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Video Game / Segagaga

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The year is 2025. SEGA only has 3% of the market share left. The other 97% of the video game market is taken up by DOGMA. As the last stand against DOGMA's threat of a total monopoly, SEGA launches Project Segagaga as a last ditch effort: Find somebody on the street who will be able to reclaim SEGA's lost territory in the market and bring proper competition back to the industry. One of these people is a teenager appropriately named Taro Sega.
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Released for the Sega Dreamcast in 2001, when SEGA pretty much stopped caring about what it wanted to put out, Segagaga is a parody of the brief and rather one-sided rivalry between the Dreamcast and the PlayStation 2. While it's, at its core, an RPG and game company simulator, everything else about it is wacky and zany. Your grunt-level programmers resemble Moai statues and fuzzy monsters, the characters are real and do double-duty acting in the games and working for the company (with a few exceptions), and every game that SEGA under Taro's leadership develops and publishes pokes fun at some other game on the market, such as Dalai Lama.

As the game goes on, DOGMA recognizes SEGA as a financial threat, eventually taking the battle into space. That's the sort of game this is.

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Contains examples of:

  • All Men Are Perverts: Taro can use pictures of pretty girls to manipulate his development teams.
  • Benevolent Boss: Taro is kind to all his employees.
  • Defeat Means Friendship: Taro has to physically fight each staff member in a turn-based Role-Playing Game battle before he can recruit them.
  • Exposition Fairy: Alisa explains the game's premise and mechanics.
  • Expy: DOGMA is clearly an amalgamated stand-in of both Sony (The main rival of Sega at that point) and Nintendo (The DOGMA Pyramid as opposed to the Nintendo GameCube).
    • Director Cool leads the American branch of Sega that has archived great success. Clearly, he's meant to be a expy of Tom Kalinske, the executive that put the Sega Genesis on the map across the Pacific.
  • Hannibal Lecture: Taro's greatest talent. He makes frequent use of them to get the staff members back to work when they become feral.
  • Historical Villain Upgrade: Director Cool, revealed to be the real CEO of DOGMA, is clearly meant to be a send-up of Tom Kalinske, the man who made Sega a household name in America. The game parodies the events that lead to Kalinske's fallout with Sega of Japan and his subsequent departure from the company.
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  • Involuntary Transformation: The reason why the programmers look so strange is because the high stress of making a game causes them to mutate into bizarre creatures.
  • Last Stand: SEGA is the only company in the game business that DOGMA hasn't eliminated. A conversation with Alex Kidd shows that Nintendo existed in this world; DOGMA has wiped it out too.
  • Life Embellished: This game is the most insane autobiography ever made of a video game company.
  • Most Gamers Are Male: All of the programmers, designers, and directors seem to be male.
  • Multiple Endings: Endings are determined by how much money you've made for SEGA by the end of the game.
  • Mundane Made Awesome: Making video games is portrayed as truly epic.
  • Parody Commercial: For the Dogma Pyramid.
  • Pointy-Haired Boss: Taro at first, due to the nature of the Segagaga Project.
  • Recruit Teenagers with Attitude: How the main character gets involved. How this was supposed to save Sega, nobody knows.
  • Scrap Heap Hero: Alex Kidd was once the head spokesman for SEGA. Then Sonic the Hedgehog happened, and he was promptly laid off. Alex Kidd now works behind the counter at a convenience store.
  • Sequential Boss: The final boss of the final level is a Shoot 'em Up section heavily inspired by Thunder Force. It has you fighting all forms of SEGA's home console, complete with specifications as it introduced.
  • Shout-Out:
    • Daniel from The Karate Kid shows up for some reason.
    • The final act of the game is a big one to Thunder Force.
    • Some monsters fought at the Dogma HQ resemble warped, grotesque mockeries modeled after Nintendo characters, such as Kirby, Pikachu and a Toad. Other bear likeness to monstrous PlayStation 2 and ghastly dualshock controllers.
  • Simulation Game: The core of the gameplay, though it borrows from some other genres.
  • Sliding Scale of Silliness vs. Seriousness: Totally silly!
  • Time Marches On: SEGA lost that 3% of the market share of game consoles not long after this game came out, let alone in 2025. On the other hand, SEGA now has a share of game software market much greater than 3%, which is the focus of the game. One can only wait and see how SEGA will do in 2025, assuming it survives until then.
  • Tron Lines: The interiors of SEGA Tower contains these.
  • Video Game Cruelty Potential: You can deny your overworked employees vacation.
  • Unexpected Gameplay Change: The game becomes a Thunder Force inspired Shoot 'em Up when DOGMA goes all-out against SEGA.

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