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Game Pass in 1994: The Too-Soon Brilliance of the Sega Channel

A brief history of digital games distribution, and why Sega's revolutionary attempt caused no revolution

The sega channel logo which says "SEGA CHANNEL" in blue & white and there's an angular white stick figure holding a sega controller and a TV.
Photo by Matt Wolfbridge (or his parents)
Published:

By Adam Ansley

We take for granted high-speed internet access these days, especially in regard to gaming. Players can download gigabytes worth of data onto computers and a variety of other devices, usually simultaneously, inside their homes in a matter of seconds. Almost 100% of working age people in the U.S. have access to either broadband internet or high-speed cellular internet service. This fundamental, everyday utility barely existed 25 years ago, and where it did exist it was orders of magnitude worse than today. Society has rapidly digitized over the course of a single generation. Perhaps not surprisingly, this momentous shift towards turning physical objects into online assets has been most keenly felt by the youngest form of entertainment media: video games. 

What started as bulky cabinets people had to travel eventually became home consoles with physical game releases people camped out in tents for, to an ecosystem largely divorced from the material at least as far as individual titles go. Games now are downloaded–yours until Valve or Microsoft or Sony says otherwise.

But the idea of attempting to send games from a central location to players at home by means of a wire hookup predates the early 90s. 

Being an inherently digital medium, video games have always needed to make their way from the machines they were developed on to machines that players could access. In the earliest days, games were printed on single-purpose computer boards to be used in arcades, or else existed as freeware on university mainframes. The rise of dedicated game consoles and microcomputers brought games home in the late 1970s and early 80s, with the programs themselves printed on cartridges or floppy disks and sold in stores. Methods for physical storage improved over the following decades to include increasingly dense optical discs; but the dynamic of players purchasing physical copies of games that they could use however they legally, or illegally, saw fit didn’t change until the rise of internet storefronts that could deliver game code quickly over wire. 

Common knowledge sees that shift in video game distribution as beginning in the 2000s with the launch of services such as Steam, Gametap, and Xbox Live Arcade. Yet, there were several earlier attempts at digital game distribution, some of which, like the Sega Channel, were even successful. 

Even though the internet was invented in 1969, widespread commercial and household adoption of computer networking didn’t get going until the 80s, offering a tempting path to software dissemination to ambitious video game publishers. The idea of accessing centrally stored programs from multiple locations already existed in old mainframe computing frameworks. Just about everyone working in early game development would have had experience in those environments and would have been able to imagine a world where they could distribute their games as programs through wires to anyone who would want them. But imagination wasn’t the problem. The issue was technological. Early dial-up internet lacked the speed and reliability to effectively transmit the kinds of games found in arcades and home consoles into homes. Even by the mid-90s when internet adoption was rapidly increasing, only truly dedicated players were downloading games over dial-up connections. Yet, beginning in the late 1970s, an alternate type of wired connection was becoming more-and-more available in households as cable television adoption picked up at a significant pace: coaxial cables. The coaxial cables used in cable hook-ups offered much wider bandwidth for data transmission than phone lines at the trade-off of lower signal quality and needing to deal with cable companies. Still, cable lines were an obvious and attractive avenue for software distribution in those wild west days of digital technology.


The first attempt at digital game distribution was the Intellivision PlayCable, which launched in 1980 through some cable providers in the US. It used a special adapter which would plug into an Intellivision's cartridge port and wire into a coax cable outlet. When the console was turned on, the adapter would tune to a cable channel from which a menu screen would be downloaded to the console, which would then display a list of 15 or 20 games that could be selected. Each game had its own dedicated cable channel which would constantly stream its code on loop, and upon a game being selected from the menu, the adapter would tune to that game's channel and download it starting on the next loop, with the process taking a handful of seconds. The game would be stored in the adapter's 8 kb RAM and could be played indefinitely until the console was powered off. Information is limited on how much the adapter cost, but the monthly subscription seems to have started at $12, or about $48 in 2025. That would have roughly equaled out to purchasing one cartridge game every two months.

Meanwhile, Atari took a swing at doing a similar scheme through early dial-up, betting on a theoretically more flexible service that they could directly control. In June of 1983 they launched GameLine in conjunction with Control Video Corporation (who would later become a company you might’ve heard of called AOL), which was a dial-up modem that would plug into the cartridge slot of the Atari 2600 and connect to a phone jack. It offered a service where users could call into a central CVC computer and download games over a 1.2k connection to the adapter's 8 kb RAM. The play restrictions were similar to the PlayCable, except 2600 games were charged on a per-download basis and would lock out after a certain amount of time. GameLine was seen as more of a game rental service with a hefty price tag. The adapter cost $60 and users needed to pay a $15 monthly fee with a $1 per game download charge–all of which would be about $195, $49, and $3 respectively in 2025.

If both services seem unreasonably expensive, that's because they were. Two main issues hampered the less unreasonable PlayCable. First, the setup required each cooperating cable provider to maintain a specialized minicomputer in their broadcast station that would receive monthly updates via snail mail. The station would also have to set aside 21 channels for the service to operate. As more television content became available for cable services throughout the early 80's, the opportunity cost of reserving channels for a niche video game service instead of potentially lucrative programming only grew for those providers. Second, and most important, the service was for the Intellivision. That console had, at its peak, 20% share of the home video game console market. Not only that, but the service only offered first-party Mattel games, and even those would eventually become unavailable when game sizes grew to 12 kb and 16 kb in '82 and '83. Ultimately, PlayCable only offered 20 games at any moment, rotating in and out from a total catalog of 47 possible titles. Adoption was limited, and the service saw maybe tens of thousands of subscribers in total. While that wasn't much money, it was revenue with very little overhead for Mattel, and PlayCable would outlive production of the Intellivision by about a year before it was shut down in 1984, well into the video game crash of the early 80's.

Speaking of which, the middle of 1983 was bad timing for Atari to launch their own GameLine service, especially at eye-watering prices. Atari discontinued GameLine after less than two years and the service remains largely forgotten. Both of these efforts highlight the limitations of trying to distribute any digital goods in the 80's, much less video games. The innovations made to get those services off the ground were too far ahead of their time, and seemed like either technological fads or undercooked dead ends to an audience increasingly wary of the games industry. 


Initially, the console business in Japan was about five years behind the US in terms of popularity and development. It wasn't until the Summer of 1983 that the Nintendo Family Computer and Sega SG-1000 consoles would release, and it took a couple of years for that market to pick up steam. By the mid-80s Nintendo and Sega saw enough success to internationalize their hardware, and by the late 80s the second video game boom was in full, and permanent, effect. During this time, Japan was the hotbed of invention and creativity in gaming, which meant by 1990 the time had come for another swing at getting game consoles on the burgeoning internet. 

Both Nintendo and Sega first tried to use dial-up modem add-ons for their systems. Nintendo went first with their Family Computer Network System in 1988, and Sega would try their hand with the Meganet service in late 1990 for their Mega Drive console, both of which were Japan-only services. Nintendo focused mainly on offering non-gaming internet services for their Famicom and wound up selling somewhere north of 100,000 modem add-ons. The online stock brokerage and horse betting services were apparently very popular, because Bubble Economy.

Sega put more emphasis on their inherent strengths, using the Meganet subscription service to distribute games. Well, not retail games like the PlayCable had done. The issue was that their modem downloaded at 1.2k, same as GameLine, but by 1990 console games had grown to over 1 MB. This led to the service offering download-exclusive titles that were a fraction of the size of normal cartridge games, maxing out at 125 KB. Downloads would still take several minutes, and the games themselves tended to be basic in comparison to full cartridge releases. But hey, subscribers could play a mahjong game with extremely high latency online multiplayer, for what that was worth. It didn't help that the modem cost 12,000 yen with a monthly subscription of 800 yen, which very roughly translates to $230 and $15, respectively, in 2025. The limited game catalog and high cost made Sega's Meganet a non-starter and the whole thing shut down in 1992. Though, somehow, it would pop back up in Brazil in '95 as an email service. Brazil's relationship with Sega is a topic for a completely different article, so just keep it in the back of your mind that anything you learn about the Sega Mega Drive also affected Brazil in ways that you can't predict.


This chain of history leads us to 1994 and Sega's haphazard generational changeover. The Mega Drive (Genesis in North America) hadn't been successful enough in Japan for Sega to be precious about it, but its worldwide adoption had been massive and that caused concerns in regional Sega offices, especially Sega of America (SoA). Several compromises had to be made between the Japanese and American offices between '93 and '95 regarding the generational shift and the Genesis' end of life, most of which resulted in boondoggles like the 32X console add-on. One of the better ideas to come out of SoA was an on-demand digital game service utilizing the Genesis' extensive game catalog. It would function similarly to Intellivision's old PlayCable, but with technological improvements on the back end and far more favorable cable adoption rates and console market share. The resulting service was the Sega Channel. 

Sega partnered with the largest cable providers in the US, TCI and Time Warner, to distribute the Sega Channel adapter and maintain content delivery. That adapter would slot into the cartridge port on the Genesis and connect to a coaxial cable outlet. The adapter ran on its own power supply and contained 4MB of RAM, which was enough to store just about any game for the console. The promise was that players would turn it on and have a menu of 50 Genesis games to download and play until the console powered off. The functional similarity between the Sega Channel and PlayCable is enough to indicate that someone at SoA knew how the earlier Intellivision attempt at games transmission worked and built from that idea. There's no evidence for that assertion, but it sure would be a coincidence if none of SoA’s engineers had heard of PlayCable.

The Sega Channel was, of course, much more technically sophisticated than a service released a decade prior could have been. It only used 2 cable channels, one for the menu and one for game delivery, with the signals managed from a central computer in Japan and distributed through satellite uplink to participating cable providers. With the game data for all 50 titles transmitting sequentially on one channel, downloads on any individual console would have to wait for that game to come around before hooking onto the beginning of the data stream and receiving everything to RAM. This meant that instead of downloads being almost instantaneous like on the Intellivision, they were reported to take up to half a minute. That's still hilariously fast compared to game download times we've been used to over the last 20 years, but it was a tenfold increase over what the Intellivision had dealt with. There was also the added wrinkle that cable signals had high data loss rates, which was fine for television but lethal for software downloads. Sega was reported to have subsidized signal cleaning infrastructure at their partner cable companies to improve signal reliability, but that only reduced the problem. There are reports that game downloads would fail frequently, requiring console reset and trying again. Still, even with that technical issue, players would have games up and running in a matter of minutes at worst.

The games in question rotated monthly and included a wide variety of titles from a wide variety of publishers. All told, well over 300 games made their way onto the Sega Channel during its lifespan. In the menu, they would be divided between different genres, or at least Sega's idea of genres. The category titles included such as "The Arcade", "Sports Arena", "Wings 'N Wheels", and "The Think Tank". There's humor to be mined in cases such as Beyond Oasis going under 'The Arcade" instead of "Fantasy Land", but the important category was "Test Drives." When there were games offered in that category, they would either be demos for new releases or full games from other regions that never saw local cartridge runs. When people remember the service, usually the first thing they bring up is that it was the only way in the U.S. that you could play games like Pulseman or Megaman: The Wiley Wars. 

One way to think about the Sega Channel is as an arcade with an entry fee and freeplay on all the machines, which is apt considering the arcade nature of most Genesis games. Players would load a game, play it for some amount of time, turn-off the system, and then start fresh on the next boot. There's some disagreement about whether the adapter could store game saves, with some claiming that the adapter could hold a save game for one game at a time. I'm inclined to believe that claim, as the presence of long RPGs such as those in the Phantasy Star or Shining Force series would be untenable without the ability to hold a save game in some small amount of ROM. The use of short-term storage is the issue that made the Sega Channel less of a useful game service than modern day offerings. Yet, the fact that this was the only real negative comparison in functionality between this 30-year-old digital gaming service and what we have now is extremely impressive.

Using cable infrastructure, Sega had avoided all the issues with dial-up connections and created a service that could digitally distribute full retail games, a capability which was roughly 15 years ahead of its time, while offering a subscription game service, which was more than 20 years ahead of its time. That business innovation was a consequence of the underlying technological innovation. Since all game data was streamed over a cable channel, anyone who tuned into it could receive all that data without any verification information going back the other way; so, they could only charge customers for overall access to the broadcast, kind of like a premium cable channel. It just happened to be a great idea with a lot of potential, as would be seen by a different struggling console manufacturer a full human generation later. Yet, the Sega Channel saw only limited success, with its main Achilles heel being the fact that it went into wide service in 1995.

The Sega Saturn released in North America on May 11, 1995, and the Sony Playstation exploded onto shelves four months later on September 9th. These were CD-ROM compatible consoles with 32-bit processors, polygonal 3D graphics, and CD quality audio. It's difficult to comprehend after the last few console generations how much of a stratospheric jump that was for games in such a short span of time. Committed enthusiasts, adults, and older teenagers made that generational leap as soon as they possibly could, with game developers following close behind. New Genesis releases of any appreciable quality began to dry up quickly, with the "Test Drives" section of the Sega Channel withering away almost completely by the Fall of '96. 

The poor timing affected every aspect of the service. With the changing of the console generation, physical Genesis games began to find their way to bargain prices, and players with any of their own disposable income were moving on. That left as the main audience children and young teens who relied on price-conscious parents for games. The service initially had a $25 sign-up fee and a cost of $12.50 per month afterwards, or about $50 and $25 respectively in 2025 dollars. That fee and monthly subscription would cost roughly the same over 12 months as four new cartridge games, which made it the best deal of any of the services leading up to this point. The quality of that deal led the Sega Channel to max out at around 250,000 concurrent subscriptions. While that was only a quarter of Sega's unreasonable expectations, it was several times more successful than any early service, the contemporary X Band service, Nintendo's later Satelleview scheme, or even the much later GameTap.


The Sega Channel would ultimately be short-lived. Sega attempted to boost its popularity by adding game rental functionality and limited-time events to the service throughout 1995 and '96; and they increased the catalog size to 70 games a month in '97, but its peak subscriber base in 1995 would gradually fade as the Genesis receded into history. It didn't help that by the middle of '97 Sega began to scrape the bottom of the barrel when looking for games to rotate into the catalog, with Bubsy II and dreck of similar dubious pedigree making their way onto the service. It quietly went offline in July 1998, outlasting manufacturing of the Genesis by a year in much the same way as PlayCable did with the Intellivision. 

Sega wouldn't try the same scheme again for their Saturn console, and the technology wouldn't have worked anyway with game sizes having increased a hundred times. They did end up putting out a 27k modem for that system, mainly for the sake of accessing the world wide web. By the time Sega's next console, the ill-fated Dreamcast, came around, it was packaged with a 56k modem which was famously utilized for online multiplayer in games like Phantasy Star Online and Quake III. It wasn't until wide adoption of broadband internet that there would be other serious attempts at widespread digital game distribution. As far as the type of subscription catalog service offered by the Sega Channel, it wouldn't be until Microsoft's Xbox Game Pass in 2017 that anything would reach its level of success.  

In the late 90's, Sega successfully ran a game subscription service 20 years ahead of its time on an obsolete, dying console. They did so by entirely sidestepping the early internet and directly using the new telecom technologies that would shortly afterwards make the internet usable enough for universal adoption. That service was a gambit from a market competitor rapidly losing ground, and it was categorically ignored by the tastemakers of the time. Yet, the Sega Channel touched the lives of hundreds of thousands of kids, some of whom would grow up and enter into the video game industry, or games media, or the tech sector more generally [editor’s note: or start a culture & literature magazine]. That germ of an idea planted in 1995 grew into our modern video game landscape. Though, there was a certain honesty to the ephemeral nature of those early digital game services not reflected in this modern environment. Perhaps that’s why there’s currently a growing interest in physical games as objects that are solid and permanent. Thirty years after the launch of the Sega Channel, we live in a polar opposite situation, where getting games over the internet is the standard and purchasing physical games is done by much smaller numbers of committed enthusiasts. 

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