The opening was like 45 minutes long, its a blend of anime and actual gameplay, we kept that, that is all audio. The intermissions which you get in Inova at the castle, in between parts of the story, those are all spoken, those are intermissions and you can't play them, and it felt like to move the story along they had to be spoken, and Inoa's voice is great.
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Sega-16: And they told you this at a prelaunch meeting, right when you’re trying to pitch them your new console?
  
A lot of those(Intermissions) are recorded, some of the intro is recorded, all of Foo's diary is recorded, part of Ikaro's is recorded, and Umi's is gonna start when we get back. We are probably about 40% done with the audio, but I haven't really been trying that hard with the audio because I want to get the text really clean before we actually went an recorded it.
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Al Nilsen: It was at a prelaunch meeting down in Pebble Beach at the Spanish Bay Resort, and we brought in about a dozen of the top retail buyers for video games. We showed them what we had planned. We showed them our new games. We walked them through our marketing plan and talked to them about how we would launch Genesis and grow the business. We had good support from everybody who attended, but as I said I still remember this one retailer who basically said “yeah, I’ll sell your product, but you’re gonna go and lose. They (NEC) have all these fancy brochures, they’ve got all this money, they’re gonna go and spend everything, and they’re gonna go and win the 16-bit war. But I’ll give you a chance until December 26th.” Needless to say, when December 26th came, Sega Genesis stayed on their store shelves. We had won the first battle in the 16-bit war.
  
It should be out July-ish, but we are basicly just moving the games we are making money on, because Rayearth is going to lose buckets, but it has to come out so we are releasing it. It basicly is being released when its ready. Its almost a no pressure thing because it's not going to make any money, so there is no pressure for a timeframe.
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Sega-16: Did that kind of response ever faze you?
  
Webber: I think now everybody excepts that!
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Al Nilsen: Nope. I knew we had a great product. I knew we were differentiating ourselves from both NEC and from Nintendo. As a marketer, it’s kind of like you go out there and you give it your best shot. We thought that we could go and do what we thought we had to do. We thought our plans were right, we thought our products were right, you know? We were leading this great product, and we were also targeting a much different audience than both NEC and Nintendo were.
  
Vic: We awanted to make it the last Saturn game released. We wanted to make it so far out that there are no other games coming. So that all the people who said "we suck" "you ditched Sega". Well hey we stuck with it til the very end, beyond enyone else. You know everyone was jumping ship, they just weren't saying it publicly, they were all doing it privately, but I'm to retarded to keep my mouth shut.
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When I joined Sega, I took a look at the video game market and said “how do we go and succeed?” Sega had this great arcade heritage, and the number one thing I noticed was that all the people who had originally played Nintendo at home were now playing games in the arcades. There were two reasons for it: one, that’s where the best games were because the arcades offered the best quality games with the best graphical experience; and two: because the guys were getting older and the mall was where the girls were hanging out!
  
Webber: Everything else is getting canceled now, even in Japan!
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I also knew that I would not be able to go and get a foothold if I went directly after Nintendo and its six to twelve year-old boys, which was their core target market. Nintendo was just too strong, so my plan was to go and get the people who had basically put their Nintendos aside and were playing the arcade games, and give them this great experience by bringing the best of the arcade to their homes, and also by bringing them great sports games.
  
Vic: Its dead(Saturn), well especially in Japan. Japan actually it's a healthier market, its number two in Japan.
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That’s where Tommy Lasorda Baseball and Arnold Palmer Tournament Golf came in, and really, that was the start of redefining what the video game industry is today. Taking the business from just six to twelve year-old boys to a broader market, including kids, teens, young adults, men, women – that was the major changing point, and that was really the secret of our success.
  
Webber: Six Million units!
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Now NEC came in and said “we’re gonna go straight up against Nintendo; we’re gonna go after six to twelve year-old boys.” Because of this they had a much harder battle. Our goal at Sega was to go out and get tweens, teens and young adults first. And then once we accomplished that, we started coming out with products like Sonic The Hedgehog, that were able to further broaden the market by going after Nintendo’s core audience. And that, as I said, was really the secret of our success.
  
Vic: Nintendo64 is a distant third, that shows you how bad Nintendo64 is doing in Japan.
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Sega-16: So then the name “Genesis” really was fitting, wasn’t it? That’s interesting, considering that before the console could be released in America, its name had to be changed because another company had the rights to “Mega Drive.
  
Rudo: When you check the top ten selling games in Japan, every week there are Saturn games in there, last week five Saturn games out of ten.
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Al Nilsen: The trademark for “Mega Drive” was owned by another company in the U.S. It was a company that I think was making hard drives. Our lawyers looked at the trademark categories and determined that there was a conflict with “Mega Drive” and told us that we couldn’t use it.
  
Vic: Especially in Japan, where they(Sega) are introducing Dreamcast. Saturn is seriously dead over there, and it had a lot more games announced, so it has a lot more games to be canceled. Where as in the US it had already dwindled quite a bit by the time people got hip to the fact that it(Saturn) wasn't going to be around, so there wasn't a lot to announce cancelation-wise.
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So they (Sega) went and came up with probably half a dozen final names…
  
Now Vic explains more on why Rayearth has taken so long to be released:
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Sega-16: I’ve heard about “Cyclone” and something with a fox…
  
Vic: Something people don't understand about that game, when we got it(MKR), it(MKR) was in seriously bad shape. They had server crash in Japan, and they lost a lot of data.
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Al Nilsen: Cyclone, that’s right! That one was actually based on the roller coaster in Coney Island. Actually, the first thing I did when I joined Sega was do the research to see what people were actually doing and what people thought about the names. The interesting thing is that people immediately got “Genesis” as a new beginning or major change. They understood what the name meant, and they liked what the name was. It was quite an easy choice for us.
  
Webber: They didn't have it backed up?
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What I love is that people just keep using the name over and over for other great products. I remember the Weber gas grill that came out a few years ago with the Genesis series (laughs). But it really defined what we were.
  
Vic: This is the dirty little secret of game development, they are just as bad about back-ups as everbody else in the world.
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Sega-16: Gamers have long heard about how effective Sega’s “Genesis Does What Nintendon’t” campaign was, and it laid the groundwork for later efforts like the Sega Scream. At the time though, no one had tackled Nintendo head-on, mentioning it by name. What was the response within Sega when the strategy was first introduced to management?
  
Webber: That explains a lot!
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Al Nilsen: Ah, let me think about that for a minute. Well, that was really our second phase of advertising because the first one was just about establishing Sega and establishing the name, and “Genesis Does What Nintendon’t” was really as we were trying to broaden the market. That was going back to the phase when we really not only broadened it by going after the older audience but also by starting to go after the aging Nintendo players because we thought we had the games. Also, Nintendo was getting ready to release the SNES.
  
Vic: There was a lot of stuff that was missing, and one of the things that was missing and is still missing and we are trying to fix right now and having trouble, is the opening animation! The opening animation we have here is off the LD, just for a place holder, because the source animation without the title credits on it doesn't exist, we have to rebuild it, we have to make it from scratch....
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I don’t remember a lot of the thinking that went into it, but I do remember when our ad agency presented it to us for the first time, It wasn’t just hearing the line Genesis Does What Nintendon’t, but also seeing it written out. “Nintendo” with the apostrophe and letter T on the end was just so visually appealing, As soon as we saw it, the room erupted in laughter.
  
They lost several important files, a lot of lip movement files for lip-synch, and some graphic files were missing or courrupted, and some animation files, most notably the opening, which was just gone. We don't even have the source for it, so we are trying to rebuild that, there are just a lot of technical problems in addition to all the other problems....
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If I remember correctly, while we were looking at it, we were also getting ready for the Consumer Electronics Show (I’m not sure if it was Vegas or Chicago). We wanted to make a big splash at CES. Nintendo had a huge booth next to us, and we wanted to be seen as a major competitor to them.
  
Webber: Seems like almost full game development just about?
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I remember we had this kind of tower in the center of our booth which had these four or five giant screens circling the tower playing the video that cut to Genesis Does What Nintendon’t.
  
Vic: It's a lot of work, I wouldn't say it's full game development. It's a lot of work though.
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The theme song that ended with a booming voice saying “Genesis Does What Nintendon’t,” and it really was just a visual and sonic (audio, not the character) experience. I think it was because of the great reaction we got there from the retailers and the press that we decided to make a TV commercial out of it.
  
Webber: How is Lunar(Complete) Coming?
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It’s interesting, actually, because I never thought of it as the precursor to the Sega Scream, but I remember Genesis Does, just that line was a cue to that. It was kind of a simple phrase, and it’s then when Goodby, Berlin, and Silverstein came in to do our advertising, they just kept making it smaller to just “Sega” with the Sega Scream. It really helped define what it was all about.
  
Vic: Text is first draft like 90%, we'll be starting the second draft......
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Sega-16: Was Sega of Japan initially open to the idea of taking Nintendo head-on?
  
The second draft we are going to crib about half of the stuff(text) from the Sega cd version. Because there is a lot of stuff(text) from the Sega cd version I liked a lot. The way it played, of course it changes because the story changes a little, but there is some things certain townspeople said, certain sencarios, that I really liked a lot the way they went. So about half the text will be cribbed out of the Sega cd version. Some will be updated, because there are some sort of time sensitive jokes, my favorite one is the Shannon Doherty thing, Shannon Doherty is a way has-been, so we have to take that out.
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Al Nilsen: It wasn’t so much in that. There was a little bit of concern, but it was also in terms of doing what was right for the U.S. market. There was a bigger concern when we started doing the Game Gear/Game Boy comparisons because our advertising was literally doing head-to-head, and I think that touched more of a nerve than Genesis Does What Nintendon’t did.
  
We should have disks in english for first round testing in about six weeks!
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Sega-16: Japan’s views seemed to be of concern to Tom Kalinske as time wore on, and he told us of how shocked their executives were when he laid out his plans for the U.S. market, such as packing Sonic in with the hardware. How did American management respond to his ideas?
  
Rudo: Will it be possible to put back some of the original music(from Lunar:TSS)?
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Al Nilsen: I wholeheartedly agreed. Packaging in Sonic was something that gave us the ability to make the best possible product offering. The most important thing for us to do was to go and sell hardware, because if you sold hardware you were going to get a continued revenue stream by selling additional pieces of software. A great title becomes a console seller, and including Sonic with the Genesis console was very appealing to the consumer. You got the hot game, with the hot console at a great value. And once they had Genesis in their homes, you would be able to get additional software sales. Tom was the person who was able to convince Sega of Japan that yes, this is what needed to be done. It wasn’t that we were taking sales away from Sonic. It was that were were guaranteeing ourselves that increased tie-in ratio with the added future sales. Tom had great ideas for how to make Sega into a mega brand, and he was was able to convince Sega Japan to let us do the things that we needed to get done. It really helped to go and make a big difference for us.
  
Vic: We've got three themes from the original one(Lunar:TSS) which were redone and expanded. We took the original music and we stretched it out, like the Grindery theme is redone, it's the original theme plus more in the middle....
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Sega-16: It’s a little-known fact that you had the “T” in Sonic The Hedgehog registered as his middle name. Was there any particular reason for that or was it just part of the marketing?
  
Our plan is to replace three themes at this point, like the opening town, has to be the original music, with the flute and the triangle. It has to be the original music!
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Interview: Al Nilsen 3
  
Rudo: Is it possible to take this song and put it in another village?
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Al Nilsen: I don’t remember if when the trademark application papers came through whether or not they had made the T capitalized or if I had changed it. I do remember that I did want it capitalized at the time and jokingly may have said that it was his middle name. However it happened, the rest is history.
  
Vic: We are not ditching any music completely! We are moving the stuff thats there, and adding it back, the original ones in the original places.
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It’s the funniest thing. As I do business today, people have researched me and they find the Wikipedia article (laughs) that has me and the capital T story. I have a feeling that the reason why I did it was because I wanted to have a good story to tell, because it’s anecdotes like that that become interesting and that the press likes and people will be able to talk about. I can tell you at the time that we did it or let it go through that I had no idea that it would ever have this legacy today. But then again, when I started at Sega, I never felt that we would defeat Nintendo, have number one market share, or that I would help introduce a blue hedgehog to the world who would become a corporate symbol. It was just great happenstance.
  
Rudo: Because both songs from Burg were good!
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Sega-16: Yeah, almost twenty years later, and he’s still going strong.
  
Vic: Which one do you take?
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Al Nilsen: What I loved was that Americans had no idea what a hedgehog was, albeit a blue one! So, I had to go and introduce people to what a hedgehog was. It was just amazing.
  
I like the first one, I'm partial to it. The original sounds to me a lot more inoccent. The new one is good, but it doesn't sound so inoccent. The older one with the flutes and triangles sounds very inoccent and child-like.
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Sega-16: Sales really picked up after 1991, and marketing like the Sega Scream made the Genesis the “cool” console to own. How hard was it to extend this type of branding to the Sega CD? It never experienced the same strong sales the Genesis did despite sharing the brand name and publicity.
  
Webber: Next, who will be doing the voice acting for Lunar(Complete)?
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Al Nilsen: The big thing and the quote that I was probably best-known for was “the name of the game is the game.” You had to have a great stable of games to be able to extend it, and also at a fair price point. The Sega CD was an exciting piece of product. It was at a very high price point as an add-on, and it was an add-on that cost more than the console itself. I don’t think anyone has ever had an add-on that cost more than the console itself before. While we were delivering great games for it (there weren’t a lot of them), we were still delivering fabulous experiences on the cartridge side.
  
Vic: Everybody is the same, except for Alex, because he grew up, Alex got a deep voice. Hal Delahousse moved, he's Quark, but we are pretty sure we can get him back. He is the quintissential dragon, his voice is awesome as the dragon, a little bit hard to understand, but he sounds like a dragon. They should have used him for Dragonheart, he sounds like a dragon should sound.
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So for the price of four or five cartridges, you’d have to buy a Sega CD. It was hard, but it was a product that was ahead of its time.
  
Rudo: What about the characters who didn't have voices in the original(TSS)?
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Sega-16: When the Playstation and 3DO arrived, they sported the same cutting edge marketing Sega had perfected with the Genesis. This prompted a shift in Sega’s approach with the Saturn. This occurred after you left Sega, but do you think it was a mistake for the company to abandon the Sega Scream and its particular type of promotion?
  
Vic: All those are going to be cast.
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Al Nilsen: I’m not sure that I’m in a position to answer that. I don’t remember enough about what they were doing with Saturn to do that. Personally, I think there was tremendous equity with the Sega Scream, and it was one of those things that really seemed to resonate. It did not get stale, so it’s something that I think could have had much longer legs.
  
Rudo: Jessica in the original didn't have any voice.
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I remember the Playstation having really edgy advertising, but I don’t remember a lot of the details with the Saturn’s launch, so I don’t think I can really go and comment in depth on that. But I do think the Sega Scream still had a lot of life left in it.
  
Vic: Ramus didn't either, actually I haven't cast Ramus, but my thought is to use the voice that I used for Glug in Popful Mail. Remember the little dwarf-minor guy, had kind of like a stuffy-nose sound to him, little fat sound, that is sort of the voice I want to put on Ramus.
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Sega-16: Sega did eventually bring it back for the Dreamcast, but it was too little, too late.
  
Webber: Okay, you haven't announced your Winter RPG yet?
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Al Nilsen: Yeah, it’s amazing. I still remember the first visual from the first commercial, of a guy so close up, doing the Sega Scream. It was good stuff.
  
Vic: Still Can't!
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Sega-16: Just about everyone we’ve talked to has said that Sega Visions Magazine was merely a marketing tool, but most agreed that the magazine had the potential to be much more. Was it truly “held back,” and if so, why?
  
Webber: Any timeframe, when do you think you will be able to make the announcement?
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Al Nilsen: Part of the problem was literally marketing budget resources, in terms of being able to go and take it and see where Sega Visions could go. It started off very simple, which was as a marketing device to go and get people excited about Sega and give them something that they could go and do. It was aimed very similarly to what Nintendo Power was. Bob Harris was the editor-in-chief from the Sega side and he ran with it, but in terms of seeing where this could go, you know, like could this be a stand-alone magazine and be something bigger, I don’t think it ever got the attention or a lot of attention from within Sega.
  
Vic: When the contracts are done, that’s an ongoing process. That’s the bad thing about the way this company operates is, we don't get out deals done and hold on to them for three months before we announce them. As soon as they are done we announce it. Typically a really bad time is E3 because we have nothing new to announce, and then three weeks later it comes through.
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A lot of it was because of the budget and how much it was going to cost us to go and make this something bigger. Was the expertise around to be able and go and do that from our standpoint? We had created a fine product, a fine editorial product, but taking it to that next level was something that just wasn’t paid attention to that much.
  
Now to Squash some Rumors!
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It was also a very costly product for us. A lot of times it was just a question of what do we do with the limited budget dollars that we have? Are we able to get the best bang for our buck right here? The big thing that you have to remember is that for every dollar that we spent, Nintendo was spending five to eight dollars, so we had to go and look at every penny very, very carefully. But Bill (Kunkel) and the others did a very fine job of it and spearheaded that effort by Bob Harris.
  
Webber: People have asked you before if you were considering Slayers 2?
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Sega-16: You were big on Michael Jackson’s Moonwalker, and you made a point to remind the press of his involvement in creating the game. There are rumors that there was to be a sequel, but Jackson ‘s legal troubles killed the deal. Is this true?
  
Vic: No, I havent' said anything on the internet because I think it's hilarious to watch the speculation.
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Al Nilsen: Not that I know of, no. Michael was very involved in development of all of the aspects of both the Genesis and arcade games; from the game design, to the look and the music. I know the Sega arcade group was looking into developing other potential arcade games with Michael, but on the Genesis side we weren’t. In the end Sega never pursued another arcade game with him. I know the arcade game did well, but I’m not sure how truly successful it was. The cartridge game was a good seller for us.
  
Webber: And Y's 4?
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Our thanks to Mr. Nilsen for this interview.</pre>
 
 
Vic: To my understanding, because I talked to falcom about that, they are doing Y's Eternal for the PC, but Y's 4 supposedly isn't in active development for playstation. It's been talked about, but they are not actually doing it, that’s what they(falcom) told me at least. I think they'd tell, hopefully they'd tell me if they were really doing it, because I said "I'd really like to license it, can you tell me whats going on"(to falcom). Y's Eternal is just a rehash of one and two(Y's 1 & Y's 2), I was kind of disappointed, because I thought it was Y's 4 or Y's 1-4, but it's just a rehash of one and two with not that many improvements.
 
 
 
Webber: Lunar 3, have you heard anything?
 
 
 
Vic: It's in production right now. It's actually the early stages of production, design, story, that kind of stuff. It really just started maybe three months ago.
 
 
 
Webber: Is it going to be on Dreamcast?
 
 
 
Vic: All I can say is that in the US we have the Lunar trademark, if we don't do it nobody can. If they try to do it they can't call it Lunar, and we are not publishing for Dreamcast. So thats the long round-a-bout, so it doesn't really matter what system it's originally published on, it will be on whatever system we are publishing on here. That is about as specific as I can get. Unless Bernie is gone Dreamcast is a serious no for us.
 
 
 
Webber: So your stance with Sega, even after Bernie's press conference the other day where he said that RPGs, fighting games, and...... he mentioned three genre's as being the most important for Dreamcast, and RPGs was one of them?
 
 
 
Vic: Only because he found out that they sell. He's not a leader, he is a follower. Sony legitimized that segment, and he has seen the money. Because when he was at Sony he was the one who said RPGs were not significant. He told us, one person removed from him, his representative said- Bernie said RPGs are not a significant portion of the market, we do not want to support them in the US. Thats why Arc the Lad didn't come out, we were pushing for Arc the Lad. We were going to release that game, and they wouldn't let us license it from Sony of Japan, and they wouldn't let us release it here. Because they said they(RPGs) weren't significant. The only reason he changed that tune is because he's seen Final Fantasy 7 sales, and he's seen that if you put money behind it(an RPG), and it's a good to great RPG it'll sell, and it always would have. He's a follower, he's a business man who has no idea about games.
 
 
 
Webber: Well, he said that after the press conference in Japan, where supposedly Square and Enix attended the Dreamcast announcement in Japan.
 
 
 
Vic: He's a follower, he's a business man who crunches numbers, and has no clue about what makes games great.
 
 
 
Rudo: The bottomline is no WD titles for Dreamcast?
 
 
 
Vic: It's very unlikely Lunar will be seen on Dreamcast from anybody(In the US), because if anybody else tried to do it they couldn't call it Lunar. And its very unlikely Gamearts would license it to them anyway because that would affect their relationship with us.
 
 
 
Webber: Its a couple years away anyways.
 
 
 
Vic: It's a least two years it might be three, Grandia took four years
 
 
 
Webber: By that time Sony's new system will be right around the corner.
 
 
 
Vic: It's a pretty good bet.
 
 
 
I'll talk about Sony now, one thing people don't understand about the whole Sega Sony thing. They are like, you suck, you used to say Sony was the worst, you'd never go over to Sony, and as soon as there was money to be made you switched over to Sony. They just don't follow the fact that the reason we weren't at Sony was because of Bernie Stolar, when Bernie Stolar came to Sega very shortly thereafter we made the switch to Sony, because he made it intolerable to be at Sega, just like he made it intolerable to even try to be at Sony. That was when the switch happened. People are like you did it for the money, No! We go were the games are, and we go were the people appreciate what we do, and the management at Sega just doesn't get it at all.
 
 
 
Like Phil Harrison is a very cool guy....He gets games and he gets what we do. It's a completely different enviroment from Sega, it's like Sega used to be. When Sega was like Genesis/Sega cd era when we were doing those games, completely supportive. They were giving us trouble to get Lunar out the door, they said it would never sell. It was one of their top five games for Sega cd, and it did very well for us, it was number one for us until Alundra came out and just blew it off the map. After Lunar they got to the point where they just trusted us, they said do whatever you wanna do and we know it will be great. Thats the kind of support we are getting from Sony now. In part because a lot of people that used to work at Sega at that time now work for Sony.
 
 
 
Webber: Yeah, I remember when Sony hired a bunch of Sega employees.
 
 
 
Vic: Oh lots, I'd say that 40 % of the staff, maybe more is ex-Sega employees.
 
 
 
Webber: Grandia for Playstation, is there any thought, is Gamearts thinking about it, considering it?
 
 
 
Vic: The fact that I cannot say anything at all should say everything!
 
 
 
Webber: Yep, read between the lines!
 
 
 
Vic: I can't say a word about Grandia for Playstation. I can't say anything about it!
 
 
 
I say a word about everything, and I can't say a word about that!
 
 
 
Webber: Perfect Answer!
 
 
 
Ok, we wanted to ask you a little bit about Gamearts? What makes them so great?
 
 
 
Vic: The companies that we generally work with and do a lot of stuff with, and get along with, are the companies that know games and dig games. Gamearts staff is 100% gamers, they totally dig games, they play a lot of games, they play a lot of other peoples games. They are just gamers.
 
 
 
I don't speak Japanese very well at all, and they don't speak english hardly at all, but when it comes to games we are totally on the same wave length. We can have a conversation about games just with motions, and talking about levels and stuff because we both have common frame of reference. They get it, they dig games, and they have a really cool bidet in their bathroom...
 
 
 
First time I went there it was hilarious. It wasn't hilarious at the time, but it was hilarious looking back. Have you ever been to Japan?
 
 
 
Webber & Rudo: No!
 
 
 
Vic: The big thing there is western style toilets, all the rage. In general they have squat toilets everywhere, which are nasty nasty things to use. They are supposed to be very higenic, but I'm sorry I just can't do it. They have western style toilets in the bathroom at Gamearts, but they sort of go for overkill. They have western style toilets with control panels, heated seats, built in bidets, air pump-up cushions with ladders for different sensitivities, for when you sit down. I'd never seen a toilet like that. When I walked in I'm like oh my god, it's like Star Trek or something. I sit down and I look at this LCD readout with like knobs and stuff, and all in Japanese of course. Kanji of course, which I can't read at all, you'd think it would be nice if it was in hiragana or katakana. I'm going what does this do and what does this do, and so I get up go to check out some of the buttons to see what they did, and I push this one button and this little hook comes swinging out from underneath the toilet, shoots a stream of water right in my crotch, all over it, it was this built in bidet….. I jumped out of the way, it shoots past me and goes all over the mirror and everywhere. I came walking out of there with this completely wet crotch that I could not dry. Everybody knew exactly what happened, because apparently whenever a Gaigin goes over there they always come out with a wet crotch, because they always push the button. So, that’s the cool bidet.
 
 
 
Webber: They're never going to tell anybody either.
 
 
 
Vic: Oh I'm sure they tell people to go use the bathroom, and then wait for them to come out.
 
 
 
They are just way cool people, Miyaji(Gamearts President) is a little bit older than I am, a couple years, but real similar, we both have kids almost the exact same age. It's just a really cool relationship. We have very similar interests game-wise. Game-wise and personally we are very similar…
 
 
 
The programmers are way cool. We always have suggestions for making it(games) better or changing them, and they are always like "we'll do it". Like the Lunar thing, at then end of 1(Lunar:TSS) we changed it. In the Japanese game, to get to the top of the ice path(at the end, to get to Althena/Luna), you didn't have to do anything, she(Althena/Luna) just bolted you all the way to the top. You didn't have to play the harp. We thought that was kind of lame, cause why did you have to carry this harp through the whole story.
 
 
 
Webber: They didn't use it?(the harp)
 
 
 
Vic: Nope, you didn't have to use the harp.
 
 
 
The one thing that could remind Luna who you where was the music you played. So we added the thing where if you got to the top without playing the harp, the last bolt would kill you. So you had to remember to play the harp to remind her, to get to the top of the ice path. They(GA) thought that was just the coolest idea, and they did it, and it was great. We were real happy they did, and it made the game better I think. The Japanese one(verion of TSS) they kept the same.
 
 
 
Webber: That’s pretty unbelievable, we've never played it. So if we played the Japanese game?
 
 
 
Vic: You could just walk to the top, if you keep your health up. It doesn't get progressively harder, not like the US version….
 
 
 
Rudo: So you guys work a lot with each other. Did they start making playstation games because of the US, because of you guys?
 
 
 
Vic: We pushed hard, the Saturn market was dead, it had to happen. It made sense for them in Japan too.
 
 
 
Webber: They would have stuck with the Saturn, or just not done games for awhile?
 
 
 
Vic: I don't think they would have done games for playstation as soon.
 
 
 
Webber: One more question, the voices you did in Popful Mail, will you please tell us?
 
 
 
Rudo: You never answered that, the big secret?
 
 
 
Vic: I really don't remember, seriously. I was talking to the engineer the other day, and he reminded me of some that I had done that were pretty major. I'll tell you in Vay, I did the Wind Elemental. In Popful Mail, I think I was one of the guards, one of the penguin guards. One of the penguin guards was Craig Sydea, and I think I was the other penguin guard. I was either the penguin guard or like a mine guard. It was a bit part I had like one or two lines in the whole game. One of those two was me. But yeah, we were talking about all the little bit parts I had done in games, and I completely forgot about the Wind Elemental.
 
 
 
Webber: So that’s not like a secret anymore, if you knew you'd tell?
 
 
 
Vic: No, I don't tell. All the ones(voices) I've done don't sound like me, except for two. There is only two that I've done in my own voice, that were not shifted, or changed, or phased in some way, and both were on Turbografx. All the rest of them(voices done by Vic) have been shifted or changed.
 
 
 
I'll tell you one more, this one is the best one. The Lunar song(Lunar:TSS intro Song), with the "Hey Hey" in the middle. That’s five of me, we took a "Hey Hey" and did it five times, and shifted them into different pitches so it sounded like a group of people, but I'm all five people.
 
 
 
I'm the "Hey Hey". I've got good parts(voices), but that is my favorite one.
 
 
 
End Interview
 
 
 
 
 
We'd like to send a huge thank you to Victor Ireland for the time he spent with us at E3. It was easily the highlight of our trip.</pre>
 

Latest revision as of 15:21, 16 December 2017

Interview.svg
This is an unaltered copy of an interview of Al Nilsen, for use as a primary source on Sega Retro. Please do not edit the contents below.
Language: English
Original source: Sega-16


If there was one thing synonymous with Sega during the Genesis era, it was the cool marketing that it used to promote its little black box. More so than any company before it, Sega took advertising to a whole new level and pushed the boundaries of what was acceptable at a time when competitors were seldom mentioned by name. Through a series of bold maneuvers and big risks, the House of Sonic went on to conquer the 16-bit market and topple a plumber’s empire.

Since before the Genesis even launched, Al Nilsen had a front seat for every marketing battle.

He had cut his teeth buying video games for the JC Penney stores and catalogs in the late ’70s and early ’80s, and by 1989 he found himself heading Sega of America’s marketing division. From this position, Nilsen had a hand in selecting the final name for the console, and he oversaw the implementation of some of Sega’s most memorable advertising, including the classic Genesis Does… and Sega Scream promotions. Along with Bob Harris, he also spearheaded the launch of Sega Visions magazine.

Sega-16 was fortunate enough to spend almost an hour chatting with Mr. Nilsen by phone.

Sega-16: You’ve been involved in the promotion and sales of video games since the Atari 2600 days. The console crash of 1983 shook many retailers’ confidence in gaming as a viable industry. The NES went far to restore that confidence, and by 1989 it owned the market. What major changes did you notice in the way retailers approached Sega with the Genesis? How open were they to stocking the product of Nintendo’s chief competitor?

Al Nilsen: Well, retailers were really looking for an alternative to Nintendo, because of Nintendo’s tremendous market strength. They had about 95% market share, and the Sega Master System was probably at less than 5% – Nintendo was the big monolith in the industry. They were telling the retailers what they had to do in terms of promoting their product, such as building those giant “World of Nintendo” displays, and how to advertise it. Retailers were very, very open to having a competitor that could help level the playing field. So, we really had great… hope, I guess, from the retailers that we could be a strong and viable competitor. As a result we got their support in prominently displaying, advertising and promoting Genesis. While they didn’t necessarily think that anyone could go and unseat Nintendo, or really go and give them a true run for their money, they really wanted to support us to see what would happen.

And it wasn’t just the retailers; it was also the gaming magazines and the press, who really wanted another competitor to come into the business. So it was exciting and very beneficial to have the strong support of both the retailers and the press.

Sega-16: Shortly before the Genesis was released, you were approached at a prelaunch sales meeting in California by a retailer who told you that you would be blown out by NEC’s release of the TurboGrafx-16, and that the entire unsold inventory would be returned to Sega the day after Christmas.

Al Nilsen: Even though the retailers were supportive of Sega, they had a business to run. If you remember, when we launched Genesis, the TurboGrafx-16 launched at the same time, which is a story that most people forget about. The first company that we really went and defeated in the industry was NEC with their TurboGrafx-16. They came out, and we literally shipped within a week of each another – we shipped on August 14th and they shipped on about August 20th – so there were two companies trying to go up against Nintendo, and Sega really was the underdog because NEC was this major electronics giant, and they had told the retailers that they were going to put a lot of money behind their launch.

I still vividly remember something that happened in April of ’89 as David Rhoads, Sega’s VP of sales, and I were presenting our plans to retailers. After the presentation we asked one major retailer if he was going to buy Genesis for his stores. And he said “absolutely. I’m happy to go and sell your product and promote it, but I just want you to know that on December 26th I’m going to go and return them all to you because NEC is going to eat your lunch!”

Sega-16: And they told you this at a prelaunch meeting, right when you’re trying to pitch them your new console?

Al Nilsen: It was at a prelaunch meeting down in Pebble Beach at the Spanish Bay Resort, and we brought in about a dozen of the top retail buyers for video games. We showed them what we had planned. We showed them our new games. We walked them through our marketing plan and talked to them about how we would launch Genesis and grow the business. We had good support from everybody who attended, but as I said I still remember this one retailer who basically said “yeah, I’ll sell your product, but you’re gonna go and lose. They (NEC) have all these fancy brochures, they’ve got all this money, they’re gonna go and spend everything, and they’re gonna go and win the 16-bit war. But I’ll give you a chance until December 26th.” Needless to say, when December 26th came, Sega Genesis stayed on their store shelves. We had won the first battle in the 16-bit war.

Sega-16: Did that kind of response ever faze you?

Al Nilsen: Nope. I knew we had a great product. I knew we were differentiating ourselves from both NEC and from Nintendo. As a marketer, it’s kind of like you go out there and you give it your best shot. We thought that we could go and do what we thought we had to do. We thought our plans were right, we thought our products were right, you know? We were leading this great product, and we were also targeting a much different audience than both NEC and Nintendo were.

When I joined Sega, I took a look at the video game market and said “how do we go and succeed?” Sega had this great arcade heritage, and the number one thing I noticed was that all the people who had originally played Nintendo at home were now playing games in the arcades. There were two reasons for it: one, that’s where the best games were because the arcades offered the best quality games with the best graphical experience; and two: because the guys were getting older and the mall was where the girls were hanging out!

I also knew that I would not be able to go and get a foothold if I went directly after Nintendo and its six to twelve year-old boys, which was their core target market. Nintendo was just too strong, so my plan was to go and get the people who had basically put their Nintendos aside and were playing the arcade games, and give them this great experience by bringing the best of the arcade to their homes, and also by bringing them great sports games.

That’s where Tommy Lasorda Baseball and Arnold Palmer Tournament Golf came in, and really, that was the start of redefining what the video game industry is today. Taking the business from just six to twelve year-old boys to a broader market, including kids, teens, young adults, men, women – that was the major changing point, and that was really the secret of our success.

Now NEC came in and said “we’re gonna go straight up against Nintendo; we’re gonna go after six to twelve year-old boys.” Because of this they had a much harder battle. Our goal at Sega was to go out and get tweens, teens and young adults first. And then once we accomplished that, we started coming out with products like Sonic The Hedgehog, that were able to further broaden the market by going after Nintendo’s core audience. And that, as I said, was really the secret of our success.

Sega-16: So then the name “Genesis” really was fitting, wasn’t it? That’s interesting, considering that before the console could be released in America, its name had to be changed because another company had the rights to “Mega Drive.”

Al Nilsen: The trademark for “Mega Drive” was owned by another company in the U.S. It was a company that I think was making hard drives. Our lawyers looked at the trademark categories and determined that there was a conflict with “Mega Drive” and told us that we couldn’t use it.

So they (Sega) went and came up with probably half a dozen final names…

Sega-16: I’ve heard about “Cyclone” and something with a fox…

Al Nilsen: Cyclone, that’s right! That one was actually based on the roller coaster in Coney Island. Actually, the first thing I did when I joined Sega was do the research to see what people were actually doing and what people thought about the names. The interesting thing is that people immediately got “Genesis” as a new beginning or major change. They understood what the name meant, and they liked what the name was. It was quite an easy choice for us.

What I love is that people just keep using the name over and over for other great products. I remember the Weber gas grill that came out a few years ago with the Genesis series (laughs). But it really defined what we were.

Sega-16: Gamers have long heard about how effective Sega’s “Genesis Does What Nintendon’t” campaign was, and it laid the groundwork for later efforts like the Sega Scream. At the time though, no one had tackled Nintendo head-on, mentioning it by name. What was the response within Sega when the strategy was first introduced to management?

Al Nilsen: Ah, let me think about that for a minute. Well, that was really our second phase of advertising because the first one was just about establishing Sega and establishing the name, and “Genesis Does What Nintendon’t” was really as we were trying to broaden the market. That was going back to the phase when we really not only broadened it by going after the older audience but also by starting to go after the aging Nintendo players because we thought we had the games. Also, Nintendo was getting ready to release the SNES.

I don’t remember a lot of the thinking that went into it, but I do remember when our ad agency presented it to us for the first time, It wasn’t just hearing the line Genesis Does What Nintendon’t, but also seeing it written out. “Nintendo” with the apostrophe and letter T on the end was just so visually appealing, As soon as we saw it, the room erupted in laughter.

If I remember correctly, while we were looking at it, we were also getting ready for the Consumer Electronics Show (I’m not sure if it was Vegas or Chicago). We wanted to make a big splash at CES. Nintendo had a huge booth next to us, and we wanted to be seen as a major competitor to them.

I remember we had this kind of tower in the center of our booth which had these four or five giant screens circling the tower playing the video that cut to Genesis Does What Nintendon’t.

The theme song that ended with a booming voice saying “Genesis Does What Nintendon’t,” and it really was just a visual and sonic (audio, not the character) experience. I think it was because of the great reaction we got there from the retailers and the press that we decided to make a TV commercial out of it.

It’s interesting, actually, because I never thought of it as the precursor to the Sega Scream, but I remember Genesis Does, just that line was a cue to that. It was kind of a simple phrase, and it’s then when Goodby, Berlin, and Silverstein came in to do our advertising, they just kept making it smaller to just “Sega” with the Sega Scream. It really helped define what it was all about.

Sega-16: Was Sega of Japan initially open to the idea of taking Nintendo head-on?

Al Nilsen: It wasn’t so much in that. There was a little bit of concern, but it was also in terms of doing what was right for the U.S. market. There was a bigger concern when we started doing the Game Gear/Game Boy comparisons because our advertising was literally doing head-to-head, and I think that touched more of a nerve than Genesis Does What Nintendon’t did.

Sega-16: Japan’s views seemed to be of concern to Tom Kalinske as time wore on, and he told us of how shocked their executives were when he laid out his plans for the U.S. market, such as packing Sonic in with the hardware. How did American management respond to his ideas?

Al Nilsen: I wholeheartedly agreed. Packaging in Sonic was something that gave us the ability to make the best possible product offering. The most important thing for us to do was to go and sell hardware, because if you sold hardware you were going to get a continued revenue stream by selling additional pieces of software. A great title becomes a console seller, and including Sonic with the Genesis console was very appealing to the consumer. You got the hot game, with the hot console at a great value. And once they had Genesis in their homes, you would be able to get additional software sales. Tom was the person who was able to convince Sega of Japan that yes, this is what needed to be done. It wasn’t that we were taking sales away from Sonic. It was that were were guaranteeing ourselves that increased tie-in ratio with the added future sales. Tom had great ideas for how to make Sega into a mega brand, and he was was able to convince Sega Japan to let us do the things that we needed to get done. It really helped to go and make a big difference for us.

Sega-16: It’s a little-known fact that you had the “T” in Sonic The Hedgehog registered as his middle name. Was there any particular reason for that or was it just part of the marketing?

Interview: Al Nilsen 3

Al Nilsen: I don’t remember if when the trademark application papers came through whether or not they had made the T capitalized or if I had changed it. I do remember that I did want it capitalized at the time and jokingly may have said that it was his middle name. However it happened, the rest is history.

It’s the funniest thing. As I do business today, people have researched me and they find the Wikipedia article (laughs) that has me and the capital T story. I have a feeling that the reason why I did it was because I wanted to have a good story to tell, because it’s anecdotes like that that become interesting and that the press likes and people will be able to talk about. I can tell you at the time that we did it or let it go through that I had no idea that it would ever have this legacy today. But then again, when I started at Sega, I never felt that we would defeat Nintendo, have number one market share, or that I would help introduce a blue hedgehog to the world who would become a corporate symbol. It was just great happenstance.

Sega-16: Yeah, almost twenty years later, and he’s still going strong.

Al Nilsen: What I loved was that Americans had no idea what a hedgehog was, albeit a blue one! So, I had to go and introduce people to what a hedgehog was. It was just amazing.

Sega-16: Sales really picked up after 1991, and marketing like the Sega Scream made the Genesis the “cool” console to own. How hard was it to extend this type of branding to the Sega CD? It never experienced the same strong sales the Genesis did despite sharing the brand name and publicity.

Al Nilsen: The big thing and the quote that I was probably best-known for was “the name of the game is the game.” You had to have a great stable of games to be able to extend it, and also at a fair price point. The Sega CD was an exciting piece of product. It was at a very high price point as an add-on, and it was an add-on that cost more than the console itself. I don’t think anyone has ever had an add-on that cost more than the console itself before. While we were delivering great games for it (there weren’t a lot of them), we were still delivering fabulous experiences on the cartridge side.

So for the price of four or five cartridges, you’d have to buy a Sega CD. It was hard, but it was a product that was ahead of its time.

Sega-16: When the Playstation and 3DO arrived, they sported the same cutting edge marketing Sega had perfected with the Genesis. This prompted a shift in Sega’s approach with the Saturn. This occurred after you left Sega, but do you think it was a mistake for the company to abandon the Sega Scream and its particular type of promotion?

Al Nilsen: I’m not sure that I’m in a position to answer that. I don’t remember enough about what they were doing with Saturn to do that. Personally, I think there was tremendous equity with the Sega Scream, and it was one of those things that really seemed to resonate. It did not get stale, so it’s something that I think could have had much longer legs.

I remember the Playstation having really edgy advertising, but I don’t remember a lot of the details with the Saturn’s launch, so I don’t think I can really go and comment in depth on that. But I do think the Sega Scream still had a lot of life left in it.

Sega-16: Sega did eventually bring it back for the Dreamcast, but it was too little, too late.

Al Nilsen: Yeah, it’s amazing. I still remember the first visual from the first commercial, of a guy so close up, doing the Sega Scream. It was good stuff.

Sega-16: Just about everyone we’ve talked to has said that Sega Visions Magazine was merely a marketing tool, but most agreed that the magazine had the potential to be much more. Was it truly “held back,” and if so, why?

Al Nilsen: Part of the problem was literally marketing budget resources, in terms of being able to go and take it and see where Sega Visions could go. It started off very simple, which was as a marketing device to go and get people excited about Sega and give them something that they could go and do. It was aimed very similarly to what Nintendo Power was. Bob Harris was the editor-in-chief from the Sega side and he ran with it, but in terms of seeing where this could go, you know, like could this be a stand-alone magazine and be something bigger, I don’t think it ever got the attention or a lot of attention from within Sega.

A lot of it was because of the budget and how much it was going to cost us to go and make this something bigger. Was the expertise around to be able and go and do that from our standpoint? We had created a fine product, a fine editorial product, but taking it to that next level was something that just wasn’t paid attention to that much.

It was also a very costly product for us. A lot of times it was just a question of what do we do with the limited budget dollars that we have? Are we able to get the best bang for our buck right here? The big thing that you have to remember is that for every dollar that we spent, Nintendo was spending five to eight dollars, so we had to go and look at every penny very, very carefully. But Bill (Kunkel) and the others did a very fine job of it and spearheaded that effort by Bob Harris.

Sega-16: You were big on Michael Jackson’s Moonwalker, and you made a point to remind the press of his involvement in creating the game. There are rumors that there was to be a sequel, but Jackson ‘s legal troubles killed the deal. Is this true?

Al Nilsen: Not that I know of, no. Michael was very involved in development of all of the aspects of both the Genesis and arcade games; from the game design, to the look and the music. I know the Sega arcade group was looking into developing other potential arcade games with Michael, but on the Genesis side we weren’t. In the end Sega never pursued another arcade game with him. I know the arcade game did well, but I’m not sure how truly successful it was. The cartridge game was a good seller for us.

Our thanks to Mr. Nilsen for this interview.