Engineering:Sega Pico

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Short description: Educational video game console
Sega Pico
Sega Pico Logo.jpg
Kids Computer Pico-01.jpg
Also known asKids Computer Pico
ManufacturerSega Toys
TypeVideo game console
GenerationFourth generation era
Release date
  • JP: June 1993
  • NA: November 1994
  • EU: 1994
  • KOR: 1995
Introductory priceJP¥13,440
United States dollar 139
CN¥690
United States dollar 49.95 (Majesco)
Discontinued
Units sold
  • JP: 3.4 million
  • NA: 400,000 (as of January 1996)
Media"Storyware" (Cartridge)
CPUMotorola 68000 @ 7.6 MHz
Memory64 KB RAM, 64 KB VRAM
Display
  • Progressive: 320×224, 256×224 (NTSC) or 320×240, 256×240 (PAL) pixels, 512 color palette, 61 colors on-screen
  • Interlaced: 320×448, 256×448 (NTSC) or 320×480, 256×480 (PAL)
SoundTexas Instruments SN76489, NEC μPD7759
SuccessorAdvanced Pico Beena

The Sega Pico, also known as Kids Computer Pico,[lower-alpha 1] is an educational video game console by Sega Toys. The Pico was released in June 1993 in Japan and November 1994 in North America and Europe, later reaching China in 2002.

Marketed as "edutainment", the main focus of the Pico was educational video games for children between 3 and 7 years old. Releases for the Pico were focused on education for children and included titles supported by licensed franchised animated characters, including Sega's own Sonic the Hedgehog series.

Though the Pico was sold continuously in Japan through the release of the Beena, in North America and Europe the Pico was less successful and was discontinued in early 1998, later being re-released by Majesco Entertainment. Overall, Sega claims sales of 3.4 million Pico consoles and 11.2 million game cartridges, and over 350,000 Beena consoles and 800,000 cartridges. It was succeeded by the Advanced Pico Beena, which was released in Japan in 2005.

Design and software

A screenshot from Sonic Gameworld, an example of a typical Pico game
Sega Pico in folded position

Powered by the same hardware used in the Sega Genesis,[1] the physical shape of the Pico was designed to appear similar to a laptop. Included in the Pico is a stylus called the "Magic Pen", and a pad to draw on. Controlling the games for the system is accomplished either by using the Magic Pen like a mouse, or by pressing the directional buttons on the console. The Pico does not include a screen, and instead must be connected to a monitor through the composite video output.[2] Touching the pen to the pad allows drawing, or moving/animating a character on the screen.[3]

Cartridges for the system were referred to as "Storyware", and took the form of picture books with a cartridge slot on the bottom. The Pico changes the television display and the set of tasks for the player to accomplish each time a page is turned.[2] Sound, including voices and music, also accompanied every page. Games for the Pico focused on education, including subjects such as music, counting, spelling, reading, matching, and coloring. Titles included licensed animated characters from various franchises, such as Disney's The Lion King: Adventures at Pride Rock and A Year at Pooh Corner. Sega also released titles including their mascot, Sonic the Hedgehog, including Sonic Gameworld[3] and Tails and the Music Maker.[4]

According to former Sega console hardware research and development head Hideki Sato, the development of the Sega Pico was possible due to the company's past work on the My Card cartridges developed for the SG-1000, as well as on drawing tablets. The sensor technology used in the pad came from that developed for the 1987 arcade game World Derby, while its CPU and graphics chip came from the Genesis.[5] The Pico does not include the Genesis's Zilog Z80 8-bit coprocessor and the Yamaha YM2612 FM synthesizer chip, but retains the Texas Instruments SN76489 programmable sound generator integrated onto the console's graphics chip along with the addition of an NEC μPD7759 ADPCM chip,[6] which came from Sega's arcade system boards such as the System 16B and System C2.

History

At a price of Template:JP¥,[7] the Pico was released in Japan in June 1993.[8] In North America, Sega unveiled the Pico at the 1994 American International Toy Fair, showcasing its drawing and display abilities[9] ahead of its release in November.[10] The console was advertised at a price of approximately United States dollar 160,[11] but was eventually released at a price of US$139. "Storyware" cartridges sold for US$39.99 to 49.99. The Pico's slogan was "The computer that thinks it's a toy."[3] The Sega Pico won a few awards, including the "National Parenting Seal of Approval", a "Platinum Seal Award", and a gold medal from the "National Association of Parenting Publications Awards".[12]

After a lack of success, Sega discontinued the Pico in North America in early 1998. Later, in August 1999, a remake of the Pico made by Majesco Entertainment was released in North America at a price of US$49.99, with Storyware titles selling at US$19.99.[13][14] The Pico would later be released in China in 2002, priced at Template:CN¥.[15]

In early 1995, Sega of America reported that it had sold 400,000 units in North America.[16] In 2000, Sega claimed that the Pico had sold 2.5 million units.[17] As of April 2005, Sega claims that 3.4 million Pico consoles and 11.2 million software cartridges had been sold worldwide.[18] The Pico was recognized in 1995 by being listed on Dr. Toy's 100 Best Products, as well as being listed in Child as one of the best computer games available. According to Joseph Szadkowski of The Washington Times, "Pico has enough power to be a serious learning aid that teaches counting, spelling, matching, problem-solving, memory, logic, hand/eye coordination and important, basic computer skills."[19] Former Sega of America vice president of product development Joe Miller claims that he named his dog after the system because of his passion for the console.[1] By contrast, Steven L. Kent claims that Sega of Japan CEO Hayao Nakayama watched the Pico "utterly fail" in North America.[20]

Yamaha Copera

In December 1993, Yamaha released the Copera in Japan at a price of Template:JP¥. The Copera is an enhanced variant of the Pico designed for musical education, with additional Yamaha FM sound hardware (possibly an OPL3 variant), stereo audio output, a microphone, and two MIDI ports. It is compatible with all Pico software, as well as dedicated software making use of the enhanced hardware known as 'Mixt Books', which are not compatible with regular Pico hardware.[21][22]

Advanced Pico Beena

Advanced Pico Beena
Advanced Pico Beena Logo.png
ManufacturerSega Toys
TypeVideo game console
GenerationSixth generation era
Lifespan
  • JP: 2005-2011
Media"Storyware" (Cartridge)
CPUARM7TDMI @ 81 MHz
PredecessorSega Pico

The Advanced Pico Beena, also known simply as Beena or BeenaLite, is an educational console system targeted at young children sold by Sega Toys, released in 2005 in Japan . It is the successor to the Pico, and marketed around the "learn while playing" concept. According to Sega Toys, the focus of the Advanced Pico Beena is on learning in a new social environment, and is listed as their upper-end product. Topics listed as being educational focuses for the Beena include intellectual, moral, physical, dietary, and safety education.[18] The name of the console was chosen to sound like the first syllables of "Be Natural".[23]

Compared to the Pico, Beena adds several functions. Beena can be played without a television, and supports multiplayer via a separately sold additional Magic Pen. The console also supports data saving. Playtime can be limited by settings in the system. Some games for the Beena offer adaptive difficulty, becoming more difficult to play based on the skill level of the player.[24] The Beena Lite, a more affordable version of the console, was released on July 17, 2008. As of 2010, Sega estimated that 4.1 million Beena consoles had been sold, along with 20 million game cartridges.[25]

See also

  • List of Sega Pico games

Notes

  1. Japanese: キッズコンピューター・ピコ Hepburn: Kizzu Konpyūtā Piko

References

  1. 1.0 1.1 Horowitz, Ken (February 7, 2013). "Interview: Joe Miller". https://www.sega-16.com/2013/02/interview-joe-miller/. 
  2. 2.0 2.1 "Sega's Younger Side: Pico and Sega Club Software". GamePro (IDG) (65): p. 80. December 1994. https://archive.org/details/GamePro_Issue_065_December_1994. 
  3. 3.0 3.1 3.2 Beuscher, David. "Sega Pico - Overview". http://www.allgame.com/platform.php?id=40. 
  4. "Tails and the Music Maker". http://www.allgame.com/game.php?id=20601. 
  5. Sato, Hideki (November 1998). "The History of Sega Console Hardware" (in ja). Famitsu (ASCII Corporation). http://shmuplations.com/segahistory/. Retrieved March 5, 2019. 
  6. "Sega Pico - Game Console - Computing History". https://www.computinghistory.org.uk/det/39949/Sega-Pico/. 
  7. ""ピコ"といっても紅茶じゃないぞッ! セガが幼児向けコンピューターを発売". Weekly Famitsu (ASCII Corporation): 11. 11 June 1993. https://archive.org/details/weekly-famitsu-no.-234-june-11th-1993. 
  8. "Sega Pico Q&A" (in ja). Sega Toys. http://www.pico-club.com/about/frame3.html. 
  9. Fainaru, Steve (February 18, 1994). "It may be a Toy Fair, but it ain't kid stuff: High-tech goods shine at industry show". The Boston Globe. http://www.highbeam.com/doc/1P2-8266998.html. 
  10. "Sega captures dollar share of videogame market -- again; diverse product strategy yields market growth; Sega charts path for 1996.". Business Wire. January 10, 1996. https://www.thefreelibrary.com/Sega+captures+dollar+share+of+videogame+market+--+again%3b+diverse...-a018001580. 
  11. Gillen, Marilyn A. (July 9, 1994). "Sega, Nintendo Bring Big Plans To CES". Billboard (Nielsen Business Media, Inc.) 106 (28): 73. https://books.google.com/books?id=XggEAAAAMBAJ&q=sega+pico+%24160&pg=PA73. Retrieved September 29, 2011. 
  12. "Pico Awards". Sega. http://www.sega.com:80/products/hardware/pico/awards.html. 
  13. "Edison, N.J.-Based Firm Signs Video Game Distribution Deal with Sega.". Home News Tribune. August 6, 1999. http://www.highbeam.com/doc/1G1-55368935.html. 
  14. "Majesco Signs Licensing Deal to Distribute Sega Pico Educational Systems: Systems Will Be Available In All Major Toy Retailers By Holiday Season". Business Wire. August 5, 1999. 
  15. "Sega Toys markets Pico computer toy in China.". Japan Toy and Game Software Journal. March 25, 2002. http://www.highbeam.com/doc/1G1-91099802.html. Retrieved September 1, 2014. 
  16. "Sega Boasts Pico Success". Next Generation. February 14, 1996. http://www.next-generation.com/news/021496f.html. 
  17. "Sega Pico information" (in ja). Sega Toys. http://www.pico-club.com/about/index.html. 
  18. 18.0 18.1 "Sega Toys Business Strategy". Sega Toys. http://www.segatoys.co.jp/english/company_profile/business_strategy/edutainment.html. 
  19. Szadkowski, Joseph (February 26, 1996). "ROMper Room: The Best in Play". The Washington Times. https://www.questia.com/read/1G1-56838759. [|permanent dead link|dead link}}]
  20. Horowitz, Ken (May 9, 2006). "Interview: Steven Kent". http://www.sega-16.com/2006/05/interview-steven-kent/. 
  21. "ヤマハの音楽知育遊具"コペラ"登場 あれっ、どこかで見たような……!?". Weekly Famitsu (ASCII Corporation): 11. 1 October 1993. https://archive.org/details/weekly-famitsu-no.-250-october-1st-1993. 
  22. "News & Information". Beep! MegaDrive (ja) (SoftBank Creative): 34. January 1994. https://retrocdn.net/index.php?title=File:BeepMD_JP_1994-01.pdf&page=36. 
  23. "Beena(ビーナ) シリーズ" (in ja). Sega Toys. http://www.segatoys.co.jp/support/faq/beena/index.html. 
  24. "Beena Q&A" (in ja). Sega Toys. http://www.beena.jp/qa/index.html. 
  25. "トイ・ストーリー3 がビーナに登場!『Beena専用ソフト シューティングビーナ トイ・ストーリー3 ウッディとバズの大冒険!』とばして!うって!つかまえて!たのしいゲームがい~っぱい!" (in ja). Sega Toys. July 14, 2010. https://www.segatoys.co.jp/company/press_release/pdf/20100714.pdf. 

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