Advertising Campaigns

The marketing that shaped the console wars

Genesis Does What Nintendon't
Sega · 1989
Genesis does what Nintendon't

Sega's direct attack on Nintendo opened the console wars of the early 1990s by naming the competition and listing specific hardware advantages in television spots and print ads.

Nintendo Power Magazine Launch
Nintendo · 1988
The Power Source for Nintendo Players

Nintendo launched its own subscriber magazine in 1988, transforming tips, codes, and previews from a phone-line service into a monthly publication that functioned simultaneously as marketing and customer retention.

PlayStation "Double Life" UK Campaign
Sony · 1999
Double Life

Sony's surrealist UK television campaign showed ordinary people confessing to a hidden life of emotional extremes lived through PlayStation games, positioning the platform as an outlet for genuine feeling rather than idle entertainment.

"Welcome to the Next Level"
Sega · 1992
Welcome to the next level

Sega's 1992 repositioning campaign shifted the Genesis pitch from attacking Nintendo to asserting a generational leap, using the phrase "next level" to imply that Nintendo players were playing a previous era's machine.

"Have You Played Atari Today?"
Atari · 1982
Have you played Atari today?

Atari's 1982 brand campaign attempted to make the 2600 synonymous with home video gaming itself — a category-defining move that treated "Atari" as a verb in the same way Xerox and Kleenex had become generic nouns.

"Now You're Playing with Power"
Nintendo · 1985
Now you're playing with power

Nintendo's NES launch campaign used the word "power" to attach technological authority to a toy-category product, helping convince retailers and parents that the NES was a different kind of product from the discredited Atari era.

"MK Is Coming" — Mortal Kombat Home Release
Acclaim Entertainment · 1993
MK Is Coming

Acclaim's campaign for the home release of Mortal Kombat used a dedicated hotline, coordinated television advertising, and the controversy over the SNES censorship versus the Genesis blood code to generate record single-day sales.

Lara Croft Lifestyle Marketing
Eidos Interactive · 1996
A hero for a new age

Eidos promoted Tomb Raider not through traditional game advertising but through Lara Croft as a celebrity figure — appearing in music videos, fashion shoots, and mainstream magazines to reach audiences who had never bought a game.

Game Boy Original Launch Campaign
Nintendo · 1989
Now you're playing with power — portable power

Nintendo's Game Boy launch positioned the handheld not against the technically superior Sega Game Gear or Atari Lynx but around Tetris as a bundled killer application and battery life as the practical advantage that mattered.

PlayStation "U R Not E" Launch Campaign
Sony Computer Entertainment America · 1995
U R Not E (You Are Not E — Not a Child)

Sony's US PlayStation launch campaign used deliberately cryptic teaser advertising, rave culture aesthetics, and the implied message that this was not a children's toy to separate the platform from the Nintendo and Sega audience.

The Sega Scream
Sega · 1992
SEGA!

The distinctive shouted "SEGA!" audio logo — screamed at the beginning of television advertisements — became one of the most recognisable sonic brand identities in 1990s consumer electronics.

Doom Shareware and University Server Distribution
id Software · 1993
The game that will consume your life

id Software released the first episode of Doom as free shareware distributed via FTP on university servers, generating word-of-mouth on a scale that no advertising budget could have achieved and effectively demonstrating the internet as a mass distribution channel.

Get N or Get Out
Nintendo · 1997
Get N or Get Out

Nintendo's aggressive 1997 slogan for the Nintendo 64 traded the company's family-friendly image for confrontational attitude, daring players to join the 64-bit generation or be left behind.

It's Thinking
Sega · 1999
It's Thinking

Sega's cryptic, atmospheric "It's Thinking" campaign backed the Dreamcast's 9.9.99 launch with roughly $100 million — and delivered the most successful console launch in history to that point, taking $97 million in 24 hours.

Crash Bandicoot Storms Nintendo
Sony Computer Entertainment · 1996
Hey, Plumber Boy!

Sony sent a man in a Crash Bandicoot suit to a Nintendo office with a bullhorn and a truckload of televisions, taunting Mario directly — the most brazenly confrontational advertisement of the 32-bit console war.

Champagne ("Life Is Short. Play More.")
Microsoft · 2002
Life Is Short. Play More.

A newborn is fired out of a hospital window, ages into an old man mid-flight, and lands screaming in his own grave. Microsoft ran it as a console advert. Britain banned it.

Live in Your World. Play in Ours.
Sony Computer Entertainment America · 2002
Live in Your World. Play in Ours.

Sony stopped advertising a games console and started advertising a second reality — surreal, allegorical spots in which gameplay bleeds into ordinary life.

Blast Processing
Sega of America · 1993
Blast Processing

Sega took an obscure hardware quirk that no commercial game ever used, gave it a name that sounded like physics, and won an argument in every school playground in America.

Segata Sanshiro
Sega · 1997
Sega Saturn, shiro! ("Play Sega Saturn!")

To sell the struggling Saturn in Japan, Sega invented a stern judo master who physically assaulted anyone caught not playing it — a campaign so beloved it outlived the console and became a folk hero.

The Price of $299
Sony Computer Entertainment America · 1995
$299

Sony's entire E3 1995 message was a single number. After Sega announced the Saturn at $399, SCEA's Steve Race walked to the podium, said "two-ninety-nine," and walked off — one of the most effective moments in games marketing.

Play It Loud!
Nintendo of America · 1994
Play It Loud!

Stung by Sega's cool, Nintendo spent $10 million reinventing itself for teenage boys — skate parks, graffiti, hard rock, and coloured Game Boys — trading the family-friendly image for attitude.