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Sega Master System Console

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Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. p.405. ISBN 0-7615-3643-4. Battelle, John (December 1993). "The Next Level: Sega's Plans for World Domination". Wired. Condé Nast Publications. Archived from the original on May 2, 2012 . Retrieved October 9, 2013. The way SEGA interconnected the CPU with the rest of the components enables not only to access values but also to show/hide certain components from appearing in the memory map. Following the launch of the next-generation 32-bit Sony PlayStation and Sega Saturn, sales of 16-bit hardware and software continued to account for 64% of the video game market in 1995. [108] Sega underestimated the continued popularity of the Genesis and did not have the inventory to meet demand. [108] [109] Sega captured 43% of the dollar share of the U.S. video game market and claimed to have sold more than two million Genesis units in 1995, while Genesis software such as Vectorman remained successful, but Kalinske estimated that "we could have sold another 300,000 Genesis systems in the November/December timeframe". [109] Nakayama's decision to focus on the Saturn, based on the systems' relative performance in Japan, has been cited as the major contributing factor in this miscalculation. [108] By contrast, Nintendo concentrated on the 16-bit home console market, as well as its successful handheld, the Game Boy, and took in 42% of the video game market dollar share without launching a 32-bit console. [108] Following tensions with Sega Enterprises, Ltd. over its focus on the Saturn, Kalinske, who oversaw the rise of the Genesis in 1991, lost interest in the business and resigned in mid-1996. [110]

In Brazil, the Master System became a huge success largely in part to Tectoy, a Brazillian toy and electronic company who succeeded in obtaining the distributor rights in the country. They managed to claim 80% of the country's video game market [4]. The weapons in the game are all common of the era – the 19th Century, and the Doctor looks as though he could well be a Victorian country practitioner. a b c Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. pp.434, 448–449. ISBN 0-7615-3643-4. Lomas, Ed (November 1996). "Over 1 Million Saturns in Europe By March". CVG. p.10. 8 million potential Saturn upgraders! a b c Sato (November 5, 2018). "Former Sega President Talks About Making The Mega Drive To "Beat Nintendo" ". Siliconera. Archived from the original on November 6, 2018 . Retrieved November 5, 2018.

Retro Sales — Your Trusted Source of Sega Master System Games and Consoles

GameTap Sega Catalogue". GameTap. Archived from the original on August 8, 2009 . Retrieved July 16, 2010. Goldstein, Hilary (November 3, 2004). "IGN: Sonic Mega Collection Plus Review". IGN. Archived from the original on May 22, 2012 . Retrieved December 4, 2008.

a b c Parish, Jeremy (October 16, 2012). "20 Years Ago, Sega Gave Us the Sega CD". 1UP.com. Archived from the original on June 15, 2013 . Retrieved December 11, 2016. The Genesis, also known as the Mega Drive [b] outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy. [c]

a b c d e f Horowitz, Ken (August 3, 2004). "Genesis Accessory & Peripheral Guide". Sega-16. Archived from the original on October 11, 2013 . Retrieved December 4, 2010. Clements, Matthew T.; Ohashi, Hiroshi (October 2004). "Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994–2002" (PDF). NET Institute. pp.12, 24. Archived (PDF) from the original on March 7, 2016 . Retrieved September 21, 2011. As you can see, there’re some creative differences between regions. The first time I heard the Japanese one I thought it came from Electric Light Orchestra (the band), but it’s actually from Space Harrier (the game). By the way, the perspective effect on the floor is accomplished by altering the colour palettes. More regional differences The Sega Master System is still being sold in Brazil at the time of this writing(2021) as a plug in and play console, making it the console with the longest lifespan at 32 years ever. For context the Mega Drive only lasted 7 years in the region, and the Dreamcast lasted two years.

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