Game Sênior Edição 20

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Game Sênior Edição 20 ANO V - ED. 20 editorial ABRIL/2014 E cá estou eu, com uma difícil missão: substituir o Mano Beto. Nosso Sênior Master agora é encarregado de outros setores do Grupo Game Sênior, mas isso não quer dizer que ele nos aban- donará. Os jogos retrô fazem parte da sua vida, assim como dos outros membros da nossa equipe. Mas o clima aqui na Game Sê- nior continua como uma mesa de bar e uma boa conversa entre amigos, falando de jogos retrô com os leitores de sempre como é o foco da revista. Tem coisa melhor que reunir o pessoal e falar sobre o que mais gostamos? E como nosso assunto é falar do passado aqui na revista, a edi- ção 20 está super comemorativa, pois o Mega Drive ilustra a capa desta edição, com um histórico sobre o “nosso” Mega Dri- ve feito pela Tec Toy escrito por Rafael Malaman (Comunidade Mega Drive). Além disso, uma das maiores obras de Kenji Eno está na nossa lista, com o horror de D. E como toda mesa de bar, sempre rola um papo sobre futebol, resolvemos recordar os 20 anos da série Fifa Soccer. Sei que futebol é sempre papo de ho- Diversão do passado sempre presente! mem, mas também tem espaço para as mulheres em nosso Sê- nior Icon que dedicamos a essa grande profissional do ramo de games, a famosa Amy Hennig. Para finalizar e deixar as coisas mais picantes, falamos sobre Games e Sexo, isso mesmo, sem- pre um assunto polêmico que gera muito pano pra manga. Primeira edição do ano (um pouco atrasada), mas temos muita coisa pra conversar. Mas isso não é problema. Pegue uma cadei- ra e sente-se. A próxima rodada de nostalgia é por nossa conta. Garçom, mais um jogo retrô, por favor! Um grande abraço e boa leitura! ANDRÉ NESMAN [email protected] expediente OS NOSTÁLGICOS DE PLANTÃO (como sempre... tudo em perfeita harmonia em nossa redação) EDITOR CHEFE: Mano Beto e André Nesman REDAÇÃO: André Nesman, Alexandre Woloski, GAME SÊNIOR EDITOR WEB: Mano Beto e Tiago Almeida Rafael Marques, Fabiano Porto, Denis Gasco, É UMA PUBLICAÇÃO DIRETOR DE ARTE: Ney Lima Julian Camargo, Vinicius Manzano, Vitor Quartenazi, GRATUITA VIA DOWNLOAD Lucas Oliveira e Guilherme Bruno CAPA e DIAGRAMAÇÃO: Ney Lima CONTATO e PUBLICIDADE REPORTAGEM: Mano Beto e Tiago Almeida CONVIDADO ESPECIAL: Rafael Malaman [email protected] DISTRIBUIÇÃO e MARKETING: Mano Beto REVISÃO: Jorge Henriques e José Augusto sumário 06 20 29 39 54 06 texto Rafael Malaman GS 20 * ABRIL/2014 07 ....................................................................................................... ano de 1989 foi A introdução da plataforma de 8 do renascimen- bits da SEGA foi muito estudada. A to do mercado equipe de marketing da Tec Toy ana- brasileiro de vi- lisou profundamente todos os ele- A Tec Toy deogames. De- mentos que fizeram a Nintendo ven- sempre fez um pois de 6 anos, cer a desconfiança dos americanos belo trabalho na divulgação do finalmente os velhos Ataris passa- e transformar seu console em um Master System vam o bastão para os consoles da fenômeno de vendas por lá 4 anos pelo Brasil nova geração. A Tec Toy, represen- antes. tante da SEGA no Brasil, tinha uma árdua missão pela frente: derrotar Nunca a divulgação de um videoga- várias empresas diferentes, incluin- me no Brasil havia sido tão osten- do gigantes como a CCE e a Gradien- siva. Comerciais de altíssima quali- te, com seu Phantom System. dade do console invadiam todos os canais de TV. Em pouco tempo, o Master System Master System já se tornara no prin- cipal objeto de desejo de toda a pir- Após 2 longos anos de negociação, ralhada espalhada pelo país. finalmente a parceria da SEGA com a Tec Toy se concretizava no mundo dos videogames. Em 4 de setembro de 1989, o Master System chegava às lojas de todo o país. Sua data de Em 4 de setembro de 1989, lançamento foi providencial, pois o Master System chegava antecedia tanto o Dia das Crianças às lojas de todo o país (12 de outubro) quanto o Natal. Será pelas mãos da Tec Toy que o console emplacaria no Brasil e derrotaria os milhares de clones de NES que inundavam o mercado? GS 20 * ABRIL/2014 08 ....................................................................................................... jogos nas lojas oficiais e problemas envolvendo a incompatibilidade en- tre os padrões de 60 e 72 pinos eram O Phantom System da Gradiente, mesmo sendo vendido a um valor comuns. Era um mercado cinza e, abaixo do Master System, sofreu com em sua maior parte, não-oficial. a pirataria descontrolada dos cartuchos e também pelos outros “clones” do NES original da Nintendo aqui no país Click e veja o Comercial O primeiro desafio da Tec Toy era do Phantom System. A Gradiente não estava enfrentar uma concorrente de peso: de brincadeira... a Gradiente. O seu clone de NES, o Phantom System, chegou às lojas no mesmo mês que o aparelho da Tec Toy. E a empresa, famosa por seus aparelhos de som, contra-atacaria A Tec Toy tinha um grande trunfo na com a mesma intensidade. mão: o contrato de distribuição de todos os jogos SEGA no país. Quem Por não ter de arcar com os royal- comprasse o Master System não fi- ties e outros custos relacionados a caria na mão. Na mesma loja, era uma parceria oficial, o videogame possível adquirir, também, todos os O controle do Phantom System da Gradiente era significativamente controles, acessórios e, claro, jogos da Gradiente, tinha um design muito mais barato. No entanto, o processo oficiais. E, ao contrário das concor- similar ao do Mega Drive de venda se encerrava no momento rentes, que enfiavam títulos de quali- em que o console era vendido. Afi- dade duvidosa como Ghostbusters II nal, cartuchos de NES tinham vários e Tiger Heli goela abaixo da criança- fabricantes e formatos diferentes. da, o catálogo dela estava recheado Não era fácil encontrar os melhores de clássicos de primeira grandeza. GS 20 * ABRIL/2014 09 ....................................................................................................... Não era pra menos: quem ajudou os O Nintendo Fun Club também ganha- executivos da Tec Toy a conceber a li- ria uma versão brazuca com o selo nha de cartuchos que seria lançada em SEGA. O Master Clube dava direito conjunto com o Master System no Bra- a uma carteirinha, ao recebimento sil foi ninguém mais, ninguém menos de uma newsletter mensal com di- que o fundador da SEGA, David Rosen. cas e notícias sobre os lançamentos Em meio a uma rápida estadia no país, e a descontos na aquisição de novos ele foi convidado para um almoço, in- jogos e produtos. Era a única fonte formal, com o alto escalão da distribui- de informação da galera até o lança- dora nacional. E colocou-se à dispo- mento das primeiras revistas de ga- sição dos brasileiros por 30 minutos, mes nacionais, no início de 1991. David Rosen, fundador da SEGA que se transformariam em 3 horas, dis- esteve aqui no Brasil e cutindo o que lançar ou não por aqui. Mas a Tec Toy não parava por aí. Seu colaborou com a Tec Toy no lançamento do time de marketing fez uma extensi- Master System E várias outras técnicas que a Nin- va pesquisa de comportamento com tendo of America utilizou nos EUA seu público-alvo para saber como as foram emuladas, com maestria, pela crianças se comportavam em rela- Tec Toy para fidelizar seus clientes. O ção ao videogame, quem decidia as atendimento telefônico foi uma de- compras, etc. Chegou-se a conclusão las. Numa época em que uma linha de que os meninos que exerciam as- telefônica chegava a US$ 5 mil e que cendência sobre os outros (o “scho- todo o sistema nacional de teleco- olyard gossip”) normalmente eram municações era analógico, a empre- aqueles que sabiam mais a respeito sa revolucionou a sua relação com o dos jogos, descobriam dicas e termi- público com a Hot Line. Ao custo de navam-nos antes que seus colegas. E uma simples ligação, o jogador po- era necessário alimentá-los com es- dia tirar dúvidas a respeito de jogos, sas informações vitais. acessórios ou resolver problemas com o console. GS 20 * ABRIL/2014 10 ..................................................................... ....... Por conta disso, eles não se limitavam ao Master Clube e ao Hot Line. Fize- ram outro acordo com a poderosa Rede Globo: progametes de 1 minu- to que passavam logo após a Sessão Aventura (atual Sessão da Tarde). O Carteirinha Master Dicas, além de divulgar o con- Master Club, essa muito fã sole e os jogos no canal de maior au- queria ter só pra diência do país, mostrava soluções deixar de recordação para os jogos, truques e passwords. Algumas pessoas chegavam até a gravá-los, diariamente, em fitas VHS para consultar depois. Em 1990, o Master System já era o líder absoluto do mercado nacio- nal, com uma fatia de mais de 70%. Enquanto seus rivais lutavam com Master Dicas sendo adaptadores, cartuchos piratas, pro- apresentado por uma blemas de compatibilidade e o fato versão adolescente do Rodrigo Faro de não serem representantes oficiais da Nintendo, a Tec Toy voava em um céu de brigadeiro. Porém, não demo- raria muito para que eles também começassem a ter problema com os discípulos de Jack Sparrow. GS 20 * ABRIL/2014 11 ....................................................................................................... O Mega Drive chega ao Brasil A Tec Toy, por meio de sua competen- te equipe de marketing, conseguiu fustigar uma mania por videogames no Brasil em 1989. No entanto, o ca- ráter não-oficial de suas concorrentes acabou incentivando um vasto mer- cado ilegal, que logo viria a atingi-la. Nessa época, dois fenômenos cola- borariam com a entrada dos “Mega Drives japoneses” no território brasi- leiro: os dekasegis e os sacoleiros de Ciudad del Este.
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