While 9 September 1999 is remembered for the North American launch of Sega Dreamcast, its arcade counterpart arrived earlier. Sega officially introduced NAOMI on 9/17/1998, creating the hardware platform that would shape much of Sega’s late-1990s and early-2000s arcade output.
The Dreamcast’s 25th anniversary attracted plenty of attention, but NAOMI’s 26-year milestone offers an equally important look at Sega’s arcade strategy. Its story includes shared console technology, unusually broad third-party support, experimental non-game applications and a family of related boards that carried Sega into a new era.
The Sega NAOMI arrives
NAOMI’s arcade debut was quieter than the Dreamcast’s later worldwide campaign, which is understandable for an arcade system rather than a home console. Unofficial reports had circulated as early as February 1998, but the board’s first major public demonstration came at Japan’s 1998 JAMMA show on 17 September.
The platform drew attention through its accompanying software: The House of the Dead 2, Zombie Revenge—then known as Blood Bullet—and Dynamite Baseball ’98. Because Zombie Revenge did not reach arcades until 1999, The House of the Dead 2 effectively served as the launch showcase.

Contemporary reporting described NAOMI as a codename, suggesting Sega either adopted the temporary name or never found a replacement. The same early coverage highlighted Sega’s decision to invite a much wider range of companies to develop licensed games for the platform. Sega had worked with outside developers during the Model 2 and Saturn-based Sega Titan Video era, but NAOMI expanded that approach considerably.
That made the system resemble SNK’s NEO GEO MVS in one important respect: operators could use interchangeable game media rather than buying a completely new board for every title. NAOMI software appeared on cartridges and GD-ROMs, giving arcade businesses a flexible way to manage their game libraries.
Dreamcast technology built for arcades
The NAOMI itself would sport the same hardware as the Dreamcast, although the arcade board was not simply a plug-and-play version of the home console. It included twice the Dreamcast’s main and graphics memory, along with four times its sound memory.
Up to 16 NAOMI boards could also be linked together to share processing work. GD-ROM games loaded completely into memory during startup, reducing mechanical wear and avoiding problems associated with a disc continuing to spin throughout a busy arcade session.

Sega produced a universal upright cabinet for standard NAOMI releases, but individual games could receive custom control panels. Monkey Ball, for example, used a distinctive banana-shaped joystick, while OutRigger used a more conventional control arrangement. A large universal sit-down cabinet was also produced, echoing Sega’s earlier rear-projection Megalo machines.

Further contemporary coverage appeared in Japanese arcade magazine Arcadia and in the November 1998 UK edition of Sega Saturn Magazine. The latter also covered new Model 3 games, as NAOMI began to take over from that platform. Its delayed Western reporting likely helped create the incorrect claim that NAOMI launched at JAMMA in November 1998, around the Japanese Dreamcast release.
Where did the name NAOMI come from?
NAOMI is commonly expanded as “New Arcade Operation Machine Idea”. That explanation is not necessarily wrong, but a recollection from former Sega developer Shinichi Ogasawara adds another possibility.
Ogasawara, known for work on games including Gunblade N.Y., The Lost World: Jurassic Park and Let’s Go Jungle!, was involved with NAOMI titles such as Jambo! Safari, Virtua Athlete and Maze of the Kings. He was part of AM3, while the earliest launch games came from AM1, so he acknowledged that other team members may have had more direct knowledge of the naming decision.
Ogasawara recalled a widely accepted story that Sega arcade R&D director Hisashi Suzuki chose the name, possibly inspired by the popularity of supermodel Naomi Campbell in Japan at the time.
He explained that “Naomi” was familiar as a Japanese name and easier for many people to remember than other supermodel names. “Campbell” was also a recognisable word through Campbell’s Soup, making the association especially accessible.
Ogasawara said Suzuki valued R&D ideas while insisting that game names should be immediately understandable. Staff reportedly viewed a modern, memorable name linked to a supermodel as fitting for a new arcade board that surpassed Sega’s earlier designs.
He stressed that only the person who named the system could confirm the truth, but considered the Naomi Campbell explanation more convincing than the alternative story about a Sega employee named Naomi.
A broad and influential game library
NAOMI’s catalogue extended well beyond Sega’s own releases. The documented library includes 81 cartridge games and another 66 GD-ROM releases, although the exact totals may vary between listings. Developers included Capcom, Namco and Taito, alongside Sega and other companies.
This broad developer base helped make NAOMI a shared platform across Japan’s amusement industry. However, its close relationship with Dreamcast and the large number of arcade-to-home conversions also raised questions about whether console parity would eventually weaken arcade sales.
Sega also tried to connect its arcade and console audiences through Dreamcast VMU support. Compatible NAOMI cabinets included reader slots that allowed players to transfer or save data using Visual Memory Unit devices. The idea anticipated the player-card systems later used by Sega in Japan, although relatively few games supported the feature before the Dreamcast was discontinued.

NAOMI beyond the arcade floor
During the late 1990s and early 2000s, Sega used NAOMI in several unusual projects outside conventional arcade games. The company’s fish-themed experiments grew from the earlier Joypolis attraction Aquarena, which led to the NAOMI- and Dreamcast-based Fish Life.
The technology was then adapted for the “underwater exploration restaurant” ‘Fish “on” Chips’. NAOMI hardware later appeared in digital menus for Japanese restaurant chains including Kura Sushi. Sega alumni have recalled that some units were damaged when soy sauce reached the electronics.
Other applications included disaster-prevention simulators, short-lived net cafés and pachinko machines following the Sega-Sammy merger.

For readers considering a modern home arcade setup, the practical lessons from NAOMI remain familiar: cabinet space, controls, maintenance and reliable hardware all matter. RETROCADE’s Arcade Machine Buying Guide covers those decisions, while arcade parts and repair services are useful reference points for owners maintaining older machines.
The NAOMI family and its legacy
NAOMI was followed by several related Sega platforms. The Hikaru offered more advanced hardware and early use of phong polygon shading. It powered a small selection of obscure but well-regarded games, yet development was more difficult and the board was abandoned after only a few years. Operators also reported serious reliability problems, including chips falling away from the boards.
The NAOMI 2 was slightly less powerful but enjoyed a longer life and attracted further third-party support. At the lower end, System SP handled less demanding games and remained supported into the late 2000s. Sammy’s Atomiswave also shared some hardware similarities.

NAOMI and its immediate relatives represented Sega’s final generation of original arcade boards. The later Chihiro and Triforce were based on existing Xbox and GameCube technology. After that, Sega—like much of the industry—shifted towards arcade systems built from standard PC components.
Alongside Model 3, NAOMI marked the end of Sega’s long tradition of designing bespoke arcade hardware, a lineage reaching back to the 1970s and the work of engineers including Hideki Sato and Hiroshi Yagi. Model 3 delivered spectacular results, but its expense helped create the conditions for NAOMI’s more practical approach.
Although NAOMI brought Sega closer to the console-based hardware strategy already used elsewhere, its lower costs made it easier to deliver a large and varied selection of arcade games. That combination of accessibility, flexibility and software support is the platform’s most lasting achievement.

For more arcade history and restoration ideas, explore the RETROCADE Arcade Blog and browse the available arcade machines.




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